332,967 research outputs found

    Mother's Perspective About Using the Gadget Safeness for Children

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    The rapid development of technology makes it easier for mothers to provide stimulation related to growth and development using gadgets. However, parental knowledge is needed about the safe limits of using a gadget in early childhood. This study aims to determine the perspective and behavior of mothers about the use of gadgets in toddlers. The method used is quantitative research with a cross-sectional approach. The participants of this study were thirty-one mothers who have early childhood and who are empowering family welfare. The inclusion criteria were mothers who agreed to be respondents, the exclusion criteria for mothers who did not have gadgets. This study uses a questionnaire measurement instrument for data collection. Data analysis was performed univariate and bivariate using the chi-square test. The results of the study concluded that the mother's knowledge regarding the safety of using a gadget was still lacking, with a value of around 54.8%, while the mother's behavior related to the same thing was better, which was around 58.1%. The relationship test shows that there is a strong enough relationship between maternal knowledge and maternal behavior in introducing or using gadgets in toddlers.  Keywords: Early Childhood, Mother Perspective, Gadget Safeness  References Appel, M. (2012). Are heavy users of computer games and social media more computer literate? Computers and Education, 59(4), 1339–1349. https://doi.org/10.1016/j.compedu.2012.06.004 Bandura, A. (1977). Social learning theory. Prentice-Hall. Cingel, D. P., & Krcmar, M. (2013). Predicting Media Use in Very Young Children: The Role of Demographics and Parent Attitudes. Communication Studies, 64(4), 374–394. https://doi.org/10.1080/10510974.2013.770408 Connell, S. L., Lauricella, A. R., & Wartella, E. (2015). Parental Co-Use of Media Technology with their Young Children in the USA. Journal OfChildren and Media, 9(1), 5–21. https://doi.org/10.1080/17482798.2015.997440 Haines, J., O’Brien, A., McDonald, J., Goldman, R. E., Evans-Schmidt, M., Price, S., King, S., Sherry, B., & Taveras, E. M. (2013). Television Viewing and Televisions in Bedrooms: Perceptions of Racial/Ethnic Minority Parents of Young Children. Journal of Child and Family Studies, 22(6), 749–756. https://doi.org/10.1007/s10826-012-9629-6 Jones, I., & Park, Y. (2015). Virtual worlds: Young children using the internet. Young children and families in the information age. Educating the young child (Advances in theory and research, implications for practice) (I. K. Heider & J. M. Renck (eds.); Volume 10). Springer. Lauricella, A. R., Wartella, E., & Rideout, V. J. (2015). Young children’s screen time: The complex role of parent and child factors. Journal of Applied Developmental Psychology, 36, 11–17. https://doi.org/10.1016/j.appdev.2014.12.001 Livingstone, S, Görzig, A., & Ólafsson, K. (2011). Disadvantaged children and online risk. http://eprints.lse.ac.uk/39385/ Livingstone, Sonia, Mascheroni, G., Dreier, M., Chaudron, S., & Lagae, K. (2015). How parents of young children manage digital devices at home: The role of income, education and parental style (Issue September). Livingstone, Sonia, Ólafsson, K., Helsper, E. J., Lupiåñez-Villanueva, F., Veltri, G. A., & Folkvord, F. (2017). Maximizing Opportunities and Minimizing Risks for Children Online: The Role of Digital Skills in Emerging Strategies of Parental Mediation. Journal of Communication, 67(1), 82–105. https://doi.org/10.1111/jcom.12277 M, S. (2017). The Impact of using Gadgets on Children. Journal of Depression and Anxiety, 07(01), 1–3. https://doi.org/10.4172/2167-1044.1000296 Marsh, J., Hannon, P., Lewis, M., & Ritchie, L. (2017). Young children’s initiation into family literacy practices in the digital age. Journal of Early Childhood Research, 15(1), 47–60. https://doi.org/10.1177/1476718X15582095 Mifsud, C. L., & Petrova, R. (2017). Young Children (0-8) and Digital Technology. In JRC Science and Policies Reports. Nevski, E., & Siibak, A. (2016). The role of parents and parental mediation on 0–3-year olds’ digital play with smart devices: Estonian parents’ attitudes and practices. Early Years, 36(3), 227–241. https://doi.org/10.1080/09575146.2016.1161601 Nikken, P. (2017). Implications of low or high media use among parents for young children’s media use. Cyberpsychology, 11(3 Special Issue). https://doi.org/10.5817/CP2017-3-1 Nikken, P., & de Haan, J. (2015). Guiding young children’s internet use at home: Problems that parents experience in their parental mediation and the need for parenting support. Cyberpsychology, 9(1). https://doi.org/10.5817/CP2015-1-3 Piotrowski, J. (2017). Media exposure during infancy and early childhood: The effect of content and context on learning and development. In I. R. Barr & D. Linebarger (Eds.), The parental media mediation context of young children’s media use.(pp. 205–219). Springer International Publishing. Plowman, L., Stevenson, O., Stephen, C., & McPake, J. (2012). Preschool children’s learning with technology at home. Computers and Education, 59(1), 30–37. https://doi.org/10.1016/j.compedu.2011.11.014 Rasmussen, E. E., Shafer, A., Colwell, M. J., White, S., Punyanunt-Carter, N., Densley, R. L., & Wright, H. (2016). Relation between active mediation, exposure to Daniel Tiger’s Neighborhood, and US preschoolers’ social and emotional development. Journal of Children and Media, 10(4), 443–461. https://doi.org/10.1080/17482798.2016.1203806 Smahelova, M., JuhovĂĄ, D., Cermak, I., & Smahel, D. (2017). Mediation of young children’s digital technology use: The parents’ perspective. Cyberpsychology, 11(3 Special Issue). https://doi.org/10.5817/CP2017-3-4 Troseth, G. L., Strouse, G. A., & Russo Johnson, C. E. (2017). Early Digital Literacy: Learning to Watch, Watching to Learn. In Cognitive Development in Digital Contexts. Elsevier Inc. https://doi.org/10.1016/B978-0-12-809481-5.00002-X Vaala, S. E. (2014). The Nature and Predictive Value of Mothers’ Beliefs Regarding Infants’ and Toddlers’ TV/Video Viewing: Applying the Integrative Model of Behavioral Prediction. Media Psychology, 17(3), 282–310. https://doi.org/10.1080/15213269.2013.872995 Zaman, B., & Mifsud, C. L. (2017). Editorial: Young children’s use of digital media and parental mediation. Cyberpsychology, 11(3 Special Issue), 9. https://doi.org/10.5817/CP2017-3-x

    The volume and source of cyberabuse influences victim blame and perceptions of attractiveness

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    Cyberabuse is an escalating problem in society, as opportunities for abuse to occur in online public domains increase. Such acts are often defined by the frequency of abuse, and in many cases multiple individuals play a part in the abuse. Although consequences of such acts are often severe, there is typically little public sympathy/support for victims. To better understand perceptions of victims of abusive online acts, we manipulated the Volume (low, high) and Source (same-source, multi-source) of abusive posts in artificially-manipulated Facebook timelines of four fictitious ‘victims’. One hundred and sixty-four participants [United Kingdom-based; aged 18–59] rated ‘victims’ on measures of direct victim blame (DVB) and perceived social-, physical- and task-attractiveness. Results revealed significant Volume × Source interactions on DVB and social-attractiveness ratings. Few abusive posts authored by a single source yielded higher DVB and lower social-attractiveness ratings. Strong correlations between attractiveness and DVB were observed. We propose that our results could be due to an observer desensitization effect, or that participants interpreted the posts as indicative of friendly ‘teasing’ or ‘banter’ within an established social relationship, helping to explain why victims of online abuse often receive little sympathy or support

    An Examination of the Individual and Contextual Characteristics Associated with Active Shooter Events

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    In recent years, the US has experienced a substantial number of mass shooting incidents. This type of shooting incident has been termed “active shooter event” and encompasses shootings that occur in school settings as well as public settings and workplace venues. Much of the recent published literature addressing active shooter events appears to focus on tactical issues, such as training for and responding to this type of incident. Very little research, however, has examined the individual and contextual characteristics associated with active shooter events. In the current study we examine a number of factors related to 88 active shooting events involving 92 perpetrators. Our findings indicate a history of psychological and behavioral issues reported in more than 50% of the active shooters studied. In addition, 60% of shooters had evidence of additional stressors beyond those associated with psychological and behavioral issues. These findings highlight the need to continue to explore potential risk factors associated with this form of violence

    Thumb-bangers : exploring the cultural bond between video games and heavy metal

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    « Heavy Metal Generations » is the fourth volume in the series of papers drawn from the 2012 Music, Metal and Politics international conference (http://www.inter-disciplinary.net/publishing/product/heavy-metal-generations/).Heavy metal and video games share an almost simultaneous birth, with Black Sabbath’s debut album in 1970 and Nolan Bushnell’s Computer Space in 1971. From Judas Priest’s ‘Freewheel Burning’ music video in 1984 to Tim Schafer’s BrĂŒtal Legend in 2009, the exchanges between these two subcultures have been both reciprocal and exponential. This chapter will present a historical survey of the bond between video games and heavy metal cultures through its highest-profile examples. There are two underlying reasons for this symbiosis: 1) the historical development and popular dissemination of the video game came at an opportune time, first with the video game arcades in the 1970s and early 1980s, and then with the Nintendo Entertainment System, whose technical sound-channel limitations happened to fall in line with the typical structures of heavy metal; 2) heavy metal and video games, along with their creators and consumers, have faced similar sociocultural paths and challenges, notably through the policies set in place by the PMRC and the ESRB, and a flurry of lawsuits and attacks, especially from United States congressmen, that resulted in an overlapping of their respective spaces outside dominant culture. These reasons explain the natural bond between these cultural practices, and the more recent developments like Last Chance to Reason’s Level 2 let us foresee a future where new hybrid creations could emerge

    Media Exposure, Juror Decision-Making, and the Availability Heuristic

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    Although much of the research regarding media exposure has centered on the harmful effects of pretrial publicity in criminal cases, it has been argued that civil cases may be more vulnerable to its effects compared to criminal cases (Bornstein, Whisenhunt, Nemeth, & Dunaway, 2002). In large part this appears to be due to the potential influence of media depiction of high-profile lawsuits and atypical verdict awards on judgments of liability and damages (Robbennolt & Studebaker, 2003). In our study we examined the effect of exposure to a news article (relating a verdict award in a product liability case) on juror decision-making in a conceptually similar case. We varied the amount of damages awarded by the jury in the news article as well as the amount of time between reading the article and the case summary. Our goal wasto investigate whether and to what extent jurors use available information when awarding damages. In addition, we were interested in the influence of media exposure on perceptions of the plaintiff and defendan

    The Effects of Displayed Violence and Game Speed in First-Person Shooters on Physiological Arousal and Aggressive Behavior

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    Many studies have been conducted to examine the effects of displayed violence in digital games on outcomes like aggressive behavior and physiological arousal. However, they often lack a proper manipulation of the relevant factors and control of confounding variables. In this study, the displayed violence and game speed of a recent first-person shooter game were varied systematically using the technique of modding, so that effects could be explained properly by the respective manipulations. Aggressive behavior was measured with the standardized version of the Competitive Reaction Time Task or CRTT (Ferguson et al., 2008}. Physiological arousal was operationalized with four measurements: galvanic skin response (GSR), heart rate (HR), body movement, force on mouse and keyboard. A total of N = 87 participants played in one of four game conditions (low- vs. high-violence, normal- vs. high speed) while physiological measurements were taken with finger clips, force sensors on input devices (mouse and keyboard), and a Nintendo Wii balance board on the chair they sat on. After play, their aggressive behavior was measured with the CRTT. The results of the study do not support the hypothesis that playing digital games increases aggressive behavior. There were no significant differences in GSR and HR, but with a higher game speed, participants showed less overall body movement, most likely to meet the game’s higher demands on cognitive and motor capacities. Also, higher game speed and displayed violence caused an increase in applied force on mouse and keyboard. Previous experience with digital games did not moderate any of these findings. Moreover, it provides further evidence that the CRTT should only be used in a standardized way as a measurement for aggression, if at all. Using all 7 different published (though not validated) ways to calculate levels of aggression from the raw data, “evidence” was found that playing a violent digital game increases, decreases, or does not change aggression at all. Thus, the present study does extend previous research. Firstly, it shows the methodological advantages of modding in digital game research to accomplish the principles of psychological (laboratory) experiments by manipulating relevant variables and controlling all others. It also demonstrates the test-theoretical problems of the highly diverse use of the CRTT. It provides evidence that for a meaningful interpretation of effects of displayed violence in digital games, there are other game characteristics that should be controlled for since they might have an effect on relevant outcome variables. Further research needs to identify more of those game features, and it should also improve the understanding of the different measures for physiological arousal and their interrelatedness

    Neurophysiological Profile of Antismoking Campaigns

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    Over the past few decades, antismoking public service announcements (PSAs) have been used by governments to promote healthy behaviours in citizens, for instance, against drinking before the drive and against smoke. Effectiveness of such PSAs has been suggested especially for young persons. By now, PSAs efficacy is still mainly assessed through traditional methods (questionnaires and metrics) and could be performed only after the PSAs broadcasting, leading to waste of economic resources and time in the case of Ineffective PSAs. One possible countermeasure to such ineffective use of PSAs could be promoted by the evaluation of the cerebral reaction to the PSA of particular segments of population (e.g., old, young, and heavy smokers). In addition, it is crucial to gather such cerebral activity in front of PSAs that have been assessed to be effective against smoke (Effective PSAs), comparing results to the cerebral reactions to PSAs that have been certified to be not effective (Ineffective PSAs). &e eventual differences between the cerebral responses toward the two PSA groups will provide crucial information about the possible outcome of new PSAs before to its broadcasting. &is study focused on adult population, by investigating the cerebral reaction to the vision of different PSA images, which have already been shown to be Effective and Ineffective for the promotion of an antismoking behaviour. Results showed how variables as gender and smoking habits can influence the perception of PSA images, and how different communication styles of the antismoking campaigns could facilitate the comprehension of PSA’s message and then enhance the related impac

    Culture change in a professional sports team: Shaping environmental contexts and regulating power

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    Although high performing cultures are crucial for the enduring success of professional sport performance teams, theoretical and practical understanding of how they are established and sustained is lacking. To develop knowledge in this area, a case study was undertaken to examine the key mechanisms and processes of a successful culture change programme at English Rugby Union’s Leeds Carnegie. Exploring the change process from a 360 degree perspective, semi-structured interviews were conducted with team management, one specialist coach, six players, and the CEO. Analysed and explained through decentred theory, results revealed that culture change was effectively facilitated by team management: a) subtly and covertly shaping the physical, structural, and psychosocial context in which support staff and players made performance-impacting choices, and b) regulating the ‘to and fro’ of power which characterises professional sport performance teams. Decentred theory is also supported as an effective framework for culture change study
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