Managing Video Game Playing in the Home - Tip Sheet
Good-quality video games offer lots of benefits to children and teens.
Good-quality video games offer lots of benefits to children and teens.
Being exposed to sexual content is one of Canadian parents’ top worries about their kids’ online experience and also one of kids’ own top concerns. It’s not hard to see why: while there are no longer any explicitly pornographic sites among kids’ favourite platforms and websites – and the services that are their favourites such as TikTok and Instagram ban sexually explicit content – almost a third of Canadian kids have been exposed to porn online without looking for it.
We know that young people are accessing explicit content online. We know less about how this exposure is impacting their attitudes and behaviours. If kids are finding accurate and good quality information about sexual health or healthy relationships, that’s a positive thing. However, if the bulk of their exposure is to pornography, then they may be receiving distorted messages about relationships and sexual behaviour.
Given the high likelihood that youth are going to come across or seek out online pornography at one point or another, not to mention the many messages they receive about sex through other media, it’s important that parents take an active role in their kids’ internet use and start talking to them about healthy relationships and sexuality at early ages to help them contextualize and make decisions about what they’re seeing online.
In this lesson students consider diversity representation in video games by identifying examples of diversity in the games they play, comparing their findings to statistics on diversity in the Canadian population.
In January, American Vice-President Joe Biden met with video game industry representatives in the wake of the tragic events at Sandy Hook to discuss the possible relationship between video games and gun violence. Five days later, President Barack Obama asked the United States Congress to fund more research to study the potential link between violence and video games, noting that “We don’t benefit from ignorance”.
In this lesson, students talk about dressing up and taking on identities that are similar to or different from them. They are then introduced to the idea of avatars as a kind of “dressing up” inside video games and consider the ways in which the technical, generic and aesthetic limitations on avatar creation and customization affect their choices and their ability to represent themselves online.
Ever since Cronus the Titan tried to swallow his son Zeus, parents have feared being supplanted by their children. (It didn't take.) But it's only in the last few generations, as the rate of technological progress has accelerated, that children have grown up in a world significantly different from the one their parents knew, and it's only very recently that parents have seen their surpass them while they were still in the single digits. Thanks to digital media, the world is changing so rapidly today – consider that five years ago there was no Twitter, ten years ago no Facebook and fifteen years ago no Google – that even those of us who spent our childhoods programming our parents' VCRs can feel left behind.
For more than a decade, MediaSmarts has been a leader in defining digital literacy in Canada. This is reflected in the elementary digital literacy framework we launched in 2015. The Use, Understand & Create framework is based on a holistic approach which recognizes that the different skills that make up digital literacy cannot be fully separated.