Thursday 4 March 2010

research 2 -- data

In article named 'Children and interactive media', author points out that between 1999 and 2000, computer ownership in American households had frown 2% (from 68% - 70%), whereas ownership of video gamesystem remained relatively stable. with a 1% groth (from 67% to 68%). online access saw the most significant increase from 1999 to 2000:householder dissemination grew 11%, from 41% in 1999 52% in to 2000 (Woodard & Gridina, 2000). Almost no academic research has emerged on children's use interactive appliances such as handheld games, interactive toys, and wireless technologies.

The data from the 1997 -1998 U.S. Census Bureau's Current Population Survey of U.S. Households (Becker, 2000) showed that 57% of homes with children and adolescentws had computers, and that 60% of children in those households could be classified as regular users (at least 3 days a week). Children most frequently reported using the computer for playing games, followed by school assignments. Internet access was lsee prevalent than other computer applications:34% of school-aged children had in-home access to the internet.

http://www.markle.org/downloadable_assets/cimcomp_update.pdf

Thus, the data can be eaily seen that children is likely affected by computer and games, and learn some positive or negative knowledge from game, but the most interactive game is educated game, like our project, children, can get many positive information from our project - Rabbit and Turtle.

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