Uso de internet e de jogos eletrônicos entre adolescentes em situação de vulnerabilidade social
Author(s) -
Maria Paula Magalhães T. Oliveira,
Leticia Antunes D. Cintra,
Graziela Bedoian,
Rosimeire do Nascimento,
Rodrigo R. Ferré,
Mara Teresa A. Silva
Publication year - 2017
Publication title -
temas em psicologia
Language(s) - English
Resource type - Journals
eISSN - 2175-3652
pISSN - 1413-389X
DOI - 10.9788/tp2017.3-13pt
Subject(s) - psychology , humanities , art
Handling digital tools can be important means of social inclusion. The aim of this study was to investigate the use of Internet and electronic games by 60 teenagers at high social risk, participants in the activities held by the Projeto Quixote. We sought to characterize type of activity, frequency, duration, company, location and purpose of the use of internet and electronic games, as well diffi culties found in managing the Web. Most of the interviewed teenagers were enrolled in school, used internet and elec1 Endereço para correspondência: Rua da Consolação 3741, conj. 21, São Paulo, SP, Brasil 01416-001. Fone: (fax) 011 30635280. E-mail: mpm_fto@uol.com.br Nota de agradecimento: Gostaríamos de gradecer a colaboração de Vinicius Magnum pelo auxilio na aplicação de questionários e digitação de dados. Oliveira, M. P. M. T., Cintra, L. A. D., Bedoian, G.,Nascimento, R., Ferré, R. R., Silva, M. T. A 1168 tronic games to interact with friends and family, especially for communication and entertainment. The adolescents reported that they learned to use these devices by themselves and that they knew the risks associated with these practices. However, the results show that they had exposed themselves to several risks. Gender differences were observed. The urge of empowering parents and educators to develop skills to promote social inclusion is discussed as well as the importance of tracking usage to prevent inappropriate or excessive practice.
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