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. 
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.)
Queer people have been involved in producing their own media for as long as alternative media has existed. This landscape has traditionally been dominated by print media such as zines (small-circulation, generally low-cost, publications) and pamphlets or queer film, but with the advent of the electronic age and cheaper and more accessible electronic devices for production, there’s been an explosion of queer-produced media of all kinds. The following section explores the ways that queer people have sought to claim space for themselves within media and culture.
For most youth, the Internet is all about socializing, and while most of these social interactions are positive, increasing numbers of kids are using the technology to intimidate and harass others – a phenomenon known as cyberbullying.
In e-Parenting Tutorial: Keeping up with your kids’ online activities, Alice, a witty and cyber-savvy mom, takes parents on a tour of the many different Web environments and activities that are popular with children and youth.
It’s only recently that research has paid attention to the role of witnesses in bullying scenarios, and few studies focus specifically on witnesses. What research has been done has shown that witnesses can be just as important as targets or perpetrators in determining how a bullying scenario plays out and that witness