The Role of Digital Technology and Media in Children’s Subjective Well-Being INTRODUCTION While there have been several studies examining the socializing.

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The Role of Digital Technology and Media in Children’s Subjective Well-Being INTRODUCTION While there have been several studies examining the socializing effect of digital technology and media (DTM) on children, there is an imbalance towards examining the potential negative effects of DTM (e.g. exposure to violent and sexual content), with very little in the literature about positive effects DTM may have on children’s well-being. Sample: 22 children, 8-12 years Procedure: Semi-structured interview & concept map exercise; children drew & explained what was important to them. Analysis: Transcripts were analyzed using a phenomenological approach: identifying & coding significance statements inductively clustering codes into themes articulating themes & patterns. DISCUSSION Daniel J. Mourlam, Gabrielle A. Strouse, Lisa A. Newland Digital technology and media have a positive role in children’s well-being, such as being rewarding, contributing to life satisfaction, & shaping self-acceptance. While there are potential negative effects to using digital technology and media, parents and teachers need to objectively evaluate both positive and negative effects when deciding to use DTM at home and at school. The shift to greater inclusion of digital technologies in children’s home & school lives offers some unique opportunities for positive impact on well-being, such as through connecting them to others, giving them autonomy, & helping them feel safe & secure. RESULTS Overarching theme: Children believed DTM had an important, but not essential, role in their lives. Six sub-themes: Organized by Hedonic (Contributes to happiness and life satisfaction) and Eudaimonic (Cognitive appraisals of one’s life) (Deci & Ryan, 2008) HEDONIC SUBJECTIVE WELL-BEING DTM as Rewarding and Meaningful Children described earning DTM as rewards for good behavior Children earned/saved money to purchase DTM DTM Contributes to Life Satisfaction DTM used as hobbies and leisure activities, promoting positive mood and life satisfaction DTM used to relax, have fun, be creative, and “get away” Common DTM hobbies: TV, movies, video games, internet-based activities EUDAIMONIC SUBJECTIVE WELL-BEING Connections to Others With Families, Peers, & Community: DTM helped children feel secure, supported, connected, happy DTM helped children feel supported, connected, happy DTM provided opportunities for conflict management Self-Acceptance Children described themselves using DTM and its role in their lives Self-evaluations included kinds of DTM they owned/used, what they enjoy doing w/DTM, and favorite shows, games, & characters Autonomy DTM provided opportunities to make choices, express preference, and experience freedom and independence Sometimes autonomy restricted Having DTM (radio, cell phone) would help feel safer w/their independence DTM Skills Frustration w/lack of DTM skills and ability to use DTM in context of their life Focus on developing DTM skills to increase life satisfaction RESEARCH QUESTION What role does digital technology & media have in children’s lives as it relates to subjective well-being? METHOD Sample Quotes Scan the QR Code or go to: http://bit.ly/usddtm References Deci, E. L., & Ryan, R. M. (2008). Hedonia, Eudaimonia, and well-being: An introduction. Journal of Happiness Studies, 9, 1-11. doi: 10.1007/s10902-006-9018-1