The following section looks at the ways in which children and youth are targeted and marketed to online and the associated issues. It also provides strategies to help kids develop the media smarts they need to play – and not unwittingly pay – when they go online.
Concerns about video games include the time children and teens spend playing them, the physical effects of an inactive lifestyle, and the violent or sexist content of many games. Playing video games can be a positive experience if we understand the issues involved, choose games wisely and control screen time.
To make students aware of the ways in which male violence is used and promoted in advertising.
In this lesson, students explore the issues surrounding violent video games. The lesson begins with a review of the Entertainment Software Rating Board’s rating codes for video and computer games, and a class discussion about the appropriateness of these ratings for children and teens.
MediaSmarts has partnered with the Canadian Internet Registration Authority (CIRA) to develop the Online Commerce Cyber Security Consumer Tip Sheet – the fourth in a series of tip sheets on cyber security issues.
One of the most unusual things about Internet-based businesses is that few of them try very hard to make money. Of course, with a very few exceptions (such as Wikipedia) making money is certainly in the business plan, or there wouldn’t be all that venture capital floating around, but in general the approach has been to come up with a good product or service first, and only look for ways to make it profitable after it’s acquired a steady clientele. Hugely important and successful ventures like Google, YouTube and Facebook all started out operating at a significant loss. This pattern continues today: it’s already hard to imagine the Internet without Twitter, but so far that service isn’t earning its makers much money (though you can be sure they’re looking for ways to do that.)
My name is Andrea Tomkins and I am the new MediaSmarts Mom. I am thrilled to be in this space and sharing my first post with you today.
The issue of copyright is one that many of us probably know a little bit about. Copying is stealing – and stealing is bad - but it can still be a grey area in a social media world which is very PRO sharing.
The recently released Pew Report Teens, Video Games and Civicshas revived the question about whether video games can be a worthwhile activity. Another recent entry in this debate is Jim Rossignol’s This Gaming Life, a survey of computer gaming culture and a chronicle of its role in the author’s life.
When Marlene Kane’s sixteen-year-old son Andrew asked her to drive him to the nearby town of Midland last December, she was surprised to hear that he wanted to meet with someone he had met while playing the online game World of Warcraft – and even more surprised to learn that the person he was meeting was a 42-year-old mother of four from Texas. Experts on sexual solicitation of youth online were less shocked however. In fact, for them the only surprising thing was Lauri Price’s sex. Everything else about the scenario – how they made contact, Price’s openness about her age, Andrew’s willingness to meet her, and the lack of deception about her intentions – all fit the evolving picture of how youth are sexually exploited online.