Social norms, peer pressure and reciprocity
How common young people think sexting is has been identified as one of the strongest factors influencing whether they send sexts.
How common young people think sexting is has been identified as one of the strongest factors influencing whether they send sexts.
Typically, youth sexting occurs in three contexts: in lieu of sexual activity for younger adolescents who are not yet physically sexually active; to show interest in someone a teen would like to date; and, for sexually active youth, as proof of trust and intimacy.
In this lesson, students consider the positive aspects of video games as well as the ways in which games may take time away from other activities they enjoy. Students are introduced to the idea of balancing game and screen time with other parts of their lives and learn about the reasons why they may be tempted to spend more time playing games or find it difficult to stop playing. They then keep a diary of their game play (or another screen activity if they do not play video games) that prompts them to reflect on their gaming habits. Partway through that process, they are introduced to techniques that will help them moderate their game play and deal with the difficulties they may feel reducing game time. Finally, students reflect on the experience and develop a plan to make their game play more mindful.
2SLGBTQ+ people have been involved in producing their own media for as long as alternative media has existed, but with the advent of the electronic age and cheaper and more accessible electronic devices for production, there has been an explosion of 2SLGBTQ+-produced media of all kinds. The following section explores the ways that 2SLGBTQ+ people have sought to claim space for themselves within media and culture.
When discussing media representation of various groups, especially those we consider marginalized, stereotypes are often a primary concern. But sometimes, breaking a stereotype doesn’t go quite far enough, and the issue can be a little more complicated than merely determining whether or not a character is represented in a positive or negative way. The section that follows explores different approaches to queer content by analyzing various ways that popular media have used characterized LGBTQ people.
As in other media, 2SLGBTQ+ people have gained a greater and more widely visible presence within the advertising world, with ad agencies courting the “Pink Dollar.” This is not surprising, considering that the 2SLGBTQ+ audience is estimated to be worth around $917 million in buying power.[1]
Though 2SLGBTQ+ characters, situations and themes are becoming increasingly prevalent in the media, it is sometimes difficult to interpret representations.
Good-quality video games offer lots of benefits to children and teens.
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]