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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Main Authors: | , , |
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Format: | Article |
Language: | fas |
Published: |
University of Isfahan
2024-12-01
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Series: | جامعه شناسی کاربردی |
Subjects: | |
Online Access: | https://jas.ui.ac.ir/article_28958_55c7483d4c2e01e5f0f37efda84d8809.pdf |
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