Early adolescents are frequent users of online communication tools (OCTs). Yet, we have limited knowledge about how OCTs influence this population and their friendships. We sought opinions of 938 Austrian early adolescents on the role of OCTs for their friendships via a questionnaire and 207 focus groups. Thematic analysis was used to analyze the focus groups. We found that despite the emergence of some online-specific aggression, OCTs are perceived as beneficial for friendships. Early adolescents use online spaces naturally and differentiate little between online and offline communication. Only when it comes to high levels of intimacy, early adolescents also need an offline setting to fulfill their communication need. Online communication tools, especially newer forms such as online gaming, can surpass a mere communicative function and provide a space for building and maintaining friendships. In the future, OCTs should be considered as a tool to facilitate positive development in early adolescents.
Adolescence is a crucial developmental time, and it is essential to ensure stable mental health during the transition to adulthood. Peer-to-peer networks seem to be a promising tool to support adolescents during that time. While co-development often concentrates on the end-user, this paper focuses on the peer facilitators of an online peer encouragement network (OPEN2chat), where adolescents can chat with peer facilitators about their problems. We conducted 3 group discussions with 18 peer facilitators after a testing phase to improve the process of these interactions. Thematic analysis was used to analyse the data after transcription. The four main themes were the responsibility of the peer facilitators toward their peers, especially their role of giving advice; the interaction process itself; time management; and technology aspects of the application. Including these stakeholders in the development process empowered the young people, helped eliminate problems with the application, and made the researchers more sensitive toward potential issues and emotions that peer facilitators encounter that may have been missed without a co-development process. Eliminating these problems might also help establish a better environment and support system for the actual end-users.
Mainstream media is a common source of information on mental health, and its portrayal of mental disorders can influence public perceptions and stigmatisation. Recently, autism has received increased attention in mainstream media. This scoping review aims to contribute to the existing literature on the portrayal of autism and its stigmatising effect by mapping the characteristics and range of records that describe the representation of autism in mainstream media with a focus on non-fiction media (newspapers and social media) and fiction media (movies & TV, and literature). We extracted 31 articles from PubMed and PsychInfo, as well as conducting secondary searches, covering articles published between 2010 and 2022, with a time frame of media from 1988 to 2022. Most of the articles focused on newspapers and movies & TV. Our findings suggest that while the portrayal of autism in media varies, stigmatisation is most prominent in newspapers and movies & TV, often with a negative tone and stereotypical portrayal such as savantism. One possible reason for this could be the lack of representation of experts by experience in these media outlets. In contrast, our review found that literature often has a more diverse and positive representation, and social media tends to have a more supportive tone. Our recommendation is that autistic individuals should be included in the content creation process. Furthermore, future research should focus on newer forms of media, particularly social media, where self-representation is more common, and investigate how this affects the portrayal and stigmatisation of autism.
Early adolescence is a time of major social change; a strong sense of belonging (SB) and peer connectedness is an essential protective factor in mental health (MH) during that period. In this paper we introduce LINA, an augmented reality (AR) smartphone-based serious game played in school by an entire class (age 10+) together with their teacher, which aims to facilitate and improve peer interaction, SB and class climate, while creating a safe space to reflect on MH and external stressors related to family circumstance. LINA was developed through an interdisciplinary collaboration involving a playwright, software developers, psychologists and artists, via an iterative co-development process with young people. A prototype has been evaluated quantitatively for usability and qualitatively for efficacy in a study with 91 early adolescents (agemean=11.41). Results from the Game User Experience Satisfaction Scale (GUESS-18) and data from qualitative focus groups showed high acceptability and preliminary efficacy of the game. Using AR, a shared immersive narrative and collaborative gameplay in a shared physical space offers an opportunity to harness adolescent affinity for digital technology towards improving real-world social connection and SB.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.