Social norms, peer pressure and reciprocity
How common young people think sexting is has been identified as one of the strongest factors influencing whether they send sexts.
How common young people think sexting is has been identified as one of the strongest factors influencing whether they send sexts.
Typically, youth sexting occurs in three contexts: in lieu of sexual activity for younger adolescents who are not yet physically sexually active; to show interest in someone a teen would like to date; and, for sexually active youth, as proof of trust and intimacy.
February 10th is Safer Internet Day, an event sponsored by Insafe to promote safe and responsible online behaviour. As the Internet becomes a more and more central part of our lives, we are coming to a better understanding of just what risks and opportunities it provides. We are learning, for instance, that youth are less likely to be victimized by adult strangers than by other youth, whether it is in the form of sexual solicitation or online harassment: a recent study by the Berkman Center for Internet and Society at Harvard University, prepared for the Multi-State Working Group on Social Networking of State Attorneys General of the United States, supports other recent research in finding that it is the particular behaviours that some youth consciously engage in that place them at risk -- and that not all youth are equally at risk.
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.
Parents, you may be aware that Media Literacy Week is October 24-28 and Digital Citizen Day is October 26, but we should talk about digital media literacy all year round. We are raising kids who are going to be so much better at using media for (hopefully) good; for their education, careers, community giving and passions. It’s moving quickly and we are trying to keep up.
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.
Good-quality video games offer lots of benefits to children and teens.
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]
Sixty-two per cent of Canadian gamers are male:[1] and in a market targeted primarily at males, games that appeal to girls can be hard to find. Generally girls aren't interested in the violent "first person shooter" games favoured by boys, and many of the girl-specific games promote stereotypical interests such as cooking and babysitting. (Industry representatives claim these topics are chosen based on their surveys of what female games want.)