Media portrayals of racial and cultural diversity - Overview
Media speaks volumes about what is important in a society. What we see in media can have an impact on how we see other groups and how we see ourselves.
Media speaks volumes about what is important in a society. What we see in media can have an impact on how we see other groups and how we see ourselves.
Canada’s Broadcasting Act, last amended in 1991, outlines industry guidelines for portrayal of diversity.
Since before Canada became a Confederation, racially and culturally diverse groups have been creating their own media: the first issue of the Provincial Freeman, which was a weekly newspaper edited and published by Black Canadians in the Province of Canada West (now Ontario), was first published on March 24, 1853.
Although the benefits of diverse media are considerable, the creation process can be riddled with challenges.
In much the same way that racialized groups are under- or misrepresented in news media, they are also not accurately portrayed in entertainment media, which tends to reinforce themes that are conveyed in the news. Although positive change is occurring, it is important that media content more accurately and fairly reflect the reality of Canadian multiculturalism.
Objectivity and accuracy are among the most important journalistic values. Consistently, however, Canadian news media has under-represented and stereotyped racialized groups.
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]
Time spent using devices is one of parents’ top concerns when it comes to their kids’ digital lives – and is the number one source of conflict between parents and children relating to technology use. It’s tempting for parents to act authoritatively and lay down the law on the number of hours their kids can spend on the computer, but in order to effectively address excessive use, there needs to be an active, voluntary commitment on the part of the young person to control their behaviour. Otherwise, kids will just find ways to work around their parents and be left to their own devices once they’re old enough to leave the house.
We don’t always hear the clock ticking when we’re online, and young people are no exception. Between doing research for homework, talking with friends, updating social media and playing games, it’s easy to see how kids and teens might lose track of time.
What we see – and don’t see – in media affects how we view reality. Media works can be imagined either as mirrors that reflect an audience’s own experience, windows that give them access to experiences they otherwise wouldn’t have known, or in some cases both.