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Sports media also contribute to the construction of masculinity in contemporary society.
In its study of masculinity and sports media, the research group Children Now found that most commercials directed to male viewers tend to air during sports programming. Women rarely appear in these commercials, and when they do, they’re generally portrayed in stereotypical ways.
Women professionals and athletes continue to be under-represented in news coverage, and are often stereotypically portrayed when they are included.
No one would deny that the mass media is big business. According to the American Motion Picture Association, Hollywood films alone pulled in $10 billion in 2011, and that doesn’t include the renting and selling of DVDs. [1] However, media executives argue that the economics of the industry make it impossible to avoid stereotypes of women.
There’s significant evidence that media education can counter unrealistic media representations of men’s and women’s bodies. For example, a 2010 study found that showing the video Evolution (which was created by Dove to show how media images of women are manipulated) significantly reduced negative effects on confidence and body satisfaction of young girls when they looked at pictures of ultra-thin models afterwards.
Teens and preteens are at the heart of the social Internet interacting with others through chat, instant messaging, social networking sites, in virtual worlds and online multi-player games. It is inevitable that at an age where young people are starting to explore their sexuality offline, they will do so online in these interactive environments as well.
When most people think about sexual risk and harm on the Internet, sexual predators come to mind. Because of its sensational nature, the spectre of unscrupulous adults preying upon and sexually exploiting kids online gets a lot of media attention. Although this does happen, sensational headlines do not help us understand the nature and true extent of the problem or how to deal with it effectively.
As adults, we want to foster resilience in young people, starting when they’re young. This can be done by teaching them how to handle harassing messages or requests that make them feel uncomfortable – on the Internet or in the schoolyard – and, as they get older, by teaching them how to spot and respond to emotional manipulation. The good news is that most teens are effectively handling online requests from strangers – the bigger challenge is helping them handle sexual advances from people they know.
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]
The internet has become a prime means of communication worldwide and this unprecedented global reach – combined with the difficulty in tracking communications – makes it an ideal tool for extremists to repackage old hatred, raise funds, and recruit members. As the internet has grown and changed, hate groups and movements have adapted, creating websites, forums and social network profiles, becoming active in spaces such as online games, and even creating parallel versions of services such as Twitter and Wikipedia.