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Digital phobic is part of a growing dictionary of digital vocabulary exploring the social impact of the technological age. The phrase considers the fears associated with technological evolution and change, and acknowledges the possibility of exclusion as a result of a rising reliance on technology in day-to-day life.
"Fear of missing out" can lead to psychological stress at the idea of missing posted content by others while offline. 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 and rise of ...
The routines of children have changed due to the increasing popularity of internet connected devices, with Social Policy researcher Janet Heaton concluding that, "while the children's health and quality of life benefited from the technology, the time demands of the care routines and lack of compatibility with other social and institutional ...
Fear & Hunger is a 2018 survival horror role-playing video game developed by Finnish game developer Miro Haverinen. [1] Taking place in an anachronistic dark fantasy setting mixing Medieval and early modern environments, Fear & Hunger follows one of four playable characters as they delve into the Dungeon of Fear and Hunger, facing off against deadly traps, puzzles and monsters as they make ...
The preconditions of technology are the skills and resources that are vital to using technology to its fullest potential. Finally, the unintended consequences of technology are unanticipated effects and impact of technology. The cell phone is an example of the social shaping of technology (Zulto 2009).
Social construction of technology (SCOT) is a theory within the field of science and technology studies. Advocates of SCOT—that is, social constructivists —argue that technology does not determine human action, but that rather, human action shapes technology.
Sociotechnology (short for "social technology") is the study of processes on the intersection of society and technology. [1] Vojinović and Abbott define it as "the study of processes in which the social and the technical are indivisibly combined". [2]
Process uses and gratification involve the experience of purposeful navigating or random browsing of the Internet in its functional process. Social uses and gratification encompass a wide range of forming and deepening social ties. Scholars like LaRose utilize UGT to understand Internet usage via a socio-cognitive framework.