LEADER 03896nam 22006855 450 001 9910300605403321 005 20200706120050.0 010 $a3-319-68164-8 024 7 $a10.1007/978-3-319-68164-1 035 $a(CKB)4100000004834517 035 $a(DE-He213)978-3-319-68164-1 035 $a(OCoLC)1040031790 035 $a(MiAaPQ)EBC5426706 035 $a(EXLCZ)994100000004834517 100 $a20180611d2018 u| 0 101 0 $aeng 135 $aurcn#nnn||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aScreen Society /$fby Ellis Cashmore, Jamie Cleland, Kevin Dixon 205 $a1st ed. 2018. 210 1$aCham :$cSpringer International Publishing :$cImprint: Palgrave Macmillan,$d2018. 215 $a1 online resource (xvi, 262 pages) 311 $a3-319-68163-X 320 $aIncludes bibliographical references and index. 327 $a1. Introduction -- 2. History -- 3. Screenagers -- 4. Addiction -- 5. Politics -- 6. Children -- 7. Trolling -- 8. Gender -- 9. Gaming and Gambling -- 10. Health -- 11. Dating -- 12. Consumption -- 13. Privacy. 330 $aScreens have been with us since the eighteenth century, though we became accustomed to staring at them only after the appearance of film and television in the twentieth century. But there was nothing in film or TV that prepared us for the revolution wrought by the combination of screens and the internet. Society has been transformed and this book asks how and with what consequences? Screen Society?s conclusions are based on an original research project conducted by scholars in the UK and Australia. The researchers designed their own research platform and elicited the thoughts and opinions of nearly 2000 participants, to draw together insights of today?s society as seen by users of smartphones, tablets and computers ? what the authors call Screenagers. The book issues challenges to accepted wisdom on many of the so-called problems associated with our persistent use of screen devices, including screen addiction, trolling, gaming and gambling. 606 $aSocial sciences 606 $aCulture 606 $aTechnology?Sociological aspects 606 $aTechnology 606 $aSports?Sociological aspects 606 $aCross-cultural psychology 606 $aPopular Social Sciences$3https://scigraph.springernature.com/ontologies/product-market-codes/Q37000 606 $aSociology of Culture$3https://scigraph.springernature.com/ontologies/product-market-codes/X22100 606 $aScience and Technology Studies$3https://scigraph.springernature.com/ontologies/product-market-codes/X22270 606 $aCulture and Technology$3https://scigraph.springernature.com/ontologies/product-market-codes/411180 606 $aSociology of Sport and Leisure$3https://scigraph.springernature.com/ontologies/product-market-codes/X22220 606 $aCross Cultural Psychology$3https://scigraph.springernature.com/ontologies/product-market-codes/Y20100 615 0$aSocial sciences. 615 0$aCulture. 615 0$aTechnology?Sociological aspects. 615 0$aTechnology. 615 0$aSports?Sociological aspects. 615 0$aCross-cultural psychology. 615 14$aPopular Social Sciences. 615 24$aSociology of Culture. 615 24$aScience and Technology Studies. 615 24$aCulture and Technology. 615 24$aSociology of Sport and Leisure. 615 24$aCross Cultural Psychology. 676 $a303.4834 700 $aCashmore$b Ellis$4aut$4http://id.loc.gov/vocabulary/relators/aut$0143672 702 $aCleland$b Jamie$4aut$4http://id.loc.gov/vocabulary/relators/aut 702 $aDixon$b Kevin$4aut$4http://id.loc.gov/vocabulary/relators/aut 906 $aBOOK 912 $a9910300605403321 996 $aScreen Society$92148613 997 $aUNINA