Tuesday, September 3, 2019

Adolescent Computer Use :: Technology Internet Papers

Adolescent Computer Use The rising numbers of computers and the internet in American households over the past two decades have had many profound impacts for individuals and families. In 1997, the U.S. Department of Commerce estimated that half of Americans used computers, and about a third used the internet. By 2001, two thirds of Americans were using computers, and 54% were using the internet. For 9-17 year olds, internet use has doubled from 1997 to 2001 (from one third of Americans to two thirds) (NCES, 2004). These trends have significantly impacted interpersonal communication, as computer based forms of communication have become either dominant or complimentary for most adults and teens. While these computer advancements have had a positive impact for many American teens and adults, there are some growing concerns about increased computer activity becoming an integral part of individual’s lives. The Pew Research Center reported in 2004 that roughly 55% of parents think that the internet is a good thing for their kids to become acquainted with, and that it is essential for their kids’ world skills. However, 67% of those parents also expressed concern that the internet is keeping their children from important things, like schoolwork and reading, family time, etc. The statistics represent the growing paradox concerning child and adolescent increased computer use. So while the internet and skills associated with it are becoming increasingly important for young adults academically, many are speculating that the cost concerns the displacement of other valuable experiences characteristic of youth (Jeffery et. al, 2003). These concerns rest largely with possible associated decreases in physical activity/exercise and effects (still being investigated) involving social development (Levin, 2004). There is already a sizable literature concerning adolescents and younger children watching significantly more TV and health related effects of these trends. Children in the US, on average, watch 3-4 hours a day – where increased TV watching a playing video games is also associated with a lower quality diet (Levin, 2004). Subrahmanyam et al (2000) surmise that the overall increase in â€Å"screen time† (including TV, computer use, and video games) may be linked to obesity and loneliness – but they also suggest that further research is necessary to examine these relationships.

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