Sports media also contribute to the construction of masculinity in contemporary society.
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.
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. 
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.
Good-quality video games offer lots of benefits to children and teens.
It’s tempting for parents to act authoritatively and lay down the law on the number of hours their kids can spend on the computer. But in order to effectively address excessive use, there needs to be an active, voluntary commitment on the part of the young person to control their behaviour. Otherwise, kids will just find ways to work around their parents – and be left to their own devices once they’re old enough to leave the house.
Sixty-two per cent of Canadian gamers are male: and in a market targeted primarily at males, games that appeal to girls can be hard to find. Generally girls aren’t interested in the violent “first person shooter” games favoured by boys, and many of the girl-specific games promote stereotypical interests such as cooking and babysitting. (Industry representatives claim these topics are chosen based on their surveys of what female games want.)