With a little help from my friends
Third entry in a series looks at sites that help users create content. In the last instalment of this series we looked at some of examples of user-created media such as mashups, fan movies and machinima.
Third entry in a series looks at sites that help users create content. In the last instalment of this series we looked at some of examples of user-created media such as mashups, fan movies and machinima.
If anyone still doubts that youth need to learn how to evaluate online information, those doubts should have been dispelled by a recent hoax perpetrated by the group called the Yes Men. This group, which has a history of staging fake press conferences, decided to draw attention to Canada's position at the Copenhagen conference on climate change by creating a number of fake Web sites purporting to be, among others, the Copenhagen summit site, the Wall Street Journal, and Environment Canada's site. While it didn't take long for Environment Canada to make a statement exposing the hoax, by that time many journalists had reported the story as fact and the story had been widely distributed by wire services.
If you're a parent, chances are there was at least one video game under the tree this Christmas. Even though your kids may be thrilled by a new title, as a parent you may be less enthusiastic. Even those of us who grew up with Alone in the Dark may balk at the detailed level of violence in Modern Warfare and Fallout: New Vegas, at least when considered as fare for kids. Both of these games receive an “M” rating, which means that they are considered unsuitable for players under 17; as with all other things, though, labeling these titles as ‘for adults only' often makes them more appealing to the unintended youth audience. In addition to the violence question, there remain issues of meaning in videogames which are harder to track but no less important. So how concerned should parents be about indulging their children's appetite for virtual violence?
This is the second in a series of columns looking at the history and future of Web 2.0. In the last instalment of this series we examined the origins of the Do-It-Yourself (DIY) ethic and some of the issues around the definition of “user-created content.” Turning from the theoretical to the practical, we'll now take a look at just what is actually out there, and begin to examine some of the ethical and legal implications.
With the launch of the Xbox One in November, 2013 has finally finished giving birth to the newest generation of video game consoles. Wii U, PlayStation 4 (PS4) and Xbox One are sure to be on many children’s wish lists for the holidays this year, but these new consoles are anything but child’s play. Far from being simple machines for playing video games, these new consoles are more connected to the Internet than ever and have lots of new social features.
Images of men and women in the media are often based on stereotypical roles of males and females in our society. Because stereotyping can affect how children feel about themselves and how they relate to others, it's important that they learn to recognize and understand gender stereotypes in different media.
Racial stereotypes abound on television, and children's programming is no exception. The turban-wearing bad guy, the brainy Asian, and the Black basketball whiz are just a few of the stereotypes reinforced in children's cartoons, films and TV shows. Spotting these stereotypes is often difficult for children; to them, the tomahawk-wielding Indian or the Asian karate expert is a familiar, easily-understood and often funny character. So how do you help children understand these images for what they are – oversimplified, generalizations?
Talking to kids about violence in the media they consume – television, movies, video games, music and the Internet – can help them put media violence into perspective and perhaps diffuse some of its power.
It's important to know what the ratings mean on the video games your children play. The Entertainment Software Rating Board (ESRB) is an industry organization that has developed a rating system for computer, Internet and video games. Most games sold in North America are rated using this system.
The last few weeks have shed an unprecedented light on the use of digital media to spread and inspire hatred. Michael Zehaf-Bibeau, the perpetrator in the attacks on Canada’s National War Memorial and Parliament buildings, appears to have been motivated in part by exposure to online postings by a self-described member of the Islamic state[1], and the Federal government has already stated that it intends to create tools to remove online content that promotes the “proliferation of terrorism.”[2]