The Concerns About Video Games
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]
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]
When my kids saw the TikTok app icon on my phone, both of them had the same reaction: “WHAT? Why are you on TikTok?” While I thought it was because they wanted to tell me I was too old for the app, it was more that they really didn’t understand the appeal since they aren’t current users (for now).
I can look at the media and see people from my group widely represented as heroes, role models, leaders, news anchors, television hosts, and experts.
Two years into the COVID-19 pandemic, it is more clear than ever that dealing with the misinformation surrounding COVID-19 requires us to come at it from every possible angle. We have needed trusted voices to provide strong, clear and sharable counter-messaging on social media.
So, you saw some false info?
Whether the bad info you saw was a misunderstanding, an exaggeration, or even an outright lie, how you respond makes a difference.
Be part of the solution. Say something!
Canada’s Broadcasting Act, last amended in 1991, outlines industry guidelines for portrayal of diversity.
In this lesson, students identify the differences between TV families and real families by analyzing the conventions used by TV shows; and by comparing the problems and actions of television families to real world families.
In this lesson students consider how well their favourite TV shows, movies and video games reflect the diversity of Canadian society.
One of the barriers to youth pushing back against prejudice is not wanting to over-react, particularly if they feel their peers were just ‘joking around.’ Humour, however, can often be a cover for intentional bullying and prejudice. In this lesson, students analyze media representations of relational aggression, such as sarcasm and put-down humour, then consider the ways in which digital communication may make it harder to recognize irony or satire and easier to hurt someone’s feelings without knowing it. Students then consider how humour may be used to excuse prejudice and discuss ways of responding to it.