MediaSmarts Blog

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February 10th is Safer Internet Day, an event sponsored by Insafe to promote safe and responsible online behaviour. As the Internet becomes a more and more central part of our lives, we are coming to a better understanding of just what risks and opportunities it provides. We are learning, for instance, that youth are less likely to be victimized by adult strangers than by other youth, whether it is in the form of sexual solicitation or online harassment: a recent study by the Berkman Center for Internet and Society at Harvard University, prepared for the Multi-State Working Group on Social Networking of State Attorneys General of the United States, supports other recent research in finding that it is the particular behaviours that some youth consciously engage in that place them at risk – and that not all youth are equally at risk.

As media outlets continue to close and advertising budgets shrink, the once-mighty Super Bowl is receiving much less buzz than usual. A number of major advertisers, such as Federal Express and troubled automaker General Motors, have decided not to run Super Bowl ads at all this year. Another January event, though, is attracting a surprising amount of media attention: the U.S. presidential inauguration.

With all the recent attention focused on stories of teenagers charged with distributing child pornography for taking sexually suggestive pictures of themselves, jobs lost due to Facebook and MySpace entries, and libel suits over blog posts, people are justifiably concerned about the permanence of material posted to the Internet. Many a teacher or parent has had to carefully explain to children or teens that whatever they post online might be seen by people other than the intended audience, and might be out there for a very long time.

Educational games have had a troubled history. At their worst, they have been neither educational nor games; even at their best they have faced scepticism from educators, game designers and especially children. The standard response to being given an educational game – This is supposed to be fun? – might be compared to finding a Brussels sprout at the centre of a Tootsie Pop. Teachers, meanwhile, are rightly concerned that the educational content of these games might be outweighed by the entertainment value. Already loaded down with curriculum that has to be delivered, many educators feel they don’t have the time to spare on anything but direct instruction.

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.

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