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Put Your Best Face Forward

In this lesson, students start by discussing the phenomenon of “selfies” and serve as experts in advising the teacher on the standards by which the “best” selfies are judged. They then discuss a number of statements taken from interviews with youth that highlight issues of self-representation, body image and gender standards, and learn about “photoshopping” images. Finally, students apply what they have learned by modifying an image that is at least 50 years old to meet “selfie” standards.

Body Image, Digital Citizenship, Digital Health, Internet & Mobile, Social Networking

Talking to kids about media violence

Talking to kids about violence in the media they consume – television, movies, video games, music and the Internet – can help them put media violence into perspective and perhaps diffuse some of its power. 

Internet & Mobile, Movies, Music, Television, Video Games, Violence

Understanding the rating system for video games

It's important to know what the ratings mean on the video games your children play. The Entertainment Software Rating Board (ESRB) is an industry organization that has developed a rating system for computer, Internet and video games. Most games sold in North America are rated using this system.

Video Games

Screen-Free Week

Screen-Free Week is an annual event that traditionally takes place in May. Each year people from around the world make a conscious decision to turn off screens of all kinds for the week.

Digital Health, Excessive Internet Use, Internet & Mobile, Parents, Resources, Television, Video Games

Government and Industry Responses to Media Violence

Media violence has been taken up as a public policy issue by a number of Western countries. Central to the debate has been the challenge of accommodating what may appear to be opposing principles—the protection of children from unsuitable media content and upholding the right to freedom of expression.

Movies, Television, Video Games, Violence

Media Education and Body Image

There’s significant evidence that media education can counter unrealistic media representations of men’s and women’s bodies. For example, a 2015 study found that girls as young as Grade 5 who had received media literacy education in school had higher self-esteem and body satisfaction.

Body Image, Gender Representation

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]

Gender Representation, Stereotyping, Video Games, Violence, Visible Minorities

Body Image: Introduction

Body image concerns have been documented in children as young as three,[2] but it’s adolescents who appear to be most at risk for developing unhealthy attitudes towards their bodies based on this perception.

Body Image

Video Games - Special Issues for Young Children

Throughout the elementary years, parents are the main gatekeepers for their children. As such, they need to be actively involved in their children’s video game playing – selecting the games, managing how much time children spend playing, and talking to them about the values in the games they like.

Video Games

Video Games - Special Issues for Teens

For most teens, playing video games is just another recreational activity they enjoy with friends. The concern is when video game playing becomes an addictive or isolating activity.

Video Games

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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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