Media Use and Development
52 Questions
0 Views

Choose a study mode

Play Quiz
Study Flashcards
Spaced Repetition
Chat to Lesson

Podcast

Play an AI-generated podcast conversation about this lesson

Questions and Answers

According to the provided content, which of the following is NOT considered a primary reason individuals use media?

  • Cultural transmission
  • Financial gain (correct)
  • Affective need
  • Surveillance of the environment

A teenager excessively uses social media for self-promotion, neglecting their schoolwork and family relationships. Which concept best describes this situation?

  • Turnaround model
  • Snowball effect (correct)
  • Erikson's developmental stages
  • Bronfenbrenner's ecological model

In the context of the risk and resilience approach, what does a 'protective factor' refer to?

  • A type of media content that promotes safe behavior.
  • A policy designed to limit children's exposure to media.
  • A predisposition to aggressive behavior after consuming media.
  • A buffer that mitigates the negative effects of risk factors. (correct)

Which of Erikson's developmental stages is most relevant to understanding adolescents' use of media to explore their sense of self?

<p>Identity vs. Role Confusion (B)</p> Signup and view all the answers

According to the developmental tasks approach, what is the significance of fulfilling key developmental tasks?

<p>They are required for progression to subsequent developmental stages. (A)</p> Signup and view all the answers

How does the Bronfenbrenner ecological model explain parental monitoring of media use?

<p>It considers parental monitoring as a factor at the micro level influencing a child's development. (C)</p> Signup and view all the answers

A young adult who experienced cyberbullying as a teen now dedicates their time to online activism against cyberbullying. Which concept does this best illustrate?

<p>Turnaround model (D)</p> Signup and view all the answers

Which digital platform aligns MOST closely with the need for 'social connection', according to the text?

<p>Instagram (C)</p> Signup and view all the answers

Which scenario demonstrates the application of the cumulative risk model in understanding media effects on youth?

<p>A teenager from a low-income family, lacking parental supervision and exposed to violent media, exhibits aggressive behavior. (A)</p> Signup and view all the answers

A parent sets strict rules for their child's screen time and monitors their online activity. Which level of Bronfenbrenner's ecological model does this parenting style directly influence?

<p>Microsystem (A)</p> Signup and view all the answers

How can gambling communities simultaneously encourage risk-taking and provide protective benefits?

<p>By normalizing gambling behaviors while providing feedback and support for problem gamblers. (D)</p> Signup and view all the answers

What is a key difference in how social interaction affects gambling versus gaming behaviors?

<p>Less social interaction is linked to more severe gambling problems, while stronger gaming community identification increases spending. (A)</p> Signup and view all the answers

How do shared norms within virtual communities impact individual behavior in gambling and gaming?

<p>Shared norms shape players’ identities and establish expected behaviors for community acceptance. (D)</p> Signup and view all the answers

Why might gambling and gaming require distinct theoretical models, according to the provided text?

<p>Because their social and financial dynamics differ significantly. (C)</p> Signup and view all the answers

What approach should game developers take when designing games to address potential overspending?

<p>Considering how rewards and in-game communities promote spending, and include features to encourage awareness and spending limits. (D)</p> Signup and view all the answers

What role does parental and educator awareness play in fostering healthier online habits related to gambling and gaming?

<p>It is crucial for education on the social aspects of gambling and gaming. (A)</p> Signup and view all the answers

Which of the following is a practical implication for the prevention and treatment of gambling and gaming addiction?

<p>Promoting recovery-oriented gambling communities and addressing strong social bonds that encourage spending in gaming interventions. (A)</p> Signup and view all the answers

A teenager spends increasing amounts of money on virtual items within an online game, driven by a desire to fit in with a popular group of players. Based on the text, what is the most effective strategy for addressing this behavior?

<p>Encouraging the teenager to find alternative social groups and addressing the social pressures driving their spending. (B)</p> Signup and view all the answers

Which cognitive factor is most influential in determining susceptibility to misinformation, according to the text?

<p>Analytical thinking (A)</p> Signup and view all the answers

How does the 'illusory truth effect' influence the acceptance of misinformation?

<p>By increasing believability through repetition, regardless of truth (D)</p> Signup and view all the answers

Which of the following best describes the 'inductive norms' regarding alcohol content, as explored in the BAMI study?

<p>Explicit rules or expectations about what one should or should not do concerning alcohol. (B)</p> Signup and view all the answers

How does partisan bias affect an individual's assessment of information?

<p>Individuals are more likely to accept information that aligns with their beliefs and values. (B)</p> Signup and view all the answers

According to the BAMI study, what is a primary way parents influence adolescents' attitudes and behaviors related to posting alcohol content?

<p>By directly communicating their beliefs and expectations regarding alcohol use and online behavior. (D)</p> Signup and view all the answers

What is the most significant finding regarding the relationship between social media and alcohol use in adolescents, according to the information?

<p>Exposure to alcohol-related content on social media normalizes being drunk and influences sharing behavior. (C)</p> Signup and view all the answers

What is a potential consequence of the spread of misinformation?

<p>Increased polarization (D)</p> Signup and view all the answers

What makes Snapchat different from other social media platforms in relation to adolescent alcohol use, according to the findings?

<p>Snapchat's temporary nature contributes to a stronger relationship with alcohol use. (C)</p> Signup and view all the answers

What is a specific health-related consequence linked to misinformation?

<p>Hesitancy towards vaccines (B)</p> Signup and view all the answers

How might group identity influence how someone interprets information?

<p>Information about ingroups is interpreted differently than information about outgroups. (C)</p> Signup and view all the answers

The 'planned behavior' assumption suggests that:

<p>Behaviors are influenced by deliberate and conscious choices. (A)</p> Signup and view all the answers

What is one way companies might exploit misinformation related to youth culture?

<p>By deliberately sharing misinformation to increase profit (C)</p> Signup and view all the answers

What is the difference between inductive and deductive norms related to alcohol content?

<p>Inductive norms describe what people should and should not do, and deductive norms describe what people actually do. (D)</p> Signup and view all the answers

According to the information, what aspect of social media content is most central to understanding adolescents' sharing behavior related to alcohol?

<p>The social evaluation and norms conveyed through the content. (A)</p> Signup and view all the answers

Suppose a person encounters a news article that confirms their long-held political beliefs. According to the principles discussed, what is this person most likely to do?

<p>Accept the article's claims without further investigation (C)</p> Signup and view all the answers

Which of the following scenarios best illustrates the influence of 'deductive norms' on alcohol-related behavior among adolescents?

<p>An adolescent posts a photo of themselves drinking at a party, even though they know it's unhealthy, because all their friends are doing it. (C)</p> Signup and view all the answers

Why might platforms with private, ephemeral messaging display more extreme content?

<p>All of these statements are likely reasons for this phenomenon. (D)</p> Signup and view all the answers

In the simulated Facebook environment study, what was a key finding regarding alcohol posts and user engagement?

<p>Alcohol posts received more likes than non-alcohol posts, suggesting a potentially positive association with alcohol content. (A)</p> Signup and view all the answers

According to the presented research, beyond just posting alcohol-related content, what specific online behavior is most associated with an increased likelihood of drinking alcohol among adolescents?

<p>Liking alcohol-related content. (D)</p> Signup and view all the answers

What factors were found to increase the likelihood of an adolescent giving a 'like' to a post in the simulated Facebook environment?

<p>Mutual liking, matching gender, and the poster being female. (B)</p> Signup and view all the answers

Based on the information, which of the following groups appears to be most susceptible to receiving positive engagement (likes) on alcohol-related posts?

<p>Females posting about alcohol. (D)</p> Signup and view all the answers

Why is it difficult to establish a definitive cause-and-effect relationship between liking alcohol-related content online and alcohol consumption in real life?

<p>There are too many extraneous variables influencing individual drinking behavior. (D)</p> Signup and view all the answers

Given the research findings, what is a potential strategy for alcohol prevention programs to reduce adolescent risk drinking?

<p>Focusing on adolescents who actively engage with alcohol-related content online. (D)</p> Signup and view all the answers

Based on the information provided, what characterizes 'risk drinking'?

<p>The amount and timing of alcohol consumption. (C)</p> Signup and view all the answers

According to self-determination theory, which psychological need is satisfied by the increasing of skills within a game?

<p>Competence (A)</p> Signup and view all the answers

Which aspect of gaming primarily fulfills an adolescent's autonomy needs, according to the text?

<p>Building a custom avatar. (C)</p> Signup and view all the answers

What is a potential negative impact of gaming on adolescents who are already considered 'problematic gamers'?

<p>Decreased feelings of social competence and life satisfaction. (A)</p> Signup and view all the answers

In the context of online gaming communities, what role does peer influence primarily play?

<p>Promoting microtransactions. (D)</p> Signup and view all the answers

How can gaming support the development of social identity among adolescents?

<p>By providing feelings of acceptance and shared norms. (B)</p> Signup and view all the answers

What aspect of loot boxes makes them potentially related to gambling?

<p>They offer a random chance of obtaining desired items. (D)</p> Signup and view all the answers

How might gaming help someone struggling with attention or concentration problems?

<p>By offering a hyperfocus state, which can be rewarding. (A)</p> Signup and view all the answers

Which of the following is an example of how online gaming can extend or construct identity?

<p>Adopting a persona or role within the game that differs from one's offline self. (A)</p> Signup and view all the answers

What risk factors contribute to gaming addiction in adolescents?

<p>Poor attention and social problems. (C)</p> Signup and view all the answers

Besides offering feelings of acceptance, in what other way can gaming impact already existing social problems?

<p>By amplifying them. (D)</p> Signup and view all the answers

Flashcards

Four Main Media Needs

Monitoring the environment, emotional fulfillment, cultural transmission, and entertainment.

Developmental Tasks Approach

Fulfilling age-related tasks through biological and social development.

Erikson's Developmental Stages

Each stage presents a problem/task to be explored.

Media Effect (Age-Dependent)

Effects of media depend on the user's age and developmental stage.

Signup and view all the flashcards

Key Adolescent Tasks

Building intimate relationships, adjusting to puberty, transition to secondary school, developing personal identity.

Signup and view all the flashcards

Risk and Resilience Approach

Focuses on individual differences explained by risk and protective factors.

Signup and view all the flashcards

Snowball Effect (Risk Factors)

More risk factors lead to bigger consequences.

Signup and view all the flashcards

Turnaround Model

Protective factors reduce negative effects over time.

Signup and view all the flashcards

Micro Level (Bronfenbrenner)

How parents monitor and regulate their children’s media use.

Signup and view all the flashcards

The more risk factors, the bigger the consequences

Cumulative risk model

Signup and view all the flashcards

Self-Determination Theory

A theory that says gaming can satisfy basic psychological needs, such as competence, autonomy, and socialization.

Signup and view all the flashcards

Competence Need

The need of being good at something, often satisfied in games by increasing skills or achieving goals.

Signup and view all the flashcards

Autonomy Need

The need of being in control, which adolescents can fulfill by building their own games or customizing avatars.

Signup and view all the flashcards

Socialization Need

The need of connecting to others, gamers meet this need by strengthening existing relationships or finding new ones online.

Signup and view all the flashcards

Identity Formation

Gaming provides platforms for teens to explore and develop their identities through online communities and games.

Signup and view all the flashcards

Construct/Extend Identity

Games offer spaces to create or expand one's identity through shared values and norms within online communities.

Signup and view all the flashcards

Collaboration in Gaming

Gaming can foster cooperation by setting mutual objectives and offering settings for social support.

Signup and view all the flashcards

Social Identity in Games

Gaming helps form group identity and feelings of acceptance, though it can worsen existing social challenges.

Signup and view all the flashcards

Loot Boxes

Virtual items players can buy for a random chance of getting what they want.

Signup and view all the flashcards

Risk Factors for Gaming Addiction

Having poor attention and social skills increases risk of gaming addiction.

Signup and view all the flashcards

Digital Literacy in Older Adults

Tendency for older adults to be less digitally literate due to later entry into the digital world.

Signup and view all the flashcards

Illusory Truth Effect

The phenomenon where repeated exposure to information, even if false, increases belief in it.

Signup and view all the flashcards

Partisan Bias

The tendency to accept information that aligns with one's existing beliefs and be critical of information that contradicts them.

Signup and view all the flashcards

Group Identity and Information

How information about groups we identify with is interpreted differently than information about groups we don't identify with.

Signup and view all the flashcards

Misinformation: Polarization

Increased polarization within societies due to the spread of misinformation.

Signup and view all the flashcards

Misinformation: Racism/Discrimination

Manifestations of racism and discrimination resulting from the spread of misinformation.

Signup and view all the flashcards

Misinformation: Vaccine Hesitancy

Hesitancy towards vaccines due to misinformation, impacting public health.

Signup and view all the flashcards

Misinformation: Corporate Profit

Deliberate sharing of misinformation by companies to increase profits, such as falsely claiming children need skincare products.

Signup and view all the flashcards

Gambling/Gaming Communities

Virtual spaces where individuals share common interests in gambling or gaming.

Signup and view all the flashcards

Gambling Isolation

The correlation between less social interaction and more severe gambling problems.

Signup and view all the flashcards

Gaming Community Spending

The impact of identifying with gaming communities leading to increased spending on virtual items.

Signup and view all the flashcards

Community Norms

Shared beliefs and standards within a group that members follow to gain acceptance.

Signup and view all the flashcards

Social Identity Theory

The idea that virtual groups fulfill needs for belonging and influence behavior.

Signup and view all the flashcards

Recovery Communities

Using recovery-focused groups to aid problem gamblers.

Signup and view all the flashcards

Ethical Game Design

Designing games to consider how communities drive spending and adding features to limit overspending.

Signup and view all the flashcards

Online Habit Education

Understanding the social effects of gambling and gaming to promote healthier online habits.

Signup and view all the flashcards

Private Messages

Messages sent directly between users, not publicly visible.

Signup and view all the flashcards

Ephemeral Messages

Messages that are temporary and disappear after a short time.

Signup and view all the flashcards

Private Ephemeral Content Risks

Platforms offering private, disappearing messages often show more extreme or risky content.

Signup and view all the flashcards

Weekend Alcohol Post Likes

In the simulated environment, people 'liked' alcohol posts more often on weekends.

Signup and view all the flashcards

Gender and Alcohol Post Likes

Females tended to receive more likes on posts featuring alcohol.

Signup and view all the flashcards

Factors Influencing 'Likes'

Mutual liking, same gender, and female posters increase the chance of a 'like'. Alcohol > then non

Signup and view all the flashcards

Liking Alcohol Posts and Drinking

Liking alcohol-related posts on social media is linked to a higher likelihood of drinking alcohol.

Signup and view all the flashcards

Risk Drinking

Consuming a high amount of alcohol in a short period.

Signup and view all the flashcards

BAMI Study

Study in Belgium surveying adolescents on norms, attitudes, and alcohol-related behavior to identify predictors.

Signup and view all the flashcards

Planned Behavior

Assumption that behavior is not random but influenced by beliefs, attitudes, and subjective norms.

Signup and view all the flashcards

Norms

Social evaluations that dictate appropriate behaviors within a group.

Signup and view all the flashcards

Inductive norms

Norms about what one should or should not do in a social context.

Signup and view all the flashcards

Deductive norms

Norms based on observed, actual behaviors within a social group, regardless of their perceived health or morality.

Signup and view all the flashcards

Attitude

A personal evaluation or feeling towards something, like alcohol.

Signup and view all the flashcards

Parental Impact

Parents' behaviors, beliefs, and guidance strongly influence adolescent behavior, especially regarding sharing alcohol-related content.

Signup and view all the flashcards

Predictors of sharing

Norms, and the consumption-based content that the user is exposed to are important predictors of them sharing.

Signup and view all the flashcards

Study Notes

Youth Culture in a Digital World

  • Culture is defined as a group's distinctive lifestyle, including its beliefs, values, customs, art, and technologies.

Theories on Culture Impact

  • Social presence theory suggests people don't perceive facial expressions when calling.
  • Social information processing theory explains how people's reactions to short messages can be interpreted differently.
  • Channel expansion theory is how emotions in texts develop messages.

Distinction in How You Use Digital Media

  • Digital media can be used as a replacement or addition to traditional methods.
  • Use can be done passively (scrolling, observing) or actively participating and creating.

Uses & Gratifications Theory

  • Explores the purposes or functions that media provides for active receivers.

Reasons for Using Media

  • For surveillance of the environment, keeping up with the world around you.
  • To satisfy affective needs, like emotional fulfillment.
  • For cultural transmission, understanding societal values.
  • For entertainment and relaxation.
  • Other needs it fulfills include: self-promotion, maintaining relationships, fostering creativity, escapism, and opinion expression.

Media Platforms for Different Needs

  • Twitter is suited for information consumption.
  • Instagram and Snapchat are used for social connection.
  • Instagram and YouTube provide entertainment.
  • "All of them" offer convenience.

Developmental Tasks Approach

  • Developmental tasks or challenges need to be fulfilled in a hierarchical order.
  • Tasks are met through biological or social development, enabling progression to the next stage.
  • Erikson posited that each developmental stage involves specific problems or tasks to be explored.
  • Media effects are contingent on the user's age.

Key Developmental Tasks of Adolescence

  • Forming intimate and committed friendships/relationships.
  • Adjusting to pubertal changes.
  • Transitioning to secondary schooling.
  • Cultivating a strong and coherent personal identity.

Risk and Resilience Approach

  • Focuses on differential life experiences among children, emphasizing individual differences.
  • The differences in how two boys react to violent video games are explained by analyzing their risk and protective factors.
  • Risk and protective factors explain differences between people, following a cumulative risk model framework.
  • Applications include snowball effect, turnaround models

Snowball Effect

  • The more risk factors present, the bigger the consequences.
  • The more protective factors, the less negative effects.
  • Violent games can influence behavior, leading to friends distancing themselves.

Bronfenbrenner Ecological Model

  • Micro level: How parents monitor and regulate their children's media use
  • Exo level: School offerings in online safety and social media policies, such as banning smartphones.
  • Macro Level: Societal beliefs and values regarding social media, whether it's seen as entertainment or dangerous.
  • All ecological levels interact.

Identity Development

  • Identity is an explicit theory of oneself as a person
  • Identity dimensions include: Personal, Social (gender, ethnic, national), and Online identity

Self-Perception

  • Self-image is how young people perceive themselves.
  • Self-esteem is the ability to appreciate this self-image.
  • Virtual identity vs. actual identity are constructs during adolescence through exploration both online and offline.

Self-Presentation

  • Involves "backstage" and "front stage" behaviors with examples like Instagram uploads/profile information (front) and instant messaging (back).
  • Online presence can mirror these dynamics, with WhatsApp as backstage and Instagram as front stage.

Online Identity

  • Online environment can be an area where anonymity can be created, where more extreme forms of behaviour emerges.
  • Anonymity allows for creativity, exploration, and behavior.

Anonymity

  • Anonymity in the online world: different, more extreme forms of behavior, cyberbullying.
  • Creativity: Playing around and discovering how you want to present yourself.
  • Asychrony: Communication when convenient, bypassing time/space constraints.
  • Controllability: The ability to decide what information to share.

College 2: Media Effects Defined

  • Media use is the intended or incidental use of media channels, devices, content and platforms.
  • Media effects are deliberate and non-deliberate changes in cognitions, emotions and behavior that result from media use.

Payne Fund Studies

  • Concerned what the media effects were on children
  • Involved researchers gathering and categorizing 1500 movies.
  • Studued the emotional impact for children of these movies
  • Studied the behavioral effects

Legacy of Fear

  • The media effects were considered powerufl and hard to control

The New York Times

  • There were "Radio listener in panic, taking war drama as fact"

Magic Bullet or Hypodermic Needle Perspective

  • Idea that people would take whatever media provided
  • Conversion suggests that people select arguments that match their beliefs.
  • In reality people exposed to media did not change their minds when voting

Reinforcement

  • Media taps into people's existing ideas and reinforces them

Two Step Flow of Communication

  • Explores how media reaches out to opinion leaders, who in turn inform regular people.

Evergreen Theories

  • Resisted the effect of time

Cultivation Theory

  • Idea: exposure to media across time impacts perceptions about reality

Mainstreaming

  • Heavy TV viewers from disparate groups develop a common outlook on the world through constant exposure to the same images and labels on TV

Resonance

  • TV viewing is influenced differently for subgroups based on experience, interests, etc.

Agenda-Setting Theory

  • Idea: agenda-setting role of the media = ability to influence the salience of topics on the public agenda
  • Media can shape and influence the conversation by what we're talkng about
  • How things are talked about and framed
  • How media connects what is said to politics and ideology

Spiral of Silence

  • Idea: An individual's willingness to express their opinion is a function of how they perceive public opinion

Framing Theory

  • Idea: The way information is presented determines the media effect
  • The same information can be interpreted differently (91% fat free vs 9% fat)

Social Comparison Theory

  • Idea: we determine our self-worth by comparing with others
  • Upward social comparison
  • Downward social comparison

Social Cognitive/Learning Theory

  • Idea: Humans learn to act the way they do
  • reality to be from the behaviour of the people around us
  • Media effects today include: Fragmented audiences, Echo chambers, Narrow information

College 3: Gaming Intro

  • Gaming has become a huge part of adolescents development and part of their lives

Self-Determination Theory:

  • Satisfies basic psychological needs

Competence Needs in Gaming

  • Increasing skills/ meta achievement (beating an enemy, going to a next world)
  • Becoming a famous e-sports player
  • Beloning to a team
  • Suppressing unpleasant symptoms
  • Can be rewarding to those with attention problems and concentration problems-
  • Autonomy needs: being in control

Games Help Adolescents

  • Have independance they need becoming independent and develop skills, such as building your own game in roblox,.
  • Games Provide socialization needs (connecting to others) by Playing games to connect to others
  • Strengthen existing realtionships Status increasing via popularity/need to "belong"
  • Can also decrease feelings of social competence and satisfaction with life
  • Used for identity formation
  • Games and communities allow Adolescents to explore who they are, and construct and/or extend identity

Gaming can support in

  • Collaboration (mutual goals)
  • Social support
  • Allows to construct Social identity, through Feelings of acceptance
  • Can amplify already existing social problems

Games and Rewards

  • Pavlov and skinner: Loot boxes
  • You can buy them, and still have a random chance of getting what you want
  • Random change can = gambling

Types of Rewards in Games

  • Random rewards (finding a valuable sword)
  • Contingencies rewards (log-in bonusses)
  • Social rewards (teamplay/building guilds)
  • Meta-achievements (leaderboard scores)

College 4: Misinformation

Types of Misinformation

  • Disinformation: deliberately false or misleading information
  • Malinformation: manipulates true information to manipulate or deceive
  • Fake news: false / fabricated information that mimics factual news
  • Propaganda: efforts to manipulate other people's beliefs, via symbols
  • False or misleading information, intent or source

False vs true info

  • Intentional and Unintentional, and Malicious vs benign

College 5: Misinformation

  • People genuienly believing misinformation: misinformation with good intent to spread still equals misinformation
  • Experts concerned about sharing of misinformation for profit, targetting skincare especially
  • Age doesnt matter as much: youth are digital natives but lack skills to know, and use digital media a decent amount

Illusory truth effect

  • Reperition increases beleif in conspiracies and fake news

Partisan Bias

  • Individuals accept compatible information and are more critcal of what diverfes from their identity

Consequences of sharing misinformation

  • Polarization, Racism, and bad Health outcomes (regarding vaccine hesitancy)

College 6: Parenting and SM

  • can be useful for Identity development, but Social media may have advantages for some, but not for all

What is addiction?

  • problematic use if you have 5 or more symptoms:

  • loss of Control, preoccupation, conflict, whithdrawal, escapism, tolerance, problms as a result of use, lying, expense

  • concepts for studying SM's impact are Active SM, Bridging SC, and cross sectional study

  • Parental Phubbing - higher PSMU if parents are always on their device during child activities

  • restrictive parenting causes higher PSMU in kids

  • active parenting seems to have mixed results on if it works or nor

  • well being = happiness and staisfaction

  • Bonding SC is for getting help from close friends!* There are small connections between illness + well being at times

  • some researchers prefer supportive + tolerant approach for preventing PSMU

College 7: Liking Alcohol

  • liking = higher chance of haz alcohol
  • it has been noticed that there is more risk of hazardous drinking with insta, FB use but less from twitter + YT"
  • Women have more sense of easthetic when liking , alcohol has great influence on this
  • If people actively share self images = higher chance to spread alcohol use""
  • young adults might be more sensible and have increased acces too alcohol
  • "" alchol and risky havits can then become greater "" - like with repciprocity , people like what they are given high risk is female, under 16, insta + sc, high peak drinker high risk havits are correllated with high risk behavior"
  • PSMU goes along with social media , PSMU varies with ads and SM so a balcne is NEEDED!"

Studying That Suits You

Use AI to generate personalized quizzes and flashcards to suit your learning preferences.

Quiz Team

Related Documents

Description

Explores reasons for media use, risks like cyberbullying, and protective factors. Considers adolescent development through Erikson's stages and digital platform impact. Examines parental monitoring and resilience.

Use Quizgecko on...
Browser
Browser