Organisation

Kaiser Family Foundation

Report

Generation M2: media in the lives of 8- to 18-year-olds


This US study finds that with technology allowing nearly 24-hour media access as children and teens go about their daily lives, the amount of time young people spend with entertainment media has risen dramatically, especially among minority youth. Today, 8-18 year-olds devote an average of 7 hours and 38 minutes (7:38) to using entertainment media...
Report

Television as a health educator: A case study of Grey's Anatomy


In order to document how well viewers learn health information from entertainment television, the Foundation worked with writers at Grey's Anatomy to embed a health message in an episode, and then surveyed viewers on the topic before and after the episode aired. The study included three national random-digit-dial telephone surveys of regular viewers of the...
Report

How healthy is prime time? An analysis of health content in popular prime time television programs


The Foundation and the USC Annenberg Norman Lear Center?s Hollywood, Health & Society examined three seasons (2004-2006) of top-ten-rated prime time scripted shows to measure the prevalence of health content on entertainment shows and to categorize the type of health content on prime time television. The analysis reveals that an average of six out of...
Report

Sex on TV 4


According to Sex on TV 4, a biennial study by the Kaiser Family Foundation, the number of sexual scenes on television has nearly doubled since 1998. And while the inclusion of references to ?safer sex? issues ? such as waiting to have sex, using protection, or possible consequences of unprotected sex ? has also increased...
Report

Children's media use and sleep problems: Issues and unanswered questions


Research shows that most children and adolescents do not get enough high-quality sleep, and that their sleep times appear to have declined over the last two decades. Coinciding with this trend has been the rise in popularity of new media forms including the Internet, video games, cell phones and DVDs. Because of the immediacy and...

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