Koivusilta Leena K, Lintonen Tomi P, Rimpelä Arja H
IASM (Institutions and Social Mechanisms) Consortium and Department of Social Policy, FIN-20014 University of Turku, Finland.
Scand J Public Health. 2007;35(1):95-103. doi: 10.1080/14034940600868721.
The role of information and communication technology (ICT) in adolescents' lives was studied, with emphasis on whether there exists a digital divide based on sociodemographic background, educational career, and health. The assumption was that some groups of adolescents use ICT more so that their information utilization skills improve (computer use), while others use it primarily for entertainment (digital gaming, contacting friends by mobile phone).
Data were collected by mailed survey from a nationally representative sample of 12- to 18-year-olds (n=7,292; response 70%) in 2001 and analysed using ANOVA.
Computer use was most frequent among adolescents whose fathers had higher education or socioeconomic status, who came from nuclear families, and who continued studies after compulsory education. Digital gaming was associated with poor school achievement and attending vocational rather than upper secondary school. Mobile phone use was frequent among adolescents whose fathers had lower education or socioeconomic status, who came from non-nuclear families, and whose educational prospects were poor. Intensive use of each ICT form, especially of mobile phones, was associated with health problems. High social position, nuclear family, and a successful educational career signified good health in general, independently of the diverse usage of ICT.
There exists a digital divide among adolescents: orientation to computer use is more common in educated well-off families while digital gaming and mobile phone use accumulate at the opposite end of the spectrum. Poorest health was reported by mobile phone users. High social background and success at school signify better health, independently of the ways of using ICT.
研究信息通信技术(ICT)在青少年生活中的作用,重点关注基于社会人口背景、教育经历和健康状况是否存在数字鸿沟。假设是一些青少年群体更多地使用ICT,从而提高他们的信息利用技能(计算机使用),而另一些人主要将其用于娱乐(数字游戏、通过手机联系朋友)。
2001年通过邮寄调查从全国代表性的12至18岁青少年样本(n = 7292;回复率70%)中收集数据,并使用方差分析进行分析。
在父亲受过高等教育或社会经济地位较高、来自核心家庭且义务教育后继续学习的青少年中,计算机使用最为频繁。数字游戏与学业成绩差以及就读职业学校而非高中有关。在父亲教育程度或社会经济地位较低、来自非核心家庭且教育前景不佳的青少年中,手机使用较为频繁。每种ICT形式的大量使用,尤其是手机,都与健康问题有关。高社会地位、核心家庭和成功的教育经历总体上意味着良好的健康状况,与ICT的不同使用方式无关。
青少年中存在数字鸿沟:在受过教育的富裕家庭中,更常见的是倾向于使用计算机,而数字游戏和手机使用则集中在另一端。手机用户报告的健康状况最差。高社会背景和学业成功意味着更好的健康状况,与使用ICT的方式无关。