Violence in Sports
In this lesson, students explore the gratuitous use of violence in sports.
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.
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.
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]