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New media adoption and usage among Flemish youngsters

机译:法兰德斯年轻人中新媒体的采用和使用

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This article presents a study on the adoption and usage of new media among a representative sample of Flemish youngsters. Some major findings include the dominant role of computers and Internet in the media behavior of these youngsters, challenging traditional media such as TV and radio. However, the supposed popularity of mobile applications and gaming among youngsters was not universally present in our sample, which led us to look for different profiles within the data. Based on the adoption of new media technology and devices, the studied sample could be divided into four distinct profiles by means of a latent class analysis. The first profile is the youngest and shows high adoption rates of new media devices and technology. Their usage is clearly oriented towards entertainment and includes gaming and various mobile applications. The second profile has a female and working profile with an average usage and adoption of new media. The usage is mostly professional and convenience-oriented in nature, without interest in gaming or mobile applications. The third profile is distinctively male and focuses its media usage on computer, Internet and mobile applications, but clearly show no interest in (mobile) gaming consoles. The fourth and final profile is the oldest and counts the least students. It is the least equipped in terms of new media. However, they are more likely to use their less advanced devices to their full potential. By this, this article challenges the stereotypical view of young people as 'homogenous mass' of early adopters of new media devices and technologies by showing that there are different types of media users and usage among youngsters.
机译:本文介绍了有关佛兰芒青少年代表性样本中采用和使用新媒体的研究。一些主要发现包括计算机和互联网在这些年轻人的媒体行为中的主导作用,挑战了电视和广播等传统媒体。但是,在我们的样本中并未普遍存在移动应用程序和游戏在年轻人中普遍存在的假设,这导致我们在数据中寻找不同的配置文件。基于采用新的媒体技术和设备,可以通过潜在类别分析将研究样本分为四个不同的配置文件。第一份资料是最年轻的资料,表明新媒体设备和技术的采用率很高。它们的用途显然面向娱乐,包括游戏和各种移动应用程序。第二个人资料是女性和工作资料,平均使用和采用新媒体。用途本质上是专业且以便利为导向的,对游戏或移动应用程序没有兴趣。第三个特征是男性,并且将其媒体使用重点放在计算机,Internet和移动应用程序上,但显然对(移动)游戏机没有兴趣。第四个人(也是最后一个个人)年龄最大,而学生人数最少。就新媒体而言,它是装备最少的。但是,他们更有可能充分利用其不太先进的设备。由此,本文通过证明年轻人之间存在不同类型的媒体用户和使用方式,挑战了年轻人对新媒体设备和技术的早期采用者的“同质群体”的陈规定型观念。

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