2017
DOI: 10.9788/tp2017.3-13en
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Use of Internet and Electronic Games by Adolescents at High Social Risk

Abstract: Handling digital tools can be an important means of social inclusion. The aim of this study was to investigate Internet use and electronic gaming in 60 teenagers at high social risk, participants in Projeto Quixote. We sought to characterize type of activity, frequency, duration, company, location, and purpose of Internet use and electronic gaming, as well diffi culties managing the web. Most of the interviewed teenagers were enrolled in school, and used Internet and electronic games to interact with friends a… Show more

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Cited by 6 publications
(9 citation statements)
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“…Over the past two decades, with the proliferation of high-tech devices (e.g. Smartphone, tablets and computers), both the internet and electronic games have become increasingly popular with people of all ages, but particularly with children and adolescents 1 – 3 . Recent estimates have shown that one in three under-18-year-olds across the world uses the Internet, and 75% of adolescents play electronic games daily in developed countries 4 – 6 .…”
Section: Introductionmentioning
confidence: 99%
See 1 more Smart Citation
“…Over the past two decades, with the proliferation of high-tech devices (e.g. Smartphone, tablets and computers), both the internet and electronic games have become increasingly popular with people of all ages, but particularly with children and adolescents 1 – 3 . Recent estimates have shown that one in three under-18-year-olds across the world uses the Internet, and 75% of adolescents play electronic games daily in developed countries 4 – 6 .…”
Section: Introductionmentioning
confidence: 99%
“…In recent times, the Internet and electronic games have been regarded as important, not just for better results at school, but also for self-expression, sociability, creativity and entertainment for children and adolescents 13 , 14 . For instance, 88% of 12–17 year-olds in the USA considered the Internet as a useful mechanism for making progress in school 15 , and similarly, electronic gaming in children and adolescents may assist in developing skills such as decision-making, smart-thinking and coordination 3 , 15 .…”
Section: Introductionmentioning
confidence: 99%
“…Yu and Baxter (2015) have even said that the Internet and electronic games are regarded as important, not just for better results at school, but also for self-expression, sociability, creativity and entertainment for children and adolescents. For instance, 88 percent of 12-17 year olds in the United States of America have considered the Internet as a useful mechanism for making progress in school, and similarly, electronic gaming in children and adolescents may assist in developing skills such as decision-making, smart-thinking and coordination (Oliveira et al, 2017). Further, according to Kuss & Griffiths (2012), teens that play online games are just having fun and excitement.…”
Section: Literature Reviewmentioning
confidence: 99%
“…Since the emergence of technology in the past two decades, such as the large number of usage of devices like smart phones, tablets and computers, both the internet and electronic games have become increasingly popular with people of all ages, particularly with children and adolescents (Wang et al, 2014;Anderson, Steen, & Stavropoulos, 2017;Oliveira, 2017).…”
Section: Introductionmentioning
confidence: 99%
“…
With advancement of high-tech devices (e.g. Smartphone, tablets and computers), internet and electronic games have become increasingly widespread among people of all ages especially among children and adolescents [1,2,3]. Current estimations have revealed that one in three children under the age of 18 uses Background and objectives: Playing video games is associated with poor academic achievement, Student who got their game systems directly spent less time on homework and, four months later, they got lower reading and writing scores, their teachers were more likely to report academic difficulties.
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mentioning
confidence: 99%