2012
DOI: 10.1007/s10824-012-9177-3
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Peer effects on youth screen media consumption in Catalonia (Spain)

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Cited by 16 publications
(18 citation statements)
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“…Third, media use and consumption is generally influenced by, and related to, home, family and daily routines, including leisure activities and, above all, the peer group (Escardibul et al 2013). For this reason, the specific reception situations of adolescents, as well as their spare time habits need to be taken into account in order to investigate their media usage.…”
Section: Adolescents As Active Audiences and Media Usersmentioning
confidence: 99%
“…Third, media use and consumption is generally influenced by, and related to, home, family and daily routines, including leisure activities and, above all, the peer group (Escardibul et al 2013). For this reason, the specific reception situations of adolescents, as well as their spare time habits need to be taken into account in order to investigate their media usage.…”
Section: Adolescents As Active Audiences and Media Usersmentioning
confidence: 99%
“…An important difference between television viewing and video gaming is the level of involvement and the type of activity: Unlike television watching, video games provide a place for social interaction both online and face-to-face, and the content of video games can be modified by interaction of player with the game and with other players. Only one recent study [ 29 ] focused on video gaming and found a statistically significant peer effect in console use time in a representative survey of secondary school students aged 14–16 in Catalonia (Spain) in 2008, with an additional hour increase in console gaming by nominated friends within the classroom leading to an increase in individual’s gaming by 5 minutes among boys but no effect among girls.…”
Section: Introductionmentioning
confidence: 99%
“…While some of the existing studies rely on more recent data, the data used were quite limited in coverage: Sirard et al [ 28 ], who studied peer effects in general screen time, only used data collected in the state of Minnesota; Escardíbul et al [ 29 ], who studied peer effects in video gaming time, used only data from Catalonia, an autonomous community of Spain. The results from these limited samples might not directly apply to other populations in light of a significant variability across human populations in terms of psychology, motivation, and behavior [ 30 ].…”
Section: Introductionmentioning
confidence: 99%
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