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Meaning and action in games

At its core, a game is constructed from several essential components: a defined Goal (the end state players are trying to reach), Rules (the formal structure establishing what can and cannot be done), Obstacles (elements preventing easy goal achievement) and a Core Dynamic, "the main action of a game, what the player does most of the time in order to reach their goal(s)."[1]

Video Games

Dynamics of the game industry

The video game industry has evolved from a niche entertainment market into a dominant global force, surpassing the combined revenue of the film and music industries. This evolution has been marked by radical shifts in how games are published, monetized and consumed, creating both unprecedented opportunities for creators and significant challenges for players.

Video Games

Rules of notice in social media

Historically, broadcast media followed a hierarchical model where a small elite group of wealthy producers shaped the public sphere and sent one-way communication to a much larger mass of receivers, often promoting views favorable to the status quo.

Social Networking

The social media industry

The social media industry represents a profound transformation of the traditional media landscape, moving from hierarchical, one-way communication to decentralized, interactive digital networks.[1] Today’s dominant platforms are best defined as "two-sided platforms that primarily host user-generated content distributed via algorithms, while allowing for interactions among users.”[2] This highly interactive and networked environment has created immense wealth for the platform operators while simultaneously establishing

Social Networking

Film, TV and online video

Unlike static images, which rely solely on composition and fixed visual elements, video media also direct the viewer's attention through rules of notice involve motion, editing and sound.

Movies, Television

Video media industries

The commercial features and distribution models of the movie, traditional television, streaming video and online video industries each exert an influence on the type of content produced, how it's crafted and how audiences engage with it.

Movies, Television

#ForYou: A Game About Algorithms

#ForYou is a card-based pattern-matching game that helps youth aged 13 to 18 understand the role that algorithms play in their online and offline lives, and the value of their personal information to companies that use those algorithms. The game is designed to be delivered either in school or in community spaces such as homework or coding clubs.

Artificial intelligence, Internet & Mobile, Privacy

Talking to Kids About AI: Tips for Parents

Here are some tips on how to do that:

Explore AI together. If young kids are using an AI chatbot or voice assistant, sit with them at first to help them learn to use it and get curious about its responses. As they get more comfortable, you can step back, but try to keep a conversation going about what they’re doing and experiencing. Make sure they know to come to you if a chatbot ever says anything inappropriate or upsetting.

Artificial intelligence

Online Relationships: Respect and Consent

In this lesson, students use mind maps to explore concepts of “respect” and “consent” in an online context. They consider a wide range of scenarios that shed light on different aspects of consent relating to digital media and draw on those to create a detailed definition. They then learn about the moral disengagement techniques or “sneaky excuses” that we sometimes use to let us do things we know are wrong, and identify them in short videos. Finally, students create a digital story in which they illustrate one of the aspects of consent or one of the “sneaky excuses.”

Artificial intelligence, Digital Citizenship, Digital Health, Internet & Mobile, Online Ethics, Sexting

Outcome Chart - Newfoundland and Labrador - Communications Technology 7

Outcome Chart - Newfoundland and Labrador - Communications Technology 7

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MediaSmarts is a non-partisan registered charity that receives funding from government and corporate partners to support the development of original research and educational content. Our funders and corporate partners do not influence our work, and any resources that offer guidance on specific digital tools and platforms do not constitute an endorsement.

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