Format:
38 pages :
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illustrations ;
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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.
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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