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.
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.
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.
This lesson helps students understand the relationship between body image and marketing by exploring Aerie and Dove’s body positive advertising campaigns. Students begin by reading about the impact that body positive advertising campaigns have on companies, as well as on their consumers. Students will then look at body positive ads aimed towards men and read research about how there is a lack of representation in this field. They will then deconstruct a series of traditional ads compared to body positive ones and discuss how marketers target "ideal beauty" messages to both men and women and whether they are effective. Finally, students will evaluate whether body positive ads are effective in general or not through discussion.
In this lesson, students explore the gratuitous use of violence in sports.
In this lesson, students become aware of the types and amounts of violence in children's programming, and how media violence influences young viewers.
This lesson helps children become aware of the types of violence that appear in the media, the frequency with which these acts occur, and how they respond to these acts. It begins with a guided discussion about the different types of violence and then, how violence is portrayed in the media. Using worksheets, students then survey the shows they enjoy for acts of violence and then, as a class, compile and discuss their findings.
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]