With Christmas approaching, video games are the one media industry that seems recession-proof, with games topping many wish lists. Parents, though, can find it difficult to tell just what they’re buying for their children. They may know about Grand Theft Auto, for instance, but may wonder what kind of sins are in Sins of a Solar Empire. Of course, nobody wants to disappoint their children: if parents decide not to buy Gears of War, will little Johnny be happy with Rock Band instead? Fortunately, there are both tools and techniques at hand to help parents identify games they might find inappropriate and also to pick appropriate games their children will like.
In the last year or two many writers and researchers have been trying to correct the common perception that young people do not care about privacy. While the public may finally be getting the message that teenagers do value their privacy – as they define it – the idea that younger children have any personal information worth protecting is still a new one. Certainly, most people would probably be surprised to learn how early children are starting to surf the Net: the average age at which children began to use the Internet dropped from age 10 in 2002 to age four in 2009 (Findahl, Olle, Preschoolers and the Internet, Presented at the EU-kids online conference, London, June 11, 2009); and, thanks to the iPhone and iPad, that number has probably dropped even lower.
“A lie can travel halfway around the world while the truth is still putting on its shoes.”
I’ve already written about YouTube and Instagram, but today I wanted to share some information about four other popular sites and apps that are on my radar right now: Snapchat, Vine, Tumblr and ask.fm.
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.
We generally think of our kids’ online and offline lives as being two separate things. In reality, they constantly overlap, flowing back and forth face-to-face in the schoolyard and through texts and social networks at home. But on the Internet there are lots of moral and ethical choices that don’t have to be made offline.
There has been a lot of discussion in the past couple years among scientists, the public health community and the media about the impact of smoking and tobacco images in movies.
The theme of this year’s Media Literacy Week, “What’s Being Sold: Helping Kids Make Sense of Marketing Messages” is one I personally feel strongly about. After all, I’ve spent my entire career working in all aspects of marketing and communications. At the Canadian Internet Registration Authority (CIRA), I’m responsible for the department filled with people who are experts in advertising and communications, social media and public relations.
With the launch of the Xbox One in November, 2013 has finally finished giving birth to the newest generation of video game consoles. Wii U, PlayStation 4 (PS4) and Xbox One are sure to be on many children’s wish lists for the holidays this year, but these new consoles are anything but child’s play. Far from being simple machines for playing video games, these new consoles are more connected to the Internet than ever and have lots of new social features.
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.