- It can take young children several viewings to fully absorb and understand the story and images in a movie. Indulge their need to watch a favourite movie over and over again. They’re learning more every time, as well as getting comfort from the familiar.
Kids have always enjoyed watching movies, and as films have become available through more and more media this popular activity has come to play an increasingly influential role in their lives: nearly half of Canadian teens say that movies are their favorite entertainment medium. 
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. 
The Internet has revolutionized how young people watch movies: half of Canadian teens say that they download movies without paying for them at least once a week. 
Despite the popularity of the Internet, movies and TV still dominate young people’s media use (though they are increasingly watching both online).  Given this widespread appeal, these media may have an indirect effect by influencing how groups or cultures view body image.
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.
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.)