"This book examines mobile media use among children and youths within an Asian context. By studying the impact of mobile media on children and youth in Asia, it focuses on the explosive growth of mobile media among young people and seeks to understand the potential consequences of mobile media use o
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n society, relationships, and what it means to be a young person. With this, it provides a richly contextualized Asian voice to research on mobile media and young people, enriching the global conversation surrounding an increasingly central aspect of youths’ everyday lives. Research on mobile media and its impact on children and youths in Asia is not thoroughly represented, despite the proliferation of smartphone and tablet use in the region. This volume fills this gap by canvassing contemporary research on mobile media, children, and youth in Asia through the perspectives of emerging scholars in the region and beyond. It promotes an understanding of the motivations and patterns of use by children and youth in the region, examines contemporary research on the antecedents and consequences of mobile media use on society, relationships, and the individual, and provides a critique of mobile media use among children and youth. The volume also provides a culturally sensitive examination of mobile media use among children and youth, describing and analyzing policies enacted to manage young people’s smartphone use." (Publisher description)
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"Die Mediennutzung Jugendlicher kehrt teilweise zu dem Vor- Corona-Niveau zurück, das belegen die Ergebnisse der neuesten JIM-Studie „Jugend, Information, Medien“. Die Nutzung von Videoangeboten und digitalen Spielen bleibt dagegen auf dem hohen Niveau der Corona-Zeit. Für Jugendliche sind hie
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rbei vor allem Netflix und YouTube relevant. 78 Prozent nutzen aber auch Fernsehangebote regelmäßig. Um Musik zu hören werden am häufigsten Spotify und die Angebote von Radiosendern genutzt, die Radionutzung bleibt stabil." (Kurz und knapp, Seite 1)
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"This book analyzes mobile gaming in the Asian context and looks into a hitherto neglected focus of inquiry - a localized mobile landscape, with particular reference to young Asians' engagement with mobile gaming. This edition focuses not only on the remarkable success of local mobile games, but als
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o on the significance of social milieu in the development of Asian mobile technologies and gaming culture. It analyzes the growth of the current mobile technologies and mobile gaming not as separate but as continuous developments in tandem with the digital economy." (Publisher description)
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"The 2000 Yearbook treats two themes, both of which relate to newer features of the media landscape: violence in video and computer games, and pornography on television and on Internet. Some articles in the Yearbook also discuss findings on audience perceptions of violence and sex in the media. The
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choice of these themes has to do with the marked increase in the availability of such content to children and youth via new media technologies. The Yearbook comes with two bibliographies: Research on Pornography and Sex in the Media and Research on Video and Computer Games." (Publisher description)
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