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.
Pushing the boundaries for artistic expression has always been a part of popular music. However, the drive for profits may also be pushing the envelope of what is acceptable. In this section we examine some of the issues in today's music.
The Internet is revolutionizing how we access and listen to music. The development of MP3s, or digital song files, has made it easy to download virtually any piece of music online.
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 is the second of three lessons that address gender stereotypes. The objective of these lessons is to encourage students to develop their own critical intelligence with regard to culturally inherited stereotypes, and to the images presented in the media - film and television, rock music, newspapers and magazines.The lesson begins with a review of stereotypes that are associated with men and women and their possible sources - including the role of the media. Students deconstruct a series of advertisements based on gender representation and answer questions about gender stereotyping about articles they have read.
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]