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Digital Commons Network

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Communication

Series

2014

Children

Articles 1 - 3 of 3

Full-Text Articles in Entire DC Network

Digital Play: The Challenge Of Researching Young Children’S Internet Use, Donell Holloway Jul 2014

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 Jan 2014

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 Jan 2014

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 …