Questions about media violence have populated the headlines for almost as long as mass media has existed. Every few years, there’s a new line up of suspects: music, social media platforms, video games, television shows and movies. 

No one knows better than communications industries that children and youth represent a huge market, due to both their own spending power and their influence on family spending decisions.

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.

While parents may find certain representations of violence wholly appropriate for young people, there is a wide continuum of content that exists online and in the media. Anything from a cartoon cat having an anvil comically dropped on his head to video images of real life injuries and deaths can be accessed online by children and youth.

Research has found that these things are most likely to be scary to children:

Most young children enjoy pretend play and love to imitate action heroes. But many teachers, parents and child care workers say the influence of children's superhero TV shows or movies, can result in havoc when little fans get together.

To introduce students to the rating systems for films, videos and television and to the issues that surround these classifications.

In this lesson, students are introduced to the ways video games may impact their mental and physical health. Students start with a reflection on their use of video games, specifically the amount of time they play and the role of games in their lives. This is followed by a class activity based on several key questions relating to the positive and/or negative effects video games may have on our health. Finally, students will be given an opportunity to debate key claims on the health effects of video games.