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]
In this lesson students consider how well their favourite TV shows, movies and video games reflect the diversity of Canadian society.
To introduce students to the organizations of the Canadian broadcasting industry, and to the codes, guidelines and issues relating to violence, ethics, representation, advertising and the accuracy of news in television and radio programming.
This lesson plan explores the relationship between technology and the law by examining how the criminal law responds to technologically facilitated violence (TFV). Not only will it enhance students’ understanding of the legal meaning of key terms such as “violence”, it will also engage them in dialogue about the surrounding social and legal issues and the ways in which new and emerging technologies are affecting the relationship between the law and technology. Through the exploration of Canadian case studies, and subsequent discussion, students will develop their knowledge on legal implications of various forms of TFV such as harassing communications, criminal harassment, unauthorized use of computer systems, non-consensual disclosure of intimate images (sometimes referred to as “revenge porn”), and hate propaganda. Students will use materials from The eQuality Project’s “Technology-Facilitated Violence: Criminal Case Law” database to research recent Canadian case law involving TFV, better understand the concept of “violence” and the wide range of acts that fall within TFV, as well as the available criminal legal resources and potential outcomes for those affected.
This week, the Students whom I work with at Golf Road Junior Public School had an amazing opportunity directly related to our work together in studying Media Literacy, specific to Television and Film Media. After being approached by Media Smarts, I was connected with the CBC who wanted to engage with and film a class focused on Students’ perceptions and opinions on Violence within popular films.
In this lesson students consider diversity representation in video games by identifying examples of diversity in the games they play, comparing their findings to statistics on diversity in the Canadian population.
In January, American Vice-President Joe Biden met with video game industry representatives in the wake of the tragic events at Sandy Hook to discuss the possible relationship between video games and gun violence. Five days later, President Barack Obama asked the United States Congress to fund more research to study the potential link between violence and video games, noting that “We don’t benefit from ignorance”.
I have been blogging for over 14 years, freelance writing for almost as long, and on social media for the same amount of time. It’s become my normal to take photos for sharing later (I rarely share ‘in the moment’) or check the news on a social media website before traditional news outlets online. I actively use my phone to stay connected with family and friends, for my job, and as a camera.