My Voice is Louder Than Hate
My Voice is Louder Than Hate, MediaSmarts’ latest resource, uses digital storytelling and meme making tools to encourage youth to push back when they encounter hate online.
My Voice is Louder Than Hate, MediaSmarts’ latest resource, uses digital storytelling and meme making tools to encourage youth to push back when they encounter hate online.
Media violence has been taken up as a public policy issue by a number of Western countries. Central to the debate has been the challenge of accommodating what may appear to be opposing principles—the protection of children from unsuitable media content and upholding the right to freedom of expression.
It's a question that most parents of young daughters face: "Has she hit the 'princess phase' yet?" Not all parents are upset by this, of course: many happily buy their girls princess costumes, toys and accessories ranging from shoes to purses, all in pink. Some, though, despair of the powerful gender stereotyping this delivers to young girls and each new piece of princess gear can be a source of conflict.
With a half million visitors in the average month, MNet's Web site is the public face of our organization. As in past years, we've seen some parts of the site increase in traffic while others remain consistently popular.
What colour is an Airbender? If this question is not at the top of your mind, it's because you haven't been following the controversy surrounding the casting of the film The Last Airbender, set to premiere in early July. The question of ethnicity in the film's casting casts a valuable light on many of Hollywood's decisions when it comes to race and gender – and the attitudes and assumptions that underlie them.
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.
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]