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Children and Teens Media Consumption Trends, Brand Attitudes and Behaviour Surveyed in New CHILDWISE Report Published at MarketPublishers.com

Children and Teens Media Consumption Trends, Brand Attitudes and Behaviour Surveyed in New CHILDWISE Report Published at MarketPublishers.com











http://marketpublishers.com/

London, UK (PRWEB) January 21, 2014

What are the key media preferences of children (aged 5-16) in the UK? How much time do children spend on the Internet? What are their favourite websites? What is the frequency of using social networks? What devices do children use to play games? How often do children play games consoles? What are their favourite computer games? What are the major mobile phone activities of children (aged 5-16) in the UK? What are the key differences in phone usage between the main sub-groups? What are the key methods of payment for children’s mobile phones? What are the leading types of applications used by children in the UK? What are the preferred TV channels and programmes? What devices are used to watch TV? What are the differences in viewing TV between the sexes? How much time do children spend to listen to music? What are their favourite groups and singers? How often do children download music? What are the children’s reading preferences? How often do they purchase or download books? What are the key devices used by children in the UK to access media? What is the equipment children cannot live without? What are the children’s attitudes towards money saving and spending? What are the main purchases made by the UK children? What are the differences in buying preferences between ages and sexes? How much time do children spend playing sport? What is their opinion about time spent playing sport in school? What is the influence of the London Olympics 2012 on the children’s behaviour? What are the major activities of children (aged 5-16) in the UK? What career prospects do children have? What is their attitude towards education? What are their post school plans? These and many other burning issues are discussed in the survey report.

New study “The CHILDWISE Monitor Report 2013-14” elaborated by CHILDWISE has been recently published by Market Publishers Ltd.

Report Details:

Title: The CHILDWISE Monitor Report 2013-14

Published: January, 2014

Pages: 247

Price:    US$ 2,650.00

http://marketpublishers.com/report/technologies_electronics/media/childwise_monitor_report_2009_10.html

The survey report is a comprehensive annual overview of the children’s and teenagers’ (aged 5-16) media consumption trends, their key behaviours and brand attitudes in the UK. It provides detailed trend summaries covering the following areas: internet, computers, game consoles, mobile phones, applications, TV, music, reading, money, self purchase, sports, activities, the London 2012 Olympics, activities, careers and education. The study describes the major areas of interest of the 5-16 year-old children in the UK, identifies and characterises their preferences, investigates the preferred pastimes, determines the most demanded products, and also features the surveyed children’s attitudes towards sports and education.

Issues Covered in Each Examined Area Include:


    Internet (favourite websites, access frequency, time spent online, gaming, social networking and gaming).
    Computers (usage and ownership, laptops / tablets).
    Games consoles (games console ownership, favourite games, gaming behaviour, time spent playing games consoles).
    Mobile phones (ownership, usage, makes of phone, time spent using, smartphones, how are calls paid for, who pays, monthly spend).
    Applications (usage, last applications downloaded, favourite applications, paying for applications and in-app purchases).
    TV (time spent watching TV, referred channels, favourite programmes, TV ownership, on-demand TV programmes).
    Music (accessing music, favourite music groups, preferred radio stations, music downloads).
    Reading (favourite books, frequency / time spent reading, ebook readers and reading online).
    Money (earnings and pocket money, ad-hoc handouts, saving and sending).
    Self purchase (buying online, categories bought from and next new gadgets).
    Sports (opinion on amount of sport in school and weekly hours out of/in school).
    The London 2012 Olympics (impact, recall, and awareness of Rio 2016 Olympics).
    Activities (frequency of ad hoc activities, out-of-school activities, collecting things, involvement in music making).
    Education and careers (plans for college/post school, career prospects and attitudes to education).

More new research reports by the publisher can be found at CHILDWISE page.













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Can You Really Benefit From Internet Computer Games

Article by Daniel Millions
























A number of people play computer games as computer games are fun-packed and allow players to enjoy their time. Computer games are also very exciting and this is one of the reasons of the popularity of computer games. Playing fun-packed computer games is one of the best ways to kill the time and to relax. However, not everyone is in the favor of computer games as people usually spend a lot of time on computer games because of the excitement and fun offered by them.

Also, an individual usually forgets about the real-world problems while playing computer games and this is one of the reasons why not everyone is in the favor of games. However, computer games have a number of benefits as well, but it depends on the player whether he uses computer games in a correct way or not. Excess of anything is not good and this is also applicable to the time spend on computer games. It depends on an individual whether he uses computer games in a beneficial way or not.

Benefits of computer games

An individual can improve the decision-making skills by playing computer games. In strategy based computer games, the player needs to make optimal use of limited resources in order to complete the missions. A plan has to be developed in order to use resources efficiently and to make a perfect plan, a number of things are to be considered and a number of decisions are to be made. Generally, the player needs to think ahead of the current situation and develop appropriate plans.

The ability to think forward in real-life is very useful and the people who can think ahead of the current situation usually have the plans ready for handling different situations. Sometimes in a game, decisions are to be made with-in few seconds and so, the player needs to think fast so as to make a decision. So, individuals who are not very good at making strategies and decisions can play computer games so as to improve the decision-making skills. However, you should not expect instant results as it takes time to improve the skills and the time required to improve the skills depends on the mental ability of the person.

Computer games also help individuals to improve their ability to memorize things correctly. Some games require players to remember the clues, maps, and the location in order to play the game easily. So, players try to memorize and re-collect various things while playing games. This helps them to remember and re-collect things easily in real-world. Remembering and re-collecting things in real-life is very useful and by playing computer games, an individual can improve his ability to memorize things.

People who play computer games are found to have better eye-hand coordination than people who don’t play computer games. While playing computer games, players need to use eyes and hands together. Players need to use hands to use the buttons which are required for performing different tasks available in the game and eyes are needed to see the game. The current situation of the game determines the task to be performed and so, the player needs to use hands and eyes together in order to play the game efficiently.

Computer games help individuals to improve their ability to solve puzzles. A number of puzzle games are available which require players to think logically so as to solve the puzzle. So, people can improve their ability to solve puzzles by playing puzzle-based computer games.

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