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"Baby Einstein" is No Einstein

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Disney’s decision to offer a refund to parents for “Baby Einstein” videos (“No Einstein in your Crib? Get a Refund”) is a breath of fresh air. While research in a recent Future of Children volume confirms that children older than three can learn from educational television and videos, infants and toddlers cannot. But very young children still consume a lot of electronic media. A recent survey estimated that 43 percent of infants and toddlers watch TV every day. Nineteen percent of children under one, and 29 percent of children two to three have a television in their bedrooms. At least one study found that children’s television viewing before age three was negatively related to children’s later academic achievement. Children under age 2 learn best from real-life experiences and interaction with real people.

Social Marketing to Teens Thrives Through Web 2.0 Technology

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YouTube videos for a new public health campaign are going viral: the Boston Public Health Commission hopes its messages on sexual safety, disseminated through new internet media, will spread as markedly among city youth as sexually transmitted diseases have.  As highlighted in the Boston Globe, this campaign understands that adolescents today are deeply entrenched in media sources that constantly bombard them with messages about how to live; rather than fighting against media exposure, Boston is responding with a positive message sent through the same channels.
 
The media is a ubiquitous presence in our lives, from radio to TV to the internet. American teens are particularly influenced by their access to the web, which offers chances both to absorb information from outside sources (“Web 1.0”) and to actively contribute to the internet’s offerings through social networking sites, videos, blogs, or message boards and forums (“Web 2.0”). By capitalizing on these many options that play such a large role in adolescent life, social campaigns such as the STI Prevention Drive in Boston can connect with teens on their own terms.
 
This concept has been explored in an article in Children and Electronic Media, “Social Marketing Campaigns and Children’s Media Use,” and the companion policy brief “Using the Media to Promote Adolescent Well-Being.” Both of these recognize the positive ways that online media can be used to promote healthy behaviors, and they detail successful Web 2.0 campaigns. 
 
With internet available in schools, homes, and even on cell phones, preventing teens from viewing objectionable content is virtually impossible. Some have worried that teens’ web use will lead to more dangerous sexual behavior, including becoming sexually active at a younger age and being less cautious about disease and pregnancy prevention – issues that are explored in another FOC article, “Media and Risky Behaviors.” While such concerns are not unfounded, the designers of Web 2.0 media campaigns recognize that rather than prohibiting internet access, it is far more successful to fight fire with fire – using the same media that promote unhealthy behaviors to promote healthy ones. 
 
While parental guidance and school programs can play a role in discouraging unhealthy behaviors, Web 2.0 media campaigns acknowledge the reality that adolescents are heavily influenced by their peers. The new Boston campaign uses YouTube videos generated by and starring teens, and it also recruits teens to spread the message through other forums, such as street theater and visual advertisements. By having the teens design the content, the messages are more accessible than if they were created and imposed on teens by adults.
 
Web 2.0 campaigns also offer social organizations increased potential for spreading their messages. For example, the Boston Public Health Commission will field anonymous Facebook questions to experts, allowing teens to ask and get information without embarrassment or social stigma. The internet allows for viral messaging as well – videos can be passed around through blogs, Twitter, emails, or even news coverage, greatly increasing their reach. Marketers know that casual but frequent exposure to a message makes consumers more likely to buy their products; Web 2.0 campaigns use the same methods to promote healthy lifestyle choices among teens.

Teens Use Sites to Expand Offline Relationships, Avoid Twitter

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In the past couple years, Twitter has radically changed the face of online communication. This year alone, usage has grown by 900 percent, the company was awarded the “Breakout Company of the Year” web award, and Twitter has spread awareness of such major international events as post-election protests in Iran. Amid this surge in publicity for and excitement about the site, a few reports released surprising findings: teens, by in large, don’t use Twitter.
 
Based on our findings in Children and Electronic Media issue, this does not surprise us. As the article “Online Communication and Adolescent Relationships” demonstrates, most adolescents use social networking sites to reinforce existing relationships, rather than make new friends. This is contrary to how people use Twitter; much like in the chat rooms of old, they create new networks of friends and acquaintances based on common interests. 
 
Instant messaging, Facebook, and MySpace, on the other hand, allow teens to share personal information and communicate with their friends and existing social networks (in addition to contacting strangers and building new relationships with them). It makes sense, then, that teenagers and young adults seeking ways to reach out to friends helped these communication tools gain enormous popularity.
 
A study from 2007 found that that 91 percent of teens use social networking sites to keep in touch with friends they see frequently. Although teens may contact strangers and vice versa, this is not the norm for teenage internet use. Rather, teens often use online communication to strengthen existing friendships or gain acceptance in offline peer groups, both of which depend on interacting with the same groups on-and offline and receiving feedback through mechanisms such as “Wall” postings and return messages. In a Dutch study, adolescents who felt they received positive feedback from social networking sites reported higher self-esteem, and the reverse was true as well. 
 
This is not to say that teens do not communicate with strangers. Indeed, many do – but not in the dangerous ways we suppose. Rather, when teens seek out contact with people they don’t know, it is usually for information (on health issues, for example) found at self-help sites or internet forums. Twitter, however, is usually a single-sided conversation used to share news or promote companies and organizations. As the 15-year-old intern behind Morgan Stanley’s report noted, teens often must decide how to allocate a limited texting capacity. They can send targeted text messages to friends. Or they can post updates on Twitter, which in all likelihood will not be seen by those in their social network and may get lost to the internet at large.  Adolescents concerned with their social position at school or among a group of friends choose to focus on messages targeted directly to their peers, making Twitter the latest fad of an older crowd.

Parenting in the Age of First Person Shooter Video Games

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The hottest rage in my thirteen year old’s class last year was a first person shooter internet video game called Soldier Front. T’ween boys love these type of internet games because they can play with friends on-line; no need for playdates, the kids all meet in the virtual world and don guns together. 

The goal of this game is to gun down soldiers in what easily passes for an abandoned building in Iraq. Points are given for missions accomplished and head shots (not photos of aspiring actors – bullets to the head which then explodes). 
 
I hated this game and wanted it out of my house. With the newest software, I could block this site. But I don’t have the newest software on all my computers, I am not exactly sure how to use the parental controls properly, my eight year old could probably find his way around any filter, and – most significantly -- there are many, many more games ready to fill in if this particular game is blocked.  Soldier Front and others like it are not rated, so evaluating them without playing each and every one of them is impossible.  
 
I weighed my options. I could get rid of the internet in the house (which would make it hard for me to work); I could create a filter that blocks out any content dealing with guns (including an important recent Supreme Court decision on the 2nd Amendment); I could move us to a remote part of Alaska and live off the land. None were good options. Attacking the media platform – in this case the computer and internet -- rather than the content itself seemed misguided.
 
In 1964 Marshall McLuhan concluded that the content of electronic media, its “message,” is simply beside the point—that in electronic media, unlike print media, “the medium is the message.” In a recent volume of The Future of Children that I edited with Jeanne Brooks-Gunn, Children and Electronic Media, we came to a rather different conclusion. Content, it turns out, is critical to how media influence children. That is, the message is the message. Rather than focusing on the type of technology children use or even how much time children spend with media, parents, educators, and policymakers need to focus on what is being offered to children on the various media platforms.
 
This turns out to be difficult. At the government level, First Amendment considerations and the increasing reality that many media forms are exempt from government oversight makes broad regulation of content close to impossible. At the community and school level, educators struggle to use media in positive ways while ensuring that technology is not used to cheat or bully. At the family level, it is often easier for parents to tell their children, “one hour of media, that's it,” than to wade through the content of the myriad media offerings, rely on inconsistent and hard-to-understand rating systems, and compete with an industry that often cares more about commercial success than children's quality of life. Moreover, with the increasing portability of technology, the reality is that kids are often using electronic media where no adult is present, let alone their parents.
 
The answer is not more gadgets – filters, V-Chips, parental controls. Rather, industry needs to step up to the plate and do a better job in offering positive media content. In our recent policy brief we examined ways that non-profits and government are using media to positively influence adolescent well-being. These are not the public service announcements of the 1970’s and 80’s (“this is your brain on drugs”) that preached and missed the point. Rather, these are exciting, interactive, “Web 2.0” media campaigns that invite youth to create the content and own the message. Certainly for-profit industry can follow suit. While I am fairly confident that the government cannot ban first-person shooter games, I am sure that industry can decide it is not worth their time to post such games. Advertisers can push this by paying for ads on positive websites. Finally, parents, government and advocates can band together to put pressure on industry to clean up its act.
 
As for Soldier Front, I resorted to old fashioned parenting and simply banned the game with serious consequences if that rule was broken. It worked this time -- no batteries (or broadband) required – but it may not the next when my son is older and I am not standing over his shoulder watching everything he does. Here’s hoping industry has listened by then.
 

Children and Electronic Media -- Myth Busters

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There are a lot of myths about how children use electronic media, highlighted in our recent volume, Children and Electronic Media. A longer version of this “Myth Busters” piece and other related highlights are posted on our website. 

MYTH: Television is being displaced by newer forms of media.
REALITY: Despite all the new technologies, children still spend a lot of time in front of the television. Rather than newer technologies replacing television, children simply add these other media on to the time they spend watching TV.
 
MYTH: Children from highly educated families use electronic media the least, while children in less educated families use it the most.  
REALITY: Youth whose parents had completed college reported the most media exposure, while those whose parents had completed no more than high school reported less but were not far behind. The group with the least media exposure was children whose parents had some college education.
 
MYTH: Marketing to children can never have positive outcomes.
REALITY: While advertising is often used to steer children and youth toward unhealthy behaviors, marketing can also be used effectively to promote positive healthy choices such as not smoking or using illicit drugs, reducing obesity, and delaying sexual activity – some of which are highlighted our policy brief, “Using Media to Promote Adolescent Wellbeing,” and in an article by Doug Evans on social marketing campaigns.
 
MYTH: Video games have no educational value.
REALITY: Violent video games can promote aggressive (though not necessarily criminal) behavior, but many other types of video games promote positive outcomes. Studies have found, for instance, that playing select video games can enhance visual awareness, including greater capacity to pay attention, quicker attention deployment, and faster processing.  
 
MYTH: Adolescents use online communication primarily to communicate with strangers.
REALITY: Teens mostly use the Internet to communicate with friends and maintain already existing relationships. However, even teens who only seek to communicate with friends may do so in inappropriate ways that leave them vulnerable to harassment. Moreover, some contact with strangers – seeking out health information, for example -- is not necessarily negative.  
 
MYTH: Television is appropriate for all ages, so long as it is educational.
REALITY: Watching television is unlikely to be beneficial for infants and toddlers and could actually be harmful. Research shows that viewing educational television can have positive effects for preschoolers and older children, but there is no research supporting the same outcomes for children ages two and under.  
 
MYTH: Ratings systems are reliable ways to know the content and appropriateness of a movie, television, or video game program.
REALITY: Ratings are rarely well understood by the general public. They are inconsistent from media to media, parents are often not fully aware of the information and criteria used in each rating system, and sometimes parents are even unaware that the ratings exist.    Even among parents who report using industry-provided ratings and advisories, most do not find them to be “very useful.”
 
MYTH: Electronic media are keeping kids from reading.
REALITY: It does not seem that time with media greatly displaces reading or doing homework, largely because American youth spend so little time doing either.
 
For more information, see Children and Electronic Media, eds. Jeanne Brooks-Gunn and Elisabeth Donahue, Spring 2008 and our 10-paper series of short  "Highlights" for articles on all the topics presented above.   
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