Here are the highlights that I thought were interesting:
“A
substantially higher proportion of girls than boys watch situation comedies,
and a substantially higher proportion of boys than girls watch sports” (Roberts, 2010, p. 26).
“Screen media [is] important to U.S. children.
Average TV exposure among 8- to 18-year-olds exceeds three hours daily, and
when all screen media are combined, average daily exposure climbs to 41⁄4
hours” (p. 23).
“The average daily time devoted to all leisure
reading by 8- to 18-year-olds is 43 minutes, of which more than half is devoted
to books (23 minutes) and a quarter to magazines (14 minutes). The remaining
six minutes are spent with newspapers” (p. 26).
What a contrast between the amount of time spent reading vs. watching TV!
“Kids with college-educated parents spend
substantially more time reading than those whose parents completed no more than
high school” … "However, girls devote significantly more time than boys to
books (28 minutes vs. 19 minutes)”... “U.S. kids average 13⁄4 hours per day
with music media, with the time almost equally divided between radio and
various recorded media (tapes, CDs, MP3s)” (p. 27).
“Rap/Hip Hop account for most of adolescent music listening: on any given
day, 65% of junior and senior high school kids reporting listening — over twice
the portion that listens to any other single type of music” (p. 28).
“Games account for 19 minutes of computer time
daily, followed by instant messaging (17 minutes), and visiting Web sites (14
minutes)” (p. 30).
“U.S. kids spend 49 minutes daily playing video
games of one kind or another, with console games garnering roughly twice the
amount of time
as handheld games” (p. 31).
“Boys spend almost three times as much time as
girls playing video games (1:12 vs. 0:25)” (p. 32).
The average amount of time a young person uses
media (including multiple devices at the same time) is 6:21 (p. 36). Yikes! That is a lot!
“The end result of combining time spent with computer games and video
games into a measure
of total interactive gaming is to reveal that interactive games consume more
than an hour daily of U.S. 8- to 18-year- olds’ time” (p. 32,33).
(p. 38)
Roberts,
D.F., Foehr, U.G., & Rideout, V. (2010). Generation M2: Media in the Lives
of 8-18 Year-olds. Kaiser Family Foundation. Retrieved June 25, 2013
from http://kaiserfamilyfoundation.files.wordpress.com/2013/04/8010.pdf
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