Music is one of the most popular and powerful forms of media that kids and teens consume: more than half of Canadian teens say they would die without it, and nearly all consider it very important to their lives. 
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. 
As concerned adults, we also need to recognize when our anxieties about media violence are used to sell us on blanket censorship, ideology, and a variety of products.
I can look at the media and see people from my group widely represented as heroes, role models, leaders, news anchors, television hosts, and experts.
In this section, we examine some concerns related to the movies kids enjoy and we offer tips for talking about problematic film content such as violence and gender and racial stereotyping.
Pushing the boundaries for artistic expression has always been a part of popular music. However, the drive for profits may also be pushing the envelope of what is acceptable. In this section we examine some of the issues in today’s music.
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.
For over a hundred years, Westerns and documentaries have shaped the public’s perception of Native people. The wise elder (Little Big Man); the drunk (Tom Sawyer); the Indian princess (Pocahontas); the loyal sidekick (Tonto)—these images have become engrained in the consciousness of every North American.
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.