Like it or not, if you use the Internet you have an online identity. Some people call this your “brand.” What’s a brand?
It’s been a busy few months for Facebook: a government investigation, another in a seemingly endless series of changes to the site’s privacy controls, a New Yorker profile of its famously publicity-shy founder and the upcoming release of The Social Network, a thoroughly unauthorized account of its early days. With all of the publicity and controversy around Facebook – not to mention its still-growing popularity – it’s almost impossible to remember what online life was like before it. In fact, it’s not much of an exaggeration to say that those who began using the Internet after the introduction of Facebook and its competitors do so in a way that is fundamentally different from older users.
Our kids are coming of age at a time that things like online shopping, Facetime, and texting are all normal everyday occurrences. Technology is enabling people to do some pretty amazing things, and even communicate in a whole new way using a new language. You may know this as texting.
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.
Teachers who include media literacy in their classrooms often face issues that don’t arise in other subjects. Nothing illustrates this better than the issue of diversity in media. It’s not unreasonable for teachers to see the topic as a can of worms and be concerned about offending students and their parents – not to mention worrying about what the students themselves might say. At the same time, it’s a topic that is simply too important to be ignored: what we see in media hugely influences how we see others, ourselves and the world. As a result, an ability to analyze media depictions of diversity is not only a key element of being media literate, it’s essential to understanding many of the social issues and concerns that we face as citizens. That’s why Media Awareness Network has developed That’s Not Me – a new online tutorial for professional development to help educators and community leaders approach this issue through key concepts of media literacy.
In January, American Vice-President Joe Biden met with video game industry representatives in the wake of the tragic events at Sandy Hook to discuss the possible relationship between video games and gun violence. Five days later, President Barack Obama asked the United States Congress to fund more research to study the potential link between violence and video games, noting that “We don’t benefit from ignorance”.
How #Ottawapiskat turned the tables on media coverage of native issues Over the last few months the Idle No More movement has succeeded in bringing Aboriginal issues to national attention. This has been due in no small part due to the movement’s use of Twitter, where #IdleNoMore was a Trending Topic in both Canada and worldwide.
In the first part of this blog we looked at some of the challenges and barriers facing people with disabilities when it comes to the Internet and other new media. In this final part we turn to possible strategies for making the virtual world fully accessible to all.
Canadian teens love to socialize online, and they especially love to share photos.
Third entry in a series looks at sites that help users create content. In the last instalment of this series we looked at some of examples of user-created media such as mashups, fan movies and machinima.