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标题:Increasing inequalities in what we do online: A longitudinal cross sectional analysis of Internet activities among the Dutch population (2010 to 2013) over gender, age, education, and income
时间:2020-02-15 00:18:03
DOI:10.1016/j.tele.2014.09.003
作者:van Deursen, Alexander J.A.M.; van Dijk, Jan A.G.M.; ten Klooster, Peter M.
关键词:Digital divide; Digital inequality; Social inequality; Internet use
出版源: 《Telematics & Informatics》 ,32 (2) :259-272
摘要:We investigate types of Internet activities among a representative sample of the Dutch population from 2010 to 2013. We examined usage patterns of seven types of Internet activities (i.e., information, news, personal development, commercial transaction, social interaction, leisure, and gaming) and related these patterns with gender, age, education, and income. Activities related to news, personal development, commercial transaction, and social interaction increased in popularity. For most capital enhancing activities, men, younger people, higher educated people, and people with higher than average incomes were prominent. These observations, however, are subject to change. The Internet seems to provide increasingly more capital-enhancing opportunities for those with higher education and income, which would accordingly reinforce their already strong positions in society. (C) 2014 Elsevier Ltd. All rights reserved.
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目录:
  • Increasing inequalities in what we do online: A longitudinal cross sectional analysis of Internet activities among the Dutch population (2010 to 2013) over gender, age, education, and income
    • 1 Introduction
    • 2 Theoretical background
      • 2.1 Digital inequality
      • 2.2 Internet access
      • 2.3 A classification for Internet activities
      • 2.4 Determinants of the type of activities people engage in online
    • 3 Method
      • 3.1 Samples
      • 3.2 Measures
      • 3.3 Data analyses
    • 4 Results
      • 4.1 Changing nature of Internet activities people engaged in
      • 4.2 Determinants of Internet usage
        • 4.2.1 Information
        • 4.2.2 News
        • 4.2.3 Commercial transaction
        • 4.2.4 Leisure
        • 4.2.5 Social interaction
        • 4.2.6 Gaming
        • 4.2.7 Personal development
    • 5 Discussion
      • 5.1 Main findings
      • 5.2 Limitations
    • References

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