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  1. Teen social interactions and well-being during the COVID-19 pandemic
    Erschienen: [2023]
    Verlag:  Global Labor Organization (GLO), Essen

    Adolescence is an important developmental period when teens begin spending less time with their parents and more time with friends and others outside their households as they transition into adulthood. Using the 2017-2021 American Time Use Surveys... mehr

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    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
    DS 565
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    Adolescence is an important developmental period when teens begin spending less time with their parents and more time with friends and others outside their households as they transition into adulthood. Using the 2017-2021 American Time Use Surveys and the 2012, 2013, and 2021 Well-being Modules, we examine how the time teens spent alone and with parents, friends, and others changed during the COVID-19 pandemic, shedding light on how the social isolation of the pandemic disrupted this crucial development period. We also examine how time spent on various activities changed during the pandemic. Teens spent more time alone during the pandemic than before and spent more of their leisure time alone, with large increases in time spent playing computer games, on social media, and watching TV. Results suggest that socializing and communicating with others improves teens' well-being over other activities. Thus, teens' well-being was severely impacted by the pandemic.

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Online
    Weitere Identifier:
    hdl: 10419/276226
    Schriftenreihe: GLO discussion paper ; no. 1324
    Schlagworte: teens; adolescents; COVID-19; well-being; time use; gaming
    Umfang: 1 Online-Ressource (circa 56 Seiten), Illustrationen
  2. Teen social interactions and well-being during the COVID-19 pandemic
    Erschienen: September 2023
    Verlag:  IZA - Institute of Labor Economics, Bonn, Germany

    Adolescence is an important developmental period when teens begin spending less time with their parents and more time with friends and others outside their households as they transition into adulthood. Using the 2017-2021 American Time Use Surveys... mehr

    Zugang:
    Verlag (kostenfrei)
    Verlag (kostenfrei)
    Resolving-System (kostenfrei)
    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
    DS 4
    keine Fernleihe

     

    Adolescence is an important developmental period when teens begin spending less time with their parents and more time with friends and others outside their households as they transition into adulthood. Using the 2017-2021 American Time Use Surveys and the 2012, 2013, and 2021 Well-being Modules, we examine how the time teens spent alone and with parents, friends, and others changed during the COVID-19 pandemic, shedding light on how the social isolation of the pandemic disrupted this crucial development period. We also examine how time spent on various activities changed during the pandemic. Teens spent more time alone during the pandemic than before and spent more of their leisure time alone, with large increases in time spent playing computer games, on social media, and watching TV. Results suggest that socializing and communicating with others improves teens' well-being over other activities. Thus, teens' well-being was severely impacted by the pandemic.

     

    Export in Literaturverwaltung   RIS-Format
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Online
    Weitere Identifier:
    hdl: 10419/279135
    Schriftenreihe: Discussion paper series / IZA ; no. 16437
    Schlagworte: teens; adolescents; COVID-19; well-being; time use; gaming
    Umfang: 1 Online-Ressource (circa 57 Seiten), Illustrationen
  3. Future Gaming
    Autor*in: Ruffino, Paolo
    Erschienen: 2018
    Verlag:  Goldsmiths Press, [Erscheinungsort nicht ermittelbar] ; OAPEN FOUNDATION, The Hague

    This book is not about the future of video games. It is not an attempt to predict the moods of the market, the changing profile of gamers, the benevolence or malevolence of the medium. There are sufficient bodies dedicated to those predictions – and... mehr

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    Bibliothek der Hochschule Darmstadt, Zentralbibliothek
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    TU Darmstadt, Universitäts- und Landesbibliothek - Stadtmitte
    keine Fernleihe
    Bibliothek der Frankfurt University of Applied Sciences
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    Universitätsbibliothek J. C. Senckenberg, Zentralbibliothek (ZB)
    keine Fernleihe
    Hochschul- und Landesbibliothek Fulda, Standort Heinrich-von-Bibra-Platz
    keine Fernleihe
    Technische Hochschule Mittelhessen, Hochschulbibliothek Gießen
    keine Fernleihe
    Universitätsbibliothek Gießen
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    Universitätsbibliothek Kassel, Landesbibliothek und Murhardsche Bibliothek der Stadt Kassel
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    Universität Mainz, Zentralbibliothek
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    Universität Marburg, Universitätsbibliothek
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    This book is not about the future of video games. It is not an attempt to predict the moods of the market, the changing profile of gamers, the benevolence or malevolence of the medium. There are sufficient bodies dedicated to those predictions – and this book is about them. It is about the ways in which the past, present and future notion of games are narrated and negotiated by a small group of producers, journalists, and gamers, and about how invested these narrators are in telling the story of tomorrow.

     

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  4. The Emergence of the Digital Humanities
    Erschienen: 2013
    Verlag:  Taylor & Francis, [Erscheinungsort nicht ermittelbar] ; OAPEN FOUNDATION, The Hague

    In The Emergence of the Digital Humanities, Steven E. Jones examines this shift in our relationship to digital technology and the ways that it has affected humanities scholarship and the academy more broadly. Based on the premise that the network is... mehr

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    Bibliothek der Hochschule Darmstadt, Zentralbibliothek
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    TU Darmstadt, Universitäts- und Landesbibliothek - Stadtmitte
    keine Fernleihe
    Bibliothek der Frankfurt University of Applied Sciences
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    Universitätsbibliothek J. C. Senckenberg, Zentralbibliothek (ZB)
    keine Fernleihe
    Hochschul- und Landesbibliothek Fulda, Standort Heinrich-von-Bibra-Platz
    keine Fernleihe
    Technische Hochschule Mittelhessen, Hochschulbibliothek Gießen
    keine Fernleihe
    Universitätsbibliothek Gießen
    keine Fernleihe
    Universitätsbibliothek Kassel, Landesbibliothek und Murhardsche Bibliothek der Stadt Kassel
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    Universität Mainz, Zentralbibliothek
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    Universität Marburg, Universitätsbibliothek
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    In The Emergence of the Digital Humanities, Steven E. Jones examines this shift in our relationship to digital technology and the ways that it has affected humanities scholarship and the academy more broadly. Based on the premise that the network is now everywhere rather than merely "out there," Jones links together seemingly disparate cultural events—the essential features of popular social media, the rise of motion-control gaming and mobile platforms, the controversy over the "gamification" of everyday life, the spatial turn, fabrication and 3D printing, and electronic publishing—and argues that cultural responses to changes in technology provide an essential context for understanding the emergence of the digital humanities as a new field of study in this millennium.

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780203093085
    Schlagworte: Media studies
    Weitere Schlagworte: Media & Communications; digital network; digital humanities; digital technology; social media; gaming; mobile platforms; gamification; videogame studies; video game studies
  5. Gaming the Metrics
    Misconduct and Manipulation in Academic Research
    Beteiligt: Biagioli, Mario (Herausgeber); Lippman, Alexandra (Herausgeber)
    Erschienen: 2020
    Verlag:  The MIT Press, Cambridge ; OAPEN FOUNDATION, The Hague

    How the increasing reliance on metrics to evaluate scholarly publications has produced new forms of academic fraud and misconduct. The traditional academic imperative to “publish or perish” is increasingly coupled with the newer necessity of “impact... mehr

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    Verlag (kostenfrei)
    Bibliothek der Hochschule Darmstadt, Zentralbibliothek
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    TU Darmstadt, Universitäts- und Landesbibliothek - Stadtmitte
    keine Fernleihe
    Bibliothek der Frankfurt University of Applied Sciences
    keine Fernleihe
    Universitätsbibliothek J. C. Senckenberg, Zentralbibliothek (ZB)
    keine Fernleihe
    Hochschul- und Landesbibliothek Fulda, Standort Heinrich-von-Bibra-Platz
    keine Fernleihe
    Technische Hochschule Mittelhessen, Hochschulbibliothek Gießen
    keine Fernleihe
    Universitätsbibliothek Gießen
    keine Fernleihe
    Universitätsbibliothek Kassel, Landesbibliothek und Murhardsche Bibliothek der Stadt Kassel
    keine Fernleihe
    Universität Mainz, Zentralbibliothek
    keine Fernleihe
    Universität Marburg, Universitätsbibliothek
    keine Fernleihe

     

    How the increasing reliance on metrics to evaluate scholarly publications has produced new forms of academic fraud and misconduct. The traditional academic imperative to “publish or perish” is increasingly coupled with the newer necessity of “impact or perish”—the requirement that a publication have “impact,” as measured by a variety of metrics, including citations, views, and downloads. Gaming the Metrics examines how the increasing reliance on metrics to evaluate scholarly publications has produced radically new forms of academic fraud and misconduct. The contributors show that the metrics-based “audit culture” has changed the ecology of research, fostering the gaming and manipulation of quantitative indicators, which lead to the invention of such novel forms of misconduct as citation rings and variously rigged peer reviews. The chapters, written by both scholars and those in the trenches of academic publication, provide a map of academic fraud and misconduct today. They consider such topics as the shortcomings of metrics, the gaming of impact factors, the emergence of so-called predatory journals, the “salami slicing” of scientific findings, the rigging of global university rankings, and the creation of new watchdogs and forensic practices.

     

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  6. Teen social interactions and well-being during the COVID-19 pandemic
    Erschienen: [2023]
    Verlag:  U.S. Department of Labor, U.S. Bureau of Labor Statistics, Office of Productivity and Technology, Washington, DC

    Zugang:
    Verlag (kostenfrei)
    Verlag (kostenfrei)
    Verlag (kostenfrei)
    Verlag (kostenfrei)
    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
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    Export in Literaturverwaltung   RIS-Format
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Online
    Schriftenreihe: BLS working papers ; 566 (November 2, 2023)
    Schlagworte: teens; adolescents; COVID-19; well-being; time use; gaming
    Umfang: 1 Online-Ressource (circa 58 Seiten), Illustrationen