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Taehan Kanho Hakhoe Chi ; 34(1): 15-24, 2004 Feb.
Artigo em Coreano | MEDLINE | ID: mdl-15314335

RESUMO

PURPOSE: The purpose of this research was to explore the cyber world immersion experience of adolescents. METHOD: Multiple strategies for data collecting were used: an in depth face-to-face interview; analysis of adolescent' writings; and analysis of examples of phenomenon in the realistic world. The sample group consisted of 10 adolescents. RESULT: Although the experience was different for all adolescent interviewed, the essential themes of experience emerged: "fill up", "homoeologous feeling", "the older generation has a conflicting negative opinion", "change in social character", "become habitually skeptic", "have bad health", "mean of superiority and getting everything solved", "ease of access", "monetary benefit", "addiction to the computer", "forget real life solved stress", "do harm to society", "take comfort", or "new job". CONCLUSION: Accordingly this paper suggests that contact with various software is necessary in adolescents, and good quality contents function to prepare and activate adolescents to apply the internet for good use.


Assuntos
Atitude Frente aos Computadores , Internet , Psicologia do Adolescente , Adolescente , Adulto , Humanos , Masculino
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