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Digital Play: The Challenge Of Researching Young Children’S Internet Use, Donell Holloway
Digital Play: The Challenge Of Researching Young Children’S Internet Use, Donell Holloway
Research outputs 2014 to 2021
Children’s Internet use is rapidly changing. Tweens' (9–12) usage patterns now resemble those of teenagers five to six years ago, and younger children’s (5–8) usage is approaching that of tweens. Primary school aged children are increasingly engaging in virtual worlds with social network functions (game sites such as Club Penguin, Minecraft or Webkinz). These digital public spaces carry with them opportunities as well as risk. With policy resources often targeting high school children, there is a need to map the benefits, risks and competencies associated with these trends, and develop recommendations for parents and policy makers. This paper analyses the …
Online On The Mobile: Internet Use On Smartphones And Associated Risks Among Youth In Europe, G Stald, Lelia Green, M Barbovski, L Haddon, G Mascheroni, B Sagvari, B Scifo, L Tsaliki
Online On The Mobile: Internet Use On Smartphones And Associated Risks Among Youth In Europe, G Stald, Lelia Green, M Barbovski, L Haddon, G Mascheroni, B Sagvari, B Scifo, L Tsaliki
Research outputs 2014 to 2021
This report analyses how children aged 9-16 changed their internet use between 2010, when most children used fixed computers and laptops, and 2013, with over one-quarter (c. 28%) of 9-12 year olds, and three-fifths (c. 60%) of 13-16 year olds, accessing the internet via a smartphone.
Digital Play: The Challenge Of Researching Young Children's Internet Use, Donell Holloway
Digital Play: The Challenge Of Researching Young Children's Internet Use, Donell Holloway
Research outputs 2014 to 2021
Children’s Internet use is rapidly changing. Tweens' (9–12) usage patterns now resemble those of teenagers five to six years ago, and younger children’s (5–8) usage is approaching that of tweens. Primary school aged children are increasingly engaging in virtual worlds with social network functions (game sites such as Club Penguin, Minecraft or Webkinz). These digital public spaces carry with them opportunities as well as risk. With policy resources often targeting high school children, there is a need to map the benefits, risks and competencies associated with these trends, and develop recommendations for parents and policy makers. This paper analyses the …