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MacMullin, Jennifer A.; Lunsky, Yona; Weiss, Jonathan A. – Autism: The International Journal of Research and Practice, 2016
Although electronic technology currently plays an integral role for most youth, there are growing concerns of its excessive and compulsive use. This study documents patterns and impact of electronics use in individuals with autism spectrum disorder compared to typically developing peers. Participants included 172 parents of typically developing…
Descriptors: Foreign Countries, Pervasive Developmental Disorders, Autism, Parents
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Rowsell, Jennifer; Burke, Anne – Journal of Adolescent & Adult Literacy, 2009
The digital reading practices of two middle school students in US and Canadian contexts are examined. Using a multimodal discourse framework, the authors contemplate what digital reading practice is and distinctive practices of reading texts online compared with printed, school-based literacy practices. By focusing on two different genres of…
Descriptors: Reading Comprehension, Ideology, Semiotics, Case Studies
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Dickerman, Charles; Christensen, Jeff; Kerl-McClain, Stella Beatriz – Journal of Creativity in Mental Health, 2008
Video games have become a powerful force in the culture. Depictions of women in video games are scarce and highly stereotypical. Women are usually minor characters, are seen as victims rather than heroines, and are depicted in highly sexualized ways. Whereas early games had only a few representations of people of color, people of color were often…
Descriptors: Race, Stereotypes, Video Games, Females
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Scharrer, Erica; Leone, Ron – Human Communication Research, 2008
A sample of 118 U.S. 6th and 7th graders was used to examine early adolescents' views of whether video games negatively influence themselves, others of the same age, and younger others. Six specific games ranging in rating from E for Everyone to M for Mature were listed for the early adolescents to respond to, with questions asked about both…
Descriptors: Video Games, Social Cognition, Adolescents, Grade 7
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Roberts, Donald F.; Foehr, Ulla G. – Future of Children, 2008
American youth are awash in media. They have television sets in their bedrooms, personal computers in their family rooms, and digital music players and cell phones in their backpacks. They spend more time with media than any single activity other than sleeping, with the average American eight- to eighteen-year-old reporting more than six hours of…
Descriptors: Ethnicity, Socioeconomic Status, Music, Video Games
Sanford, Kathy; Madill, Leanna – Canadian Journal of Education, 2007
In this article, we provide the results of our examination of the range of multiliteracy activities that engage boys' time and attention, and the types of literacy skills and understandings they learn through their engagement with alternative texts. We focus particularly on video game play and creation/composition as a learning activity that…
Descriptors: Video Games, Literacy, Males, Adolescents
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Fedorov, Alexander – Grantee Submission, 2003
The comparison of the Russian and American experience regarding media violence, standards for rating Russian media programs, and a course of study on media violence for students will have a significant impact upon Russian society, will raise Russian societal and governmental attention to the infringement of the Rights of the Child on the Russian…
Descriptors: Violence, Childrens Rights, Television, Programming (Broadcast)
Shaw, Frederic E., Ed. – Centers for Disease Control and Prevention, 2008
The "Morbidity and Mortality Weekly Report" ("MMWR") Series is prepared by the Centers for Disease Control and Prevention (CDC). Data in the weekly "MMWR" are provisional, based on weekly reports to CDC by state health departments. This issue of "MMWR" contains the following studies: (1) Youth Risk Behavior…
Descriptors: Death, Heart Disorders, Acquired Immunodeficiency Syndrome (AIDS), Sexually Transmitted Diseases