Research
Body Image
- Steamy Mags Bad for Men's Body Image, Too
- Internet, Alcohol and Sleep Tied to Girls' Weight
- Most Teens and Tweens Think They Are Overweight
Jennifer Aubrey, University of Missouri, Columbia
Guys who check out the sexy female models in so-called lad magazines such as Maxim have more body-image problems than their pals, a new study finds.
While it is fairly well-known that women feel worse about their bodies after viewing other females in Cosmopolitan or Glamour, guys apparently take the same knock after perusing the lingerie-clad women spread across the pages of Maxim, FHM and Stuff.
The researchers say that by looking at idealized, sexualized women, guys feel less-than because they start thinking they need to measure up on the attractiveness scale to snag such a mate.
"Men make the inference that in order to be sexual and romantic with women of the similar caliber they see in Maxim magazine, they also need to be attractive," said lead researcher Jennifer Aubrey of the Department of Communications at the University of Missouri, Columbia.
Girls and young women who devote much time to the Internet, get too little sleep or regularly drink alcohol are more likely than their peers to put on excess weight, a new study suggests.The researchers, who followed more than 5,000 girls between 14 and 21 years old for 1 year, found that the more spare time girls spent on the Internet, the more their body mass index (BMI) increased.
Similar patterns were seen when the researchers looked at alcohol consumption and sleep. In the latter case, lack of sleep was linked to greater gains in BMI — a measure of weight in relation to height.
The findings, reported in The Journal of Pediatrics, add to evidence implicating each of these three habits in promoting weight gain.
The effect of each may be small, but over time the pounds can add up, according to the researchers, led by Dr. Catherine S. Berkey of Brigham & Women's Hospital and Harvard Medical School in Boston.
The study involved 5,036 girls and young women who were surveyed regarding the number of recreational hours per week they spent on the Internet, which ranged from 1 to 5 hours, to 16-plus hours, as well as how long they typically slept each night (anywhere from 5 hours or less, to 9 hours or more) and how much alcohol they usually drank (ranging from none to two or more drinks per week).
In general, the researchers found, as Internet use climbed, so did BMI, particularly among girls younger than 18 years old.
Pangea Media, the leader in online quizzes and quiz technology, has released the results of its latest "Pangea Pulse," which tracked the attitudes and preferences of its tween and teen users about body image and how their related perceptions will impact their New Year's resolutions.
When asked how they feel about their current weight, in a recent survey conducted on Quibblo.com, more than half of the respondents (60 percent) said they believe they weigh too much. More than half said they feel like their life would be dramatically improved if they achieved their ideal weight. When asked what motivates them to improve their physical appearance, over half of the tween and teen respondents cited seeing photos of themselves and picking flaws from these photos, followed by comparing themselves to friends and seeing "perfect" models and celebrities in magazines, TV and movies.
Fifty-nine percent of respondents said they have compared their bodies to those of celebrities. When asked to choose which celebrities have the most ideal bodies, the majority of respondents chose Beyoncé (approximately 60 percent), followed by Paris Hilton (33 percent) and Scarlett Johansson (26 percent).
To get in shape in '09, tweens and teens say they will eat healthier (46 percent) rather than diet (36 percent). Fifty-three percent of tweens/teens respondents have never been on a diet, while 17 percent said that they have tried a few different diets and had some successes. Read the full BriefPangea Media, 01/08/2009
Internet safety
- European kids fearless in downloading, a new study suggests
- Norton Online Living Report 2009
- Study: \'Cyberbullying\' hits one third of teens
- Preferring the Web Over Watching TV
- 80% of parents don't turn on parental control software
- 80% of parents don't turn on parental control software, Two thirds never discuss online safety with kids
- Survey: 17 Percent of GTAIV Purchasers Underage
- Survey Shows Teens Meet Strangers Online
- Parents support Internet, but they worry, poll shows
- Bullying of Teenagers Online is Common, UCLA Psychologists Report
- Many Parents Unaware of Their Kids\' Online Activity
- 9 out of 10 Parents Think They Should Have Prime Reponsibility for Children\'s Internet Safety
- Parental Influence and Teens' Attitude Toward Online Privacy Protection
- 46% of Tweens Use a Cell Phone, Nielsen Reports
- For teens, a friend online is usually a friend offline, too
- Cyberbullying Grows Bigger and Meaner with Photos, Video
BRUSSELS -- Children are well aware of the risks of illegal downloading, at least on a theoretical level, but often minimize or question the illegal character of the act, according to a major European Commission survey released Friday.
The children surveyed often rationalized their downloading by saying that everyone does it. Many also pointed to downloads made by their own parents as an implicit form of authorizationRead the full Brief, 08/11/2007
The role of the Internet in our world continues to grow and evolve. Just as it revolutionized the way we find information, experience entertainment and do business, it’s transforming our social lives in profound ways as well. For the second year, Symantec commissioned the Norton Online Living Report to monitor and provide insight into rapidly changing technology, Internet usage and the social impact on individuals and families. This year’s report surveyed 9,000 online adults and kids in 12 countries—the U.S., Canada, UK, France, Germany, Italy, Sweden, China, Japan, India, Australia and Brazil—with results that are both surprising and informative about the impact of technology on relationships, parenting
and security.Read the full BriefHarris Interactive for Symantec, 03/01/2009
About one third (32%) of all teenagers who use the internet say they have been targets of a range of annoying and potentially menacing online activities – such as receiving threatening messages; having their private emails or text messages forwarded without consent; having an embarrassing picture posted without permission; or having rumors about them spread online.
Depending on the circumstances, these harassing or "cyberbullying" behaviors may be truly threatening, merely annoying or relatively benign. But several patterns are clear: girls are more likely than boys to be targets; and teens who share their identities and thoughts online are more likely to be targets than those who lead less active online lives.Read the full Brief, 06/27/2007
Parents who worry that their children watch too much television can take heart: a bigger concern may be children spending too much time online.
Skip to next paragraph
For children ages 10 to 14 who use the Internet, the computer is a bigger draw than the TV set, according to a study recently released by DoubleClick Performics, a search marketing company. The study found that 83 percent of Internet users in that age bracket spent an hour or more online a day, but only 68 percent devoted that much time to television.
The study found that the children often did research online before making a purchase (or bugging their parents to make one). The big exception to this rule was apparel: like many grown-ups, the children said they preferred to choose their clothes at a store.
Performics reported that some corners of the Internet were more popular with the children than others. While 72 percent of the children online belonged to a social networking site (usually MySpace), 60 percent of them said they rarely or never read blogs.Read the full BriefDoubleClick Performics, 08/24/2008
Four out of five parents that use parental control software don't turn it on, despite being concerned about their children's online safety, says McAfee.
Research by the security firm revealed a further 52 percent of parents admitted they never changed the security settings on their parental controls software while 20 percent admitted to being unsure as to whether they level of security. Nearly two thirds of parents also said they hadn't raised the subject of online security with their children.
McAfee highlighted that just under half of parents claim to monitor their children's online activities, however 30 percent said they left their children alone in their bedroom to surf the web. The survey also highlighted that 26 percent of all five to seven year olds have a computer in their bedroom and 17 percent of them are allowed to browse the web.
Meanwhile 46 percent of parent's said they were unaware their children had any social networking profiles on sites such as Facebook. Read the full BriefMcAfee, 06/24/2009
Four out of five parents that use parental control software don't turn
it on, despite being concerned about their children's online safety, says McAfee.
Research by the security firm revealed a further 52 percent of parents
admitted they never changed the security settings on their parental controls
software while 20 percent admitted to being unsure as to whether they level of
security. Nearly two thirds of parents also said they hadn't raised the subject
of online security with their children.
McAfee highlighted that just under half of parents claim to monitor
their children's online activities, however 30 percent said they left their
children alone in their bedroom to surf the web. The survey also highlighted
that 26 percent of all five to seven year olds have a computer in their bedroom
and 17 percent of them are allowed to browse the web.
Meanwhile 46 percent of parent's said they were unaware their children
had any social networking profiles on sites such as Facebook.
When it comes to maintaining the family PC, the task tends to fall to
dads, with 88 percent of men saying they were responsible for installing and
monitoring security software on their home PC. The survey showed that twice as
many Dad's compared to Mum's actively seek out information on the latest online
threats and 13 percent of mum's claimed their kids were more internet savvy
than they were.
Much has been made about violent video games and how they impact children over the past decade and legislatures and activist groups alike have tried to find ways to stop them from getting in the hands of minors. And with the help of retailers, most laws have tried to make it impossible for those under the age of 17 to buy an M-rated game. But according to a recent Nielsen survey, 17 percent of Grand Theft Auto IV buyers were underage.
Nielsen found that of the 6,000 respondents, 17 percent of all buyers were younger than 17 -- the children were aged between 6 and 17 -- and of those younger buyers, 61 percent bought the game themselves, while 39 percent had a relative or friend buy it for them. In those cases where someone else bought the game for the kids, 80 percent were the child's parent or guardian and 10 percent said their older siblings bought the game for them.
Most teens say they\'ve met strangers online Nationwide survey reveals teens interact with strangers.
Dateline NBC
All of Dateline’s predator investigations have been predicated on the idea that teenagers are willing, and sometimes eager, to share very personal information online. What are kids really up to on the computer? They may not always want to tell you, but they told Dateline in a new nationwide survey. In a survey conducted by The Intelligence Group, Dateline questioned 500 teenagers across the country, ages 14 to 18, about their computer habits.
When asked if they chat online to people they’ve never met before, an overwhelming majority said “yes,” whether it’s “all the time,” “sometimes,” or “not very often.” When asked if someone they’ve met online has wanted to meet them in person, 58 percent said “yes.” And 29 percent said they’ve had a “scary” experience online.
When asked if they talk about personal information on the Internet— things like aname, a picture, an address, a birthday, about half the teens said “yes.” We also asked if they did things online they would not want their parents to know about. Again, about half said “yes.”
More than 90 percent told us that they were responsible when they used the computer… but said that they thought friends, classmates, and other teens were not behaving responsibly online.
Below are the results:
Question 1: Have you ever met someone online via e-mail, instant messenger, chat room, etc.?
MALE /FEMALE /14-18 /19-24
Yes 71% 76% 66% 66%
No 29% 24% 34% 34%
Question 2:How often would you say you talk to people via the Internet that you don\'t know, but have met online?
MALE FEMALE 14-18 YEARS OLD 19-24 YEARS OLD
All the time 24% 32% 15% 23%
Very Often 18% 19% 17% 19%
Sometimes 26% 26% 26% 28%
Not very often 26% 21% 33% 26%
Not at all 6% 3% 10% 4%
Question 3: Has anyone you have met online ever asked to meet you in person?
Total MALE FEMALE 14-18 19-24
Yes 63% 65% 62% 58% 68%
No 37% 35% 38% 42% 32%
Question 4: Have you ever had a scary online experience, or an online experience that has made you feel uncomfortable in any way?
MALE FEMALE 14-18 19-24
Yes 29% 35% 29% 35%
No 71% 65% 71% 65%
Question 5:You mentioned that you had an online experience that made you uncomfortable. Did you tell anyone about it?
MALE FEMALE 14-18 19-24
Yes 61% 61% 63% 60%
No 39% 39% 38% 40%
Question 6: Have you ever done anything online that you would not want your parents to know about?
MALE FEMALE 14-18 19-24
Yes 59% 40% 49% 50%
No 41% 60% 51% 50%
Question 7: Do you talk about yourself or personal things online?
MALE FEMALE 14-18 19-24
Yes 58% 44% 47% 55%
No 42% 56% 53% 45%
Question 8: Do you think your parents know what you\'re really doing when you\'re on the computer?
MALE FEMALE 14-18 19-24
Yes 46% 60% 55% 51%
No 54% 40% 45% 49%
Question 9: Do you think your parents would mind if they knew what you were really doing on the computer?
MALE FEMALE 14-18 19-24
Yes 46% 50% 54% 42%
No 54% 50% 46% 58%
Question 10:Do you think you use the computer responsibly?
TOTAL MALE FEMALE 14-18 19-24
Yes 92% 90% 94% 91% 93%
No 8% 10% 6% 9% 7%
Question 11: Would you say that most people your age use the computer responsibly?
TOTAL MALE FEMALE 14-18 19-24
Yes 39% 42% 36% 30% 47%
No 61% 58% 64% 70% 53%
© 2006 MSNBC Interactive METHODOLGY
This survey, by The Intelligence Group, was conducted online in January of 2006. The total sample is of 500 teens, and a margin of error is 4.4 percent. The Intelligence Group is a leading trend forecasting and market research firm. Read the full Brief, 04/28/2006
In a sign of how the media landscape is changing, parents now are more concerned about what their kids view online than what they watch on television.
Yet most digital-age parents aren\'t media-haters despite a recent flurry of stories about sexual predators lurking on social networking sites like MySpace.com and clips of teenage buffoonery circulating on video-sharing sites, according to a national survey released today by San Francisco-based Common Sense Media.
Read the full Brief, 06/07/2006
Jaana Juvonen, University of California--Los Angeles
Nearly three in four teenagers say they were bullied online at least once during a recent 12-month period, and only one in 10 reported such cyber-bullying to parents or other adults, according to a new study by UCLA psychologists.
Of those who were bullied online, 85 percent also have been bullied at school, the psychologists found. The probability of getting bullied online was substantially higher for those who have been the victims of school bullying.
"Bullying affects millions of students and is not limited to school grounds," said lead study author Jaana Juvonen, a professor of psychology and chair of UCLA's developmental psychology program. "Bullying on the Internet looks similar to what kids do face-to-face in school. The Internet is not functioning as a separate environment but is connected with the social lives of kids in school. Our findings suggest that especially among heavy users of the Internet, cyber-bullying is a common experience, and the forms of online and in-school bullying are more alike than different."
The research is based on an anonymous Web-based survey of 1,454 participants between the ages of 12 and 17, who were recruited through a nationally popular teen website from August through October 2005. The psychologists' findings appear in the September issue of the Journal of School Health.
Forty-one percent of the teenagers surveyed reported between one and three online bullying incidents over the course of a year, 13 percent reported four to six incidents and 19 percent reported seven or more incidents, Juvonen said.
Do parents really know what their kids are doing online? According to a new survey commissioned by the National Center for Missing & Exploited Children and Cox Communications, only about half of the parents surveyed were monitoring their kids\' online activity daily or weekly. Meanwhile the other half of the parents said that they don\'t have or do not know if they have software on their computer(s) capable of monitoring where their teens go online or with whom they interact. Additional findings include:
*42% of parents don\'t review the content of their teen(s) are reading and/or writing in chat rooms or instant messages;
*Parents are not familiar with the most common IM shorthand/lingo, i.e.,
*57% of parents don\'t know LOL (laughing out loud)
*68% don\'t now BRB (be right back)
*92% were unaware that A/S/L means age/sex/location
*95% of weren\'t familiar with POS (parents over shoulder)and P911 (parent alert);
*28% of parents don\'t know if their teens are speaking with strangers online;
*30% of parents let their teens use computers in private areas of the home (e.g. bedroom, office).
--Cynopsis: Kids 05/24/05Read the full Brief, 05/24/2005
Washington, DC – Ninety percent of parents or legal guardians of children ages 8-18 believe they should bear a lot of responsibility for ensuring children have safe online experiences, although only 34 percent see themselves as “very knowledgeable” about how to educate their children to use the Internet safely and responsibly.
According to a new national poll commissioned by Cable in the Classroom and conducted by Harris Interactive®, 71 percent of parents also think a major portion of the responsibility for ensuring children’s safety on the Internet falls to schools. The poll was released today at the PTA Back-to-School Media Briefing held at the New York City Public Library.
“Parents want to take primary responsibility for guiding their kids’ use of the Internet,” said Douglas Levin, senior director of education policy for Cable in the Classroom. “Yet, as the Internet continues to change and evolve, most parents don’t feel very knowledgeable about how to ensure children’s Internet safety and are looking for schools to help.”Read the full Brief, 08/10/2006
Youn, Seounmi
This study examines the impact of parental influence on teens' attitude toward privacy protection. Survey data show that teens high in concept oriented family communication tend to engage in discussion mediation, which, in turn, affects their level of privacy concern. In contrast, teens high in socio-oriented communication tend to have more family rules and surf the Internet with parents. Rulemaking mediation is not directly related to teens' level of privacy concern, while cosurfing mediation is related to their level of concern. This study also finds that parental mediation and teens' concern level explain their attitude toward privacy protection measures. Implications for policymakers and educators are discussed. With teens increasingly becoming an influential online retail demographic (Business Wire 2006; Greenspan 2004), e-marketers are targeting them through new interactive marketing platforms such as gamevertising, viral video, and social networking site (Chester and Montgomery 2007; Howard 2006). These marketing practices may open opportunities for communication, product learning, and e-commerce to teens; however, they also raise public concerns about online risks resulting from teen privacy loss (Donnerstein 2002; Lenhart 2005; Willard 2006).
Read the full BriefSeounmi Youn, for The Journal of Consumer Affairs, 10/02/2008
Nearly half - 46 percent - of US "tweens" (those age 8-12) use a cell phone, and safety is the primary reason that parents cite for their childrens' having a mobile phone, according to Nielsen's newly launched Mobile Kids Insights survey.
The survey also estimates that US tweens - a population segment of 20 million - get their own cell phone between age 10 and 11, on average.
Some 55 percent of tweens who own a cell phone send text messages and 21 percent download ringtones, according to the study.
New research about online and offline friends shows that most teens use the Internet to interact with people they already know rather than strangers who might turn out to be predators.Read the full BriefSharon Jayson, USA TODAY, 04/02/2009
Online harassment of American young people ages 10 to 17 increased 50% (from 6% to 9%) from 2000 to 2005, according to the latest research available, a watershed report by the University of New Hampshire's Crimes Against Children Research Center. And the number of young people who said they had "made rude or nasty comments to someone on the Internet" increased from 14% to 28% in the same period.
But there hasn't been nearly enough research on the subject, says Corinne David-Ferdon, a health scientist at the Centers for Disease Control and Prevention.
Compounding the frustration is that children often fail to report bullying. They fear that tormentors will become angrier and bully them more or worry that if they report being bullied over the Internet or on a cellphone, their phone and Internet privileges will be revoked.
"This is an emerging public-health problem" that needs attention, David-Ferdon says. The problem gained visibility with news about high school girls getting in trouble after posting school fights on YouTube.Read the full BriefUniversity of New Hampshire's Crimes Against Children Research Center, 07/15/2008
Digital citizenship
- Girls Have The Edge In New Technologies, New Report Finds
- Norton Online Living Report 2009
- Study: Kids Going From Ads to Web
- 8 Hours a Day Spent on Screens, Study Finds
- What Your Kids Are Doing Online
- Networked Families
- Grudgingly, young people finally flock to Twitter
- Preferring the Web Over Watching TV
- Report: Kids and Teens Spending More Time, Money Online
- Text Messages Can Aid Dieters
- Facebook Eats Away at Email Usage on Today's Web
- Writing, Technology and Teens
- More Teens Are Gamers than Social Networkers
- 80% of parents don't turn on parental control software, Two thirds never discuss online safety with kids
- 89% of Kids Are Computer-Savvy
- Survey: 17 Percent of GTAIV Purchasers Underage
- Confronting the Challenges of Participatory Culture: Media Education for the 21st Century
- Sleepless in textland
- New Poll: Parents Conflicted About the Role of Digital Media in Kids' Lives
- Young People, Ethics, and the New Digital Media: A Synthesis from the Good Play Project
- Living and Learning with New Media: Summary of Findings from the Digital Youth Project
- 40% of "iUsers" Accessing Internet From Mobile More Than From Computer
- Study: Young People Watch Less TV
- Study Confirms TXT SPK Doesn't Hurt Kids' Language Skills
- Bullying of Teenagers Online is Common, UCLA Psychologists Report
- Display of Health Risk Behaviors on MySpace by Adolescents on Social Netwoking Sites
- Video Games Improve Math Skills Among Children
- Real Kids in Virtual Worlds
- For teens, a friend online is usually a friend offline, too
- Parental Influence and Teens' Attitude Toward Online Privacy Protection
- Turns out video games are good--wait, didn't we know that already
- New Survey Results Give a Window Into Teen Behavior and Risks
- Teens on Social Networks Still Outrank Adults 2-1
- The Civic Potential of Video Games
- Teens, Video Games and Civics
- Iowa State study finds video games can teach helpful behavior, too
- Online Video Viewer Demographics
Robert Hart, Intuitive Media; Professor Karen Pine, University of Hertfordshire School of Psychology, United Kingdom
The Learning in the Family report which looked at how families are involved in children’s learning, was funded by Becta, commissioned by Intuitive Media Research Services and co-authored by Robert Hart of Intuitive Media and Professor Karen Pine, at the University’s School of Psychology. They conducted two online surveys with a sample of 4,606 children aged six to fourteen, going into more depth with a further 2,535 children and then interviewed twelve families.
The aim was to assess how parents engage with children learning new technology and how parents could better support their children’s learning.
The survey found that 94 percent of the girls said that they used a computer or laptop compared with only 88 per cent of the boys. It also found that 50 per cent of children chose their mothers to help them to use new technologies, versus 22 per cent, which chose their fathers.
Another key finding was that 40 percent of children surveyed wanted to see an improvement in parental involvement and many of the parents interviewed said that they would like to learn more through online courses, through the television or through their local school or college.
The role of the Internet in our world continues to grow and evolve. Just as it revolutionized the way we find information, experience entertainment and do business, it’s transforming our social lives in profound ways as well. For the second year, Symantec commissioned the Norton Online Living Report to monitor and provide insight into rapidly changing technology, Internet usage and the social impact on individuals and families. This year’s report surveyed 9,000 online adults and kids in 12 countries—the U.S., Canada, UK, France, Germany, Italy, Sweden, China, Japan, India, Australia and Brazil—with results that are both surprising and informative about the impact of technology on relationships, parenting
and security.Read the full BriefHarris Interactive for Symantec, 03/01/2009
According to Mediamark Research & Intelligence's (MRI) new 2008 American Kids Study, 43% of kids 6-11 visited a website they saw or heard about in a commercial or ad. Of the approximately 10.7 million kids who reported visiting a company's site after seeing it in an ad, it is the older kids who are more likely to actually to go to that specific site: K6-7 (26.5%); K8-9 (33.3%); and K10-11 (40.2%); gender-wise it is almost even, with boys slightly higher. The study was conducted with about 5,000 kids via an in-home survey, as well as a separate survey of primary caregivers in those same households focusing on the kid's purchase in influence activities. Additionally, kids who say they visited a site after seeing/hearing about it in an ad/commercial are more likely (%) than the average US kid to:
- Use the internet every day (48%)
- Have a personal email address (41%)
- Parents let them go anywhere they want online (40%)
- Use instant messaging (IM) (40%)
- Downloaded music in the last month (34%)
- Downloaded a TV show in the last month (29%) Read the full BriefMediamark Research and Intelligence, 12/18/2008
IN a world with grocery store television screens, digitally delivered movie libraries and cellphone video clips, the average American is exposed to 61 minutes of TV ads and promotions a day.
Some people may think that amount seems excessive. But “people don’t seem to be getting up and running away,” said Jack Wakshlag, chief research officer at Turner Broadcasting.
In fact, adults are exposed to screens — TVs, cellphones, even G.P.S. devices — for about 8.5 hours on any given day, according to a study released by the Council for Research Excellence on Thursday.Read the full BriefBrian Stelter, The New York Times, 03/26/2009Almost three-quarters of Americans spend time online. As the Internet has come into its own as a richly complex media source, just what people choose to do online has become as different and nuanced as what they do in their offline lives. But in a recent survey of consumer technology, Forrester Research found that a number of trends in how people use technology divide along generational lines.
Baby boomers, for example, only spend around five hours a week online.
The Internet's first generation, Gen X, or the 29- to 42-year-old demographic, spends eight hours of personal time a week online. Mainly drawn to product reviews and e-mail, Gen Xers haven't found much use for some of the Internet's more recent innovations like blogs and social networking.
Gen Yers are pushing the technological envelope as the most voracious consumers of streaming videos and blogs. They're the first to discover the latest innovations in, say, searching for music or other interests. They're twice as likely as older adults to watch Internet TV and reasonably comfortable managing social relationships online. Instead of Tivo, Gen Y consumers are checking out streaming video sites like Hulu. Read the full BriefForrester Research, 08/29/2008
Tracy L.M. Kennedy, University of Toronto; Aaron Smith, Research Specialist, Pew Internet Project; Amy Tracy Wells, Research Fellow, Pew Internet Project; Barry Wellman, University of Toronto
The internet and cell phones have become central components of modern family life. Among all household types, the traditional nuclear family has the highest rate of technology usage and ownership.
A national survey has found that households with a married couple and minor children are more likely than other household types -- such as single adults, homes with unrelated adults, or couples without children to have cell phones and use the internet.
The survey shows that these high rates of technology ownership affect family life. In particular, cell phones allow family members to stay more regularly in touch even when they are not physically together. Moreover, many members of married-with-children households view material online together.
CHICAGO — They think it's pointless, narcissistic. Some don't even know what it is.
Even so, more young adults and teens — normally at the cutting edge of technology — are finally coming around to Twitter, using it for class or work, monitoring the minutiae of celebrities' lives.
It's not always love at first tweet, though. Many of them are doing it grudgingly, perhaps because a friend pressures them or a teacher or boss makes them try the 140-character microblogging site.
Read the full BriefMartha Irvine, Associated Press, 10/21/2009Parents who worry that their children watch too much television can take heart: a bigger concern may be children spending too much time online.
Skip to next paragraph
For children ages 10 to 14 who use the Internet, the computer is a bigger draw than the TV set, according to a study recently released by DoubleClick Performics, a search marketing company. The study found that 83 percent of Internet users in that age bracket spent an hour or more online a day, but only 68 percent devoted that much time to television.
The study found that the children often did research online before making a purchase (or bugging their parents to make one). The big exception to this rule was apparel: like many grown-ups, the children said they preferred to choose their clothes at a store.
Performics reported that some corners of the Internet were more popular with the children than others. While 72 percent of the children online belonged to a social networking site (usually MySpace), 60 percent of them said they rarely or never read blogs.Read the full BriefDoubleClick Performics, 08/24/2008
Separate studies from research firm Nielsen and virtual world WeeWorld released this week suggest that kids are spending more time on the Web. While the research firm Nielsen reveals the online behavior of kids ages 2 to 11, WeeWorld looks at the time spent and spending habits of those age 12 to 18.
The time spent on the Web among children ages 2 to 11 has increased 63% in the last five years, from nearly 7 hours in May 2004 to more than 11 hours online in May 2009. Time spent among kids outpaced the increase for the overall population, which grew 36% in the past five years, all according to Nielsen. In May 2009, this age group comprised nearly 16 million, or 9.5%, of the active online users -- which suggests that the growth rate of kids online outpaces the overall Internet population, according to the research firm.
Read the full BriefResearch firm Nielsen and virtual world WeeWorld , 07/07/2009 A small U.S. and German study has found that text messaging may help children fight off obesity by taking advantage of the fact that many youngsters are glued to their cell phones.
Researchers from the University of North Carolina and Germany's University of Heidelberg found text messaging could be used to reduce children's chances of becoming overweight or obese later in life by helping them monitor and modify their behavior.
The study, published in the Journal of Nutrition Education and Behavior, involved 58 children aged 5 to 13 and their parents who took part in group education sessions to encourage them to increase physical activity, decrease time spent watching television, and cut back on sugar-sweetened drinks.
The participants were divided into three groups -- one that reported self-monitoring via text messaging, another group with a paper monitoring diary, and a no-monitoring control group.
The study found that children in the text messaging group were far more likely to stick to their goals -- 43 percent -- than those with a paper diary -- 19 percent.
According to recent analysis by the Online Publishers Association (OPA), more people than ever are spending their time online visiting content sites which provide news, information, and entertainment. Despite the emergence of social networks, and in particular the rapid growth of Facebook, it's content sites which engage web surfers' attention the most these days - time spent on these sites is up 88% from only five years ago. That's not to say social networking community sites haven't grown too, it's just that their growth hasn't come at the expense of content. Instead, people are using traditional communication sites and services (think webmail, IM, and discussion groups) less and less and choosing to use Facebook and other social networks instead.Read the full BriefOnline Publishers Association (OPA), 09/17/2009
Teens write a lot, but they do not think of their emails, instant and text messages as writing. This disconnect matters because teens believe good writing is an essential skill for success and that more writing instruction at school would help them.Read the full BriefPew Internet (Amanda Lenhart, Sousan Arafeh, Aaron Smith, Alexandra Macgill), 04/24/2008
Sydney Jones, Research Assistant; Susanna Fox, Associate Director
More teens play online games than visit social networking sites. Also, the number of teens using email has dropped significantly over the past four years.
The new report, Generations Online in 2009, found that despite the commonly held perception that teens live on sites like MySpace and Facebook, 78 percent of teens 12-17 play online games while just 65 percent use social networking sites. Those numbers diverge for the Generation Y found Pew, as just half of adults 18-32 play online games while 67 percent of them are on social networking sites.
Despite the fact that nearly a third of teens are not social networkers, these sites, along with text messaging and instant messaging are quickly shoving aside email as a preferred form of Web communication for this group. Pew’s research found that 73 percent of teens 12-17 use email—still as sizable number--but down considerably from the 89 percent figure recorded in 2005.
Four out of five parents that use parental control software don't turn
it on, despite being concerned about their children's online safety, says McAfee.
Research by the security firm revealed a further 52 percent of parents
admitted they never changed the security settings on their parental controls
software while 20 percent admitted to being unsure as to whether they level of
security. Nearly two thirds of parents also said they hadn't raised the subject
of online security with their children.
McAfee highlighted that just under half of parents claim to monitor
their children's online activities, however 30 percent said they left their
children alone in their bedroom to surf the web. The survey also highlighted
that 26 percent of all five to seven year olds have a computer in their bedroom
and 17 percent of them are allowed to browse the web.
Meanwhile 46 percent of parent's said they were unaware their children
had any social networking profiles on sites such as Facebook.
When it comes to maintaining the family PC, the task tends to fall to
dads, with 88 percent of men saying they were responsible for installing and
monitoring security software on their home PC. The survey showed that twice as
many Dad's compared to Mum's actively seek out information on the latest online
threats and 13 percent of mum's claimed their kids were more internet savvy
than they were.
An overwhelming majority (89%) of all kids age 6-11 in the US spend at least some time doing online activities and — though few basic social activities have changed much over the years — they have vastly different communication styles and preferences than older age groups, according to a study from Experian Consumer Research, MarketingCharts reports.
The Simmons Kids Fall 2007 Full Years Study found that because today's kids have grown up in the age of online communication, networking, the internet, cell phones, digital music and digital cable, they have had different childhood experiences compared with other generations. This makes them more likely to react differently than their older counterparts to advertising and marketing initiatives.
The study also found that while kids may not currently spend much money, they are very likely to influence their parents' purchasing decisions.Read the full BriefExperian Consumer Research, 11/17/2008
Much has been made about violent video games and how they impact children over the past decade and legislatures and activist groups alike have tried to find ways to stop them from getting in the hands of minors. And with the help of retailers, most laws have tried to make it impossible for those under the age of 17 to buy an M-rated game. But according to a recent Nielsen survey, 17 percent of Grand Theft Auto IV buyers were underage.
Nielsen found that of the 6,000 respondents, 17 percent of all buyers were younger than 17 -- the children were aged between 6 and 17 -- and of those younger buyers, 61 percent bought the game themselves, while 39 percent had a relative or friend buy it for them. In those cases where someone else bought the game for the kids, 80 percent were the child's parent or guardian and 10 percent said their older siblings bought the game for them.
Henry Jenkins, Ravi Purushotma, Katherine Clinton, Margaret Weigel, and Alice J. Robison
A central goal of this report is to shift the focus of the conversation about the digital divide from questions of technological access to those of opportunities to participate and to develop the cultural competencies and social skills needed for full involvement. Schools as institutions have been slow to react to the emergence of this new participatory culture; the greatest opportunity for change is currently found in afterschool programs and informal learning communities.
Schools and afterschool programs must devote more attention to fostering what we call the new media literacies: a set of cultural competencies and social skills that young people need in the new media landscape. Participatory culture shifts the focus of literacy from one of individual expression to community involvement.The new literacies almost all involve social skills developed through collaboration and networking.These skills build on the foundation of traditional literacy, research skills, technical skills, and critical analysis skills taught in the classroom.
Between their crazy schedules and upside-down circadian rhythms, teens have always been somewhat sleep-deprived. Now technology is making it worse.
Teens are not just texting, instant-messaging and surfing Facebook all day; they're sleeping with their cell phones or laptops too. Or rather, not sleeping. And doctors and parents, many of them raised in an era when phones were attached to walls, are concerned.
Read the full BriefJackie Burrell, Mercury News, 09/13/2009Common Sense Media, the Joan Ganz Cooney Center
In a new, nationally representative poll from Common Sense Media and
the Joan Ganz Cooney Center (JGCC), American parents agreed by a wide
margin that digital media skills are important to kids’ success in the
21st century, but they also expressed skepticism about whether digital
media could contribute to the development of skills like communicating,
working with others, and establishing civic responsibility.
Three out of four parents in the survey (75 percent) agreed that knowing how to use digital media is as beneficial for kids as traditional skills like reading and math, and 83 percent of parents said that digital media gives their children the skills they need to succeed in the 21st century.
But parents expressed skepticism about the value of many digital media platforms, particularly when it came to whether digital media could teach kids how to communicate and collaborate, skills that are essential in a 21st-century workforce. For example:
• 67 percent of parents said they did not think the Web helped teach their kids how to communicate.
• 87 percent of parents said they did not believe the Web helped their kids learn how to work with others.
• Three out of four parents do not believe the Web can teach kids to be responsible in their communities.
Read the full BriefCommon Sense Media, Joan Ganz Cooney Center, 05/08/2008
Carrie James, Katie Davis, Andrea Flores, John M. Francis, Lindsay Pettingill, Margaret Rundle, and Howard Gardner
Project Zero
Harvard Graduate School of Education
The new digital media are a frontier rich with opportunities and risks, particularly for young people. Through digital technologies, young people are participating in a range of activities, including social networking, blogging, vlogging, gaming, instant messaging, downloading music and other content, uploading and sharing their own creations, and collaborating with others in various ways. In this paper, we explore the ethical fault lines that are raised by such digital pursuits. We argue that five key issues are at stake in the new media, including identity, privacy, ownership and authorship, credibility, and participation. Drawing on evidence from informant interviews, emerging scholarship on new media, and theoretical insights from psychology, sociology, political science, and cultural studies, we explore the ways in which youth may be redefining identity, privacy, ownership, credibility, & participation as they engage with the new digital media. For each issue, we describe and compare offline and online understandings and then explore the particular ethical promises and perils that surface online.
Read the full BriefGood Play Project, Harvard Graduate School of Education, 02/22/2008Mizuko Ito, Heather Horst, Matteo Bittanti, danah boyd, Becky Herr-Stephenson, Patricia G. Lange, C.J. Pascoe, and Laura Robinson with Sonja Baumer, Rachel Cody, Dilan Mahendran, Katynka Martínez, Dan Perkel, Christo Sims, and Lisa Tripp
Digital media and online communication have become pervasive in the lives of youth in the United States. Social network sites, online games, video-sharing sites, and gadgets such as iPods and mobile phones are now fixtures of youth culture. They have so permeated young lives that it is hard to believe that less than a decade ago these technologies had barely registered in the lives of U.S. children and teens. Today’s youth may be coming of age and struggling for autonomy and identity as did their predecessors, but they are doing so amid reconfigured contexts for communication, friendship, play, and self-expression.
We are wary of claims that a digital generation is overthrowing culture and knowledge as we know it and that its members are engaging in new media in ways radically different from those of older generations. At the same time, we also believe that this generation is at a unique historical moment tied to longer-term and systemic changes in sociability and culture. While the pace of technological change may seem dizzying, the underlying practices of sociability, learning, play, and self-expression are undergoing a slower evolution, growing out of resilient social and cultural structures that youth inhabit in diverse ways in their everyday lives. We sought to place both the commonalities and diversity of youth new media practice in the context of this broader social and cultural ecology.
According
to AdMob, there are many similarities between iPhone and iPod touch users in
the US, especially in the demographic makeup of each group in areas such as age
and household income. iPhone users are generally older. 69% of iPod touch users
are between 13-24 years of age, while this same age segment represents just 26%
of iPhone users. 31% of iPhone users are 35-49 years old, while only 12% of
iPod touch users fall in this age segment. In total, 74% of iPhone users are
over the age of 25, compared to 31% of iPod touch users.
To shed light on how different generations are “consuming” media — and what their future media preferences are likely to be — Deloitte LLP's Technology, Media and Telecommunications (TMT) practice commissioned an extensive survey on the evolving role of media in America. This State of the Media Democracy survey offers a generational reality check on the usage of current media platforms/devices and what the future may hold.
Millennials are leading the way, embracing new technologies, games, entertainment platforms, user-generated content and communication tools — creating a “trickle up” effect where the older generations are learning from them. The survey found that despite their eagerness to embrace new media, Millennials have an affinity for “traditional” media, such as print publications and television. Almost six in 10 survey respondents (58 percent) said they use magazines to find out about what's "cool and hip," such as clothes, cars and music. Perhaps more important, almost three-quarters (71 percent) enjoy reading print magazines even though they know they could find most of the same information online.
Beverly Plester, Clare Wood, Puja Joshi
Text speak (or, rather, TXT SP3EAK) not only doesn't harm literacy in children, researchers have found, but its use is actually positively correlated with their language and reading skills. ... children who use "textisms" on mobile phones tend to have a better grasp of (normal) word reading, vocabulary, and phonological awareness, even when controlled for age, memory, and how long they have owned a phone.
Researchers ... studied the texting behavior of 88 British children between the ages of 10 and 12 and how it related to their school literacy skills. They gave the kids 10 different scenarios and asked them to write text messages to describe each situation; their textisms were split into categories (shortenings, contractions, acronyms, symbols, non-conventional spellings, etc.) and analyzed for their use of language as it compared to their school performance.
"As expected, we found associations between textism use and phonological awareness," wrote the researchers in their report. "What is most important, the extent of the children's textism use was able to predict significant variance in their word reading ability[...] This suggests that children's use of textisms is not only positively associated with word reading ability, but that it may be contributing to reading development in a way that goes beyond simple phonologically based explanations."
Jaana Juvonen, University of California--Los Angeles
Nearly three in four teenagers say they were bullied online at least once during a recent 12-month period, and only one in 10 reported such cyber-bullying to parents or other adults, according to a new study by UCLA psychologists.
Of those who were bullied online, 85 percent also have been bullied at school, the psychologists found. The probability of getting bullied online was substantially higher for those who have been the victims of school bullying.
"Bullying affects millions of students and is not limited to school grounds," said lead study author Jaana Juvonen, a professor of psychology and chair of UCLA's developmental psychology program. "Bullying on the Internet looks similar to what kids do face-to-face in school. The Internet is not functioning as a separate environment but is connected with the social lives of kids in school. Our findings suggest that especially among heavy users of the Internet, cyber-bullying is a common experience, and the forms of online and in-school bullying are more alike than different."
The research is based on an anonymous Web-based survey of 1,454 participants between the ages of 12 and 17, who were recruited through a nationally popular teen website from August through October 2005. The psychologists' findings appear in the September issue of the Journal of School Health.
Forty-one percent of the teenagers surveyed reported between one and three online bullying incidents over the course of a year, 13 percent reported four to six incidents and 19 percent reported seven or more incidents, Juvonen said.
Megan A. Moreno, Dimitri A. Christakis, et al.
Scientists at Seattle Children's Research Institute and the University of Washington randomly selected 500 MySpace profiles belonging to self-described 18-year-olds in the U.S. to determine what sort of information the average teen was sharing online. Their conclusion? The kids are not alright. Well, half of them anyways. Nearly 54% of the selected profiles revealed details about risky sexual lifestyles, drug addictions and violent encounters with peers.
Read the full BriefArchives of Pediatric & Adolescent Medicine, 01/01/2009Children who play video games on a daily basis may be improving their concentration, behavior and math attainment, according to a Scottish study. Researchers with Learning and Teaching Scotland studied students in 32 schools using the Brain Training from Dr Kawashima game on the Nintendo DS every day.
The LTS study served as a follow-up to a pilot study in Dundee last year to see if the results were replicated on a wider scale. During the study, one group of students played the Brain Training game for 20 minutes at the beginning of class for nine weeks. A control group continues their lessons in a more traditional manner .
Researchers found that while all groups had improved their scores, the group using the game had improved by an additional 50 percent.Read the full BriefLearning and Teaching Scotland, 09/26/2008
Some
8 million US kids and teens spent time in virtual worlds on a regular basis
last year, according to eMarketer, which expects that figure to grow to 15
million by 2013. The market research firm estimates that 37% of kids 3-11 play
in virtual worlds at least once a month, and 54% will by 2013. According to
conference organizer Virtual Worlds Management, as of this past January, there
were 112 virtual worlds aimed at people under 18, with another 81 in development.
New research about online and offline friends shows that most teens use the Internet to interact with people they already know rather than strangers who might turn out to be predators.Read the full BriefSharon Jayson, USA TODAY, 04/02/2009
Youn, Seounmi
This study examines the impact of parental influence on teens' attitude toward privacy protection. Survey data show that teens high in concept oriented family communication tend to engage in discussion mediation, which, in turn, affects their level of privacy concern. In contrast, teens high in socio-oriented communication tend to have more family rules and surf the Internet with parents. Rulemaking mediation is not directly related to teens' level of privacy concern, while cosurfing mediation is related to their level of concern. This study also finds that parental mediation and teens' concern level explain their attitude toward privacy protection measures. Implications for policymakers and educators are discussed. With teens increasingly becoming an influential online retail demographic (Business Wire 2006; Greenspan 2004), e-marketers are targeting them through new interactive marketing platforms such as gamevertising, viral video, and social networking site (Chester and Montgomery 2007; Howard 2006). These marketing practices may open opportunities for communication, product learning, and e-commerce to teens; however, they also raise public concerns about online risks resulting from teen privacy loss (Donnerstein 2002; Lenhart 2005; Willard 2006).
Read the full BriefSeounmi Youn, for The Journal of Consumer Affairs, 10/02/2008
The latest report on the benefits of gaming comes from Sony Online Entertainment (which, I mean come on, how is this impartial?). The results, published in the latest issue of Family Circle magazine, suggests parents are seeing improvements in hand/eye coordination, problem solving, and typing skills since their children have started playing video games.Read the full BriefSony Online Entertainment, in Family Circle, 10/16/2008
A new survey of
The Healthy Youth Survey focuses on health risk behaviors. The anonymous voluntary survey is taken every two years by more than 210,000 public school kids around the state in grades six, eight, 10, and 12. I
Some specific findings of the survey include:
- Among 8th-graders, 41 percent who drink alcohol say they get it from home, and about 24 percent say their parents haven't talked with them about alcohol and its risks.
- Seven percent of 8th and 10th-graders gambled at least once a month in the past year.
- Fewer students in grades 6, 8, and 12 say they enjoy being at school than in 2006. About one in five 8th-graders report skipping school in the past month.
- About 8 percent of 8th and 10th-graders have been a member of a gang during the past year.
- Among 6th-graders who sometimes feel sad or hopeless, about one in four say they do not have or are not sure if they have an adult in their life to talk to when they feel sad.
- About 9 percent of 10th-graders report they tried to commit suicide in the past year, which is a similar rate to recent years.
- Only about 70 percent of 10th-graders say they always wear a seat belt -- similar to 2006.
Amanda Lenhart, Pew and Internet Life Project
According to a study by Pew Internet and American Life Project, 35 percent of US adults who use the Internet have a profile on at least one social network such as Facebook, MySpace, or Twitter. This is a significant increase over just eight percent in 2005, but still a far cry from the 65 percent of US teens aged 17 and younger who use social networks. While adult social network usage doubled in a year to reach 16 percent in 2006, it took another two years to double again around December 2008.
Read the full BriefThe Pew Internet and American Life Project, 01/15/2009Joseph Kahne; Ellen Middaugh; Chris Evans, Civic Engagment research Group at Mills College
The Civic Potential of Video Games, draws on data from a national survey of 1,102 12-17 year olds about their video game experiences. The survey, the first nationally representative study of youth video game play, was carried out in partnership with the Pew Internet & American Life Project in 2007/2008. It was motivated by concern about low levels of youth civic engagement and by interest in the potential of video game play, a ubiquitous teen experience, to impact youth civic outcomes.
Teens that play video games frequently are just as involved in civic and political activitielike raising money for charity and convincing others how to vote as those who play infrequently. Overall, on the eight indicators of civic and political engagement included in the survey, there is no significant difference between teens who play every day and those who play less than once a week.
- 70% go online to get information about politics or current events compared to 55% of those who have infrequent civic gaming experiences
- 70% have raised money for charity in the last 12 months, compared to 51% of those who have infrequent civic gaming experiences,
- 69% are committed to civic participation compared to 57% of those who have infrequent civic gaming experiences
- 61% say they are interested in politics compared to 41% of those who have infrequent civic gaming experiences
- 60% stay informed about current events compared to 49% of those who have infrequent
- 76% of youth report helping others while gaming,.
- 52% of gamers report playing games where they think about moral and ethical issues.
- 44% report playing games where they learn about a problem in society.
- 43% report playing games where they help make decisions about how a community, city or nation should be run.Read the full BriefJohn D. and Catherine T. MacArthur Foundation Digital Media and Learning Program, 09/07/2008
Amanda Lenhart, Joseph Kahne, Ellen Middaugh, Alexandra Macgill, Chris Evans, Jessica Vitak
The first national survey of its kind finds that virtually all American teens play computer, console, or cell phone games and that the gaming experience is rich and varied, with a significant amount of social interaction and potential for civic engagement. The survey was conducted by the Pew Internet & American Life Project, an initiative of the Pew Research Center and was supported by the John D. and Catherine T. MacArthur Foundation. The primary findings in the survey of 1,102 youth ages 12-17 include --
Game playing is universal, with almost all teens playing games and at least half playing games on a given day. Game playing experiences are diverse, with the most popular games falling into the racing, puzzle, sports, action and adventure categories.
Game playing is also social, with most teens playing games with others at least some of the time and can incorporate many aspects of civic and political life.
Another major findings is that game playing sometimes involves exposure to mature content, with almost a third of teens playing games that are listed as appropriate only for people older than they are. Read the full BriefPew Internet & American Life, for the John D. and Catherine T. MacArthur Foundation Digital Media and Learning Program, 09/16/2008
Previous research by Iowa State University psychologists has found that violent video games can teach children to be aggressive, producing more aggressive behaviors over time. But according to new research led by those same psychologists, the opposite is also true -- some non-violent video games can teach kids to be more cooperative and helpful to others.Read the full BriefDouglas Gentile, Craig Anderson, and Muniba Saleem, Iowa State University, 04/01/2009
Viewers who watch more than 1 hour of online video a week make up nearly 40% of all viewers and watch nearly three-quarters of the programming, according to an August 2008 study by Forrester Consulting for Veoh Networks.
… Veoh noted that while 13-to-24-year-olds make up only 15% of the online population, they represent more than 35% of active online video viewers.
Read the full BriefForrester Consulting for Veoh Networks, 08/01/2008
Mobile and communicating
- Norton Online Living Report 2009
- MySpace, Facebook Dominate Mobile
- The Future of the Internet III
- Networked Families
- Grudgingly, young people finally flock to Twitter
- Survey: Teens Sharing Nude Images Online
- Writing, Technology and Teens
- Text Messages Can Aid Dieters
- Facebook Eats Away at Email Usage on Today's Web
- More Teens Are Gamers than Social Networkers
- Sleepless in textland
- 89% of Kids Are Computer-Savvy
- 40% of "iUsers" Accessing Internet From Mobile More Than From Computer
- Teens who use cell phones most found to be sadder and less assured
- Study: Cell subscriptions jump among Hispanic teens
- Study Confirms TXT SPK Doesn't Hurt Kids' Language Skills
- Mobile Ads Might Work with Teens
- Study: Young People Watch Less TV
- Cell Phones Key to Teens’ Social Lives, 47% Can Text with Eyes Closed
- Survey: Teens Use E-Mail Less Than Anyone Else
- Scientists study children\'s TV habits
- 46% of Tweens Use a Cell Phone, Nielsen Reports
- Teens View Cell Phones as Essential
The role of the Internet in our world continues to grow and evolve. Just as it revolutionized the way we find information, experience entertainment and do business, it’s transforming our social lives in profound ways as well. For the second year, Symantec commissioned the Norton Online Living Report to monitor and provide insight into rapidly changing technology, Internet usage and the social impact on individuals and families. This year’s report surveyed 9,000 online adults and kids in 12 countries—the U.S., Canada, UK, France, Germany, Italy, Sweden, China, Japan, India, Australia and Brazil—with results that are both surprising and informative about the impact of technology on relationships, parenting
and security.Read the full BriefHarris Interactive for Symantec, 03/01/2009
MySpace and Facebook dominate on mobile phones, according to an ABI Research survey released Monday. Nearly half (46%) of those who use social networks have also visited a social network through a mobile phone. Of these, nearly 70% visited MySpace and 67% visited Facebook. No other social networking site reached 15% mobile adoption.
Checking for comments and messages from friends has become the major feature that consumers access via phone on social networks. Posting status updates has also been popular, with more than 45% of mobile social users letting others know what they are up to via their phone.
Read the full BriefABI Research, 10/06/2008
Janna Quitney Anderson, Elon University; Lee Rainie, Director, Pew Internet & American Life Project
A survey of experts shows they expect major tech advances as the phone becomes a primary device for online access, voice-recognition improves, and the
structure of the Internet itself improves. They disagree about whether this will lead to more social tolerance, more forgiving human relations, or better home lives.
Tracy L.M. Kennedy, University of Toronto; Aaron Smith, Research Specialist, Pew Internet Project; Amy Tracy Wells, Research Fellow, Pew Internet Project; Barry Wellman, University of Toronto
The internet and cell phones have become central components of modern family life. Among all household types, the traditional nuclear family has the highest rate of technology usage and ownership.
A national survey has found that households with a married couple and minor children are more likely than other household types -- such as single adults, homes with unrelated adults, or couples without children to have cell phones and use the internet.
The survey shows that these high rates of technology ownership affect family life. In particular, cell phones allow family members to stay more regularly in touch even when they are not physically together. Moreover, many members of married-with-children households view material online together.
CHICAGO — They think it's pointless, narcissistic. Some don't even know what it is.
Even so, more young adults and teens — normally at the cutting edge of technology — are finally coming around to Twitter, using it for class or work, monitoring the minutiae of celebrities' lives.
It's not always love at first tweet, though. Many of them are doing it grudgingly, perhaps because a friend pressures them or a teacher or boss makes them try the 140-character microblogging site.
Read the full BriefMartha Irvine, Associated Press, 10/21/2009According to the results of a survey released today by the National Campaign to Prevent Teen and Unplanned Pregnancy and CosmoGirl.com, 22 percent of all teen girls — and 11 percent of teen girls ages 13-16 years old — say they have electronically sent, or posted online, nude or semi-nude images of themselves.
And these racy images are also getting passed around: One-third (33 percent) of teen boys and one-quarter (25 percent) of teen girls say they have had nude/semi-nude images — originally meant to be private — shared with them.Read the full BriefThe National Campaign to Prevent Teenage and Unplanned Pregnancy, CosmoGirl.com, 12/10/2008
Teens write a lot, but they do not think of their emails, instant and text messages as writing. This disconnect matters because teens believe good writing is an essential skill for success and that more writing instruction at school would help them.Read the full BriefPew Internet (Amanda Lenhart, Sousan Arafeh, Aaron Smith, Alexandra Macgill), 04/24/2008
A small U.S. and German study has found that text messaging may help children fight off obesity by taking advantage of the fact that many youngsters are glued to their cell phones.
Researchers from the University of North Carolina and Germany's University of Heidelberg found text messaging could be used to reduce children's chances of becoming overweight or obese later in life by helping them monitor and modify their behavior.
The study, published in the Journal of Nutrition Education and Behavior, involved 58 children aged 5 to 13 and their parents who took part in group education sessions to encourage them to increase physical activity, decrease time spent watching television, and cut back on sugar-sweetened drinks.
The participants were divided into three groups -- one that reported self-monitoring via text messaging, another group with a paper monitoring diary, and a no-monitoring control group.
The study found that children in the text messaging group were far more likely to stick to their goals -- 43 percent -- than those with a paper diary -- 19 percent.
According to recent analysis by the Online Publishers Association (OPA), more people than ever are spending their time online visiting content sites which provide news, information, and entertainment. Despite the emergence of social networks, and in particular the rapid growth of Facebook, it's content sites which engage web surfers' attention the most these days - time spent on these sites is up 88% from only five years ago. That's not to say social networking community sites haven't grown too, it's just that their growth hasn't come at the expense of content. Instead, people are using traditional communication sites and services (think webmail, IM, and discussion groups) less and less and choosing to use Facebook and other social networks instead.Read the full BriefOnline Publishers Association (OPA), 09/17/2009
Sydney Jones, Research Assistant; Susanna Fox, Associate Director
More teens play online games than visit social networking sites. Also, the number of teens using email has dropped significantly over the past four years.
The new report, Generations Online in 2009, found that despite the commonly held perception that teens live on sites like MySpace and Facebook, 78 percent of teens 12-17 play online games while just 65 percent use social networking sites. Those numbers diverge for the Generation Y found Pew, as just half of adults 18-32 play online games while 67 percent of them are on social networking sites.
Despite the fact that nearly a third of teens are not social networkers, these sites, along with text messaging and instant messaging are quickly shoving aside email as a preferred form of Web communication for this group. Pew’s research found that 73 percent of teens 12-17 use email—still as sizable number--but down considerably from the 89 percent figure recorded in 2005.
Between their crazy schedules and upside-down circadian rhythms, teens have always been somewhat sleep-deprived. Now technology is making it worse.
Teens are not just texting, instant-messaging and surfing Facebook all day; they're sleeping with their cell phones or laptops too. Or rather, not sleeping. And doctors and parents, many of them raised in an era when phones were attached to walls, are concerned.
Read the full BriefJackie Burrell, Mercury News, 09/13/2009An overwhelming majority (89%) of all kids age 6-11 in the US spend at least some time doing online activities and — though few basic social activities have changed much over the years — they have vastly different communication styles and preferences than older age groups, according to a study from Experian Consumer Research, MarketingCharts reports.
The Simmons Kids Fall 2007 Full Years Study found that because today's kids have grown up in the age of online communication, networking, the internet, cell phones, digital music and digital cable, they have had different childhood experiences compared with other generations. This makes them more likely to react differently than their older counterparts to advertising and marketing initiatives.
The study also found that while kids may not currently spend much money, they are very likely to influence their parents' purchasing decisions.Read the full BriefExperian Consumer Research, 11/17/2008
According
to AdMob, there are many similarities between iPhone and iPod touch users in
the US, especially in the demographic makeup of each group in areas such as age
and household income. iPhone users are generally older. 69% of iPod touch users
are between 13-24 years of age, while this same age segment represents just 26%
of iPhone users. 31% of iPhone users are 35-49 years old, while only 12% of
iPod touch users fall in this age segment. In total, 74% of iPhone users are
over the age of 25, compared to 31% of iPod touch users.
Study defined heavy use as over 90 calls or text messages a day
The teen obsession with yakking, text messaging and ring tone swapping on their cell phones might mean more than a whopping phone bill. For the most crazed, it\'s a sign of unhappiness and anxiety, according to a new medical study.
A survey of 575 high school students found that the top third of users -- students who used their phones more than 90 times a day -- frequently did so because they were unhappy or bored. They scored significantly higher on tests measuring depression and anxiety compared with students who used their phones a more sedate 70 times daily.
The study, presented Tuesday at a meeting of the American Psychiatric Association in Toronto, is among the first to explore the emotional significance of teens\' cell phone habits as the device becomes more entrenched in today\'s youth culture.
Read the full Brief, 05/24/2006
Hispanic teens are going wireless more quickly than other U.S. teens, and that number is only expected to grow. According to MultiMedia Intelligence, Hispanics ages 12-17 represent 2.5 million cell phone subscribers and will have a subscriber growth rate that’s two to three times higher than that of the overall U.S. teen market over the next five years. Hispanic teens represent 16 percent of the overall U.S. teen market. By the age of 15, penetration of wireless services among Hispanic teens is 64 percent and at 17 that penetration rate rises to 78 percent. Hispanic teens also ask their phones to do more including make purchases as they feature a higher overall average revenue per user. They are less likely, however, to use their camera phone. The survey data from 1,383 U.S. teens comes from the Simmons National Consumer study.Read the full BriefMultimedia Intelligence, 09/26/2008
Beverly Plester, Clare Wood, Puja Joshi
Text speak (or, rather, TXT SP3EAK) not only doesn't harm literacy in children, researchers have found, but its use is actually positively correlated with their language and reading skills. ... children who use "textisms" on mobile phones tend to have a better grasp of (normal) word reading, vocabulary, and phonological awareness, even when controlled for age, memory, and how long they have owned a phone.
Researchers ... studied the texting behavior of 88 British children between the ages of 10 and 12 and how it related to their school literacy skills. They gave the kids 10 different scenarios and asked them to write text messages to describe each situation; their textisms were split into categories (shortenings, contractions, acronyms, symbols, non-conventional spellings, etc.) and analyzed for their use of language as it compared to their school performance.
"As expected, we found associations between textism use and phonological awareness," wrote the researchers in their report. "What is most important, the extent of the children's textism use was able to predict significant variance in their word reading ability[...] This suggests that children's use of textisms is not only positively associated with word reading ability, but that it may be contributing to reading development in a way that goes beyond simple phonologically based explanations."
Nearly one-half of teen mobile phone users in the US said they would be at least somewhat interested in accepting mobile ads, as long as they got something in return, according to a September 2008 study conducted by Harris Interactive for mobile trade group CTIA.
Harris surveyed mobile users ages 13 to 19, and found that more than one-half of respondents were not interested in mobile ads, even in exchange for some type of incentive. Incentives are likely to be part of many mobile ad campaigns, because a majority of users are opposed to mobile marketing in general.
To shed light on how different generations are “consuming” media — and what their future media preferences are likely to be — Deloitte LLP's Technology, Media and Telecommunications (TMT) practice commissioned an extensive survey on the evolving role of media in America. This State of the Media Democracy survey offers a generational reality check on the usage of current media platforms/devices and what the future may hold.
Millennials are leading the way, embracing new technologies, games, entertainment platforms, user-generated content and communication tools — creating a “trickle up” effect where the older generations are learning from them. The survey found that despite their eagerness to embrace new media, Millennials have an affinity for “traditional” media, such as print publications and television. Almost six in 10 survey respondents (58 percent) said they use magazines to find out about what's "cool and hip," such as clothes, cars and music. Perhaps more important, almost three-quarters (71 percent) enjoy reading print magazines even though they know they could find most of the same information online.
Nearly half (47%) of US teens say their social life would end or be worsened without their cell phone, and nearly six in 10 (57%) credit their mobile device with improving their life, according to a national survey from CTIA and Harris Interactive.
Four out of five teens (17 million) carry a wireless device (a 40% increase since 2004), finds the study titled “Teenagers: A Generation Unplugged,” which probes how the growing teen wireless segment is using wireless products and how they want to use them in the future.
Impact on Teen Life
- A majority (57%) of teens view their cell phone as the key to their social life.
- Second only to clothing, teens say, a person’s cell phone tells the most about their social status or popularity, outranking jewelry, watches and shoes.
Read the full BriefHarris Interactive for CTIA, 09/23/2008
Instant messaging has topped e-mail as the primary means of communication among U.S. teenagers with online access, according to Digital Media Habits, a recent online survey from Parks Associates.
Less than one-fifth of people aged 13-17 use e-mail as their primary communication method with friends, compared with nearly 40% of adults aged 25-54. At the same time, more than one-third of online teens rely primarily on instant messaging to communicate with friends while just 11% of adults aged 25-34 favor this method. Read the full Brief, 11/06/2006
GLASGOW, Scotland, Nov. 7 (UPI) -- A Scottish study has found disturbing data regarding TV viewing, including the fact a 6-year-old would rather look at a blank screen than human faces.
The University of Glasgow study, co-written by psychology researcher Markus Bindemann, found children ages 6 to 8 respond to the image of a television as alcoholics do to pictures of an alcoholic drink.
In a series of experiments conducted in primary schools, most youngsters looked at a picture of a blank television screen as soon as it flashed up on a computer next to a smiling face, The Times of London reported. Read the full Brief, 11/07/2006
Nearly half - 46 percent - of US "tweens" (those age 8-12) use a cell phone, and safety is the primary reason that parents cite for their childrens' having a mobile phone, according to Nielsen's newly launched Mobile Kids Insights survey.
The survey also estimates that US tweens - a population segment of 20 million - get their own cell phone between age 10 and 11, on average.
Some 55 percent of tweens who own a cell phone send text messages and 21 percent download ringtones, according to the study.
Cell phones have become almost as important to American teens as the clothes they wear, according to a nationwide survey of teenagers released last week.
The wireless trade association CTIA and Harris Interactive surveyed some 2,000 teens across the country and learned that teens feel that cell phones have become a vital part of their identities. They also believe that they can gauge a peer's popularity or status by the phone he or she uses.
Findings of the survey were presented on Friday at the CTIA Fall 2008 trade show in San Francisco. Trip Hawkins, CEO of Digital Chocolate, a mobile games publisher, moderated a panel with seven teenagers ranging in age from 13 to 18 years old.
Adolescents represent an important demographic for cell phone makers and mobile operators as cell phones have become an integral part of teens' lives. About four out of every five teens carry a cell phone. This is up from 40 percent of teens owning a cell phone in 2004. And almost half of the teens surveyed today say that having a cell phone is "key" to their social lives.Read the full BriefCTIA, with Harris Interactive, 09/12/2008
Creating media
- Norton Online Living Report 2009
- Living and Learning with New Media: Summary of Findings from the Digital Youth Project
- Study: Young People Watch Less TV
The role of the Internet in our world continues to grow and evolve. Just as it revolutionized the way we find information, experience entertainment and do business, it’s transforming our social lives in profound ways as well. For the second year, Symantec commissioned the Norton Online Living Report to monitor and provide insight into rapidly changing technology, Internet usage and the social impact on individuals and families. This year’s report surveyed 9,000 online adults and kids in 12 countries—the U.S., Canada, UK, France, Germany, Italy, Sweden, China, Japan, India, Australia and Brazil—with results that are both surprising and informative about the impact of technology on relationships, parenting
and security.Read the full BriefHarris Interactive for Symantec, 03/01/2009
Mizuko Ito, Heather Horst, Matteo Bittanti, danah boyd, Becky Herr-Stephenson, Patricia G. Lange, C.J. Pascoe, and Laura Robinson with Sonja Baumer, Rachel Cody, Dilan Mahendran, Katynka Martínez, Dan Perkel, Christo Sims, and Lisa Tripp
Digital media and online communication have become pervasive in the lives of youth in the United States. Social network sites, online games, video-sharing sites, and gadgets such as iPods and mobile phones are now fixtures of youth culture. They have so permeated young lives that it is hard to believe that less than a decade ago these technologies had barely registered in the lives of U.S. children and teens. Today’s youth may be coming of age and struggling for autonomy and identity as did their predecessors, but they are doing so amid reconfigured contexts for communication, friendship, play, and self-expression.
We are wary of claims that a digital generation is overthrowing culture and knowledge as we know it and that its members are engaging in new media in ways radically different from those of older generations. At the same time, we also believe that this generation is at a unique historical moment tied to longer-term and systemic changes in sociability and culture. While the pace of technological change may seem dizzying, the underlying practices of sociability, learning, play, and self-expression are undergoing a slower evolution, growing out of resilient social and cultural structures that youth inhabit in diverse ways in their everyday lives. We sought to place both the commonalities and diversity of youth new media practice in the context of this broader social and cultural ecology.
To shed light on how different generations are “consuming” media — and what their future media preferences are likely to be — Deloitte LLP's Technology, Media and Telecommunications (TMT) practice commissioned an extensive survey on the evolving role of media in America. This State of the Media Democracy survey offers a generational reality check on the usage of current media platforms/devices and what the future may hold.
Millennials are leading the way, embracing new technologies, games, entertainment platforms, user-generated content and communication tools — creating a “trickle up” effect where the older generations are learning from them. The survey found that despite their eagerness to embrace new media, Millennials have an affinity for “traditional” media, such as print publications and television. Almost six in 10 survey respondents (58 percent) said they use magazines to find out about what's "cool and hip," such as clothes, cars and music. Perhaps more important, almost three-quarters (71 percent) enjoy reading print magazines even though they know they could find most of the same information online.
Sex and violence
- Can TV Make Your Teen Pregnant?
- Violent Video Games Linked to Child Aggression
- Surfing Violent Web Sites Tied to Violent Behavior
- Study: Kids Who Watch TV More Likely to Bully
- The Effects of Media Violence on Our Youth
- TV Ratings for Kids' Shows Don't Reflect Aggressive Content
- Dramatic Increase in Sex and Profanity on Reality TV
- Steamy Mags Bad for Men's Body Image, Too
- Mass Media as a Sexual Super Peer for Early Maturing Girls
- Kaiser Family Foundation Report: Sex on TV 4
- Study: Adolescents who listen to music with degrading sexual lyrics have sex sooner
- Teens Who Watch Sex On TV Are Twice as Likely to Have Sex Themselves
- 4 in 10 Kids See Adult Material Online
- Sexualization of Girls is Linked to Common Mental Health Problems in Girls and Women
- Survey: Teens Sharing Nude Images Online
- New Study Suggests Link Between Violence in Media and Aggression
- Study Links Real, Media Violence
- Study Suggests Video Game Violence Impacts Kids More Than Movie Violence
- New Brain Mapping Research Links Violent Video Games to Aggression
- New National Survey Indicates That Teens Don\'t Know As Much About Contraception and Protection As They Think
- PG-13 = Not Safe For Kids
- Violent Video Games and Our Kids: A Common Sense Approach
- Violent Video Games Affect Boys' Biological Systems, Study Finds
- Video Game Violence Goes Straight to Kids\' Heads
- Survey: 17 Percent of GTAIV Purchasers Underage
- Most middle-school boys and many girls play violent video games
- Almost all young teens play video games. Just six percent of the sample had not played any electronic games in the previous six months.
- Most 7th and 8th graders (ages 12 to 14) regularly play violent video games. Two-thirds of boys and more than one in four girls reported playing at least one M-rated game "a lot in the past six months."
- A third of boys and one in ten girls play video or computer games almost every day.
- Many children are playing video games to manage their feelings, including anger and stress. Children who play violent games are more likely to play to get their anger out. They are also more likely to play games with strangers on the Internet.
- Study: Wii Controls Don't Make You Violent
- Study finds association between lyrics with degrading sex, early sexual experience
- Does game violence make teens aggressive?
- Survey: Unprotected Sex Common Among Teens
- FCC Report Urges Limits On TV Violence
- FTC Issues Report on Marketing Violent Entertainment to Children
- TV Turns Kids Into Bullies
- As movies portray fewer smokers, fewer teens light up
- Teenage Sex: It's All the Media's Fault, Says Expert
- Display of Health Risk Behaviors on MySpace by Adolescents on Social Netwoking Sites
- Violent Lyrics Linked to Aggression:
- Video Game Violence Warnings Make Kids More Likely to Want to Play, Study Says
- 77% of Boys Own M-Rated Games
- Iowa State study finds video games can teach helpful behavior, too
- Film Ratings For Violence Labeled as Meaningless
Television can make your teenager pregnant.
Not directly, of course. But the journal of the American Academy of Pediatrics is releasing a study today, linking sexual content on television with the teenage pregnancy rate.
The research was done by the nonpartisan nonprofit Rand Corporation and tracked 700 subjects, age 12 through 17, for three years. Those who saw the most necking, flirting, touching, sexual conversation and sex scenes on TV during that period of time were twice as likely to become pregnant or make their partner pregnant than those who saw the least. (Specifically, 25 percent of those who watched such scenes most often were involved in a pregnancy, compared with 12 percent who watched the fewest sexual scenes.)
Previous studies have made the link between how much sex teens watch on TV and how early they become sexually active themselves, and also between watching sexually explicit music videos and the susceptibility to sexually transmitted disease. But this is the first to establish a direct correlation between TV and pregnancy. Read the full BriefRand Corporation, in the Journal of Pediatrics, 11/03/2008
About 90 percent of U.S. kids ages 8 to 16 play video games, and they spend about 13 hours a week doing so (more if you're a boy). Now a new study suggests virtual violence in these games may make kids more aggressive in real life.
Kids shouldn't play games where hunting down and killing people is the goal, says one expert.
Kids in both the U.S. and Japan who reported playing lots of violent video games had more aggressive behavior months later than their peers who did not, according to the study, which appears in the November issue of the journal Pediatrics.
The researchers specifically tried to get to the root of the chicken-or-egg problem -- do children become more aggressive after playing video games or are aggressive kids more attracted to violent videos?
It's a murky -- and controversial -- issue. Many studies have linked violence in TV shows and video games to violent behavior. But when states have tried to keep under-18 kids from playing games rated "M" for mature, the proposed restrictions have often been challenged successfully in court.
In the new study, Dr. Craig A. Anderson, Ph.D., of Iowa State University in Ames, and his colleagues looked at how children and teen's video game habits at one time point related to their behavior three to six months later.
The study included three groups of kids: 181 Japanese students ages 12 to 15; 1,050 Japanese students aged 13 to 18; and 364 U.S. kids ages 9 to 12.Read the full BriefIowa State University, 11/03/2008
Dr. Michele L. Ybarra, Internet Solutions, Santa Ana, Ca.
Young people exposed to violent media are more likely to lash out violently themselves, new research published in Pediatrics shows.
"Our findings add to the growing evidence that violence in the media is related to aggressive behavior, including seriously violent behavior among youths," Dr. Michele L. Ybarra of Internet Solutions for Kids in Santa Ana, California and her colleagues report. "Reduction in youths' exposure to violent media should be viewed as an important aspect of violence prevention."
Many studies have examined exposure to violent media and violent behavior among young people, Ybarra and her team note in their report. In fact, they point out, the American Academy of Pediatrics calls media violence "the single most easily remediable contributing factor" to youth violence.
The researchers examined the relationship between media violence and "seriously violent behavior," defined as shooting or stabbing someone, robbing someone, or committing aggravated assault or sexual assault, in a survey of 1,588 young people 10 to 15 years old. The average age was 13 years old and 48 percent were girls.
Five percent of those surveyed reported having engaged in some type of seriously violent behavior over the past year, while 38 percent said they had visited at least one type of violent Web site. With each additional type of violent Web site a study participant reported viewing, the likelihood of violent behavior increased by 50 percent.
Read the full BriefInternet Solutions, in Pediatrics, 11/04/2008The more television 4-year-old children watch the more likely they are to become bullies later on in school, a new study from the University of Washington said.
At the same time, children whose parents read to them, take them on outings and just generally pay attention to them are less likely to become bullies, said the report.
Bullying can now be added "to the list of potential negative consequences of excessive television viewing along with obesity, inattention and other types of aggression," said Frederick Zimmerman who led the research.
"Our findings suggest some steps that can be taken with children to potentially help prevent bullying. Maximizing cognitive stimulation and limiting television watching in the early years of development might reduce children\'s subsequent risk of becoming bullies," he added.
Previous research had indicated that emotional support from parents helps young children develop empathy, self-regulation and social skills, making them less likely to be bullies, said the report published in the April issue of the Archives of Pediatrics and Adolescent Medicine.
Researchers have also found that early gaps in learning and understanding may make children less competent in dealing with their peers and that violence on television leads to aggressive behavior, it added.
The Washington study reached its conclusions by looking at data from a study of 1,266 four-year-olds whose bullying -- based on assessments from their mothers -- was tracked at ages 6 through 11. Overall, about 13 percent the children turned out to be bullies.
The study also took into account the stimulation the children received as measured by outings, reading, playing and what role the parents played in teaching the children.
Whether the child ate meals with both parents, whether parents talked to the child while working were also measured, along with the average number of hours of television viewed.
--Reuters, April 5, 2005 Read the full Brief, 04/06/2005
Children are exposed to violence and aggression on a day to day basis. Even though some do not come from violent families or poor environments these children are exposed to it every time they turn on the television. Whether it is a TV show, a video game or the realistic version, the evening news, murder and crime are something we have come to tolerate. “A typical child in the U.S. watches 28 hours of TV weekly, seeing as many as 8,000 murders by the time he or she finishes elementary school at age 11, and worse, the killers are depicted as getting away with the murders 75% of the time while showing no remorse or accountability.” (Thompson, 2007) Today’s psychologist and scientist are researching the effects that media violence has on children and what they are finding is shocking.
One effect media violence has on children is emotional in nature. Some children become confused by the reality (or lack or reality) in violent scenarios and become more fearful of the world around them. These types of changes usually occur over a long period of time and can lead to severe emotional distress. Researchers at Iowa State University are finding that these types of emotional changes are linked with Separation Anxiety Disorder. Although Separation Anxiety Disorder is not primarily caused by media violence, psychologists are finding that this kind of exposure can cause anxiety to worsen. (Iowa State University, 2008)
In addition to changes in emotional distress psychologist are finding that children tend to act out violent scenes and begin to perceive it as acceptable behavior.
Read the full BriefIowa State University, 10/06/2008
Jennifer R. Linder, Douglas A. Gentile, Iowa State University
This study had two goals: first, to examine the validity of the television rating system for assessing aggression in programs popular among girls; second, to evaluate the importance of inclusion of non-physical forms of aggression in the ratings system by examining associations between television aggression exposure and behavior. Ninety-nine fifth grade girls listed their favorite programs; 76 programs were coded for total, rewarded, and justified indirect, verbal, and physical aggression. Teachers reported participants' aggressive and prosocial behaviors. Results indicated that the age-based ratings do not reflect the amount of total indirect and verbal aggression in programs, and there were higher levels of physical aggression and justified verbal aggression in children's programs than in programs for general audiences, contrary to hypotheses. The industry violent content ratings identified programs with higher mean levels of physical aggression, but did not distinguish programs that contained violence from those that did not. Exposure to televised physical aggression, verbal aggression, and rewarded indirect aggression was associated with higher child aggression and decreased prosocial behavior. Implications for the validity of the industry ratings are discussed.
Read the full BriefIowa State University, published in the Journal of Applied Developmental Psychology, 03/03/2009The Parents Television Council released the results of its latest study on broadcast reality series last week and it\'s not a pretty picture. This latest study documented a dramatic increase in sex and profanity since the last study in October of 2002. The study found that WB aired the most offensive content but UPN continues to be right up there as one of the worst offenders. Highlights of their study include:
14.5 instances of offensive content per hour, representing a 52.6% increase from 2002
The most commonly bleeped word was the f-word
The two worst shows overall were CBS\'s Big Brother 4 and WB\'s The Surreal Life Read the full Brief, 07/07/2004
Jennifer Aubrey, University of Missouri, Columbia
Guys who check out the sexy female models in so-called lad magazines such as Maxim have more body-image problems than their pals, a new study finds.
While it is fairly well-known that women feel worse about their bodies after viewing other females in Cosmopolitan or Glamour, guys apparently take the same knock after perusing the lingerie-clad women spread across the pages of Maxim, FHM and Stuff.
The researchers say that by looking at idealized, sexualized women, guys feel less-than because they start thinking they need to measure up on the attractiveness scale to snag such a mate.
"Men make the inference that in order to be sexual and romantic with women of the similar caliber they see in Maxim magazine, they also need to be attractive," said lead researcher Jennifer Aubrey of the Department of Communications at the University of Missouri, Columbia.
A new study from the School of Journalism and Mass Communication at the University of North Carolina reveals that the mass media may be serving as a kind of sexual super peer, especially for earlier maturing girls.
PURPOSE: To investigate the possibility that the mass media (television, movies, music, and magazines) serve as a kind of super peer for girls who enter puberty sooner than their age-mates. Multiple studies have demonstrated significant associations between earlier pubertal timing and earlier transition to first sex. Does puberty also stimulate interest in sexual media content that is seen as giving permission to engage in sexual behavior?
METHODS: White and African-American female adolescents (n = 471; average age 13.7 years) recruited from public middle schools in central North Carolina completed two self-administered surveys in their homes about their pubertal status, interest in and exposure to various media, and perceptions of sexual media content.
RESULTS: Earlier maturing girls reported more interest than later maturing girls in seeing sexual content in movies, television, and magazines, and in listening to sexual content in music, regardless of age or race. Earlier maturing girls were also more likely to be listening to music and reading magazines with sexual content, more likely to see R-rated movies, and to interpret the messages they saw in the media as approving of teens having sexual intercourse.
CONCLUSIONS: The mass media may be serving as a kind of sexual super peer, especially for earlier maturing girls. Given the lack of sexual health messages in most media adolescents attend to, these findings give cause for concern. The media should be encouraged to provide more sexually healthy content, and youth service providers and physicians should be aware that earlier maturing girls may be interested in sexual information.Read the full Brief, 05/10/2005
According to Sex on TV 4, a biennial study by the Kaiser Family Foundation (released November 9, 2005), the number of sexual scenes on television has nearly doubled since 1998. And while the inclusion of references to “safer sex” issues – such as waiting to have sex, using protection, or possible consequences of unprotected sex – has also increased since 1998, that rate has leveled off in recent years. The study examined a representative sample of more than 1,000 hours of programming including all genres other than daily newscasts, sports events, and children’s shows. All sexual content was measured, including talk about sex and sexual behavior. Read the full Brief, 11/10/2005
A RAND Corporation study issued today presents the strongest evidence yet that sexually degrading lyrics in music encourage adolescents to more quickly initiate sexual intercourse and other sexual activities.
The study found that the more time adolescents spend listening to music with sexually degrading lyrics, the more likely they are to initiate intercourse and other sexual activities. This holds true for boys and girls as well as for whites and nonwhites, even after accounting for a wide range of other personal and social factors associated with adolescent sexual behavior.
Researchers found that only sexually degrading lyrics – many quite graphic and containing numerous obscenities – are related to changes in adolescents\' sexual behavior. These lyrics depict men as sexually insatiable, women as sexual objects, and sexual intercourse as inconsequential. Other songs about sex do not appear to influence youth the same way.
“These portrayals objectify and degrade women in ways that are clear, but they do the same to men by depicting them as sex-driven studs,” said Steven Martino, a RAND psychologist who led the study. “Musicians who use this type of sexual imagery are communicating something very specific about what sexual roles are appropriate, and teen listeners may act on these messages.” Read the full Brief, 08/07/2006
A major new study by the RAND Corporation published in the September issue of Pediatrics, the journal of the American Academy of Pediatrics, concluded that teens who watch television shows with heavy sexual content are twice as likely to engage in sexual intercourse than those who watched tamer TV.
Here is the Kaiser Family Foundation\'s summary of the report:
Lead researcher Rebecca Collins, a RAND senior behavioral scientist, and colleagues identified 23 popular programs that regularly featured "abundant" sexual content, such as "That 70\'s Show," "Sex and the City" and "Friends." The researchers then surveyed 1,792 adolescents ages 12 to 17 about their television viewing habits and their sexual behavior. Teens who participated in the initial survey were asked the same questions one year later (Tanner, AP/Seattle Times, 9/7). The survey also took into account how additional social factors -- such as parents\' involvement, views concerning sex and education levels, religion, depression, academic performance and age -- can influence sex among adolescents (RAND release, 9/2).
Survey Findings
The researchers found that the percentage of teenagers who reported having sex increased from 18% in the initial survey to 36% one year later. The percentage of teens who reported sexual behaviors other than intercourse increased from 62% to 75%, according to Collins, the AP/Times reports (AP/Seattle Times, 9/7). In addition, the top 10% of teenagers who watched the most sexually related content were twice as likely to engage in sexual intercourse as the bottom 10% of teens, according to Collins (Elias, USA Today, 9/7). The survey also found that programs in which sex was talked about but not portrayed had as much influence on teenage sexual behavior as programs that were more "explicit," according to Reuters/New York Post (Reuters/New York Post, 9/7). Excluding African-American adolescents, the survey found that there was no "strong" association between television content that addressed the risks related to unsafe sexual behaviors and teenagers delaying sexual intercourse, according to a RAND research brief. The researchers concluded that "more effective tests" on such content is needed to determine whether it is associated with a delay in initiating sex among youth of other ethic groups, according to the brief (RAND research brief, September 2004). A previous RAND survey, which was published in the November 2003 issue of the journal Pediatrics, found that teenagers in the United States absorb sex education messages from television programs, and watching and discussing television programs with an adult reinforces the sex education messages (Kaiser Daily Reproductive Health Report, 11/3/03).
Reaction
"This is the strongest evidence yet that the sexual content of television programs encourages adolescents to initiate sexual intercourse and other sexual activities," Collins said, adding, "Even a moderate shift in the sexual content of adolescent TV watching could have a substantial effect on their sexual behavior" (Reuters/New York Post, 9/7). According to Collins, television may "create the illusion that sex is more central to daily life than it truly is and may promote sexual initiation as a result." Collins said, "When they\'re watching it for three hours a day, it really does become their social world. Those characters are people they identify with and pay attention to" (AP/Seattle Times, 9/7). However, the survey\'s findings may "exaggerate TV\'s influence in causing kids to start sex," according to Joseph Allen, an adolescent psychologist at the University of Virginia, USA Today reports. "Sexually explicit TV viewing is exactly the kind of thing adolescents would do if they were interested in becoming sexually active," he said, adding, "[Collins] may be picking up on teenagers who are about to seek out sexual experiences." Some television executives also expressed skepticism. "With all due respect to RAND, we do not believe that one show can alter a person\'s sexual behavior," HBO spokesperson Jeff Cusson said. Todd Leavitt, president of the Academy of Television Arts & Sciences, said, "Some TV may be too provocative for kids, but that doesn\'t mean it shouldn\'t be on the air. I believe parents have an obligation to monitor their kids\' TV viewing." According to the survey, teens whose parents monitored their activities were less likely to watch sexually oriented shows (USA Today, 9/7). Read the full Brief, 09/07/2004
MONDAY, Feb. 5 (HealthDay News) -- More than 40 percent of teens and preteens surveyed say they\'ve recently come across nudity and pornography on the Internet, and most say they weren\'t looking for it, according to a study released today.
Those numbers were highest among older boys: Nearly four in 10 males aged 16-17 said they\'d gone to adult sites on purpose within the past year, compared to just eight percent of girls at the same age.
Still, filtering software seemed to lower the risk that kids would see something inappropriate, and only a small percentage of the children reported being disturbed by what they saw.
"Sometimes it\'s possible for people to overreact" to children\'s exposure to pornography, said study lead author Janis Wolak, a research assistant professor at the University of New Hampshire. "It\'s important to give youth credit. Most kids have a lot of common sense."
Wolak and colleagues launched a three-month telephone survey of 1,422 kids aged 10-17 in March 2005. All the children surveyed were Internet users, and all were interviewed with the consent of their parents.
The findings are published in the February issue of the journal Pediatrics.
Forty-two percent of the kids surveyed said they\'d encountered online pornography -- defined broadly as pictures of naked people or sexual activity -- over the past year. Of those, two-thirds -- about 34 percent of all those interviewed -- said their exposure to the material was unwanted.
By contrast, just 25 percent of all kids interviewed in a 1999-2000 survey said they\'d had unwanted exposure to online pornography.
Read the abstract from PediatricsRead the full Brief, 02/05/2007
WASHINGTON, DC—A report of the American Psychological Association (APA) released today found evidence that the proliferation of sexualized images of girls and young women in advertising, merchandising, and media is harmful to girls’ self-image and healthy development.
To complete the report, the APA Task Force on the Sexualization of Girls studied published research on the content and effects of virtually every form of media, including television, music videos, music lyrics, magazines, movies, video games and the Internet. They also examined recent advertising campaigns and merchandising of products aimed toward girls.
Sexualization was defined by the task force as occurring when a person’s value comes only from her/his sexual appeal or behavior, to the exclusion of other characteristics, and when a person is sexually objectified, e.g., made into a thing for another’s sexual use.
Examples of the sexualization of girls in all forms of media including visual media and other forms of media such as music lyrics abound. And, according to the report, have likely increased in number as “new media” have been created and access to media has become omnipresent. The influence and attitudes of parents, siblings, and friends can also add to the pressures of sexualization. Read the full Brief, 02/20/2007
According to the results of a survey released today by the National Campaign to Prevent Teen and Unplanned Pregnancy and CosmoGirl.com, 22 percent of all teen girls — and 11 percent of teen girls ages 13-16 years old — say they have electronically sent, or posted online, nude or semi-nude images of themselves.
And these racy images are also getting passed around: One-third (33 percent) of teen boys and one-quarter (25 percent) of teen girls say they have had nude/semi-nude images — originally meant to be private — shared with them.Read the full BriefThe National Campaign to Prevent Teenage and Unplanned Pregnancy, CosmoGirl.com, 12/10/2008
Exposure to violence in media (e.g. TV, video games etc.) might have an affect on the brains of kids that don\'t have a previous history of aggression. That according to a new study funded by Center for Successful Parenting, an organization that aims to build awareness on the issues of media violence, and its potential consequences.
Researchers at Indiana University School of Medicine set up two groups each of 14 boys and five girls. In one group all the kids "had a chronic pattern of violent behavior and had been diagnosed with disruptive behavior disorder," while the other group, a control group, was comprised of kids with "no history of behavioral problems." Members of each group had been exposed to different amounts of violence in media in their day-to-day lives over the past year. It was determined that 58% of the aggressive group had high exposure vs. 42% of the non-aggressive control group. The researchers defined violence in media exposure as "the average amount of time per week that the adolescents watched television or played video games depicting human injury". The researchers observed the brain activity of the kids in both groups while they took part in a concentration test and found that the brain activity of non-aggressive kids who were exposed to high levels of violence in media showed similar patterns in the part of the brain that is associated with self-control and attention, as those kids with diagnosed aggression disorders. The results also found that all of the aggressive kids showed reduced brain activity in the self-control/attention area, whether or not they were exposed to a high level of violence in media.
On the flip side those non-aggressive kids showed more brain activity in the self-control/attention area during the concentration test. Researchers say that there needs to be more studies in order to assess if it was indeed the exposure to violence that caused the results. The report appears in the May/June issue of the Journal of Computer Assisted Tomography. Read the full Brief, 06/13/2005
There is a conclusive link between media violence and real world violence in young people, a new study claims.
That is the conclusion of Rutgers University research funded by the Centers for Disease Control as part of a study of media violence underway since 2004.
According to the University, in a paper to be published in February, researcher Paul Boxer asserts that media depictions of violence are a "critical risk factor" for aggression in adolescents.
According to Boxer, the study found that link even when other risk factors for violent behavior—such as exposure to violence at school or in the community—were present. "Even in conjunction with other factors, our research shows that media violence does enhance violent behavior," Boxer asserts in a release promoting the findings, adding: "On average, adolescents who were not exposed to violent media are not as prone to violent behavior."
The report, the first produced under this particular CDC grant, was based on interviews with 820 adolescents from Michigan, 430 high school students and 390 young people held in county or state facilities. Parents and guardians were also interviewed.Read the full BriefRutgers University, Centers for Disease Control, 11/20/2008
Researchers at the University of Toledo have found that violence in video games has stronger effects on kids than violence in movies does.
Dr. Jeanne Funk, a clinical psychologist, published a study in the Journal of Adolescence detailing her research on 150 fourth-and fifth-graders about exposure to media violence. She asked them questions to determine whether they held pro-violence attitudes (“guns are cool”) and whether they had empathy toward victims of violence.
Funk found that both video game and movie violence exposure were associated with stronger pro-violence attitudes, but only video games playing resulted in lower empathy for the victims of violence. She suggested that the more active and aggressive nature of video games, where the players actually plan and carry out the violent actions, was the cause.
And the upshot for parents? Funk told the Toledo Blade :”The implication is that parents need to be more diligent in investigating the content of video games and the amount of violence children are exposed to.” Read the full Brief, 04/23/2004
For more than fifty years, social scientists have insisted that exposure to violent media products leads to aggressive behavior in children. Medical science can now support those claims.
Using functional magnetic resonance imaging (fMRI) technology, researchers at Michigan State University are able to observe which areas of the brain are stimulated when a subject plays violent video games. Thirteen male volunteers between the ages of 18-26 were observed while they played the mature-rated first-person-shooter video game Tactical Ops: Assault on Terror.
After monitoring the brain activity of the subjects during game play, researchers concluded, "There is a causal link between playing the first-person shooting game in our experiment and brain-activity pattern that are considered as characteristic for aggressive cognitions and affects," said Rene Weber, assistant professor of communication and telecommunication at MSU and a researcher on the project. "There is a neurological link and there is a short-term causal relationship.
"Violent video games frequently have been criticized for enhancing aggressive reactions such as aggressive cognitions, aggressive affects or aggressive behavior. On a neurobiological level we have shown the link exists."
The entire report of the research will appear in the January 2006 edition of Media Psychology. Read the full Brief, 11/01/2005
According to a new national survey of more than 500 15- to 17-year-olds by Seventeen magazine and the Kaiser Family Foundation teens don\'t know as much about contraception and protection as they think they do. For example, while more than three-fourths of those surveyed had heard of birth control pills, more than one in four of those didn\'t realize that oral contraceptives offer no protection against STDs. Read the full Brief, 07/07/2004
PG-13 means Hollywood says a film is fine for children 13 and over, although parents should decide whether or not the movie is OK for younger kids.
But flics rated PG-13 may not be suitable for youngsters of any age, suggests a new study.
"Violence permeated nearly 90 percent of the films in this study," says Theresa Webb, a researcher in the department of epidemiology and the Southern California Injury Prevention Research Center at the University of California, Los Angeles (UCLA), Health Sciences unit.
"And while the explanations and causes of youth violence are very complex, the evidence is clear that media depictions of violence contribute to the teaching of violence."
This is especially true where the average young person accesses different kinds of visual media for as long as eight hours a day, says Webb.
Borrowing from late communications theorist George Gerbner, happy violence is "cool, swift, and painless," but, "PG-13 films don’t consider the consequences of violent acts, such as injury, death, and the shattered lives of the people involved," says the study.Read the full Brief, 06/11/2007
Common Sense Media believes that the current practice of marketing and selling graphically violent and sexually offensive video games to children poses a mental and physical health threat to their health and welfare. According to the American Academy of Pediatrics, playing violent video games accounts for a 13% to 22% increase in adolescents\' violent behavior compared to a 14% increase in lung cancer from smoking tobacco.
Violent video games negatively affect children\'s mental, physical and social well-being
A meta-analysis of over 35 research studies that included over 4000 participants, found that "playing violent video games significantly increases physiological arousal and feelings of anger or hostility, and significantly decreases pro-social helping behavior." Further research has shown that the involvement of the player as the perpetrator of violence increased the tendency of video games to inspire violence. Mature games stereotype both race and gender and often reward players for committing violent acts. Violent video games feature a number of disturbing traits. Read the full Brief, 05/02/2005
A new article describes how heart rate and sleep in boys are affected by violent video games. Researchers from Stockholm University, Uppsala University and Karolinska Institutet in Sweden have worked together with this study.
In the study boys (12-15) were asked to play two different video games at home in the evening. The boys’ heart rate was registered, among other parameters. It turned out that the heart rate variability was affected to a higher degree when the boys were playing games focusing on violence compared with games without violent features. Differences in heart rate variability were registered both while the boys were playing the games and when they were sleeping that night. The boys themselves did not feel that they had slept poorly after having played violent games.
The results show that the autonomous nerve system, and thereby central physiological systems in the body, can be affected when you play violent games without your being aware of it. It is too early to draw conclusions about what the long-term significance of this sort of influence might be. What is important about this study is that the researchers have found a way, on the one hand, to study what happens physiologically when you play video or computer games and, on the other hand, to discern the effects of various types of games.Read the full BriefStockholm University, Uppsala University and Karolinska Institutet , 11/14/2008
TUESDAY, Nov. 28 (HealthDay News) -- A study of adolescents finds that violent video games stir up the brain\'s emotional-response center while reducing activity in regions linked to self-control.
"This is the first time that it has been demonstrated that violent video games can affect brain physiology and the way the brain functions," said lead researcher Dr. Vincent Mathews, professor of radiology at Indiana University School of Medicine.
"After playing a violent video game, these adolescents had an increased activity in the amygdala, which is involved in emotional arousal," Mathews said. "At the same time, they had decreases in activity in parts of the brain which are involved in self-control," he added.
The findings were to be presented Tuesday in Chicago at the annual meeting of the Radiological Society of North America.
Read the full Brief, 11/28/2006Much has been made about violent video games and how they impact children over the past decade and legislatures and activist groups alike have tried to find ways to stop them from getting in the hands of minors. And with the help of retailers, most laws have tried to make it impossible for those under the age of 17 to buy an M-rated game. But according to a recent Nielsen survey, 17 percent of Grand Theft Auto IV buyers were underage.
Nielsen found that of the 6,000 respondents, 17 percent of all buyers were younger than 17 -- the children were aged between 6 and 17 -- and of those younger buyers, 61 percent bought the game themselves, while 39 percent had a relative or friend buy it for them. In those cases where someone else bought the game for the kids, 80 percent were the child's parent or guardian and 10 percent said their older siblings bought the game for them.
BOSTON - June 29, 2007 - A new study by researchers at the Massachusetts General Hospital\'s (MGH) Center for Mental Health and Media dispels some myths and uncovers some surprises about young teens and violent video and computer games. The study, published in the July issue of Journal of Adolescent Health, is the first to ask middle-school youth in detail about the video and computer games they play and to analyze how many of those titles are rated M (Mature - meant for ages 17 and up). It is also the first to ask children why they play video games. Some of the more striking findings include:
Patrick M. Markey, Kelly Scherera, Department of Psychology, Villanova University
A new study suggests that games that feature motion-controlled violent actions, like the Wii version of Manhunt 2 (above), don't affect players any differently than traditional violent games.
The study was conducted by Dr. Patrick Markey at Villanova University, and examined participants with varying levels of psychoticism, gauging their "hostility and aggressive thoughts" while playing Manhunt 2 or Tiger Woods PGA Tour 2008.
The 118 participants (68 female and 50 male college students) completed a measure of psychoticism before and immediately after playing one of the two games, with either motion controls or standard controls.
Published in Computers in Human Behavior, the study concludes that the use of motion controls did not exacerbate any of the perceived negative effects (aggression, hostility, etc.) that could result from playing violent video games. Swinging a Wiimote or mashing a button generated the same results.
Brian A. Primack, MD, EdM, MS, Erika L. Douglas, MS, Michael J. Fine, MD, MSc, and Madeline A. Dalton, PhD
In an article published in the April 2009 issue of the American Journal of Preventive Medicine, researchers found that teenagers who preferred popular songs with degrading sexual references were more likely to engage in intercourse or in pre-coital activities.
Writing in the article, Brian A. Primack, MD, EdM, MS, Center for Research on Health Care at the University of Pittsburgh School of Medicine, states, "This study demonstrates that, among this sample of young adolescents, high exposure to lyrics describing degrading sex in popular music was independently associated with higher levels of sexual behavior. In fact, exposure to lyrics describing degrading sex was one of the strongest associations with sexual activity...These results provide further support for the need for additional research and educational intervention in this area."
Surveys were completed by 711 ninth-grade students at three large urban high schools. These participants were exposed to over 14 hours each week of lyrics describing degrading sex. About one third had previously been sexually active. Compared to those with the least exposure to lyrics describing degrading sex, those with the most exposure were more than twice as likely to have had sexual intercourse. The relationship between exposure to lyrics describing degrading sex and sexual experience held equally for both young men and women.
Similarly, among those who had not had sexual intercourse, those in the highest third of exposure to lyrics describing degrading sex were nearly twice as likely to have progressed along a noncoital sexual continuum compared to those in the lowest third. Finally, the relationships between exposure to lyrics describing non-degrading sex and sexual outcomes were not significant.
Read the full BriefUniversity of Pittsburgh School of Medicine, in the American Journal of Preventive Medicine, 02/24/2009
Can video games make kids more violent? A new study employing state-of-the-art brain-scanning technology says that the answer may be yes.
Researchers at the Indiana University School of Medicine say that brain scans of kids who played a violent video game showed an increase in emotional arousal – and a corresponding decrease of activity in brain areas involved in self-control, inhibition and attention.
Does this mean that your teenager will feel an uncontrollable urge to go on a shooting rampage after playing “Call of Duty?”
Vince Mathews, the principal investigator on the study, hesitates to make that leap. But he says he does think that the study should encourage parents to look more closely at the types of games their kids are playing.
“Based on our results, I think parents should be aware of the relationship between violent video-game playing and brain function.”
Read the full Brief, 12/04/2006More than 10,000 teenage girls and young women took part in an anonymous survey over the summer on TyraShow.com, the Web site of “The Tyra Banks Show.” Survey questions focused on sexuality, sexually transmitted diseases and teen pregnancy, as well as drinking, drugs and violence among females. Here are some findings from the survey:
- On average, girls are losing their virginity at 15 years of age.
- 14 percent of teens who are having sex say they’re doing it at school.
- 52 percent of survey respondents say they do not use protection when having sex.
- One in three says she fears having a sexually transmitted disease.
- 24 percent of teens with STDs say they still have unprotected sex.
- One in five girls says she wants to be a teen mom.
- About 50 percent acknowledge that they’ve hit someone.
- One out of three teens has tried drugs.Read the full BriefTyraShow.com, 11/14/2008
Federal regulators have concluded that Hollywood\'s efforts to shield children from violent TV shows have failed and that Congress should authorize government action.
The Federal Communications Commission report, released Wednesday, promises to kick off a fierce fight on Capitol Hill, one that, like the ongoing battle over indecency, could end up in the Supreme Court.
Citing university and government studies, the FCC concluded that violent programming was harmful to children and said Congress could craft limits that wouldn\'t violate First Amendment rights.
Specifically, the report said, lawmakers have the authority to give the agency the power to restrict when broadcasters can air excessive gore and mayhem. Read the full Brief, 04/26/2007
The Federal Trade Commission gave a mixed review of the movie, music, and video-game industries’ self-regulatory programs and their marketing of violent entertainment products to children in its latest report to Congress. This fifth follow-up report, the most comprehensive study since 2000, found that all three industries generally comply with their own voluntary standards regarding the display of ratings and labels. However, entertainment industries continue to market some R-rated movies, M-rated video games, and explicit-content recordings on television shows and Web sites with substantial teen audiences. In addition, the FTC found that while video game retailers have made significant progress in limiting sales of M-rated games to children, movie and music retailers have made only modest progress limiting sales.
“Self-regulation, long a critical underpinning of U.S. advertising, is weakened if industry markets products in ways inconsistent with their ratings and parental advisories,” said FTC Chairman Deborah Platt Majoras. “This latest FTC report shows improvement, but also indicates that the entertainment industry has more work to do.”
The report includes results from the FTC’s latest mystery shop where unaccompanied children, ages 13-16, were sent into retailers to make a purchase. The undercover shop found significant improvement by video-game retailers, particularly in national retail chains, but little or no improvement by movie theaters, or DVD and music retailers.Read the full Brief, 04/12/2007
Turn off the TV and hang out with your kids. That seems to be the message of a new study on what makes playground bullies.
Children who watch a lot of television are more prone to push other kids around, according to the research. Conversely, four-year-olds whose parents tend to read to them, eat meals with them and go on outings together are significantly less likely to become bullies in grade school.
The study followed 1,266 four-year-olds through ages six to 11.
An increase of 3.9 hours of TV per day led to a 25 percent increase in the probability of becoming a bully. And who decides which kids are the roughnecks? Their mothers. About 13 percent of the little ones were so labeled by mom.Read the full Brief, 06/05/2007
Blockbuster movies are less likely to portray smokers than they have in the past, according to a new study. What's more, this decline in on-screen smoking may have occurred in tandem with a drop in the number of adolescents who have lit up in real life.Read the full BriefDenise Mann, CNN Health.com, 06/03/2009
Parents are hopelessly behind when it comes to teaching their kids about sex and the media isn't helping, a researcher at Indiana University argued in a recently released study.
"There aren't any consequences to premature sexual activity in the media, so teens receive mixed messages," Catherine Sherwood-Laughlin said. "They need adults in their lives to help clear up those messages."
She argues that text messaging and the Web have altered the way teens deal with sex, and parents need to understand what their kids are discussing. Read the full BriefCatherine Sherwood-Laughlin, Clinical Associate Professor, Indiana University, 09/24/2008
Megan A. Moreno, Dimitri A. Christakis, et al.
Scientists at Seattle Children's Research Institute and the University of Washington randomly selected 500 MySpace profiles belonging to self-described 18-year-olds in the U.S. to determine what sort of information the average teen was sharing online. Their conclusion? The kids are not alright. Well, half of them anyways. Nearly 54% of the selected profiles revealed details about risky sexual lifestyles, drug addictions and violent encounters with peers.
Read the full BriefArchives of Pediatric & Adolescent Medicine, 01/01/2009A study published in the May issue of the Journal of Personality and Social Psychology has reported a direct link between violent lyrics and feelings of rage and aggressiveness in listeners. Read the full Brief, 03/01/2004
Brad Bushman, University of Michigan; Elly Konijn, VU University Amsterdam
The lure of something off-limits only increases demand, a new study says.
In the study, researchers tested 310 Dutch children ranging in age from 7 to 17. Participants read fictitious game descriptions and rated how much or how little they wanted to play each game. In every group, the more objectionable the content, the more kids clamored for the controller—"forbidden fruit," the researchers called the games. The findings are published in the March issue of Pediatrics.
While research has found that ratings increase the attraction to raunchy TV shows and movies, the hypothesis had never been tested with video games ... They suggest that youth should not be allowed to buy their own games, that parents and physicians be aware of risk factors (such as a drop in grades) and that policy-makers rethink the classifications (such as M, appropriate for those 17 and older), which will only make the games "unspeakably desirable."
The Minneapolis based National Institute on Media and the Family released its eighth annual video games report card that showed that while the ESRB rating system has improved, the huge majority of kids (average age 13.5 years old) own and play extremely violent and sexualized video games. Read the full Brief, 03/01/2004
Previous research by Iowa State University psychologists has found that violent video games can teach children to be aggressive, producing more aggressive behaviors over time. But according to new research led by those same psychologists, the opposite is also true -- some non-violent video games can teach kids to be more cooperative and helpful to others.Read the full BriefDouglas Gentile, Craig Anderson, and Muniba Saleem, Iowa State University, 04/01/2009
PG could stand for "Pretty Ghastly," if researchers are right.
Film ratings for violence generated by the Motion Picture Association of America are all but meaningless, according to a study released by the School of Public Health at the University of California at Los Angeles.
"The movie industry\'s rating system and its prose explanations frequently hide more offensive elements behind euphemistic and innocuous terminology," said Theresa Webb, a researcher with the Southern California Injury Prevention Research Center within the school. "This makes informed parental choice extremely difficult."
The study, funded by the Centers for Disease Control and Prevention, found violence in unlikely places, identifying nearly 100 violent acts, for example, in the 1994 film "The Jungle Book," which was rated PG.
"There have been a lot of these studies criticizing the ratings system, yet the system is still very popular," MPAA spokesman John Feehery said yesterday. "We urge filmgoers to use our ratings in conjunction with other sources to determine if a film is suitable."
The voluntary rating system went into effect in 1968, provided by the California-based MPAA and the National Association of Theater Owners. Both maintain that ratings are intended only as guidelines.
The system was revised in 1990 to include descriptive content after being criticized by the Federal Trade Commission and others in recent years as "too lenient" and "misleading." The rating systems now includes G (general audiences), PG (parental guidance suggested; some material may not be suitable for children), PG-13 (parents strongly cautioned; material may be inappropriate for children under 13), R (restricted for those under 17) and NC-17 (no one 17 and under admitted).
Indeed, ratings language is not particularly specific. For example, in PG-rated films, "horror and violence do not exceed moderate levels," according to MPAA guidelines. The UCLA study categorized such language as "vague."
The study\'s research team pored over 98 movies released in 1994 as a representative basis for the analysis, which correlated the degree of violence in each film with its official MPAA rating.
The results? UCLA\'s criteria found that all but three of the films contained at least one incident of bodily harm and that violence was often used as a humorous plot device. A quarter of the violence was classified as "lethal" by researchers.
The three films with the most bodily violence were "Timecop," an R-rated action film, with 110 violent acts; "The Jungle Book," a PG-rated retelling of the classic Rudyard Kipling tale, with 97 violent acts; and "True Lies, an R-rated action movie, with 91 violent acts.
On average, the UCLA study found that among those films flagged by the MPAA for violence rather than language or sexuality, R-rated films contained 62 violent acts, PG-13 averaged 55 acts and PG averaged 56.
The MPAA ratings system provided "little meaningful guidance related to violent content" for parents and filmgoers in general, the analysis stated, adding that MPAA ratings also failed to predict the frequency of violence in each film.
"Parent and other organizations have been calling for meaningful content rather than age-centered ratings for years, and now there is scientific evidence to support that argument," said Lucille Jenkins, director of the study.
Producers themselves are joining the fray. The Walt Disney Internet Group, for example, sponsors a movie review site (www.movies.com) meant to help filmgoers make "informed entertainment decisions." Other sites review movies on Christian-based values.
President Bush recently signed the Family Movie Act into law, which approves new filtering technology that allows parents to skip or mute sections of movies shown at home that contain violence, nudity or questionable language.
The UCLA study is published in the current Pediatrics, a journal of the American Academy of Pediatrics.
By Jennifer Harper, May 3, 2005 Read the full Brief, 05/03/2005
Consumerism
- 8 Hours a Day Spent on Screens, Study Finds
- Study: Kids Going From Ads to Web
- Report: Kids and Teens Spending More Time, Money Online
- Teens Who Drink More Affected by Booze Ads
- Most Americans Wary of Youth Marketing Industry
- Alcohol Ads Target Hispanic Youth
- Study: First Analysis of Online Food Advertising Targeting Children
- 89% of Kids Are Computer-Savvy
- U.S. Kids Spent $18 Billion Last Year, While Parents Spent $58 Billion Just to Feed Them
- The Challenge: JUST SAY NO
- Study: Cell subscriptions jump among Hispanic teens
- Mobile Ads Might Work with Teens
- Alcohol-Branded Clothing Linked to Early Teen Drinking
- FTC Releases Research on Children’s Exposure to Television Advertising
- 25,600 total television ads (18,300 were paid ads. Most of the remaining 7,300 were promotions for other television programming; some were public service announcements.)
- 10,700 minutes of televisions ads
- Ads averaging 25 seconds in length
- 2-1/4 hours of ad-supported television a day, or 16 hours per week (Ad-supported television accounted for only 70 percent of their television viewing.)
- Over 50 percent of the ads between 4 p.m. and midnight and less than 5 percent of the ads during Saturday morning between 8 a.m. and noon.
- Cell Phones Key to Teens’ Social Lives, 47% Can Text with Eyes Closed
IN a world with grocery store television screens, digitally delivered movie libraries and cellphone video clips, the average American is exposed to 61 minutes of TV ads and promotions a day.
Some people may think that amount seems excessive. But “people don’t seem to be getting up and running away,” said Jack Wakshlag, chief research officer at Turner Broadcasting.
In fact, adults are exposed to screens — TVs, cellphones, even G.P.S. devices — for about 8.5 hours on any given day, according to a study released by the Council for Research Excellence on Thursday.Read the full BriefBrian Stelter, The New York Times, 03/26/2009According to Mediamark Research & Intelligence's (MRI) new 2008 American Kids Study, 43% of kids 6-11 visited a website they saw or heard about in a commercial or ad. Of the approximately 10.7 million kids who reported visiting a company's site after seeing it in an ad, it is the older kids who are more likely to actually to go to that specific site: K6-7 (26.5%); K8-9 (33.3%); and K10-11 (40.2%); gender-wise it is almost even, with boys slightly higher. The study was conducted with about 5,000 kids via an in-home survey, as well as a separate survey of primary caregivers in those same households focusing on the kid's purchase in influence activities. Additionally, kids who say they visited a site after seeing/hearing about it in an ad/commercial are more likely (%) than the average US kid to:
- Use the internet every day (48%)
- Have a personal email address (41%)
- Parents let them go anywhere they want online (40%)
- Use instant messaging (IM) (40%)
- Downloaded music in the last month (34%)
- Downloaded a TV show in the last month (29%) Read the full BriefMediamark Research and Intelligence, 12/18/2008
Separate studies from research firm Nielsen and virtual world WeeWorld released this week suggest that kids are spending more time on the Web. While the research firm Nielsen reveals the online behavior of kids ages 2 to 11, WeeWorld looks at the time spent and spending habits of those age 12 to 18.
The time spent on the Web among children ages 2 to 11 has increased 63% in the last five years, from nearly 7 hours in May 2004 to more than 11 hours online in May 2009. Time spent among kids outpaced the increase for the overall population, which grew 36% in the past five years, all according to Nielsen. In May 2009, this age group comprised nearly 16 million, or 9.5%, of the active online users -- which suggests that the growth rate of kids online outpaces the overall Internet population, according to the research firm.
Read the full BriefResearch firm Nielsen and virtual world WeeWorld , 07/07/2009Researchers exposed 30 high school students to magazine ads including images of their favorite alcoholic and nonalcoholic beverages. They then monitored brain responses, which were highest among the heaviest drinkers.
-Media Life. Read the full Brief, 03/01/2004
A new study released today finds that 71% of Americans believe that marketing is harmful to children. The study--by psychologists Susan Linn of Harvard and Tim Kasser of Knox College--found Americans are concerned about several side-effects of this $15 Billion industry. Wide majorities cited concernes ofer materialism, early sexuality, and obesity resulting from youth marketing. Only 4% believe the industry acts ethically and there is strong support for measures restricting marketing practices. Read the full Brief, 05/04/2004
US Hispanic youth 12-20 tended to hear and see more alcohol advertising per capita during 2003 & 2004 than others in their age group in general, according to a new report from the Center on Alcohol Marketing and Youth, at Georgetown University.
The report found that in 2003 and 2004 Hispanic youth 12-20 had exposure to 20% more alcohol ads per capita in English-language magazines versus their non-Hispanic counterparts. Hispanic youth in cities including NY, San Francisco, San Antonio and San Jose were more likely to hear alcohol ads on the radio than youth in those cities in general; specific brands advertised on the radio in these cities are Beck\'s Beer, Coors Beer and Budweiser.
CAMY also found that alcohol ads in 2003 & 2004 ran during 14 of the 15 most popular TV shows among Hispanic\'s 12-20. Though the report does not indicate if alcohol ads were national or local it did point to specific TV shows including Bernie Mac, Fear Factor, Don Francisco Presenta, Cristina and The Simpsons. CAMY is funded by grants from The Pew Charitable Trusts and the Robert Wood Johnson Foundation to Georgetown University.
-Cynopsis: Kids! 10/28/05 Read the full Brief, 10/28/2005
Washington, D.C. – Concerned about the high rates of childhood obesity in the U.S., policymakers in Congress, the Federal Trade Commission, and agencies such as the Institute of Medicine have explored a variety of potential contributing factors, including the marketing and advertising of food products to children. One area where policymakers have expressed interest, but have also noted a lack of publicly available data, is in the realm of online food marketing to children. In order to help fill this gap, the Kaiser Family Foundation today released the first comprehensive analysis of the nature and scope of online food advertising to children, to help inform the decision making process for policymakers, advocates, and industry.
The report, It’s Child’s Play: Advergaming and the Online Marketing of Food to Children, found that more than eight out of ten (85%) of the top food brands that target children through TV advertising also use branded websites to market to children online. Unlike traditional TV advertising, these corporate-sponsored websites offer extensive opportunities for visitors to spend an unlimited amount of time interacting with specific food brands in more personal and detailed ways. For instance, the study documents the broad use of “advergames” (online games in which a company’s product or brand characters are featured, found on 73% of the websites) and viral marketing (encouraging children to contact their peers about a specific product or brand, found on 64% of sites). In addition, a variety of other advertising and marketing tactics are employed on these sites, including sweepstakes and promotions (65%), memberships (25%), on-demand access to TV ads (53%), and incentives for product purchase (38%). Read the full Brief, 07/19/2006
An overwhelming majority (89%) of all kids age 6-11 in the US spend at least some time doing online activities and — though few basic social activities have changed much over the years — they have vastly different communication styles and preferences than older age groups, according to a study from Experian Consumer Research, MarketingCharts reports.
The Simmons Kids Fall 2007 Full Years Study found that because today's kids have grown up in the age of online communication, networking, the internet, cell phones, digital music and digital cable, they have had different childhood experiences compared with other generations. This makes them more likely to react differently than their older counterparts to advertising and marketing initiatives.
The study also found that while kids may not currently spend much money, they are very likely to influence their parents' purchasing decisions.Read the full BriefExperian Consumer Research, 11/17/2008
New York, May 9, 2006/PRNewswire — Preschoolers aged 3 to 5, younger kids aged 6 to 8, and tweens aged 9 to 11—a compact consumer group that’s nearly 36 million kids strong—continue to pack a punch in purchasing power, which in 2005 was estimated to be $18 billion, according to The Kids Market in the U.S., a new report from market research publisher Packaged Facts.
Packaged Facts projects the kids market will experience substantial growth during the next four years, reaching $21.4 billion in disposable income by 2010. Concurrently, families spend more than $115 billion on kids in key consumer areas, such as food, clothing, personal-care items, entertainment, and reading materials. Almost half of this total, $58.3 billion, is devoted to food expenditures. By Packaged Facts estimates, annual expenditures by families on consumer goods for kids will reach approximately $143 billion by 2010.
Marketing to this big-money demographic can be tricky, however, as each age group has distinct tastes, buying habits, and levels of influence over purchasing decisions—not to mention additional influences, such as race, education level of parents, and household income. Then there are the wider-ranging kid issues that have focused anew the spotlight on the potential business and societal risks related to kid marketing. Read the full Brief, 05/26/2006
It\'s an unanticipated legacy of the affluent \'90s: parents who can\'t, or won\'t, set limits. Now a growing number of psychologists are warning of the dangers of overindulgence and teaching how—and where—to draw the line.
By Peg Tyre, Julie Scelfo and Barbara Kantrowitz
©2004 Newsweek, Inc.
Sept. 13 issue - Eloise Goldman struggled to hold the line. She knew it was ridiculous to spend $250 on a mini iPod for her 9-year-old son Ben. The price tag wasn\'t the biggest issue for Goldman, a publicist, and her fund-raiser husband, Jon. It was the idea of buying such an extravagant gadget for a kid who still hasn\'t mastered long division. If she gave in, how would Ben ever learn that you can\'t always get what you want? Goldman knew there was a good chance the iPod would soon be lost or abandoned, just like Ben\'s toy-of-choice from last year, a bright blue drum set that now sits forlornly in the basement of their suburban New York home. But Ben nagged and pestered and insisted that "everyone has one." Goldman began to weaken. Ben\'s a good kid, she reasoned; she wanted him to have what the other kids had. After doing a neighborhood-mom check and finding that Ben\'s peers were indeed wired for sound, Goldman caved—but not without one last attempt to salvage some lesson about limits. She offered her son a deal. We give you an iPod, you forfeit your birthday party. "Done," he said. Then, without missing a beat: "Now what about getting me my own Apple G4?"
It\'s an unexpected legacy of the affluent \'90s: parents who can\'t say no. With school starting, the annual assault on the family budget to fill backpacks with all the cool stuff that "everyone" else has is just beginning. This generation of parents has always been driven to give their kids every advantage, from Mommy & Me swim classes all the way to that thick envelope from an elite college. But despite their good intentions, too many find themselves raising "wanting machines" who respond like Pavlovian dogs to the marketing behemoth that\'s aimed right at them. Even getting what they want doesn\'t satisfy some kids—they only want more. Now, a growing number of psychologists, educators and parents think it\'s time to stop the madness and start teaching kids about what\'s really important—values like hard work, delayed gratification, honesty and compassion. In a few communities, parents have begun to take action by banding together to enforce limits and rules so that no one has to feel guilty for denying her 6-year-old a $300 Nokia cell phone with all the latest bells and whistles. "It\'s almost like parents have lost their parenting skills," says Marsha Moritz, 54, who helped found the Parent Engagement Network, a support group in Boulder, Colo. "They want to be their kids\' best friend and make sure they\'re having fun, but what the kids really need is for parents to be parents."
While it\'s certainly true that affluent parents can raise happy and well-adjusted children, the struggle to set limits has never been tougher. Saying no is harder when you can afford to say yes. But the stakes have also never been higher. Recent studies of adults who were overindulged as children paint a discouraging picture of their future. Kids who\'ve been given too much too soon grow up to be adults who have difficulty coping with life\'s disappointments. They have a distorted sense of entitlement that gets in the way of success both in the workplace and in relationships. Psychologists say parents who overindulge their kids may actually be setting them up to be more vulnerable to future anxiety and depression. "The risk of overindulgence is self-centeredness and self-absorption, and that\'s a mental-health risk," says William Damon, director of the Stanford University Center on Adolescence. "You sit around feeling anxious all the time instead of figuring out what you can do to make a difference in the world."
The researchers found that the percentage of teenagers who reported having sex increased from 18% in the initial survey to 36% one year later. The percentage of teens who reported sexual behaviors other than intercourse increased from 62% to 75%, according to Collins, the AP/Times reports (AP/Seattle Times, 9/7). In addition, the top 10% of teenagers who watched the most sexually related content were twice as likely to engage in sexual intercourse as the bottom 10% of teens, according to Collins (Elias, USA Today, 9/7). The survey also found that programs in which sex was talked about but not portrayed had as much influence on teenage sexual behavior as programs that were more "explicit," according to Reuters/New York Post (Reuters/New York Post, 9/7). Excluding African-American adolescents, the survey found that there was no "strong" association between television content that addressed the risks related to unsafe sexual behaviors and teenagers delaying sexual intercourse, according to a RAND research brief. The researchers concluded that "more effective tests" on such content is needed to determine whether it is associated with a delay in initiating sex among youth of other ethic groups, according to the brief (RAND research brief, September 2004). A previous RAND survey, which was published in the November 2003 issue of the journal Pediatrics, found that teenagers in the United States absorb sex education messages from television programs, and watching and discussing television programs with an adult reinforces the sex education messages (Kaiser Daily Reproductive Health Report, 11/3/03).
Today\'s parents—who themselves were raised on Greatest Generation values of thrift and self-sacrifice—grew up in a culture where "no" was a household word. Goldman remembers that as a teenager, she had to beg for a phone in her room. In a world where families spend "quality time" at the mall instead of in the backyard, her request seems almost quaint. Today\'s kids want much more, partly because there\'s so much more to want. The oldest members of this Generation Excess were born in the late 1980s, just as PCs and videogames were making their assault on the family room. They think of MP3 players and flat-screen TVs as essential utilities and they\'ve developed strategies to get them. One survey of grade-school children found that when they crave something new, most expect to ask nine times before their parents give in. By every measure, parents are shelling out record amounts. According to market researchers Packaged Facts, families with 3- to 12-year-olds spend $53.8 billion annually on entertainment, personal-care items and reading materials for their children. This is $17.6 billion more than parents spent in 1997. Teens are spending huge amounts of money themselves, some of it cadged from their families and the rest from after-school jobs. Last year 12- to 19-year-olds spent roughly $175 billion, $53 billion more than in 1997, according to Teen Research Unlimited.
In the heat of this buying blitz, even parents who desperately need to say no find themselves reaching for their credit cards. Kechia Williams is a 32-year-old single mother of five who works as a custodian at Emory University in Atlanta. She rises at 4 a.m. to get to work at 6 in order to make $9 an hour. She has to work overtime to pay for basics like new school clothes and supplies. And yet, her children do demand and often get costly gifts. The oldest boys, Darryl, 15, and Kwentavius, 12, have a PlayStation 2 and several games that cost $60 apiece that they play on a big-screen TV. "They\'re always begging for brand names—FUBU, Polo, Tommy, Gucci, Nike—especially the ones the rappers are talking about," says Williams. "I constantly have to remind them my paycheck will go only so far," she says. "But that doesn\'t stop them from wanting it. The stuff is all over the TV, and the videos, then some of the other kids have it." Williams knows how they feel; she had very little growing up. "I can see it in their eyes sometimes, how bad they want something, and I want to get it for them."
Darryl and Kwentavius are responding to a tidal wave of marketing aimed at kids. According to the American Academy of Pediatrics, the average American child sees more than 40,000 commercials a year. That\'s in addition to fast-food outlets in schools, product placements in TV shows and movies, even corporate sponsorship of sports stadiums. "There\'s virtually no escape from it," says Susan Linn, a Harvard psychologist and the author of "Consuming Kids: The Hostile Takeover of Childhood." "The marketers call it \'cradle-to-grave brand loyalty.\' They want to get kids from the moment they\'re born."
And this generation of parents is uniquely ill equipped to counter the relentless pressure. Baby boomers, raised in the contentious 1960s and \'70s (the era of the "generation gap"), swore they would do things differently and have a much closer relationship with their own children. Many even wear the same Gap clothes as their kids and listen to the same music. "So whenever their children get angry at them, it makes this generation feel a lot guiltier than previous generations," says Laurence Steinberg, a psychologist at Temple University and the author of "The 10 Basic Principles of Good Parenting." Today\'s parents put in more hours on the job, too; at the end of a long workweek, it\'s tempting to buy peace with "yes," rather than mar precious family time with conflict. Anxiety about the future is a factor as well. How do well-intentioned parents say no to all the sports equipment and arts and language lessons they believe will help their kids thrive in an increasingly competitive world? But these parents are confusing permissiveness with love. Experts agree: too much love won\'t spoil a child, but too few limits will.
In their zeal to make their kids happy, parents fail to impart the very values they say they want to teach. Jenn Andrlick, a 23-year-old editorial assistant in New York, describes herself as a recovering "spoiled brat." As a child in Omaha, she says, she regularly manipulated her hardworking parents into fulfilling her every whim—special toys, dance lessons, fashionable clothes and a car. "I told them if they loved me, they\'d get it for me," she recalls. Now, as a young adult perched precariously on the first rung of her career ladder, she\'s finding it impossible to live within her means and still relies on handouts from Mom and Dad. Once she was the envy of all her friends because "I always had more than anyone." But these days, she says, she envies her roommates who know how to stick to a budget. And her mother, Debbie Love, keeps asking herself if it might finally be time to "cut her off."
No one is suggesting Scrooge as a parental role model. What parents need to find, psychologists say, is a balance between the advantages of an affluent society and the critical life lessons that come from waiting, saving and working hard to achieve goals. That search for balance has to start early. Eve and Jay Gagne, both 30, were both brought up by single moms in New Hampshire, so they know what it\'s like to go without. Now that Eve, an at-home mother, and Jay, a computer executive, have income for luxuries that their parents didn\'t, they love to treat their daughter, Sydney, 3, to clothes and toys. But Eve says they\'re trying hard to be reasonable and not spend too much money on perfect party dresses. "She\'s going to get dirty," Eve says, "and she\'ll grow out of it and it ends up costing a fortune ... When it comes down to it, nobody really notices the outfit. They notice her behavior." Recently, the Gagnes let Sydney play with a giant stuffed rocking horse at a toy store. Sydney wanted to ride it home, but the Gagnes said no. They could easily afford it, Eve said, "but we didn\'t want to give in to every whim." Sydney had a meltdown and her parents held firm. "We would like to run the show," says Eve. Read the full Brief, 09/08/2004
Hispanic teens are going wireless more quickly than other U.S. teens, and that number is only expected to grow. According to MultiMedia Intelligence, Hispanics ages 12-17 represent 2.5 million cell phone subscribers and will have a subscriber growth rate that’s two to three times higher than that of the overall U.S. teen market over the next five years. Hispanic teens represent 16 percent of the overall U.S. teen market. By the age of 15, penetration of wireless services among Hispanic teens is 64 percent and at 17 that penetration rate rises to 78 percent. Hispanic teens also ask their phones to do more including make purchases as they feature a higher overall average revenue per user. They are less likely, however, to use their camera phone. The survey data from 1,383 U.S. teens comes from the Simmons National Consumer study.Read the full BriefMultimedia Intelligence, 09/26/2008
Nearly one-half of teen mobile phone users in the US said they would be at least somewhat interested in accepting mobile ads, as long as they got something in return, according to a September 2008 study conducted by Harris Interactive for mobile trade group CTIA.
Harris surveyed mobile users ages 13 to 19, and found that more than one-half of respondents were not interested in mobile ads, even in exchange for some type of incentive. Incentives are likely to be part of many mobile ad campaigns, because a majority of users are opposed to mobile marketing in general.
Auden McClure, Dartmouth Medical School
Students walking around school with Budweiser or Heineken emblazoned on T-shirts, hats, or other items of clothing may be cause for concern. Researchers at Dartmouth Medical School have found that they’re 1.5 times more likely to start drinking and to become binge drinkers than kids who don’t own such items.
In confidential telephone surveys with 6,522 kids aged 10 to 14, McClure and her team asked students about their drinking behaviors and drinking susceptibility, including peer pressure. In three follow-up surveys, the adolescents were asked about their changes in drinking habits and whether they owned alcohol-branded merchandise.
The percentage of those who said they owned alcohol-branded merchandise ranged from 11 percent at eight months to 20 percent at the 24-month survey, which accounts for 2.1 million to 3.1 million U.S. adolescents, the study says.Read the full BriefUniversity of Dartmouth in the Archives of Pediatrics and Adolescent Medicine, 03/03/2009
Today’s children see more promotional ads for other programming, but fewer paid ads and fewer minutes of advertising on television, according to a report released today by the staff of the Federal Trade Commission. The research looks at television ad exposure for children in the year 2004 and compares it to similar research from 1977. The report also finds that children are not exposed to more food ads on television than they were in the past, although their ad exposure is more concentrated on children’s programming. The report\'s 2004 findings are based on a staff analysis of copyrighted Nielsen Media Research/Nielsen Monitor-Plus data.
According to the report, in 2004, children ages two to 11 saw:
According to the report, promotions for television programming account for 28 percent of all TV ads viewed, while food ads account for 22 percent. Other top categories included screen and audio entertainment and games, toys and hobbies. Children get approximately half of their food advertising and about one-third of their total television advertising exposure from programs in which children are at least 50 percent of the audience.Read the full Brief, 06/01/2007
Nearly half (47%) of US teens say their social life would end or be worsened without their cell phone, and nearly six in 10 (57%) credit their mobile device with improving their life, according to a national survey from CTIA and Harris Interactive.
Four out of five teens (17 million) carry a wireless device (a 40% increase since 2004), finds the study titled “Teenagers: A Generation Unplugged,” which probes how the growing teen wireless segment is using wireless products and how they want to use them in the future.
Impact on Teen Life
- A majority (57%) of teens view their cell phone as the key to their social life.
- Second only to clothing, teens say, a person’s cell phone tells the most about their social status or popularity, outranking jewelry, watches and shoes.

Social networking and virtual worlds