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  • Berlin International  (4)
  • Charité
  • Berlin VÖBB/ZLB
  • Jüdisches Museum
  • Stiftung FVV
  • Kammergericht
  • Kreis- und Fahrbibliothek Lübben
  • SB Golßen
  • 2020-2024  (4)
  • 2023  (4)
  • Berlin International University of Applied Sciences. Faculty of Architecture and Design  (4)
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  • Berlin International  (4)
  • Charité
  • Berlin VÖBB/ZLB
  • Jüdisches Museum
  • Stiftung FVV
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  • 2020-2024  (4)
Year
  • 2023  (4)
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  • 1
    UID:
    kobvindex_INTbi00005222
    Format: 45 pages : , illustrations ; , 21 × 29.7 cm.
    Content: AI-GENERATED ABSTRACT: Abstract: The alarming surge in suicide rates in South Korea, especially among the youth, stands in stark contrast to the global downtrend. This upward trend underscores a critical mental health crisis, exacerbated by societal pressures on academic excellence and a pervasive stigma surrounding mental health. South Korea's rank as fourth globally for suicide rates and highest among the 38 OECD nations amplifies the urgency of addressing this issue. While government initiatives have made a dent, the persistently high suicide rates among the youth indicate a need for more targeted interventions. This BA thesis explores a design-oriented solution aimed at alleviating the mental health burden on South Korean students. By leveraging the appeal and accessibility of social media cartoons, the thesis proposes a strategy to reformulate the discourse around mental health among students. Through destigmatization, education, and resource provision, this design project aspires to foster a healthier mental health narrative and provide tangible support to South Korean students struggling in the current system. Keywords: South Korea, Suicide Rates, Youth Mental Health, Social Media Cartoons, Design Solution, Stigma, Mental Health Education, OECD, Academic Pressure, Resource Provision
    Note: DISSERTATION NOTE: Bachelor of Arts thesis in Graphic Design & Visual Communication, Berlin International University of Applied Sciences, 2023. , MACHINE-GENERATED CONTENTS NOTE: Table of Contents 1 Introduction ................................................... 2 1.1 Scope .................................................... 4 1.2 Methodology .............................................. 5 2 Relevance ...................................................... 7 2.1 Poor Mental Health Causes in South Korea ................. 7 2.2 Mental Health Barriers in South Korea .................... 9 3 Mental Health Education ........................................ 11 3.1 Graphic Medicine ......................................... 12 3.1.1 Case Study ......................................... 14 3.2 Mental Health Education Using Social Media .............. 16 4 Data Collection & Analysis ..................................... 20 4.1 Interview With South Korean Students ..................... 21 4.2 Critical Analysis of Graphic Medicine .................... 24 5 Conclusion ..................................................... 29 6 Design Project ................................................. 30 7 References ..................................................... 32 8 Figures ........................................................ 34 9 Appendix ....................................................... 35
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
    Library Location Call Number Volume/Issue/Year Availability
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  • 2
    UID:
    kobvindex_INTbi00005220
    Format: 38 pages : , illustrations ; , 21 × 29.7 cm.
    Content: AI-GENERATED ABSTRACT: Abstract: The contemporary digital landscape poses a concern about the visual overstimulation of teenagers aged 14 to 18 through electronic media. This thesis aims to explore the extent and implications of media consumption among teenagers, taking into account both traditional and new media platforms. Drawing upon longitudinal studies and international surveys, it presents alarming trends in increased screen time and media multitasking over the past two decades. The research further dissects the types of electronic devices primarily utilized for media consumption, with a focus on smartphones and tablets. By examining the activities that teenagers engage in the most, such as social networking and communication with friends, this study aims to understand the ramifications of this media saturation on the mental and physical well-being of teenagers. Keywords: Visual Overstimulation, Teenagers, Media Consumption, Screen Time, Electronic Devices, Smartphones, Tablets, Social Networking, Mental Well-being, Physical Well-being
    Note: DISSERTATION NOTE: Bachelor of Arts thesis in Graphic Design & Visual Communication, Berlin International University of Applied Sciences, 2023. , MACHINE-GENERATED CONTENTS NOTE: Table of Contents i. Table of Contents ..................................... 4 1. Introduction .......................................... 5 1.1. Media and Media Consumption ............... 5 1.2. Electronic Devices ............................... 6 1.3. the View of Teens on Social Media ......... 7 1.4. the Positive Effects of Technology ......... 7 1.5. the Negative Effects of Media Use ......... 7 1.6. Research Method ................................ 9 1.7. Research Question .............................. 9 2. Main Body 2.1. Teens’ Relationship With Electronic Devices and Media 2.1.1. Stakeholder Map ....................... 11 2.1.2. Interviews ................................. 12 2.1.3. Extreme User Map ..................... 12 2.1.4. Immersion ................................. 13 2.2. Procrastination: Where Does the Problem Lie? ... 14 2.3. Addiction to Social Media and the Internet ..... 14 2.4. Addiction to Video and Mobile Games ........ 15 2.5. Why Not Just Remove the Problem? ............. 15 2.6. Bachelor Design Project: the Game Changer 2.6.1. Research on Game Design ............. 18 2.6.2. Game Development ..................... 19 2.6.3. How to Play the Game Changer? ... 32 2.7. Reflection ......................................... 33 3. Conclusion ii. References iii. Appendix A. Figures B. Images
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 3
    UID:
    kobvindex_INT60878
    Format: 38 pages : , illustrations ; , 21 × 29.7 cm.
    Content: AI-GENERATED ABSTRACT: Abstract: The contemporary digital landscape poses a concern about the visual overstimulation of teenagers aged 14 to 18 through electronic media. This thesis aims to explore the extent and implications of media consumption among teenagers, taking into account both traditional and new media platforms. Drawing upon longitudinal studies and international surveys, it presents alarming trends in increased screen time and media multitasking over the past two decades. The research further dissects the types of electronic devices primarily utilized for media consumption, with a focus on smartphones and tablets. By examining the activities that teenagers engage in the most, such as social networking and communication with friends, this study aims to understand the ramifications of this media saturation on the mental and physical well-being of teenagers. Keywords: Visual Overstimulation, Teenagers, Media Consumption, Screen Time, Electronic Devices, Smartphones, Tablets, Social Networking, Mental Well-being, Physical Well-being
    Note: DISSERTATION NOTE: Bachelor of Arts thesis in Graphic Design and Visual Communication, Berlin International University of Applied Sciences, 2023. , MACHINE-GENERATED CONTENTS NOTE: Table of Contents i. Table of Contents ..................................... 4 1. Introduction .......................................... 5 1.1. Media and Media Consumption ............... 5 1.2. Electronic Devices ............................... 6 1.3. the View of Teens on Social Media ......... 7 1.4. the Positive Effects of Technology ......... 7 1.5. the Negative Effects of Media Use ......... 7 1.6. Research Method ................................ 9 1.7. Research Question .............................. 9 2. Main Body 2.1. Teens' Relationship With Electronic Devices and Media 2.1.1. Stakeholder Map ....................... 11 2.1.2. Interviews ................................. 12 2.1.3. Extreme User Map ..................... 12 2.1.4. Immersion ................................. 13 2.2. Procrastination: Where Does the Problem Lie? ... 14 2.3. Addiction to Social Media and the Internet ..... 14 2.4. Addiction to Video and Mobile Games ........ 15 2.5. Why Not Just Remove the Problem? ............. 15 2.6. Bachelor Design Project: the Game Changer 2.6.1. Research on Game Design ............. 18 2.6.2. Game Development ..................... 19 2.6.3. How to Play the Game Changer? ... 32 2.7. Reflection ......................................... 33 3. Conclusion ii. References iii. Appendix A. Figures B. Images
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 4
    UID:
    kobvindex_INT60881
    Format: 45 pages : , illustrations ; , 21 × 29.7 cm.
    Content: AI-GENERATED ABSTRACT: Abstract: The alarming surge in suicide rates in South Korea, especially among the youth, stands in stark contrast to the global downtrend. This upward trend underscores a critical mental health crisis, exacerbated by societal pressures on academic excellence and a pervasive stigma surrounding mental health. South Korea's rank as fourth globally for suicide rates and highest among the 38 OECD nations amplifies the urgency of addressing this issue. While government initiatives have made a dent, the persistently high suicide rates among the youth indicate a need for more targeted interventions. This BA thesis explores a design-oriented solution aimed at alleviating the mental health burden on South Korean students. By leveraging the appeal and accessibility of social media cartoons, the thesis proposes a strategy to reformulate the discourse around mental health among students. Through destigmatization, education, and resource provision, this design project aspires to foster a healthier mental health narrative and provide tangible support to South Korean students struggling in the current system. Keywords: South Korea, Suicide Rates, Youth Mental Health, Social Media Cartoons, Design Solution, Stigma, Mental Health Education, OECD, Academic Pressure, Resource Provision
    Note: DISSERTATION NOTE: Bachelor of Arts thesis in Graphic Design and Visual Communication, Berlin International University of Applied Sciences, 2023. , MACHINE-GENERATED CONTENTS NOTE: Table of Contents 1 Introduction ................................................... 2 1.1 Scope .................................................... 4 1.2 Methodology .............................................. 5 2 Relevance ...................................................... 7 2.1 Poor Mental Health Causes in South Korea ................. 7 2.2 Mental Health Barriers in South Korea .................... 9 3 Mental Health Education ........................................ 11 3.1 Graphic Medicine ......................................... 12 3.1.1 Case Study ......................................... 14 3.2 Mental Health Education Using Social Media .............. 16 4 Data Collection and Analysis ..................................... 20 4.1 Interview With South Korean Students ..................... 21 4.2 Critical Analysis of Graphic Medicine .................... 24 5 Conclusion ..................................................... 29 6 Design Project ................................................. 30 7 References ..................................................... 32 8 Figures ........................................................ 34 9 Appendix ....................................................... 35
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
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