Cyborg Adolescents and Digital Data: Examining Education and Revenue Generation in the Digital Lives of Youth through More-than-Human Ethnography

Introduction According to the Entertainment Software Association (ESA, 2022), approximately 76% of adolescents aged 13 to 17 play video games, averaging about 7 hours per week. The Pew Research Center (2021) has observed a significant increase in online multiplayer gaming, particularly during the CO...

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Bibliographic Details
Main Authors: Davood Zahrani, Ali Hashemianfar, Ahmad Mehrshad
Format: Article
Language:fas
Published: University of Isfahan 2024-12-01
Series:جامعه شناسی کاربردی
Subjects:
Online Access:https://jas.ui.ac.ir/article_28958_55c7483d4c2e01e5f0f37efda84d8809.pdf
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