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Millions of contemporary young adults use social networking sites. However, little is known about how much, why, and how they use these sites. In this study, 92 undergraduates completed a diary-like measure each day for a week, reporting daily time use and responding to an activities checklist to assess their use of the popular social networking site,(More)
This study examines issues of online identity and language use among male and female teenagers who created and maintained weblogs, personal journals made publicly accessible on the World Wide Web. Online identity and language use were examined in terms of the disclosure of personal information, sexual identity, emotive features, and semantic themes. Male(More)
The purpose of this study was to compare the impact of playing versus observing a violent virtual reality game on young adults' arousal levels, feelings of hostility, and aggressive thoughts. Physiological arousal and aggressive thoughts, but not hostile feelings, were higher for participants than for observers of the virtual reolity game. Results suggest(More)
Marketing and advertising support the U.S. economy by promoting the sale of goods and services to consumers, both adults and children. Sandra Calvert addresses product marketing to children and shows that although marketers have targeted children for decades, two recent trends have increased their interest in child consumers. First, both the discretionary(More)
Exergames are videogames that require gross motor activity, thereby combining gaming with physical activity. This study examined the role of competitive versus cooperative exergame play on short-term changes in executive function skills, following a 10-week exergame training intervention. Fifty-four low-income overweight and obese African American(More)
Very-long-term, long-term, and short-term verbatim recall of the Preamble to the Constitution were assessed in both naturalistic and experimental television studies. In the naturalistic study of very-long-term memory, young adults who as children were frequent viewers of on educational televised song about the Preamble recalled the words of the text better(More)
Toddlers' performance on a seriation sequencing task was measured after exposure to a video as a function of the social meaningfulness of the character. Forty eight 21-month-old toddlers were randomly assigned to a socially meaningful character video demonstration, a less socially meaningful character video demonstration, or a no exposure control group.(More)
This study examined the effects of program pacing, defined as the rate of scene and character change per minute, on infants' visual attention to video presentations. Seventy-two infants (twenty-four 6-month-olds, twenty-four 9-month-olds, twenty-four 12-month-olds) were exposed to one of two sets of high-and low-paced commercial infant DVDs. Each DVD was(More)
OBJECTIVE To examine how advergames, which are online computer games developed to market a product, affect consumption of healthier and less healthy snacks by low-income African American children. DESIGN Cross-sectional, between-subjects examination of an advergame in which children were rewarded for having their computer character consume healthier or(More)
Children's tv programs can be distinguished by the processing demands of their format and the pace with which changes occur. High-continuity programs are stories requiring temporal integration of successive scenes for full comprehension. Low-continuity programs are in "magazine" format: Successive bits are independent of one another, and temporal(More)