Digital natives: Online audiovisual content consumption, creation and dissemination

被引:35
作者
Fernandez-de-Arroyabe-Olaortua, Ainhoa [1 ]
Lazkano-Arrillaga, Inaki [2 ]
Eguskiza-Sesumaga, Leyre [2 ]
机构
[1] Univ Basque Country, Dept Audiovisual Commun & Advertising, Bilbao, Spain
[2] Univ Basque Country, Dept Journalism 2, Bilbao, Spain
关键词
Adolescents; use pattern; audiovisual content; video game; mobile phone; audiovisual creation; YouTube; social networks; INTERNET USE; ADOLESCENTS; OPPORTUNITIES; WIKIPEDIA;
D O I
10.3916/C57-2018-06
中图分类号
G2 [信息与知识传播];
学科分类号
05 ; 0503 ;
摘要
Teenagers inhabit a virtual universe with their own model of entertainment, learning and communication. This research work defines the consumption, creation and dissemination patterns of online audiovisual content young students of Guipuzcoa have acquired in the fields of leisure and complementary information resources for school use, attending to three different variables: gender, grade (age) and type of educational institution (public or private). The research methodology focuses on a self-administered questionnaire filled out by 2,426 adolescents of secondary school (12 to 16 years old). The sample consists of a random selection of 120 student groups, which are distributed in 60 schools and 30 groups each course. The results verify the existence of monolithic and opposed male/female patterns in the way young people consume, create and diffuse leisure content. Video games are the central backbone of male consumption and creation, as long as girls prefer to take pictures and videos of themselves using smartphones and to share them on social networks. These practices repeat gender stereotypes, transforming the education in equality into a relevant issue. Finally, sources of information that are complementary to formal education, especially Wikipedia, are the main references among adolescents. Consequently, it seems essential to guarantee their solvency for appropriate knowledge acquisition.
引用
收藏
页码:61 / 69
页数:9
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