1 Synthesis report Dutch youth lifestyle and leisure ac6vi6es PlayFit project Rob Tieben v1.0 Jan 5, 2010
2 2 Dutch youth lifestyle and leisure ac6vi6es Table of Contents 3 Introduc6on 4 Human development adolescence 6 Dutch youth, lifestyle factors and the VMBO school 10 Leisure ac6vi6es television 11 Leisure ac6vi6es internet 13 Leisure ac6vi6es gaming 15 Leisure ac6vi6es mee6ng friends 16 Leisure ac6vi6es music 17 Leisure ac6vi6es sport 20 Conclusion / Summary 22 References Structure of chapters Relevant publica6ons Each chapter gives a list of relevant publica6ons: reports, books and studies that cover that specific topic in more detail. Not every source is covered in the chapter; some sources are just sugges6ons for background informa6on. Normal text Text in black combines findings from several studies; for more details, one can read the references and the relevant publica6ons. Text in green boxes is cited or translated from certain sources, because it contains valuable informa6on or insights about the target group. Again, the original source should be used for more details.
3 introduc6on 3 Introduc6on This report is part of the PlayFit deliverable 1.1 Analysis of the target group. This report gives an overview of literature about the leisure ac6vi6es of the target group, Dutch VMBO youth. It summarises findings from a series of reports, and provides references for further reading. This report is about youth or adolescents; young people in the transi6on between childhood and adulthood. This phase encompasses the ages from to 18. In specific, this report focuses on Dutch VMBO youth (low/middle level secondary educa6on), in the ages of Naturally though, this group is part of the adolescents, and therefore the complete picture will be sketched on occasions. A large number of studies focusing on youth and youth behaviour have been executed in the past decades. This report serves as a so called synthesis report, combining and summarising several studies, in order to give an overview of the available literature. The original publica6ons can be used to obtain more specific data. It is important to note that almost all studies that exist about youth behaviour provide self reported data: the studies have used ques6onnaires and interviews to measure the behaviour of youngsters. In addi6on, defini6ons of certain behaviour (e.g. what is gaming? does it include internet games? ) are vague or non existent in most studies. Last but not least, most studies have gathered par6cipants via the internet, which creates a biased sample of the target popula6on. The results from the summarised studies in this report should therefore be seen as indica6ons and trends, and not as hard facts. This report will start with an overview of adolescence from a human development perspec6ve: how do young people change and develop between childhood and adulthood. This is followed by a descrip6on of Dutch youth, lifestyle factors and the VMBO schools. In the remainder of the report, we focus on the most popular leisure ac6vi6es: television, internet, gaming, mee6ng friends, music and sport.
4 4 Dutch youth lifestyle and leisure ac6vi6es Human development adolescence This sec6on covers the target group adolescents from a human development perspec6ve: how do young people change and develop between childhood and adulthood. Physical, cogni6ve, social and emo6onal levels are briefly covered. Adolescence Young people develop themselves between childhood and adulthood, on a physical, cogni6ve, social and emo6onal level. Puberty is the beginning of this phase: the rapid flood of hormonal changes that causes different behaviour and bodily characteris6cs for the youngsters. Relevant publica6ons Laura E. Berk, Development through the Lifespan, 2006 Paf Valkenburg, Beeldschermkinderen, 2008 (in Dutch) Huub Nelis & Yvonne van Sark, Puberbrein binnenstebuiten, 2010 (in Dutch)
5 human development adolescence 5 Based on: Laura E. Berk, Development through the Lifespan, 2006 Adolescence is the transi6on between childhood and adulthood; a phase in which children rapidly develop themselves on a physical, cogni6ve, emo6onal and social level. Adolescence is commonly divided into three phases: 1. Early adolescence (11 12 to 14 years) 2. Middle adolescence (14 to 16 years) 3. Late adolescence (16 to 18 years) Puberty ini6ates the beginning of adolescence, in a flood of hormonal changes that lead to an adult sized body and sexual maturity. On a cogni6ve level, the way adolescents think changes from requiring concrete examples and reasoning into using logic, abstrac=ons and meta reasoning. Increased self reflec6on oien leads to distorted images of the rela6on between self and other; the imaginary audience ( everyone is watching me ) and personal fable ( I want to be special and unique ). On a social and emo6onal level, the iden=ty development is the biggest change: who is the adolescent, and in which role does he/she see him/herself. Self concept and selfesteem are strongly related to this iden6ty development. For minority groups, the struggle between construc6ng an ethnic or bicultural iden=ty plays a role as well. Moral reasoning and conformance changes, from fixed and authority enforced to flexible and socially necessary. Gender intensifica=on gender stereotyping of aftudes and behavior occurs in the early adolescence, and declines in the middle phase again. Last but not least, the need for autonomy, the forming of strong cliques and crowds, and the strong peer conformity and pressure guide the adolescent s behaviour; oien resul6ng in clashes with family, rela6ons and behavioral habits.
6 6 Dutch youth lifestyle and leisure ac6vi6es Dutch youth, lifestyle factors and the VMBO school This sec6on gives an overview of the Dutch youth and the factors that define their lifestyle. In addi6on, the VMBO school setup is sketched. Relevant publica6ons: YoungMentality, De verhalen achter de cijfers 05/06, 2006 (in Dutch) CBS, Jaarrapport 2009 Landelijke Jeugdmonitor, 2009 (in Dutch) Paul Sikkema, Jongeren 2009, 2009 (in Dutch) Huub Nelis & Yvonne van Sark, Puberbrein binnenstebuiten, 2010 (in Dutch) VMBO school and students This report focuses on VMBO students. VMBO is the four year low/medium level educa6on in the Netherlands; the secondary school, where most students start at the age of 12. VMBO educa6on has four levels, ranging from theore6cal to prac6cal. In 2008/ 09, the Dutch secondary schools counted over students, of which ~55% on VMBO level (CBS). The typical VMBO student does not exist; secondary school youth form a diverse group, with different characteris6cs, backgrounds, values and preferences. Segmen6ng this group in dis6nct behavioral categories is impossible, because youngsters do no longer match their values and ac6vi6es to the separated groups in which they used to belong (e.g. altos or studs ); in fact, many do not belong to one such group at all, or they change several 6mes during their aging development (Nelis and Sark, 2009). Youth can be described by many factors. The following list gives some examples: Factor demographics environment & safety work & financial educa6on life values wellness leisure ac6vi6es media usage Examples age, gender, ethnicity city/rural, neighborhood, parental situa6on work, income, owned products level, subject, school type explora6ve, social, idealism ac6vity, smoking, drugs, abuse sport, hobbies internet, mobile phones, magazines
7 Dutch youth, lifestyle factors and the VMBO school 7 Lifestyle and leisure 6me In general, we can define two phases for the VMBO youth (Sikkema, 2009): youngsters in the first part of the secondary school (~12 15): the secondary school is the main point of focus for these youngsters, both in 6me and (social) aoen6on. In this period, they experience working, earning money and more freedom from their parents. Their expenses are mobile phones, mp3 players, game consoles, games, and clothes. youngsters in the last part of the secondary school (~14 18): the focus has shiied to social contacts, and their future study. In general, the youngsters have more freedom, and hardly any du6es. Expenses are centred on ac6vi6es: holiday with friends, going to pubs, buying a scooter or computer, and saving for a driver license. If we look at the structure of the day for VMBO youth, we can see that the morning and aiernoon for weekdays is rela6vely uniform: school and/or educa6onal work. The ac6vi6es in the leisure =me differ per youngster, and this is the main difference between them, since youngsters have approximately 6 hours of leisure 6me per week (CBS, 2003). Almost all youngsters par6cipate in the same leisure ac6vi6es; however, the 6me spent on each ac6vity varies greatly. Television, internet, games, and mee6ng friends are the most popular ones, all done at least once per week by almost all youngsters (>90%); in fact, these four ac6vi6es are executed almost on a daily base (Sikkema 2009, CBS 2010c). Sport (numbers differ between studies, 50% 80%) and listening to music (50%) follow these popular ac6vi6es (CBS 2009, Sikkema 2009, CBS 2010b). We can conclude that almost all youngsters regularly visit the internet, play games, watch television, and meet with friends; most youngsters also listen to music, and par6cipate in sports. The 6me spent on each ac6vity varies per youngster: some groups focus mostly on sports or music, while others spent most of their 6me on games and the internet. Last but not least, it is important to realise that most ac6vi6es are executed in parallel: e.g. some youngsters watch television and listen to music, while chafng on the internet and playing a casual game. Exact numbers like hours watching television per day are therefore difficult to provide, as can be seen in the highly variable results from major studies. In addi6on, the defini6ons of e.g. what is included in gaming or internet use differ greatly, blurring the comparison even more.
8 8 Dutch youth lifestyle and leisure ac6vi6es Based on: YoungMentality, De verhalen achter de cijfers 05/06, 2006 In a study on youngsters, YoungMentality has iden6fied seven value factors to segment youth. These factors are: explora6on, status focus, contact focus, idealism, family focus, dedica6on, and verbality. Six clusters or categories of youngsters have been defined, primary based on the explora=on and status focus value factors. 1.the housebound comfortables: youngsters in this category value being home with their family; watching television is their favourite ac6vity, and most of their leisure ac6vi6es are performed close to their homes. Gaming and playing outside with friends are popular ac6vi6es; spor6ng in a club is less common. 2.the eager explorers: this group is curious, always searching for different ac6vi6es and experiences. They are ac6ve, eager and commioed. Less 6me is spent in front of the television, and more on the internet and on gaming. They are always mul6 tasking, visi6ng several sites and MSN simultaneously, while watching MTV. 3.the social adapters: the youngsters in this group focus on social contacts; they like to be among people, want to make friends, and usually get along with everybody. Their media usage is low compared to the other categories; if they watch television or movies, they do it together with friends or family. 4.the recogni=on searchers: this group is uncertain, and trying to find recogni6on, by wearing brand clothes and other status confirming ac6vi6es. They are the mainstream youngsters, and value other s opinion about them a lot. They use the television and computer almost all the 6me: secluded at their own room in their home. 5.the extravert status searchers: these youngsters are social and status oriented: buying expensive clothes, going to fancy clubs and big par6es, and a high usage of the newest technologies. They usually have a part 6me job to pay for all that, limi6ng other hobbies. The internet and mobile phones are mainly used to keep on top of everything: communica6on, finding trends, and social networking are performed all day long. 6.the self seeking idealists: this group is explora6ve and an6 mainstream: they want to be different, which is shown by different clothes, behaviour and iden6ty. They are crea6ve and social, and have a low media usage related to television, gaming and the internet. Music is very popular though.
9 Photo: Sikkema (2009) leisure ac6vi6es 9
10 10 Dutch youth lifestyle and leisure ac6vi6es Leisure ac6vi6es television This subsec6on gives an overview of one of the most popular leisure ac6vity: watching television. Watching television is, and has been, a very popular ac6vity for youth. In recent years though, television has lost some of its share to internet and gaming. Television is the most popular leisure ac6vity for the younger age groups (12 14), and is pushed from its first place by the internet for the older popula6on (15 19). In addi6on, the television is no longer used to watch passively : more and more, youngsters use the internet to watch specific programs (e.g. Uitzending Gemist), to download series and movies, and to plan their television ac6vi6es (Sikkema 2009, CBS 2010c). In 2008, 40% of the youngsters watched 10 to 20 hours of television per week, and 20% watched 20 hours or more (CBS 2010c). More than 90% of the youngsters watched television at least once per week, with an average of 80 minutes per day for age 12 14, and 78 minutes for (Sikkema 2009). Another study (Dorsselaer et al. 2007) shows an average of 3.0 hours per day for secondary school students, with even higher averages for VMBO students. Most popular channels for are Nickelodeon, Je6x and RTL 4; favor RTL4, MTV and SBS6 (Sikkema 2009). Relevant publica6ons: Trimbos ins6tuut, HBSC 2005, 2007 (in Dutch) Paul Sikkema, Jongeren 2009, 2009 (in Dutch) CBS, Landelijke Jeugdmonitor Rapportage 2e kwartaal 2010, 2010 (in Dutch)
11 leisure ac6vi6es 11 Leisure ac6vi6es internet Almost all youngsters (>99%) in the Netherlands use the internet at least once per week; age spends an average of 73 minutes per day, age as much as 100 minutes (Sikkema 2009). A study directed purely at secondary school students showed an even higher average, namely 2.6 hours per day, with 3.0 hours for VMBO students (Dorsselaer et al., 2007). The most popular ac6vi6es on the internet are instant messaging (MSN messenger), social networking (Hyves), and listening to music and watching movies (YouTube). Please note, games are not included in this category. Relevant publica6ons: Haan and van t Hof, Jaarboek ICT en Samenleving 2006, 2006 SCP, Nieuwe links in het gezin, 2007 CBS, Jaarrapport 2009 Landelijke Jeugdmonitor, 2009 (in Dutch) Paul Sikkema, Jongeren 2009, 2009 (in Dutch) CBS, Landelijke Jeugdmonitor Rapportage 2e kwartaal 2010, 2010 (in Dutch) de Haan and Pijpers, Contact! Children and new media, 2010 (in Dutch) Free transla6on from: SCP, Nieuwe links in het gezin, 2007 Computer access Boys and VMBO students more oien have a console and computer on their private room than girls and HAVO and VWO students. (..) The VMBO student is oien the person in the family who uses the computer most oien, and perhaps the computer has been specifically acquired for this person. Computer usage When youngsters use the internet to search for informa6on, they mostly look for music, movies and television. The most popular computer ac6vi6es are e mail, just browsing, gaming and downloading music ; approximately three out of four teenagers does this on a weekly basis or more oien. Boys are highly represented in the group gamers and downloaders (of music and movies), while girls use the computer more oien for homework. There is also a rela6on between educa6onal level and computer usage: VMBO students use the computer more oien for entertainment ac6vi6es, while VWO students use it for informa6on. In addi6on, mostly VMBO students create drawings and edit photos on the computer; this is among others because they more oien have their own website, where they use those pictures.
12 12 Dutch youth lifestyle and leisure ac6vi6es con6nua6on from previous page Instant messaging Youngsters use the instant messaging program MSN messenger oien and at length; only 5% of the teenagers does not. (..) The quan6ty of the contacts via MSN is for teenagers probably more important than the quality. (..) More than two third of the teenagers uses MSN at least once per day, and mostly for more than one hour per use. Girls and VMBO students use MSN even more oien and longer than boys and HAVO and VWO students. (..) Especially VMBO students have many contacts in their list, and many contacts with whom they have regular contact. (..) MSN is mostly used to make plans with friends (96%), to stay in touch with distant friends (92%), and to talk about homework (88%). (..) Around 50% of the youngsters uses a webcam while chafng; not only for the enjoyment of seeing each other, but also to no6ce social signals, and thus to reduce the chance of misunderstandings. Girls and VMBO students use a webcam most oien. Social networking MSN is not the only intensive medium for youngsters to be in contact with each other; websites are also used to stay in touch and to meet new people. Four sorts of websites are popular: first of all the online photoalbum (45%) and the profile site (36%). Girls have these websites more oien than boys. On such sites, they can experiment with their iden6ty and explore different ways of self presenta6on. Lower percentages of youngsters maintain a weblog (10%) or a homepage (15%). In general, VMBO students have those four websites more oien, conforming with the crea6ve photo ac6vi6es. For teenagers, the impression they make on others is very important, which is also the focus of profile sites. The impact of peer reac6ons is large: studies show that youngsters with mostly posi6ve reac6ons have a higher self esteem than youngsters with mostly nega6ve ones. Conclusion The social life of youngsters expands itself via the internet. The virtual world has no geographic restric6ons, and creates unlimited possibili6es for crea6ng and maintaining social contacts. The social networks of youngsters are larger, more open and more visible through the internet. In contact lists and social network sites, friends, family and colleagues come together, integra6ng the different domains. The division between private and public, work and home, school and leisure 6me is fading. (..) In addi6on, youngsters can model and exhibit their iden6ty as they wish, by means of a digital profile.
13 leisure ac6vi6es 13 Leisure ac6vi6es gaming Games are popular, be it on the internet, consoles, or mobile devices. For age 12 16, the exact numbers are unclear, since studies differ in their defini6on of gaming. Some exclude the internet, while others exclude mobile phones, etc. Sikkema (2009) reports casual games, mobile games, computer and console games, for an average of 52 minutes per day for age 12 14, and 38 minutes for age HBSC (2007) on the other hand reports 1.7 hours per day for all secondary school students (2,5 hours for boys, 0.9 for girls). NICAM (2003) reports one to two hours per day on average, depending on the educa6onal level of the parents. The true averages will probably be somewhere in the middle, but it is clear that gaming is popular; almost every youngster plays games on a regular basis. Games are, for most youngsters, a social ac6vity. This occurs through direct social contact, for example when playing on the Wii, together with friends, parents or grandparents. Coopera6ve or compe66ve social interac6on via the internet is also common, varying from small teams to thousands of players ac6ng simultaneously. Relevant publica6ons: NICAM, Computerspellen in het gezin, 2003 (in Dutch) Trimbos ins6tuut, HBSC 2005, 2007 (in Dutch) IVO, Videogames en Nederlandse Jongeren, 2008 (in Dutch) Paul Sikkema, Jongeren 2009, 2009 (in Dutch) de Haan and Pijpers, Contact! Children and new media, 2010 (in Dutch) Kennisnet, Wat weten we over... Effecten van Games, 2010 (in Dutch) Based on: Kennisnet, Wat weten we over... Effecten van Games, 2010 (in Dutch) Almost 80% of the Dutch secondary school youth plays games on a regular basis. More than 50% of the youngsters plays offline games (55%) or a simple browsergame (55%) on the internet. About a third plays complex online mul6player games, like Runescape or World of Warcrai. This sort of online games does require more 6me: on average 12 hours per week. (..)
14 14 Dutch youth lifestyle and leisure ac6vi6es Cited from: Jansz and Nikken, Games, in Contact! Contact! Children and new media gives an overview of the playing behaviour of children from 6 12; since this behaviour has similari6es to that of age 12 16, we cite the most important sec6ons here. Recent research has shown that the average child aged between 6 and 12 years regularly plays a game, and increasingly oien online. (..) The survey published by S6ch6ng Mijn Kind Online (My Child Online Founda6on) early in 2009, showed that all children (100%) between the ages of 6 and 12 played so called casual games on the internet (for example, Bejeweled). More than 40% of the children play the more complicated online mul6player games, such as Runescape and World of Warcrai. However, besides the internet, other plaxorms are also s6ll popular: game console (62%); handheld (70%); PC (56%); mobile phones (14%). (..) The parents who took part in the first extensive Dutch study (see above) es6mate that their children aged between 6 and 9 play slightly longer than one hour per day. For the 10 to 12 year olds this was almost two hours. The figures coincide with more recent research. One usually thinks of boys playing games but all research has shown that girls up to the age of 12 are also enthusias6c players. Boys of this age do, however, play more games and more oien than girls. There are signs that it is especially the frequency that differs: the average boy plays every day while the average girl plays a few 6mes per week. pp
15 leisure ac6vi6es 15 Leisure ac6vi6es mee6ng friends Mee6ng friends is a very diverse category, which includes a lot of ac6vi6es. Youngsters get together, and par6cipate in ac6vi6es: this can be shopping, watching movies together, visi6ng a party, or just general chit chat on the corner of the street. Common element is that the ac6vi6es are done while physically together. A Belgian study groups and compares many studies about leisure 6me and youth (Sinnaeve et al., 2004); it becomes clear here that most of the 6me is spent in and around the own house or the friends place. Walking around the neighborhood and just chafng are popular ac6vi6es, closely followed by spending 6me with lover. Playing outside is reasonably popular for age 12 14, but is almost non exis6ng for age (Sikkema 2009). A Dutch study (CBS, 2003) showed that on average 1.5 hour per day was spent on contacts with friends and family. Most youngsters have a group of around five friends, with whom they meet at least once per week. Most contacts have started at the school sefng, although internet has a strong second place (Sinnaeve et al., 2004, Duimel and Haan, 2007). A Dutch study among age (Dorsselaer et al., 2007) shows that ~7% of the students has no or just a few friends. Most important for the youngsters is the ability to discuss in6mate and confiden6al maoers with your friends; especially during the puberty when youngsters become more independent. Relevant publica6ons: Sinnaeve et al., Jeugd en vrije =jd, in Jeugdonderzoek belicht, 2004
16 16 Dutch youth lifestyle and leisure ac6vi6es Leisure ac6vi6es music Music is popular; youngsters listen to music throughout the day, oien in parallel to ac6vi6es such as internet, traveling or doing their homework. Numbers on exact music behaviour for Dutch youngsters are rare. The American Kaiser Family Founda6on (2007) reports that 75% of the 8 18 years old owns an ipod or other MP3 player. On average, youngsters spend two hours and 19 minutes per day listening to music, of which 30% is to a MP3 player, 23% to radio/computer/internet, and 12% each to cell phones and CDs (Mediapost, 2004). If we look at Dutch youngsters, the same trends are visible: they mainly listen to music on their MP3 player, or on the computer; either to music they have downloaded or directly from YouTube. Radio, the favourite from a decade ago, is used at least once per week by 66% of the years old, and by 75% of the 15 19s. The average daily radio listening 6me is 25 minutes versus 38 minutes, but these averages are dragged upwards due to a small percentage of listeners that listens all day long during work (Sikkema, 2009). Making music is done by a smaller percentage of youngsters; 15% creates music with instruments at least once per week, 7% on the computer, and 4% sings (Sikkema, 2009). Relevant publica6ons: Paul Sikkema, Jongeren 2009, 2009 (in Dutch)
17 leisure ac6vi6es 17 Leisure ac6vi6es sport Sport is a popular ac6vity for most youngsters. Sport (physical educa6on) is mandatory at the Dutch secondary schools; students at the VMBO should receive 400 classes (of 50 minutes) during the 4 years of their educa6on (OCW, 2002), which is on average 2.5 hours per school week. Relevant publica6ons: Mulier ins6tute, Spor=ef uit je BOL?!, 2004 (in Dutch) GGD Utrecht, Jeugdmonitor Utrecht , 2009 (in Dutch) CBS, Landelijke Jeugdmonitor Rapportage 2e kwartaal 2010, 2010 (in Dutch) Based on: CBS table Gezondheid, leefs=jl, gebruik van zorg, 2010 The CBS reports, that in 2009 youngsters from 12 to 18 spent 295 minutes on average on sport per week. In total, they spent 1515 minutes on physical ac6vity, of which 1002 light, 481 medium, and 32 heavy intensity. 28% of the youngsters conformed to the NNGB (Dutch norm for healthy behaviour, at least one hour of medium intensity movement per day). Based on: CBS, Landelijke Jeugdmonitor Rapportage 2e kwartaal 2010, 2010 The Jeugdmonitor 2010, which summarises recent studies on sport behaviour, shows that almost nine out of ten (89%) of the youngsters sports at least an hour per week (44% 1 4 hours per week, 45% 5 hours or more). The percentage of youngsters that sports regularly decreases with age. In general, team and solo sports are popular, duo sports like squash are not. For boys, soccer and running are the most popular sports, while for girls swimming and aerobics top the list. Fitness is popular for both boys and girls. Based on: GGD Utrecht, Jeugdmonitor Utrecht , 2009 (in Dutch) The Jeugdmonitor Utrecht focuses specifically on youngsters in the city of Utrecht, and also presents data purely for VMBO students. They report that 85% of the youngsters always travels to school by bicycle or by foot (VMBO students: 73%); for 37% of them this is less than twenty minutes per day, for 28% twenty to thirty minutes, for 25% thirty to sixty minutes and for 9% more than one hour. Most youngsters sport at least two 6mes per week one hour outside school (62%); and 67% of them are a member of a sport associa6on or club (VMBO students: 51%).
18 18 Dutch youth lifestyle and leisure ac6vi6es Based on: Mulier ins6tute, Spor=ef uit je BOL?!, 2004 (in Dutch) The study Uit je Bol focuses on MBO students, and in detail on the reasons for par6cipa6ng in sport ac6vi6es outside school. The most important reasons are: to be physically ac6ve (81%), to escape from work/study/responsibili6es (61%) and to be together with friends (61%). The most interes6ng elements for sport are: spor6ng in a team (67%), the fun you have during sport (66%) and the compe66on in sport (52%). One in five students does not sport (anymore); 31% did quit before the age of 15, 51% at the age of 15/16 (end of VMBO). Reasons for quifng are not enough 6me due to school (53%), not enough 6me due to (part 6me) job (43%) and other hobbies are more enjoyable (42%).
19 Picture: Sikkema (2009) leisure ac6vi6es 19
20 20 Dutch youth lifestyle and leisure ac6vi6es Conclusion / Summary This report gives an overview of VMBO youth, with a focus on leisure ac6vi6es. VMBO youth are secondary school students, mostly in the age of This age group adolescence is marked by the changes and developments between childhood and adulthood. Ini6ated by the puberty, the adolescents develop themselves in this period on a physical, cogni6ve, social and emo6onal level. In the life of VMBO youth, school plays an important role: a large amount of 6me and (social) aoen6on is spent here. In addi6on, the majority of the youngsters fills their days with: internet: profile sites (Hyves), instant messaging (MSN), text messaging, etc gaming: individual, with friends, and online sport television mee6ng friends (face to face and via digital media) music On average, the VMBO youth has 6 hours of leisure 6me per day. The following diagram shows the most popular leisure ac6vi6es. Those ac6vi6es are oien performed in parallel to each other: for example, youngsters watch television, while listening to music, and chafng on MSN messenger. Naturally, those averages are just averages. The actual 6me spent on each ac6vity depends on the individual youngster, the gender, the age, and other factors. Some youngsters focus almost purely on sport, while others prefer television and gaming. The actual hours per day differ; the fact remains that almost all youngsters spent a lot of 6me on those six ac6vi6es.
21 conclusion / summary 21 Leisure activities for youngsters television internet gaming sport meeting friends music Average hours per day
22 22 Dutch youth lifestyle and leisure ac6vi6es References Berk, L.E. (2006) Development Through The Lifespan, 4th Int. ed., Pearson Educa6on (US), 2006, pp CBS (2003) Jeugd 2003, cijfers en feiten, CBS, Voorburg, Netherlands, 2003 CBS (2009) Jaarrapport 2009, Landelijke Jeugdmonitor, CBS, Den Haag, Netherlands, CBS (2010) Voortgezet onderwijs; deelname leerlingen naar onderwijssoort, retrieved from hcp:// statline.cbs.nl on CBS (2010b) Gezondheid, leefs=jl, gebruik van zorg, retrieved from hcp://statline.cbs.nl on CBS (2010c) Landelijke Jeugdmonitor, Rapportage 2e kwartaal 2010, CBS, Den Haag, Netherlands, Dorsselaer, S. van, Zeijl, E., Eeckhout, S. van den, Bogt, T. ter, and Vollebergh, W. (2007) HBSC 2005; Gezondheid en welzijn van jongeren in Nederland, Trimbos ins6tuut, Utrecht, Netherlands, Duimel, M. and Haan, J. de (2007) Nieuwe links in het gezin; de digitale leefwereld van =eners en de rol van hun ouders, SCP, Den Haag, Netherlands, 2007 GGD (2009) Jeugdmonitor Utrecht, Klas 2 en 3 van het voortgezet onderwijs, Geneeskundige en Gezondheidsdienst, Utrecht, Netherlands, Haan, J. de and Hof, C. van t. (2006) Jaarboek ICT en samenleving 2006, De digitale genera=e, Boom, Amsterdam, Netherlands, 2006 Haan, J. de and Pijpers, R. (ed.) 2010 Contact! Children and new media, Bohn Stafleu van Loghum, Houten, Netherlands, Hoyng, J., Roques, C. and Stegeman, H. (2004) Spor=ef uit je BOL?! Onderzoek naar het gedrag en de sportbehoeee van MBO leerlingen, W.J.H. Mulier Ins6tuut, s Hertogenbosch, Netherlands, IVO (2008) Monitor internet and jongeren factsheet, Videogames en Nederlandse jongeren, IVO, Rooerdam, Netherlands, Kaiser Family Founda6on (2007) Parents, Children & Media: A Kaiser Family Founda=on Survey, KFF, USA, 2007.
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