The Concerns About Video Games
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. [1]
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. [1]
Most of us have happy memories of watching television with our families when we were young. But what was once a simple shared pastime has become an increasingly complex—and sometimes problematic part of modern family life.
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.
Two years into the COVID-19 pandemic, it is more clear than ever that dealing with the misinformation surrounding COVID-19 requires us to come at it from every possible angle. We have needed trusted voices to provide strong, clear and sharable counter-messaging on social media.
Canada’s Broadcasting Act, last amended in 1991, outlines industry guidelines for portrayal of diversity.
In this lesson students explore the commercial and ethical issues surrounding the reporting of crime in televised newscasts.
This lesson series contains discussion topics and extension activities for teachers to integrate the TVOKids Original series Wacky Media Songs. This lesson focuses on how media are made, how different media and genres tell stories and communicate meaning, and the affordances and defaults of different networked media.
In this lesson, students identify the differences between TV families and real families by analyzing the conventions used by TV shows; and by comparing the problems and actions of television families to real world families.
In this lesson students consider how well their favourite TV shows, movies and video games reflect the diversity of Canadian society.