Concerns about materialism among children are strengthening. Media, especially television and advertising, are acknowledged to be an extensive channel that promotes materialism. Recently, dress up role-playing games, which are mushrooming in online space and mostly played by girls and female adolescents, facilitate active experiences of bountiful consumption simulations. The present study identifies the influence of dress up games on socializing materialism in children. Based on a survey of 144 young girls aged 7 to 13 in Semarang, Indonesia, the findings indicate that the frequency of dress up gameplay influences children to become materialistic. However, the effect of dress up gameplay is not significant when age and motivation to play are included in the analysis.
The high penetration of internetaccesses in Indonesia has impacted on media consumption among Indonesian children. Despite many potential upportunities, internet accesses among children also carry some risks of harm. Accordingly, it raisedconcerns, especially deal with childrenvulnerability of going online and their online safety protections. Thus, the requisite stepdeals with identifying risks and upportunities of children go online, especially about how do children access the internet.In the present article, we focus on illustrating how and what children do when go online. Based on survey toward 215 childrens age 6-12 years old with various demographic backgrounds, this study describes time accesses, platforms, online activities, sites and risks of Indonesian children go online.Keywords: Children,Go Online, Indonesia
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