Marketing Violence to Young People
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.
Marketing Fear to Parents and Adults
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.
Violence in Sports
In this lesson, students explore the gratuitous use of violence in sports.
Game Time
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.
Taking Charge of TV Violence
In this lesson, students become aware of the types and amounts of violence in children's programming, and how media violence influences young viewers.
2SLGBTQ+ Representation in Other Media
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.