Kindergartners from low-income families spent more than six hours a day in front of screens during two early months of the COVID-19 pandemic, a small Ohio study suggests. That is nearly double the screen time found before the pandemic in similar children, according to other research.
People are more persuaded by the actual messages contained in social media posts than they are by how many others viewed the posts, a new study suggests. Researchers found that when people watched YouTube videos either for or against e-cigarette use, their level of persuasion wasn't directly affected by whether the video said it was viewed by more than a million people versus by fewer than 20.
Watching meaningful films - those that we find moving and poignant - can make us feel more prepared to deal with life's challenges and want to be a better person, a new study found. The findings point to one reason why people may choose to see movies that make them sad as well as happy and that may explore difficult subjects that aren't always uplifting.
A new survey shows that websites dedicated to pornography are popular among 16- and 17-year-olds. But social media are playing also a prominent role.
Knowing what consumers mean by "authenticity" can help marketers deliver it in their products and services.
Paid video streaming services on your television, smart phone or other devices are increasingly replacing traditional video entertainment platforms of cable, satellite and broadcast TV. The growth of these services, known in the industry as over-the-top (OTT) media services, may be accompanied by a rise in pirated content, particularly where access to those services may be restricted, a group of researchers has found.
'Feel-good films' are usually dismissed by film critics as being sentimental and without intellectual merit. But their popularity with audiences, who seek them out precisely because of their 'feel-good' qualities, tells a more favorable story. Now, for the first time, this popular movie genre has been examined scientifically.
A study has analysed the various systems and schedules implemented by the American entertainment platform in recent years in relation to its original feature films, which have allowed it to become the leader in the distribution of on-demand audiovisual content.
The distance between the product and the consumer, whether in real life or in ads, can have a profound influence on how consumers evaluate the product and make purchase decisions.
A new study has demonstrated how video games can be used as a citizen science approach to train artificial intelligence tools, with data contributing towards coral reef conservation efforts. The NeMO-Net video game, designed by researchers at NASA's Ames Research Center in California's Silicon Valley and led by principal investigator Dr Ved Chirayath, provides an educational and intuitive tool for players to learn about and explore coral reef ecosystems, whilst also bringing marine conservation research to wider audiences.