Zobrazeno 1 - 8
of 8
pro vyhledávání: '"Jane Mavoa"'
Publikováno v:
Surveillance & Society. 21:45-60
Families are increasingly using new apps and devices that provide detailed information about the location and activities of children and other family members. While typically performed for benevolent reasons such as maintaining child safety, tracking
Publikováno v:
Digital Creativity. 33:234-249
Autor:
Luci Pangrazio, Jane Mavoa
Publikováno v:
Media International Australia. :1329878X2311623
The home is a crucial site of young children's early encounters with digitally connected technologies. It is here that their emerging digital footprints are being formed and where digital data about them is being produced then collected, analysed and
Publikováno v:
Media International Australia. 176:138-151
Playing digital games is increasingly pathologized as an addiction or a disorder, but there is limited research into the impact of game addiction discourse on children who play digital games. In this article, we present results from a study into the
Publikováno v:
Games and Culture. 15:453-471
Fortnite is a massively multiplayer online “battle royale” game that rapidly grew in 2018 to become one of the most popular digital games in the world, with a reported peak of 10.8 million concurrent players and 250 million registered players in
Publikováno v:
New Media & Society. 20:3283-3303
Digital games such as Minecraft currently hold a position of significance in the media diets of many children. However, little is known explicitly about just who plays, with whom and how. This article presents the quantitative results of a survey of
Publikováno v:
Journal of Children and Media. 11:330-346
Children’s use of screen-based digital media is presently a topic of intense public debate. In this paper we present the results of a discourse analysis of Facebook comments responding to the proposal that iPads be used by children in early years e
Publikováno v:
CHI PLAY
Parent perceptions of game play have a crucial role in forming the context in which children engage with digital games. However, little empirical information is known about these perceptions. The current study addresses this gap by describing a detai