Question
Continue where left off at bottom: Create graph related to the following information: Find picture, graph or link to either that involves the following information:
Continue where left off at bottom:
Create graph related to the following information:
Find picture, graph or link to either that involves the following information:
Huesmann et al. (2003) research demonstrated that children's development can be influenced in both positive and negative ways by their media consumption. The authors discovered a connection between childhood exposure to violent television and higher levels of adult aggression, suggesting that prolonged exposure to violent content can have lasting behavioral consequences.
Gentile and Walsh (2002) pointed out that parental participation and supervision of family media usage can lessen the adverse effects of media exposure. Their findings indicate that families who establish boundaries and have conversations about media content with their children promote a healthier media environment.
Granic et al. (2014) suggest video games offer cognitive and social benefits, like better problem-solving skills and social interactions. Conversely, Kuss and Griffiths (2012) warn of internet gaming addiction risks, including social isolation and reduced academic performance.
Hinduja and Patchin (2010) found a troubling link between cyberbullying and suicidal behavior, emphasizing the need for effective strategies to protect children online. Livingstone and Helsper (2008) demonstrated that parental guidance can significantly reduce risks associated with children's online activities, such as exposure to harmful content and privacy issues.
O'Keeffe and Clarke-Pearson (2011) explored social media's dual nature, noting its ability to enhance social connections and offer valuable information, while also recognizing risks like cyberbullying and mental health issues. They stress the importance of responsible use and parental guidance in children's online activities.
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AI answer & explanation
Creating a graph based on the provided information involves summarizing the key findings from each study and representing them visually. Since I cannot create or display images directly, I will describe how you can create a comprehensive graph that captures the essence of the research findings.
Steps to Create the Graph:
Identify Key Variables:
- Positive Influences: Cognitive benefits, social benefits, enhanced social connections, valuable information.
- Negative Influences: Aggression, internet gaming addiction, social isolation, reduced academic performance, cyberbullying, suicidal behavior, exposure to harmful content, privacy issues, mental health issues.
Categorize the Studies:
- Huesmann et al. (2003): Negative influence (Aggression)
- Gentile and Walsh (2002): Positive influence (Parental supervision reduces negative effects)
- Granic et al. (2014): Positive influence (Cognitive and social benefits)
- Kuss and Griffiths (2012): Negative influence (Internet gaming addiction)
- Hinduja and Patchin (2010): Negative influence (Cyberbullying and suicidal behavior)
- Livingstone and Helsper (2008): Positive influence (Parental guidance reduces risks)
- O'Keeffe and Clarke-Pearson (2011): Dual influence (Social connections vs. cyberbullying and mental health issues)
Choose a Graph Type:
- A bar graph or stacked bar graph would be suitable to show the positive and negative influences side by side.
- A line graph could show trends over time if the data were longitudinal.
- A pie chart could show the proportion of studies focusing on positive vs. negative influences.
Create the Graph:
- X-Axis: List the studies/authors.
- Y-Axis: Measure the influence (e.g., number of positive vs. negative points).
- Bars/Lines/Pie Slices: Represent the positive and negative influences.
Example Description of a Bar Graph:
- Title: "Influences of Media Consumption on Children's Development"
- X-Axis Labels: Huesmann et al. (2003), Gentile and Walsh (2002), Granic et al. (2014), Kuss and Griffiths (2012), Hinduja and Patchin (2010), Livingstone and Helsper
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AI answer & explanation
Steps to Create the Graph:
1. Identify Key Variables:
Positive Influences:
- Cognitive benefits
- Social benefits
- Enhanced social connections
- Valuable information
Negative Influences:
- Aggression
- Internet gaming addiction
- Social isolation
- Reduced academic performance
- Cyberbullying
- Suicidal behavior
- Exposure to harmful content
- Privacy issues
- Mental health issues
2. Categorize the Studies:
- Huesmann et al. (2003): Negative influence (Aggression)
- Gentile and Walsh (2002): Positive influence (Parental supervision reduces negative effects)
- Granic et al. (2014): Positive influence (Cognitive and social benefits)
- Kuss and Griffiths (2012): Negative influence (Internet gaming addiction)
- Hinduja and Patchin (2010): Negative influence (Cyberbullying and suicidal behavior)
- Livingstone and Helsper (2008): Positive influence (Parental guidance reduces risks)
- O'Keeffe and Clarke-Pearson (2011): Dual influence (Social connections vs. cyberbullying and mental health issues)
3. Choose a Graph Type:
- Bar Graph: Suitable for showing positive and negative influences side by side.
- Stacked Bar Graph: Can show the proportion of positive and negative influences within each study.
- Pie Chart: Can show the proportion of studies focusing on positive vs. negative influences.
4. Create the Graph:
- X-Axis: List the studies/authors.
- Y-Axis: Measure the influence (e.g., number of positive vs. negative points).
- Bars/Lines/Pie Slices: Represent the positive and negative influences.
Example Description of a Bar Graph:
Title: "Influences of Media Consumption on Children's Development"
X-Axis Labels:
- Huesmann et al. (2003)
- Gentile and Walsh (2002)
- Granic et al. (2014)
- Kuss and Griffiths (2012)
- Hinduja and Patchin (2010)
- Livingstone and Helsper (2008)
- O'Keeffe and Clarke-Pearson (2011)
Y-Axis:
- Number of Positive vs. Negative Points
Bars:
- **Huesmann
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