Reports on responses from four discussion groups with participants who were 15-24 years old. Focus was on finding out about language and cultural broadcasting content of interest and which devices youth would like to receive that content on.
JMIR Serious Games, vol. 3, no. 1, 2015, pp. [1-13]
Description
Using interviews with Māori youth to examine their views on the free online game, Smart, Positive, Active, Realistic, X-Factors (SPARX), designed to help with their mental health.
Journal of Global Indigeneity, vol. 1, no. 2, Reterritorialising Social Media: Indigenous People Rise Up, 2015
Description
Speaker discusses history of colonization in the Pacific Islands, characteristics of the Pasifika community in Aotearoa (New Zealand) and her research into how young adults are using social media to express identity.
Duration: 40:15.