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New Media Consumption: What You Need to Know By:  Jay Davis Adam Feldman Robin Nelson Alexander Platonov 1 1) http://cache.gawker.com/assets/images/valleywag/2008/06/teen_internet_connectivity_electronics.jpg
“ The entire media universe is expanding so consumers are choosing to add elements to their media experience, rather than to replace them.” - Jim O’Hara, President, Media Product Leadership, The Nielsen Company  1 1) http://blog.nielsen.com/nielsenwire/wp-content/uploads/2009/09/3ScreenQ209_US_rpt_090209.pdf 2)- pic http://www.thesmartbean.com/magazine/health-magazine/media-alert-dangers-and-guidelines-for-safe-media-consumption-by-kids/ 3) Anderson,  Daniel R., Ph.D.,  Children, Media, Methodology ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],2
Psychological Effects ,[object Object],[object Object],[object Object],[object Object],[object Object],1) Anderson, Craig,  The Influence of Media Violence on Youth , Psychological Effects in the Public Interest  2) Reviewed by Mathis, Charlotte, MD.  Media Violence May Effect Children's Minds,  WebMD Health News, June, 2005 3)  Rapporteur, Alexandra Beatty,  Studying Media Effects on Children and Youth: Improving Methods and Measures 4) http://www.youtube.com/watch?v=jeVQjJtwjr0&feature "Researchers found nonaggressive children who had been exposed to high levels of media violence had similar patterns of activity in an area of the brain linked to self-control and attention as aggressive children who had been diagnosed with disruptive behavior disorder."  2 4
Psycho/Emotional Effects ,[object Object],[object Object],[object Object],[object Object],[object Object],1) Whitaker, Jodi, Bushman, Brad,  Online Dangers: Keeping Children and Adolescents Safe 2) Turkle, Sherry,  Life on the Screen: Identity in the Age of the Interne 3) Anderson, Craig and Bushman, Brad,  Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature Changes to perspective of:  (a) nature and society, (b) personal identity  through these random and complex  interactions in new media  2 Violent video game study - negatively correlated with helping others and empathy  3
Physical Effects ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],http://www.video-game-addiction.org/physical-consequences.html
Physical Effects ,[object Object],[object Object],[object Object],[object Object],http://www.video-game-addiction.org/physical-consequences.html
Computer Addiction Computer Addiction – obsessive playing of off-line computer games, such as Solitaire or Minesweeper, or obsessive computer programming. Components of Computer Addiction: 1)   excessive use, often associated with a loss of sense of time   or a neglect of basic drives ,  2) withdrawal, including feelings   of anger, tension, and/or depression when the computer is inaccessible ,   3) tolerance, including the need for better computer equipment,   more software, or more hours of use, and  4) negative repercussions,   including arguments, lying, poor achievement, social isolation,   and fatigue . Block, J.J. (2009)  Issues for DSM-V: Internet Addiction
Interpersonal Effects ,[object Object],[object Object],[object Object],[object Object],1. Milani L, Osualdella D, Di Blasio P. (2009)  Quality of interpersonal relationships and problematic Internet use in adolescence. 2. Young K.S. (1998)  Internet addiction: the emergence of a new clinical disorder. 3. Brenner V. (1997)  Psychology of computer use
Diversity in Access and Use Diverse populations are  producing differing usage patterns  of the Internet and associated technologies 1. http://pewinternet.org/Trend-Data/Whos-Online.aspx
Diversity in Access and Use  Diverse populations are  producing differing usage patterns  of the Internet and associated technologies 1. http://www.marisatapia.com/wp-content/uploads/2010/01/Bridging-the-Digital-Divide-for-Latina-Girls-Analysis-doc.pdf The  digital divide  is a concept used to describe the gap between those who have effective access to information and communication technologies (ICT) and their related online skill sets and those who do not. 1
Diversity in Access and Use  Examples 1. http://pewinternet.org/Reports/2010/Better-off-households/Report/Health-information.aspx 2. http://broadbandbreakfast.com/2010/11/commerce-report-shows-diminishing-digital-divide/  3. http://pewhispanic.org/reports/report.php?ReportID=123 4. http://www.pewinternet.org/Reports/2010/Home-Broadband-2010/Part-1/Broadband-adoption-among-African-Americans-grew-significantly-between-2009-and-2010.aspx ,[object Object],[object Object],[object Object],[object Object]
Interpersonal Effects When used responsibly, the Internet can be a great place to interact socially, meet new people, and even start romantic relationships. However, online relationships can often be more intense than those in real life. Our fantasies are given free reign and the idea of being with our online love can exceed all realistic expectations. Since few real-life relationships can compete with these wild, fantasy relationships, the Internet addict will prefer to spend more and more time with their online friends. Another problem is that about 50% of people online lie about their age, weight, job, marital status, or gender. When online friends meet and the real-life person fails to match the online persona, it can create profound emotional disappointment. http://helpguide.org/mental/internet_cybersex_addiction.htm
Growing Up in an Age of New Media 2400 mothers surveyed: 73% said TV was their children's favorite pastime  1 Kaiser Foundation Study: media consumption can lead to poor grades and lower levels of contentment  2 Between 2004 and 2009, young people increased their average daily media consumption by an hour and 17 minutes, going from 6:21 to 7:38. That's almost as much time as adults spend at a full time job, except that kids are doing it seven days a week.  3 1) Singer, Dorothy,  Children’s Pastimes and Play in Sixteen Nations:  Is Free Play Declining? 2) Rideout, Victoria et. al.  Generation M2: Media in the Lives of 8- to 18-year-olds 3)  Id.
Trends in Media Consumption ,[object Object],[object Object],[object Object],1) http://blog.nielsen.com/nielsenwire/online_mobile/three-screen-report-media-consumption-and-multi-tasking-continue-to-increase/ 2) Lewin, Tamar,  If Your Children Are Awake, They're Probably Online 3) Wray, Robert,  How We Watch Now: Tune In, Log On, Call Up  (pic) 4) http://stakeholders.ofcom.org.uk/market-data-research/market-data/communications-market-reports/cmr08/ New York Times correlation-  47%  of heaviest media users (16+ hours per day) C’s or lower Compared to  23%  of those who typically consumed media three hours a day or less. 2 3 4
Positive Developments 1. http://www.pewinternet.org/Reports/2009/15--The-Internet-and-Civic-Engagement.aspx  2. http://pewinternet.org/Reports/2010/Mobile-Health-2010/Overview.aspx 3. http://pewinternet.org/Reports/2010/Cell-Phones-and-American-Adults/Part-4-A-comparison-of-cell-phone-attitudes--use-between-teens-and-adults/Teens-and-adults-agree-that-phones-keep-them-safe-and-occasionally-annoy.aspx 4. http://pewinternet.org/Reports/2010/Social-Media-and-Young-Adults/Part-2/5-Wireless.aspx?r=1 ,[object Object],[object Object],[object Object],[object Object]
Positive Developments 5. http://pewinternet.org/Reports/2010/Government-Online/Summary-of-Findings.aspx 6. http://pewinternet.org/Reports/2008/Writing-Technology-and-Teens/07-Writing-Communication-and-Technology-Ownership/02-Teens-appreciate-the-ability-to-edit-and-revise-on-a-computer.aspx 7. http://pewinternet.org/Reports/2008/Teens-Video-Games-and-Civics/08-2-Video-Games-Relationship-to-Civic-and-Political-Engagement/08-Youth-who-take-part-in-social-interaction-related-to-the-game.aspx#footnote56 8. http://www.pewinternet.org/Reports/2007/Teens-and-Social-Media/1-Summary-of-Findings.aspx ,[object Object],[object Object],[object Object],[object Object]
LAUSD COMPUTER USAGE POLICY 01/08/2002 – Board Rule 1254  established as the  Acceptable Use Policy (AUP)  for the Internet as required by Children’s Internet Protection Act ALL  LAUSD students & employees are subject to AUP! Students & parents must  BOTH  sign agreements acknowledging comprehension & acceptance of policy Internet account “used only for educational or professional purposes” HIGHLIGHTS OF AUP   for full viewing see:  www.lausd.k12.ca.us/lausd/lausdnet/aup.pdf.120604 ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
(1) setting parental controls & limits over media (e.g., filtering/monitoring), (2) safe use of social networking, (3) usage of privacy settings, (4) cyber-bullying, (5) phishing, (6) sexting, (7) identity theft; (8)  any other media behaviors  which compromise their or another person’s safety; and (9) development of other interests and activities beyond new media.   (http://www.onguardonline.gov) TYPES OF TREATMENT & STRATEGIES Depending on the nature of a student’s adverse effects experienced from new media usage (physical, emotional, legal, etc.),  or in anticipation of preventing problems,  the following methods and/or strategies may be explored: Professional Involvement When a student’s safety and well-being are in jeopardy due to new media-related usage, referrals should be made to medical practitioners, therapists, legal/law enforcement and/or other professionals who are trained in the  proper treatment  of or resolution of the media-related problem. ,[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object],Teacher Responsibilities
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Information Resources Online references for trends, data and curriculum regarding new media use Common Sense Media "Common Sense Media is dedicated to improving the lives of kids and families by providing the trustworthy information, education, and independent voice they need to thrive in a world of media and technology."   Center for Media Literacy "Dedicated to promoting and supporting media literacy education as a framework for accessing, analyzing, evaluating, creating and participating with media content, CML works to help citizens, especially the young, develop critical thinking and media production skills needed to live fully in the 21st century media culture."    The Pew Internet & American Life Project "The Project produces  reports  exploring the impact of the internet on families, communities, work and home, daily life, education, health care, and civic and political life."
Information Resources Online references for trends, data and curriculum regarding new media use   NetCetera - Onguard Online "OnGuardOnline.gov's Net Cetera campaign provides information and resources about helping kids make safe, responsible decisions when they're online."   NetCetera - Additional Resources Google Fast Flip   "Google Fast Flip  is a web application that lets users discover and share news articles. It combines qualities of print and the Web, with the ability to 'flip' through pages online as quickly as flipping through a magazine." Media Arts at LAUSD "This site is in development towards representing this dynamic arts content discipline, which we are seeking to formally establish in Los Angeles Unified School District in complement to the four 'traditional' arts disciplines. Stay tuned for major developments as we move forward towards recognition and connection."
Citations ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]

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New Media Consumption: What You Need To Know

  • 1. New Media Consumption: What You Need to Know By:  Jay Davis Adam Feldman Robin Nelson Alexander Platonov 1 1) http://cache.gawker.com/assets/images/valleywag/2008/06/teen_internet_connectivity_electronics.jpg
  • 2.
  • 3.
  • 4.
  • 5.
  • 6.
  • 7. Computer Addiction Computer Addiction – obsessive playing of off-line computer games, such as Solitaire or Minesweeper, or obsessive computer programming. Components of Computer Addiction: 1)   excessive use, often associated with a loss of sense of time   or a neglect of basic drives ,  2) withdrawal, including feelings   of anger, tension, and/or depression when the computer is inaccessible ,   3) tolerance, including the need for better computer equipment,   more software, or more hours of use, and  4) negative repercussions,   including arguments, lying, poor achievement, social isolation,   and fatigue . Block, J.J. (2009) Issues for DSM-V: Internet Addiction
  • 8.
  • 9. Diversity in Access and Use Diverse populations are producing differing usage patterns of the Internet and associated technologies 1. http://pewinternet.org/Trend-Data/Whos-Online.aspx
  • 10. Diversity in Access and Use Diverse populations are producing differing usage patterns of the Internet and associated technologies 1. http://www.marisatapia.com/wp-content/uploads/2010/01/Bridging-the-Digital-Divide-for-Latina-Girls-Analysis-doc.pdf The digital divide is a concept used to describe the gap between those who have effective access to information and communication technologies (ICT) and their related online skill sets and those who do not. 1
  • 11.
  • 12. Interpersonal Effects When used responsibly, the Internet can be a great place to interact socially, meet new people, and even start romantic relationships. However, online relationships can often be more intense than those in real life. Our fantasies are given free reign and the idea of being with our online love can exceed all realistic expectations. Since few real-life relationships can compete with these wild, fantasy relationships, the Internet addict will prefer to spend more and more time with their online friends. Another problem is that about 50% of people online lie about their age, weight, job, marital status, or gender. When online friends meet and the real-life person fails to match the online persona, it can create profound emotional disappointment. http://helpguide.org/mental/internet_cybersex_addiction.htm
  • 13. Growing Up in an Age of New Media 2400 mothers surveyed: 73% said TV was their children's favorite pastime  1 Kaiser Foundation Study: media consumption can lead to poor grades and lower levels of contentment  2 Between 2004 and 2009, young people increased their average daily media consumption by an hour and 17 minutes, going from 6:21 to 7:38. That's almost as much time as adults spend at a full time job, except that kids are doing it seven days a week. 3 1) Singer, Dorothy, Children’s Pastimes and Play in Sixteen Nations:  Is Free Play Declining? 2) Rideout, Victoria et. al. Generation M2: Media in the Lives of 8- to 18-year-olds 3) Id.
  • 14.
  • 15.
  • 16.
  • 17.
  • 18.
  • 19.
  • 20.
  • 21. Information Resources Online references for trends, data and curriculum regarding new media use Common Sense Media "Common Sense Media is dedicated to improving the lives of kids and families by providing the trustworthy information, education, and independent voice they need to thrive in a world of media and technology."   Center for Media Literacy "Dedicated to promoting and supporting media literacy education as a framework for accessing, analyzing, evaluating, creating and participating with media content, CML works to help citizens, especially the young, develop critical thinking and media production skills needed to live fully in the 21st century media culture."   The Pew Internet & American Life Project "The Project produces reports exploring the impact of the internet on families, communities, work and home, daily life, education, health care, and civic and political life."
  • 22. Information Resources Online references for trends, data and curriculum regarding new media use   NetCetera - Onguard Online "OnGuardOnline.gov's Net Cetera campaign provides information and resources about helping kids make safe, responsible decisions when they're online."   NetCetera - Additional Resources Google Fast Flip   "Google Fast Flip  is a web application that lets users discover and share news articles. It combines qualities of print and the Web, with the ability to 'flip' through pages online as quickly as flipping through a magazine." Media Arts at LAUSD "This site is in development towards representing this dynamic arts content discipline, which we are seeking to formally establish in Los Angeles Unified School District in complement to the four 'traditional' arts disciplines. Stay tuned for major developments as we move forward towards recognition and connection."
  • 23.