Review of Literature:
Media Use in the M2 Generation
A Nursing Perspective
Nina Geiger, RN
Drexel University
NURS 500: Confronting Issues in Contemporary Health Environments
Dr. Paul Clements
October 17, 2010
Abstract
Ubiquitous media is a signature feature of daily life in the 21st century. Recent studies have examined the influence of television, radio, movies, video games, cell phones, MP3 players, the internet and hand-held games on the M2 generation, which is defined as 8- to 18-year-olds (Rideout, Foehr, and Roberts, 2010). The pervasive presence of electronic media has positive and negative effects on this age group. The sheer enormity of the somatic and psychosocial impact that mass media has on children places these issues squarely in the purview of nursing concerns, and demands an investigation.
Introduction
The zeitgeist of the 21st century is largely understood to be the omnipresence of mass media. The “M2 Generation” is a phrase that has been coined in 2010 to describe those children ages 8 through 18, who have exponential media exposure (Rideout, Foehr, and Roberts, 2010). Electronic media include television (TV), radio, MP-3 players, movies, video games, cell phones, portable computers and devices, and the internet. A review of the literature demonstrates research describing the pervasiveness of electronic media consumption by this age group and the positive and negative effects of media influence. The emerging health trends resulting from such substantial media usage makes this a concern for parents, teachers, nurses, pediatricians, policy makers, and any other individuals who care about the healthy development of the next generation (Hofferth, 2010). Kappos (2007) states, “As a society, we perform on our children a vast and uncontrolled experiment, exposing them… to home environments that are saturated with electronic media. We should try to understand what we are doing and what the consequences are.”
Pervasiveness of Exposure
The Kaiser Family Foundation conducted a study this year and published the following graphs that indicate media usage among 8- to 18-year olds (Rideout, et al., 2010):
Given the preceding data, if a child is awake for 16 hours, then it is true to say that ostensibly over 60% of that child’s day is spent with some exposure to electronic media. The percent is greater if that child is a Black or Hispanic boy between the ages of 11 and 18. Such astonishing quantity demands an examination into the positive and negative effects on the health and well being of this age group.
Negative Consequences
Somatic Health Concerns. At the forefront of negative consequences of current electronic media consumption are the effects associated with sedentary lifestyle behaviors. These include all the extended complications of obesity: sleep apnea, heart disease, gallbladder disease, high blood pressure, high cholesterol, diabetes, and metabolic syndrome (Schneider, Dunton, Cooper, 2007). Results of the study conducted among adolescent females “provide evidence for a link between interactive media use and obesity” (Schneider, et al. 2007). These findings were echoed in an Australian study in which there was a positive association with media usage and increased BMI (Hesketh, Wake, Graham, & Waters, 2007). The two primary mechanisms for weight gain pointed out by Kappos (2007) are decreased energy expenditure and increase in caloric intake. He states, “Television viewing has a fairly profound lowering effect on the metabolic rate” (Kappos, 2007).
Another study examined increased caloric intake through a disturbing and sophisticated new marketing strategy used by companies called “Advergames” (Culp, Bell, & Cassady, 2009). Found on web sites, these games typically use the product they are marketing as “an integral part of the game, which engages the player through entertainment and competition. For example, a piece of cereal or candy might be used as part of an obstacle course or as a game piece” (Culp, et al. 2009). (Here is an example of an advergame: http://il.youtube.com/watch?v=E0junJKpb_Y )The advertisements for unhealthful foods in TV commercials also contribute to increased calorie intake.
Cell phones and texting present an array of concerns that are just now beginning to be examined. “For anyone who doubts that the texting revolution is upon us, consider this: the average 13- to 17-year old sends and receives 3,339 texts a month—more than 100 per day, according to Nielsen Co., research firm” (Rosman, 2010). An emerging concern is tenosynovitis caused by texting where the muscles in the thumb are overused. (Ashurst, Turco & Lieb, 2010). Texting while driving is a known cause of fatalities, and several companies have produced videos on You Tube to scare teenagers into safety and zero texting-while-driving behaviors. (Here is an example: www.youtube.com/watch?v=SC3x7K3EOTk ) Ship (2010) points out that talking on a cell phone while driving is just as distracting as texting and causes 28% of all car crashes.
In addition to the risks associated with cell phone use in vehicles, cell phones are being used for sexual exploitation of teenagers. “Sexting” is a term that describes the transmission of sexually explicit media such as pictures and videos via cell phones. The adverse effects associated with sexting have worsened in the past couple of years, some situations even escalating to the point that teenagers were compelled to commit suicide (Meyer, E. 2009).
I sometimes observe people walking down sidewalks absorbed in their cell phones, apparently totally oblivious to the beauty of their surroundings. I have observed altered communication styles in my own teenagers: face-to-face conversation is often interrupted with abbreviated cell-phone speak or text messages. This shift in communication appears to be the complexion of how things are going to be; and it holds true with the use of social web sites, as well. Cell phones and iPods add another dimension to traditional manners. Is it rude for a person to have ear buds in when sitting in a room full of people that might want to communicate with him or her? If two people are engaged in conversation, is it socially acceptable for one of them to answer a phone call or to begin a side conversation with another person through text-messaging? Thus the development of technology warrants a re-evaluation of what is considered socially acceptable conduct.
Initiation of Tobacco, Drugs, and Alcohol Use. “The power of advertising to influence children and adolescents…is incontrovertible,” states Strasburger, (2010), whose studies on the subject of adolescent substance abuse are many and varied. Combining data from hundreds of sources, Strasburger makes the case that media representation of alcohol, cigarettes, marijuana and other legal and illegal drugs, strongly contributes to the initiation of the use of these substances in adolescents. Nunez-Smith, et al, (2010), confirms these findings in their review of longitudinal studies, stating, “Over 80% of the quantitative studies that we identified concluded that greater media exposure, defined as content and quality, is associated with increased tobacco, illicit drug, and alcohol use among children and adolescents” (Nunez-Smith, et al., 2010).
Psychosocial well-being. “Electronic bullying” was studied by Kowalski & Limber (2007). Also know as “cyber-bullying,” it is defined as electronic messages that intimidate, insult and hurt. They point out that with electronic bullying the recipient has no opportunity to defend him/herself from the initiator, and that without being there physically, the bully doesn’t pick up on facial and body clues as to when hurt is incurred. Therefore the pain inflicted can be much worse than face-to-face bullying (Kowalski & Limber, 2007). Kappos (2007) sited studies that showed that “there is good scientific reason to think that television may be a key contributor to early sexual activity.” Regular exposure to sexually charged content in all forms of media most certainly contributes to adolescent’s perceptions of sexual socialization and influences sexual activity (Kappos, 2007). Add to that the alternately hideous, violent, misogynistic, sex-soaked content of certain genres of music and television shows, and the result is a scary and dangerous electronic environment.
Not only does the electronic environment parlay into something far more risky than safe, but The Kaiser Family Foundation study found that “youth who spend more time with media report lower grades and lower levels of personal contentment” (Rideout, et al. 2010). Note the contrast of heavy media use vs. light media use in the following graph from the Kaiser Family Foundation Study:
Mathers, et al., (2009), also found that heavy video game use (as opposed to other electronic media) had a positive association with higher psychological stress and “poorer physical and psychosocial well-being” (Mathers, et al., 2009).
Positive Effects
The majority of studies seem to indicate that increased media exposure has more negative consequences for youth, but the news is not all bad. While the negative effects of exposure to all manner of unhealthy content on the internet such as sex, violence, drugs, and other off-color material is very real, the flip side is that youth have incredible amounts of useful information at their fingertips. This effect is very positive.
The presence of the internet on home computers facilitates learning (Hofferth, 2010). Hofferth delineates between home computer use for studying and other forms of electronic media. Her research shows that low to moderate computer use is consistently linked to increases in academic achievement and improved problem-solving skills. The Kaiser Family Foundation study also shows a positive correlation between home computer use and good grades, as evidenced in the following graph: (Rideout, et al, 2010).
Passive media, especially movie watching, encourages sedentary behavior; but there are electronic games available that increase heart rate. Dance Dance Revolution, Wii, and EyeToy are examples of “exergaming, ” computer games that require active, physical participation by the user. Daley (2009) found that activity-based video games increase heart rate and energy expenditure, but are no substitute for real live sports and active pursuits. Getting exercise from playing these games is better than getting no exercise at all. Examining the research, she questions the “effectiveness and sustainability of exergaming, as well as its clinical relevance” (Daley, 2009). The studies are very limited in scope and quantity, and active gaming was not included in the Kaiser Family Foundation study. Straker & Abbot (2007), also question the sustainability of these games: whether they would increase activity level over the long term, or would they just displace other activity. Maddison et al. (2009), show improved activity levels in their “eGAME” study, but concur that more research needs to be done on the efficacy of these eGAMES.
Nursing Concerns
Given the somatic and psychosocial implications of this wired generation, it is imperative that medical staff be concerned about these implications and take action for the promotion of healthy childhoods. Nurses, as educators, can make a big impact as we discern the teachable moment and tactfully and powerfully advocate for the well-being of children. According to Karen Goldschmidt, (2010), “nurses provide guidance to children and families on a variety of topics concerning health and safety,” and further inquires about the role of the nurse in “offering families guidance regarding safe use of multimedia.”
In my position as a med-surg nurse, I do not hesitate to turn off the TV when the patient is sleeping, and when they are awake, if I sense that it is the right time, present the utterly revolutionary idea that my children were raised without a TV. This is usually received with astonishment. I then present the thought that the characters represented on TV shows were not the examples of behavior I wanted my kids to emulate. (This is especially true in early childhood, which is beyond the scope of this paper.)
We as nurses can encourage parents to make rules and set limits on the amount and content of media that their children are allowed to consume. Reminding parents of the potential dangers of unstructured or unsupervised media use, and giving guidance as to what are some possible restrictions they can impose to protect their children are all appropriate actions nurses can take. In addition, being compassionate and using humor to encourage parents to hold their ground when they encounter resistance from their kids can go a long way.
Conclusion
No other generation has been so saturated by the media as this M2 Generation, and the trend is heading towards more and more electronics. Research has proven that increased media usage by 8-to 18-year-olds puts them at risk for the health problems associated with sedentary behaviors, namely obesity and its sequelae. Other dangers include exposure to drugs, alcohol, tobacco, sex, violence, in great quantities and with questionable parental guidance. Cell phones and iPods have altered the complexion of communication styles, and present their own health dangers. Negotiating this new electronic media landscape is no walk in the park, and parents need all the help they can get. Come to think of it, a nice walk in the park might just be the robust tonic needed to ensure a healthy, balanced childhood: denuded of all gadgets, detoxified of all ring tones, with nothing electronic between their senses and the sky.
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I certify that:
This paper is entirely my own work, with any words and/or ideas from other sources (print, WEB, other media, other individuals or groups) being properly indicated (words with quotation marks) cited in text, and referenced.
I have not submitted this paper to satisfy the requirements of any other course.
Student’s Signature: \\Nina Geiger \\ Date: October 17, 2010
