Bitescience |
Login
research updates
Bitefiles
Knowledge database
Advertising & marketing
Social media
Interactive media & gaming
Health & happiness
Consumer behavior
Parents & peers
Social marketing
Social policy
Education
Youth communication
Technology
Products
Bitescience Research Updates
Bitescience Bitefiles
Bitescience Custom Solutions
Project Veggiefruities
Project Ad Power
Bitescience Academy
Login
About us
Activities
People
Contact
Privacy
Terms and Conditions
Copyright inquiries
Friends
Subscribe
Search
What Personality Says About Virtual Game Play Motives
Interactive media & Gaming
The Potential of ‘Exergames’
02 April 2013
Videogames that are also a form of exercise, the so called ‘exergames’, offer new possibilities to improve children’s physical health. Question is, how successful are they?
How Breakfast Cereal Manufacturers Use the Internet to Target Children
14 March 2013
The Internet is more and more used by food companies as a marketing tool to target children. A Journal of Health Communication study tried to map the different techniques...
Parents’ Media Use Affects Media Taste for Life
12 March 2013
Media have become an important leisure time activity. However, everyone has a different kind of media source and content they like. Some prefer watching films and series and others enjoy reading
Using Computers for non-Academic Activities Leads to Better School Grades
07 March 2013
Teens’ recreational computer use is often portrayed in the media as having a negative influence on students’ school grades. However, the research literature shows opposite results.
Mobile Educational Games: Much More Fun and Just as Effective as Traditional Board Games
05 March 2013
Educational game apps pop up like daisies in Google’s Play and Apple’s App Store. The question is, are mobile educational games just as successful in transmitting knowledge...
Recreational Computer Use Improves Teens’ Computer Skills
28 February 2013
Playing computer games and using social networking sites have become important leisure time activities for teens. Although critics blame this recreational computer use for...
Why Students Play Social Network Games – or Not
22 January 2013
As the use of Social Network Sites is growing, so is the popularity of Social Network Games: online games that can only be played by social network site users. In a study in Cyberpsychology
Do New Media Technologies Cause Poor Reading Habits?
08 January 2013
Many are concerned that new media technologies such as mobile phones and the internet have a bad influence on children’s school performances. Others claim new media might have a positive impact.
iPreschooler: The Possibilities of Digital Play
29 October 2012
Tablet apps for preschoolers are getting more and more popular. Most parents embrace digital play tools and value their educational potential. According to a study in e-journal He Kupu, however,...
First
Previous
1
2
3
4
Next
Last
Advertising & marketing
Social media
Interactive media & gaming
Health & happiness
Consumer behavior
Parents & peers
Social marketing
Social policy
Education
Youth communication
Technology
Latest updates
How Classmates Can Influence Teens’ Cyberbullying Behavior
23 May 2013
Does Facebook Make High School Students Smarter?
21 May 2013
Children’s Difficulties With Understanding of Sponsorship in Theme Parks
16 May 2013
TagCloud
advergames
advertising
africa
alcohol
australia & oceania
babies
baby einstein
brand characters
brand placement
brands
bullying
christmas
computer
consumer behavior
content analysis
decision making
dental care
diet
dvd
eastern asia
eating behavior
education
entertainment-education
experiment
family communication
fruit
games
gaming
happiness
health
income
interactive media
internet
intervention
interview
kids
language
latin & south america
learning
literacy
magazines
marketing
marketing strategy
media
media literacy
mobile
mobile phone
moral
north america
parents
peers
personality
personality characteristics
persuasion
persuasive tactics
political participation
preschoolers
print
product packaging
purchase requests
reading
resistance
self-esteem
smoking
sms
social marketing
social media
social policy
socialization
survey
tablet
technology
teens
television
tweens
unconscious effects
vegetables
video game console
viral
websites
western europe
wish lists
word-of-mouth (wom)
young adults
youth communication
Copyright (c) 2013 Bitescience
Powered by
DotControl
®
Activities
People
Contact
Privacy
Terms and Conditions
Copyright inquiries