Sharing sexts
There is little evidence that sending sexts is by itself a risky act. For example, one 2018 study suggests that “sexting can be a healthy way for young people to explore sexuality and intimacy when it’s consensual.”
There is little evidence that sending sexts is by itself a risky act. For example, one 2018 study suggests that “sexting can be a healthy way for young people to explore sexuality and intimacy when it’s consensual.”
Studies about the gendered aspects of sexting consistently show that while little criticism is attached to boys who send sexts, girls who do so are perceived as being sexually immoral: girls who sext are seen as using their sexuality to get public attention, while boys – even if their sexts become public – are assumed to be doing it only to get the attention of one prospective partner. [1]
Moral disengagement is used to describe the ways in which we convince ourselves to do something that we know is wrong, or to not do something we know is right. MediaSmarts’ research looked at the impact of four moral disengagement mechanisms:
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.
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 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]