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Screen Time
Screen time is the amount of time spent using a device with a screen such as a smartphone, computer, television, or video game console. The concept is under significant research with related concepts in digital media use and mental health. Screen time is correlated with mental and physical harm in child development. The positive or negative health effects of screen time are influenced by levels and content of exposure. To prevent harmful exposure to screen time, some governments have placed regulations on its usage. History Statistics The first electronic screen was the cathode ray tube (CRT), which was invented in 1897 and commercialized in 1922. CRT's were the most popular choice for display screens until the rise of liquid crystal displays (LCDs) in the early 2000s. Screens are now an essential part of entertainment, advertising, and information technologies. Since their popularization in 2007, smartphones have become ubiquitous in daily life. In 2019, 81% of American ad ...
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Digital Media Use And Mental Health
The relationships between digital media use and mental health have been investigated by various researchers—predominantly psychologists, sociologists, anthropologists, and medical experts—especially since the mid-1990s, after the growth of the World Wide Web. A significant body of research has explored "overuse" phenomena, commonly known as "digital addictions", or "digital dependencies". These phenomena manifest differently in many societies and cultures. Some experts have investigated the benefits of moderate digital media use in various domains, including in mental health, and the treatment of mental health problems with novel technological solutions. The delineation between beneficial and pathological use of digital media has not been established. There are no widely accepted diagnostic criteria, although some experts consider overuse a manifestation of underlying psychiatric disorders. The prevention and treatment of pathological digital media use is also not standard ...
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Digital Media Use And Mental Health
The relationships between digital media use and mental health have been investigated by various researchers—predominantly psychologists, sociologists, anthropologists, and medical experts—especially since the mid-1990s, after the growth of the World Wide Web. A significant body of research has explored "overuse" phenomena, commonly known as "digital addictions", or "digital dependencies". These phenomena manifest differently in many societies and cultures. Some experts have investigated the benefits of moderate digital media use in various domains, including in mental health, and the treatment of mental health problems with novel technological solutions. The delineation between beneficial and pathological use of digital media has not been established. There are no widely accepted diagnostic criteria, although some experts consider overuse a manifestation of underlying psychiatric disorders. The prevention and treatment of pathological digital media use is also not standard ...
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Screen Time
Screen time is the amount of time spent using a device with a screen such as a smartphone, computer, television, or video game console. The concept is under significant research with related concepts in digital media use and mental health. Screen time is correlated with mental and physical harm in child development. The positive or negative health effects of screen time are influenced by levels and content of exposure. To prevent harmful exposure to screen time, some governments have placed regulations on its usage. History Statistics The first electronic screen was the cathode ray tube (CRT), which was invented in 1897 and commercialized in 1922. CRT's were the most popular choice for display screens until the rise of liquid crystal displays (LCDs) in the early 2000s. Screens are now an essential part of entertainment, advertising, and information technologies. Since their popularization in 2007, smartphones have become ubiquitous in daily life. In 2019, 81% of American ad ...
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Kindergarten IPad
Kindergarten is a preschool educational approach based on playing, singing, practical activities such as drawing, and social interaction as part of the transition from home to school. Such institutions were originally made in the late 18th century in Germany, Bavaria and Alsace to serve children whose parents both worked outside home. The term was coined by German pedagogue Friedrich Fröbel, whose approach globally influenced early-years education. Today, the term is used in many countries to describe a variety of educational institutions and learning spaces for children ranging from 2 to 6 years of age, based on a variety of teaching methods. History Early years and development In 1779, Johann Friedrich Oberlin and Louise Scheppler founded in Strasbourg an early establishment for caring for and educating preschool children whose parents were absent during the day. At about the same time, in 1780, similar infant establishments were created in Bavaria. In 1802, Princess Pauli ...
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Lifestyles
Lifestyle often refers to: * Lifestyle (sociology), the way a person lives * ''Otium'', ancient Roman concept of a lifestyle * Style of life (german: Lebensstil, link=no), dealing with the dynamics of personality Lifestyle may also refer to: Business and economy * Lifestyle business, a business that is set up and run with the aim of sustaining a particular level of income * Lifestyle center, a commercial development that combines the traditional retail functions of a shopping mall with leisure amenities * Lifestyle (department store), an Emirati retail fashion brand Film and television Channels * ''Lifestyle'' (Australian TV channel), an Australian subscription television station * ''Lifestyle'' (British TV channel), a defunct British television station * ''Lifestyle'' (Philippine TV channel), a Philippine lifestyle and entertainment cable channel owned by ABS-CBN Series and documentaries * ''Lifestyle'' (GR series), a weekly entertainment news show that is broadcast on Alte ...
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Social Aspects Of Television
The mass media, medium of television has had many influences on society since its inception. The belief that this impact has been dramatic has been largely unchallenged in media theory since its inception. However, there is much dispute as to what those effects are, how serious the ramifications are and if these effects are more or less evolutionary with human communication. Positive effects of television Social surrogacy hypothesis Current research is discovering that individuals suffering from social isolation can employ television to create what is termed a Parasocial interaction, parasocial or faux relationship with characters from their favorite television shows and movies as a way of deflecting feelings of loneliness and social deprivation. Just as an individual would spend time with a real person sharing opinions and thoughts, pseudo-relationships are formed with TV characters by becoming personally invested in their lives as if they were a close friend so that the indi ...
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Problematic Smartphone Use
Problematic smartphone use is proposed by some researchers to be a form of Psychological dependence, psychological or behavioral dependence on Mobile phone, cell phones, closely related to other forms of digital media overuse such as social media addiction or internet addiction disorder. Other researchers have stated that terminology relating to behavioral addictions in regards to smartphone use can cause additional problems both in research and stigmatization of users, suggesting the term to evolve to problematic smartphone use. Problematic use can include preoccupation with mobile communication, excessive money or time spent on mobile phones, and use of mobile phones in socially or physically inappropriate situations such as driving an automobile. Increased use can also lead to adverse effects on relationships, mental or physical health, and ensues anxiety if separated from a mobile phone or sufficient signal. Preschool children and young adults are at highest risk for problema ...
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Gaming Disorder
Video game addiction (VGA), also known as gaming disorder or internet gaming disorder, is generally defined as the problematic, compulsive use of video games that results in significant impairment to an individual's ability to function in various life domains over a prolonged period of time. This and associated concepts have been the subject of considerable research, debate, and discussion among experts in several disciplines and has generated controversy within the medical, scientific, and gaming communities. Such disorders can be diagnosed when an individual engages in gaming activities at the cost of fulfilling daily responsibilities or pursuing other interests without regard for the negative consequences. As defined by the ICD-11, the main criterion for this disorder is a lack of self control over gaming. The World Health Organization included gaming disorder in the 11th revision of its International Classification of Diseases (ICD). Material was copied from this source, w ...
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Evolutionary Psychiatry
Evolutionary psychiatry, also known as Darwinian psychiatry, is a theoretical approach to psychiatry that aims to explain psychiatric disorders in evolutionary terms. A branch of the field of evolutionary medicine, it is distinct from the medical practise of psychiatry in its emphasis on providing scientific explanations rather than treatments for mental disorder. This often concerns questions of ultimate causation. For example, psychiatric genetics may discover genes associated with mental disorders, but evolutionary psychiatry asks why those genes persist in the population. Other core questions in evolutionary psychiatry are why heritable mental disorders are so common how to distinguish mental function and dysfunction, and whether certain forms of suffering conveyed an adaptive advantage. Disorders commonly considered are depression, anxiety, schizophrenia, autism, eating disorders, and others. Key explanatory concepts are of evolutionary mismatch (when modern environments cause ...
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Red Moon (software)
Red Moon is a free software application for the Android operating system, designed to filter blue light from the device's display, helping reduce eye strain during night-time use and disruption of sleep patterns. It allows for independent adjustment of colour temperature, luminosity and filter level, making it also possible to lower the effective screen brightness below the usual minimum brightness level of the device. Red Moon does not require root. See also * List of free and open-source Android applications * Redshift (software) *Night Shift (software) *Electronic media and sleep *Light effects on circadian rhythm *Delayed sleep phase disorder References External links Source code* {{F-Droid, com.jmstudios.redmoon, Red Moon Red Moonat Google Play Google Play, also known as the Google Play Store and formerly the Android Market, is a digital distribution service operated and developed by Google. It serves as the official app store for certified devices running on the ...
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Night Shift (software)
Night Shift is a built in software feature of iOS and macOS. It was introduced in 2016-2017 into iOS in iOS 9.3 and into macOS in macOS Sierra 10.12.4. The feature changes the color temperature of the display towards the warmer part of the color spectrum that reduces some of the blue light from the screen. Apple claims that the feature may help users have a better night's sleep by filtering blue wavelengths from the display, which suppress melatonin biosynthesis. The feature is similar to the functionality f.lux provides. Effectiveness Changing the color temperature of the display from blue towards yellow (without dimming the screen) was shown to have no effect on sleep outcomes (sleep latency, duration, efficiency and wake after sleep onset) in a 2021 study on 167 college undergraduates and to be insufficient for preventing the impact on melatonin suppression. In mice, yellow colors disrupted the mouse body clock more than equally bright blue colors. Compatibility The Nigh ...
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Light Effects On Circadian Rhythm
Light effects on circadian rhythm are the effects that light has on circadian rhythm. Most animals and other organisms have "built-in clocks" in their brains that regulate the timing of biological processes and daily behavior. These "clocks" are known as circadian rhythms. They allow maintenance of these processes and behaviors relative to the 24-hour day/night cycle in nature. Although these rhythms are maintained by the individual organisms, their length does vary somewhat individually. Therefore, they must, either continually or repeatedly, be reset to synchronize with nature's cycle. In order to maintain synchronization ("entrainment") to 24 hours, external factors must play some role. The human circadian rhythm occurs typically in accordance with nature's cycle. The average activity rhythm cycle is 24.18 hours in adulthood but is shortened as age increases. One of the various factors that influence this entrainment is light exposure to the eyes. When an organism is expos ...
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