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This winter the Olympics return to Canada for the first time since the Calgary games of 1988. For many people, the most vivid memories of that Olympiad are the colourful stories of some of the less accomplished athletes, such as British ski jumper Michael “Eddie the Eagle” Edwards and the members of the Jamaican bobsled team. It’s unlikely, though, that there will be any charming underdogs in this year’s Olympiad, as the games become more and more the province of professionals. As audiences and advertising revenues drop, however, will the professionalization of the Games spell their downfall?
After the controversy surrounding last year’s proposed copyright bill C-61, which eventually died on the order table when Parliament was prorogued, the Federal government has decided to hold consultations across Canada before introducing a new version of the bill. While only time will tell how responsive the government will be to the public’s submissions, the series of town halls and round tables is definitely a good start in making the process transparent and taking the views of a wide variety of Canadians into account. Below is an expanded version of MNet’s submission to the Round Table held in Gatineau, Quebec on July 29th 2009.
Educational games have had a troubled history. At their worst, they have been neither educational nor games; even at their best they have faced scepticism from educators, game designers and especially children. The standard response to being given an educational game – This is supposed to be fun? – might be compared to finding a Brussels sprout at the centre of a Tootsie Pop. Teachers, meanwhile, are rightly concerned that the educational content of these games might be outweighed by the entertainment value. Already loaded down with curriculum that has to be delivered, many educators feel they don’t have the time to spare on anything but direct instruction.
With all the recent attention focused on stories of teenagers charged with distributing child pornography for taking sexually suggestive pictures of themselves, jobs lost due to Facebook and MySpace entries, and libel suits over blog posts, people are justifiably concerned about the permanence of material posted to the Internet. Many a teacher or parent has had to carefully explain to children or teens that whatever they post online might be seen by people other than the intended audience, and might be out there for a very long time.
One of the most famous images of online life is the New Yorker cartoon captioned “On the Internet, nobody knows you’re a dog.” The cartoon, published in 1993, was hugely influential in fixing an image in the public imagination of the Internet as a place where anonymity reigned. It did not take long for that humorous view of anonymity to take on a darker cast, as parents began to fear that Internet predators would use this invisibility to lure their children in the guise of twelve-year-old girls. It’s instructive, though, to realize just how long ago this cartoon was published, and how much the Internet has changed since then.
The hottest media story in the past week has been the instantly infamous New Yorker cover portraying Barack Obama and his wife Michelle as terrorists. Though the Obama campaign has been measured in its response, media outlets – and particularly bloggers – have been vocal in their disapproval. Some have suggested that the cover crosses the line from satire into hate speech, while others accuse TheNew Yorker of giving ‘aid and comfort to the enemy’ by visually depicting the smears and misconceptions that have been aimed at the candidate.
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.
People who make their living producing images, such as photographers, stylists, publicists, directors and pop idols, learn how to use those signs to convey the impression they want to make. Although teen girls who are trying to send a signal to their circle of friends and pop music producers who are trying to send a signal to an audience of millions are working on different scales, the principle is very much the same. Depending on your audience, you need to tailor the signals you send out very carefully. Even your age can have a certain amount of wiggle room when dressed in the right signs.
Ever since Cronus the Titan tried to swallow his son Zeus, parents have feared being supplanted by their children. (It didn’t take.) But it’s only in the last few generations, as the rate of technological progress has accelerated, that children have grown up in a world significantly different from the one their parents knew, and it’s only very recently that parents have seen their surpass them while they were still in the single digits. Thanks to digital media, the world is changing so rapidly today – consider that five years ago there was no Twitter, ten years ago no Facebook and fifteen years ago no Google – that even those of us who spent our childhoods programming our parents’ VCRs can feel left behind.
Just a short while ago, concern with online predators was so dominant that anyone trying to draw attention to the problem of cyberbullying felt like a voice in the wilderness. In the last few years, though, new research has not only provided a more realistic picture of the risks of online sexual solicitation; but has also raised awareness on the severity of cyberbullying. Unfortunately, all of the media attention that is now focused on cyberbullying runs the risk of making public perceptions on this issue as narrow and inaccurate as they were towards online predation.