Teenagers inhabit a virtual universe with their own model of entertainment, learning and communication. This research work defines the consumption, creation and diffusion patterns of online audiovisual contents young students of Guipúzcoa have acquired in the fields of leisure and complementary information resources for school use, attending to three different variables: gender, grade (age) and type of educational institution (public or private). The research methodology focuses on a self-administered questionnaire filled out by 2,426 adolescents of secondary school (12 to 16 years old). The sample consists of a random selection of 120 student groups, which are distributed in 60 schools and 30 groups each course. The results verify the exis...
Adolescents participate in social networks on a regular basis as a new space for leisure and enterta...
Este articulo presenta los resultados de un estudio cuyo objetivo fundamental es conocer la presenci...
Introduction: Like any other audiovisual products, video games are tools that enable the transmissio...
Teenagers inhabit a virtual universe with their own model of entertainment, learning and communicati...
Teenagers inhabit a virtual universe with their own model of entertainment, learning and communicati...
Los adolescentes viven inmersos en un universo virtual en el que han construido un modelo propio de ...
El presente trabajo pretende, por un lado, analizar la situación del consumo de noticias y contenido...
Tendo em vista o amplo acesso às tecnologias de informação e comunicação (TICs) na sociedade contemp...
Bajo una estrategia de atraer públicos diversos, la industria audiovisual ha ido fragmentando su ofe...
Firstly, this paper aims to analyze the situation of the consumption of news and audiovisual content...
Peer-reviewedThe aim of this reported study was to investigate adolescents TV consumption habits and...
Assuming that digital social networks have a great impact on contemporary society, as a means of cir...
Nowadays, there is a great impact of new communication technologies and this has revolutionized the ...
In Mexico, several studies exist about what young people do on the web and how they interact in thes...
El objetivo este estudio es conocer los patrones de uso de los medios digitales, las plataformas más...
Adolescents participate in social networks on a regular basis as a new space for leisure and enterta...
Este articulo presenta los resultados de un estudio cuyo objetivo fundamental es conocer la presenci...
Introduction: Like any other audiovisual products, video games are tools that enable the transmissio...
Teenagers inhabit a virtual universe with their own model of entertainment, learning and communicati...
Teenagers inhabit a virtual universe with their own model of entertainment, learning and communicati...
Los adolescentes viven inmersos en un universo virtual en el que han construido un modelo propio de ...
El presente trabajo pretende, por un lado, analizar la situación del consumo de noticias y contenido...
Tendo em vista o amplo acesso às tecnologias de informação e comunicação (TICs) na sociedade contemp...
Bajo una estrategia de atraer públicos diversos, la industria audiovisual ha ido fragmentando su ofe...
Firstly, this paper aims to analyze the situation of the consumption of news and audiovisual content...
Peer-reviewedThe aim of this reported study was to investigate adolescents TV consumption habits and...
Assuming that digital social networks have a great impact on contemporary society, as a means of cir...
Nowadays, there is a great impact of new communication technologies and this has revolutionized the ...
In Mexico, several studies exist about what young people do on the web and how they interact in thes...
El objetivo este estudio es conocer los patrones de uso de los medios digitales, las plataformas más...
Adolescents participate in social networks on a regular basis as a new space for leisure and enterta...
Este articulo presenta los resultados de un estudio cuyo objetivo fundamental es conocer la presenci...
Introduction: Like any other audiovisual products, video games are tools that enable the transmissio...