Media violence has been taken up as a public policy issue by a number of Western countries. Central to the debate has been the challenge of accommodating what may appear to be opposing principles—the protection of children from unsuitable media content and upholding the right to freedom of expression.
Teens and preteens are at the heart of the social Internet interacting with others through chat, instant messaging, social networking sites, in virtual worlds and online multi-player games. It is inevitable that at an age where young people are starting to explore their sexuality offline, they will do so online in these interactive environments as well.
When most people think about sexual risk and harm on the Internet, sexual predators come to mind. Because of its sensational nature, the spectre of unscrupulous adults preying upon and sexually exploiting kids online gets a lot of media attention. Although this does happen, sensational headlines do not help us understand the nature and true extent of the problem or how to deal with it effectively.
As adults, we want to foster resilience in young people, starting when they’re young. This can be done by teaching them how to handle harassing messages or requests that make them feel uncomfortable – on the Internet or in the schoolyard – and, as they get older, by teaching them how to spot and respond to emotional manipulation. The good news is that most teens are effectively handling online requests from strangers – the bigger challenge is helping them handle sexual advances from people they know.
The video game sector is the fastest growing entertainment industry and second only to music in profitability. Global sales of video game software hit almost $17 billion U.S. in 2011. 
Teens use the Internet as much, and in similar ways, as adults. But they also often engage in risky behaviour such as downloading illegal copies of movies and music. Popular social networking sites, like Facebook, can also expose teens to a variety of security risks.
We don’t always hear the clock ticking when we’re online and young people are no exception. Between doing research for homework, talking with friends, updating social networking pages and playing games, it’s easy to see how kids and teens might lose track of time. Excessive Internet use, however, can negatively affect young people’s school work, health and social lives. Unfortunately, adults don’t usually discover this problem until it’s become serious.
Digital media such as the Internet and video games have become increasingly important in the lives of children and youth. Even when young people are consuming other media, such as TV, music and movies, they are likely to be doing it through the Internet. As well, nearly all the media they consume, from TV shows to toys, have Web pages, virtual worlds, video games or other digital spinoffs associated with them.
Throughout the elementary years, parents are the main gatekeepers for their children. As such, they need to be actively involved in their children’s video game playing – selecting the games, managing how much time children spend playing, and talking to them about the values in the games they like.
For most teens, playing video games is just another recreational activity they enjoy with friends. The concern is when video game playing becomes an addictive or isolating activity.