mobilekids

These days, a kid with a smartphone in their hand is as common as seeing a kid playing with a yo-yo in the years before the digital age.But today’s kids aren’t just carrying smartphones—they’re mastering them.In fact, many are just as skilled as their parents—or even more so in some cases.So whether today’s youth are texting, playing a game, or engaging in the plethora of other activities that smartphones offer, there’s no doubt that this digital demo is one that marketers are keen to reach.As the saying goes, with kid comes a parent.So what are parents’ motivations and concerns when it comes to subscribing to a wireless service?To find out, Nielsen’s fourth-quarter 2016 Mobile Kids Report delved into the subject and shares the insights from respondents of parents of kids’ ages 6-12 who answered on behalf of their children.To start, the report looked at the age that kids get a smartphone.Slightly less than half (45%) of mobile kids got a service plan at 10-12 years old.

The most predominant age when kids got a service plan was age 10 (22%), followed by 8 years old (16%) and ages 9 and 11 were tied at 15%.The mobile child also skews more male (56%) than female (44%), with at least one in five being Hispanic.Among 10-12-year-olds, the highest percentage of age represented was age 10 at 34%.The vast majority (93%) are on the same plan as their parents, and 72% have all mobile wireless services including voice, messaging and data.Among parents likely to get their kids wireless service before they turn 13, being able to get hold of their child easily and that their child can reach out to them easily (90%) were their top primary reasons for getting their child wireless service.Eighty-percent said so they could track their child’s location, and 66% said that their child has been asking for wireless service for a while.And with parenting comes concern for the welfare of their child, as well as questions about their children’s level of responsibility.Seventy-seven percent said that they are concerned that the phone could be lost easily.

Seventy-two percent of parents were concerned that smartphones pose too much distraction, and 71% worried that their children would spend too much time with their devices.The lack of control of what content their kids would see online was also a concern (68%), and 67% expressed concern that their children might not know how to use their phones responsibly.According to parents, the antidote to these concerns include better safety controls and features to block inappropriate content (55%), better usage controls to limit access (48%) and better service plan options for children (34%).
mobel hoffner frankfurt offnungszeitenSo once a child has a phone, how are they spending their device?
mobel 91154 rothThe top mobile activities include text messaging (81%), downloading apps (59%) and playing preinstalled games and mobile internet/accessing websites (tied at 53%).
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European Commission CORDIS Projects & Results Service Children in multi-local post-separation families [Print to PDF] [Print to RTF] [Print to XML] 0) Children in multi-local post-separation families Fromto Project details Total cost: EU contribution: Coordinated in: Topic(s): ERC-StG-2015 - ERC Starting Grant Call for proposal:ERC-2015-STGSee other projects for this call Funding scheme: Objective This project focuses on the experience of two cohorts of children aged 10 and 13 at the beginning of the study and who are living in multi-local, post-separation families in Belgium, in France and in Italy, that is, families where the mother and the father are either divorced or separated, live in different households in the same country, and share the physical custody of their child(ren).
möbel akutA major goal of this project is to investigate the diversity of children’s experience of multi-local family life and identify their specific needs, through children’s own accounts of their lives.
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This means understanding if, and under what circumstances, children appropriate their multi-local lives and develop an habitus that incorporates the capacity to maintain social relations in a multi-local context and to appropriate mobility and virtual connectedness.The project combines three levels of analysis: the macro-level of policies, the meso-level of family environments (family resources, cultures and practices; and spatial contexts), and the micro-level of children’s lives, which consists in examining how children maintain their social and family relationships as they move with various temporalities between two households that are located in specific administrative territories and spatial entities.
gebrauchte möbel verkaufen aachenThis means understanding how children’s interpersonal relationships and networks of significant others shape, and are re-shaped by their mobility in post-separation families; and the interconnections between geographical and virtual mobility.

The study combines four methods: a policy analysis of multilocality, secondary data analysis of relevant databases, semi-structured interviews with children’s mothers and fathers, and a qualitative, in-depth study of the lived experiences of 90 children.Host Institution EU contribution: EUR 1 499 312PLACE DE L UNIVERSITE 11348 LOUVAIN LA NEUVEBelgium Beneficiaries EU contribution: EUR 1 499 312PLACE DE L UNIVERSITE 11348 LOUVAIN LA NEUVEBelgium To know more http://erc.europa.eu/ Record NumberLast updated onThe pilot research project of the KidsCan initiative is MobileKids, a study designed to develop and use a mobile, technology-based solution to address inactivity among kids aged 8-13 years.Our team has worked closely with Vancouver-based companies Ayogo, a global leader in the application of game psychology to patient self-care, and Kineteks, a high-tech company in the business of building innovative solutions to improve health, to produce a mobile application (game) that synchronizes with an activity sensor to promote voluntary physical activity.

The game requires physical energy to play, connecting and synchronizing the physical activity of players with points produced in the game.Using principles of knowledge translation, we actively involved the KidsCan advisors in the development and testing of the MobileKids: Monster Manor game.Their involvement makes them active partners in the research and development process, ultimately leading to the production of a health solution tailored to the needs of their demographic.MobileKids: Monster Manor stands out as an innovative and health-promoting game for youth, one where screen time is limited and activity is the foundation for gaining points during game-play.Understanding that people, the social creatures that we are, are motivated by those around us, social interplay between players was identified early on in the design process as an important strategy for the game to be a success in achieving its end goal.We also understood that although competition can be highly motivating to some, too much competition can be detrimentally discouraging to others.

For this reason we have designed the game to be “collaboratively competitive”.The game uses a team based metaphor to create an atmosphere of healthy competition, while also emphasizing teammate support to help players that are less active in the game, feel motivated by those around them.The activities that will be incorporated into the game will be designed to be progressive and achievable to all players.Not all players will necessarily feel confident in completing all of the activities right away so those players will be provided with activities which are more easily achievable at their fitness level.An important part of any game’s economy is that of progression, as such in MKMM players will be able to progress to new levels of activity difficulty as they increase their level of physical activity.Activities will be clearly labeled based on their difficulty respective to the players’ physical activity levels.Players will be motivated to engage in more challenging physical activities in order to win more “profitable” prizes in the piñata whacking mini-game.

Each activity will include strategies for the player in how to achieve each specific physical activity goal.Every activity will have multiple strategies that a player can randomize and reveal to help them better understand how to include healthy physical activity into their everyday life.As an example a player may choose a medium difficulty activity and be provided strategies such as: take your dog for a 30 minute walk, or, play tag with a friend for 15 minutes.The strategies are meant to act as real world examples of ways players of various fitness awareness levels and inclinations can achieve the optimum results.After each activity players will be brought back to the game to find out the results of how well they performed in the activity.Players are purposefully not given any feedback during the activity session, but rather have to check-in after they have completed their activity.This game design decision was created to increase a player's propensity to amplify their activity levels and feel compelled to check-in when the activity is complete.

Each time a player finishes an activity and checks-in, the amount of activity they achieved relative to the difficulty of the activity, will be displayed in an energy meter.Better energy scores will result in better piñatas with better odds of winning more currency (Beanz).Variable rewards are an incredibly compelling game mechanic employed in many types of games, from virtual slot machines to lottery tickets.In Monster Manor we employ the variable reward mechanic through piñatas that get smashed by the player.The power of variable reward games lies in the discovery of what the play device holds within.In the case of Monster Manor our variable reward game dispenses the currency (Beanz) that a player needs in order to buy the ingredients necessary to set a monster free.Depending on the energy threshold the player achieves in completing their activity they are rewarded with a proportionally similar opportunity to win Beanz.The variability of the reward lies in the odds the player has of winning the currency by smashing the piñata.

As an example, if a player achieves the highest energy threshold for a given activity, they will be awarded piñatas with the highest odds of winning.In the same way that more expensive lottery tickets have the opportunity to win more expensive prizes, higher activity energy scores result in higher odds of winning more Beanz.The play metaphor of MKMM and the driving factor behind competing as a team is the desire to free the monsters and collect their Gold, but in order to do these activities, players first need to collect all the necessary ingredients required to set them free.These collectable “ingredients” are the metaphorical theme applied to a collecting mini-game.In MKMM we use the collecting game as a way to allow players to spend their currency (Beanz) on ingredients that help free the monsters, and in-turn, collect the gold they need to drive their team up the leaderboard.A key aspect of the MKMM design is the team screen and leaderboard which demonstrate how each team is doing in the competition.