The new movie Zero Dark Thirty, which tells the story of the tracking and eventual killing of Osama Bin Laden, has received several Oscar nominations (including Best Picture), but it’s attracting another kind of attention as well: several writers, including Jane Meyer at The New Yorker and Peter Maass at The Atlantic, have accused it of condoning or even glorifying the use of torture by US intelligence agencies.
Snapchat, the mobile app that lets users send “self-destructing” photos, has the distinction of being the only digital tool that does not have a single redeeming feature. While the moral panic associated with blogs, cell phones, social networks and online games has largely faded in grudging recognition of their more positive uses (indeed, research shows that many parents have actually helped their children lie about their age register for Facebook accounts), Snapchat is seen as the Q-tip of the digital age: its sole function is to do the thing that you’re warned not to do on the box.
I had a really interesting conversation with my 14-year-old daughter recently. She was wondering why so many adults assume that teenagers are all the same: a bunch of lazy, self-involved jokers who are glued to their devices all day. I didn’t have an answer for her, really, only that people tend to generalize, and that this is Never a Good Thing, no matter who it is we’re talking about.
This week, the Students whom I work with at Golf Road Junior Public School had an amazing opportunity directly related to our work together in studying Media Literacy, specific to Television and Film Media. After being approached by Media Smarts, I was connected with the CBC who wanted to engage with and film a class focused on Students’ perceptions and opinions on Violence within popular films.
Over the last week our world has been invaded: cute cartoon creatures can now be found lurking in parks, restaurants, museums, and even people’s houses. If you haven’t seen them, it’s because they’re only visible on a smartphone screen, and only if you’re playing the new game “Pokémon Go”.
There’s a long-standing relationship between sex and the Internet. As far as back the 1980s, Usenet and local bulletin board systems were used to share pornographic text files and crude (in both senses) graphics, and people have been using digital media to form and carry out online relationships at least as long. However, just as estimates of how much online traffic and content is made up of sexual material tend to be exaggerated, our new report – Sexuality and Romantic Relationships in the Digital Age – from MediaSmarts’ Young Canadians in a Wired World survey of 5,436 students, shows that for Canadian youth, sexuality and romantic relationships play a fairly small part of their online lives.
To mark Safer Internet Day on February 11, we’ll be joining TELUS in a live webinar discussion of our Young Canadians in a Wired World research. Focusing on our first report, Life Online, our Director of Education, Matthew Johnson, will look at how the online behaviors and attitudes of young Canadians have changed over the past 10 years and what we can do to help keep our kids safe online.
It goes without saying that eight years is a long time on the Internet. Between 2005, when MediaSmarts published Phase II of our Young Canadians in a Wired World research, and 2013, when we conducted the national student survey for Phase III, the Internet changed almost beyond recognition: online video, once slow and buggy, became one of the most popular activities on the Web, while social networking became nearly universal among both youth and adults. Young people’s online experiences have changed as well, so we surveyed 5,436 Canadian students in grades 4 through 11, in classrooms in every province and territory, to find out how.
In January, American Vice-President Joe Biden met with video game industry representatives in the wake of the tragic events at Sandy Hook to discuss the possible relationship between video games and gun violence. Five days later, President Barack Obama asked the United States Congress to fund more research to study the potential link between violence and video games, noting that “We don’t benefit from ignorance”.
This is a question I get asked a lot, and to be honest, I don’t think there’s an easy answer. Every kid is different and every family has different thoughts and experiences.