2021
DOI: 10.1177/14614448211040266
|View full text |Cite
|
Sign up to set email alerts
|

The challenge of repurposed technologies for youth: Understanding the unique affordances of digital self-tracking for adolescents

Abstract: Adults’ digital self-tracking practices are relatively well studied, but these pre-existing models of digital self-tracking do not fit for how adolescents use these technologies. We apply the mechanisms-and-conditions framework of affordance theory to examine adolescents’ imagined affordances of self-tracking apps and devices. Based on qualitative data from an online survey of 16- to 18-year-olds in the United Kingdom, we find the following three key themes in how adolescents imagine the affordances of digital… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

1
15
0

Year Published

2022
2022
2024
2024

Publication Types

Select...
5
2
1
1

Relationship

1
8

Authors

Journals

citations
Cited by 13 publications
(16 citation statements)
references
References 57 publications
1
15
0
Order By: Relevance
“…Similarly, a consumer with low dexterity relative to an object may find that it refuses their desired interaction, but for a more dextrous consumer the interaction may simply be discouraged, with barriers or obstacles easily overcome. and Neff (2021) found that teenagers imagined the affordances of digital self-tracking technologies differently to adults. Consumers' imagined affordances may be informed by a range of factors, including their past experiences with the object and with other objects, their observations of others' interactions with the object, the object's design, marketing communications surrounding the object, and wider cultural norms (Nagy and Neff 2015).…”
Section: Conditions Of Affordancementioning
confidence: 99%
“…Similarly, a consumer with low dexterity relative to an object may find that it refuses their desired interaction, but for a more dextrous consumer the interaction may simply be discouraged, with barriers or obstacles easily overcome. and Neff (2021) found that teenagers imagined the affordances of digital self-tracking technologies differently to adults. Consumers' imagined affordances may be informed by a range of factors, including their past experiences with the object and with other objects, their observations of others' interactions with the object, the object's design, marketing communications surrounding the object, and wider cultural norms (Nagy and Neff 2015).…”
Section: Conditions Of Affordancementioning
confidence: 99%
“…The learning acquired by the people under study was further enhanced by the interactions they established with other people in the gaming community and the interactions they may have had outside. Thus, it is important to bear in mind that when playing a video game, it can be beneficial to generate feedback or interactivity and active learning with other people [61,62]. Therefore, the consumption of this educational video game can bring several educational and training benefits in various aspects, making it a game full of potential positive impacts.…”
Section: Discussionmentioning
confidence: 99%
“…Although some social media affordances have been described (at least implicitly) as universal, Costa (2018) demonstrated that different cultural approaches to social media perceive and activate affordances uniquely. Indeed, only some users perceive or utilize (or want to use) every affordance of a particular technology/platform (Abel et al, 2021;Bimber & Gil de Zúñiga, 2020;Costa, 2018;Freeman & Neff, 2021). Technologies typically have multiple affordances, which may have various outcomes (Faraj & Azad, 2012;Karahanna, 2018;Pearce & Malhotra, 2022).…”
Section: Affordancesmentioning
confidence: 99%