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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. [1]
Although the benefits of visible minority media are considerable, the creation process can be riddled with challenges.
Since before Canada became a Confederation, visible minority groups have been creating their own media: the first issue of the Provincial Freeman, which was a weekly newspaper edited and published by African Canadians in the Province of Canada West (now Ontario), was first published on March 24, 1854.
Objectivity and accuracy are among the most important journalistic values. Consistently, however, Canadian news media has underrepresented and stereotyped visible minority groups.
Broadcasting Act: Canada’s Broadcasting Act, last amended in 1991, outlines industry guidelines for portrayal of diversity.
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.
Social networking is one of the most popular online activities in Canada. In fact, according to the Canada Online! study, 40 per cent of all Canadians use a social networking site. Facebook is the most popular of these sites by a long shot, with over seven million active Canadian members.
Media speaks volumes about what is important in a society. George Gerbner of Temple University discusses how portrayals in media can affect how children see themselves and others: he argues that if you are over-represented, you see yourself as having many opportunities and choices while if you’re under-represented, you see yourself as having the opposite.
Much in the same way that visible minorities are under- or misrepresented in news media, visible minorities are not accurately portrayed in entertainment media, which tends to reinforce themes that are conveyed in the news. In Canada, these inaccurate representations are often the result of economic factors that affect which forms of media are broadcast and the types of portrayals they include. Although positive change is occurring, it is important that Canadian media content more accurately and fairly reflect the reality of Canadian multiculturalism.
Framed around key concepts of media literacy, the That’s Not Me tutorial examines how entertainment and news media represent diversity and the impact these media portrayals can have on the value we place on individuals and groups in society. The tutorial explores how the media industry is changing to better reflect Canadian society and provides strategies for challenging negative representations and engaging young people in advocating for more realistic and positive media portrayals.