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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.
The recently released Pew Report Teens, Video Games and Civics has revived the question about whether video games can be a worthwhile activity. Another recent entry in this debate is Jim Rossignol's This Gaming Life, a survey of computer gaming culture and a chronicle of its role in the author's life.
Note: this is the second in a series of columns looking at the history and future of Web 2.0.
In the last instalment of this series we examined the origins of the Do-It-Yourself (DIY) ethic and some of the issues around the definition of “user-created content.” Turning from the theoretical to the practical, we'll now take a look at just what is actually out there, and begin to examine some of the ethical and legal implications.
Note: this is the second in a series of columns looking at the history and future of Web 2.0.
Level: Grade 9-12
Author: Matthew Johnson, Director of Education, MediaSmarts
Duration: 2 to 2 ½ hours
Overview
In this special guest blog, MediaSmarts intern and University of Ottawa Communications MA candidate Anton van Hamel looks at how parents can learn about and deal with potentially problematic video game content.
Click here to download the Tip Sheet.
Level: Grades 9-12
Duration: 1-2 hours
Author: Matthew Johnson, Director of Education, MediaSmarts
Overview
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?
In the first part of this blog we looked at some of the challenges and barriers facing people with disabilities when it comes to the Internet and other new media. In this final part we turn to possible strategies for making the virtual world fully accessible to all.
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