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]
Recently, my youngest got a new phone that has data and the ability to text anyone. We’ve been texting with my eldest for some time now too. But after years of communicating this way, it finally happened: We, the parents, were invited into a family group chat.
In this lesson students consider how well their favourite TV shows, movies and video games reflect the diversity of Canadian society.
he beginning of another school year is here, and as it does many parents are beginning to wonder how they can help their kids ease out of summertime media habits. In addition to having to establish new rules for media use, parents may also face a barrage of requests and questions from their kids regarding digital technology, such as: Am I old enough to have a cell phone? Can I bring it to school? How about my iPod? What about Facebook or Twitter – all my friends are on them, I need to use them to talk about my homework!
Half of Canadian youth aged 16 to 20 have been sent a sext (a nude, partly nude or sexy photo) that they didn’t ask for. Whether you call them sexts, nudes, naked selfies or just pics, if you receive an intimate image like this, it’s your job to make the right choice about the sender’s privacy. There is no excuse to forward a sext that someone sent you.
Digital literacy is a vital tool for education, employment and economic participation, civic engagement, and even health and wellness. It reinforces existing inequalities based on socioeconomic status, ethnicity, education, immigration status and gender. Given the importance of digital literacy skills to under-represented populations, MediaSmarts and YWCA Canada have partnered to develop and deliver DigitalSmarts, a digital literacy skills program.
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.