Time With GrandchildrenGrandparents play varied roles in their grandchildren's lives. Prior work has focused mostly on historical trends in and implications of grandparent coresidence and has not considered more broadly how grandparents and grandchildren interact. Using time-use diary data for 6,762 person-years from the 1997 to 2007 waves of the Panel Study of Income Dynamics Child Development Survey, the authors examine patterns in the amount and activity composition of time American children spent with their grandparents, differentiated by family structure, adult employment, and child's age. Results showed that although only about 7% of children lived with their grandparents, many more children spent time with their grandparents: about 50% of young children, 35% of elementary-age children, and 20% of teens spent at least some time with their grandparents in a typical week. This suggests that grandparents play a variety of roles in their grandchildren's lives, depending on the amount and kinds of support needed.Recent demographic trends suggest that grandparents may play increasingly influential roles in
Content analysis of video games has consistently shown that women are portrayed much less frequently than men and in subordinate roles, often in “hypersexualized” ways. However, the relationship between portrayal of female characters and videogame sales has not previously been studied. In order to assess the cultural influence of video games on players, it is important to weight differently those games seen by the majority of players (in the millions), rather than a random sample of all games, many of which are seen by only a few thousand people. Box art adorning the front of video game boxes is a form of advertising seen by most game customers prior to purchase and should therefore predict sales if indeed particular depictions of female and male characters influence sales. Using a sample of 399 box art cases from games with ESRB ratings of Teen or Mature released in the US during the period of 2005 through 2010, this study shows that sales were positively related to sexualization of non-central female characters among cases with women present. In contrast, sales were negatively related to the presence of any central female characters (sexualized or non-sexualized) or the presence of female characters without male characters present. These findings suggest there is an economic motive for the marginalization and sexualization of women in video game box art, and that there is greater audience exposure to these stereotypical depictions than to alternative depictions because of their positive relationship to sales.
In this chapter, we present analyses of the roles of education and occupation in shaping trends in income inequality among college-educated workers in the U.S., drawing data from two sources: (1) the 1960–2000 U.S. Censuses and (2) the 2006–2008 three-year American Community Survey. We also examine in detail historical trends in between-occupation and within-occupation income inequality for a small set of high-status professionals, with focused attention on the economic wellbeing of scientists. Our research yields four findings. First, education premiums have increased. Second, both between-occupation and within-occupation inequality increased at about the same rates for college graduates, so that the portion of inequality attributable to occupational differences remained constant. Third, scientists have lost ground relative to other similarly educated professionals. Fourth, trends in within-occupation inequality vary by occupation and education, making any sweeping summary on the roles of education and occupation in the overall increase in income inequality difficult.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.