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Your living room’s new “black box”

With the launch of the Xbox One in November, 2013 has finally finished giving birth to the newest generation of video game consoles. Wii U, PlayStation 4 (PS4) and Xbox One are sure to be on many children’s wish lists for the holidays this year, but these new consoles are anything but child’s play. Far from being simple machines for playing video games, these new consoles are more connected to the Internet than ever and have lots of new social features.

Parents, Video Games

Talking to kids about gender stereotypes

Images of men and women in the media are often based on stereotypical roles of males and females in our society. Because stereotyping can affect how children feel about themselves and how they relate to others, it's important that they learn to recognize and understand gender stereotypes in different media.

Body Image, Gender Representation, Movies, Music, Stereotyping, Television, Video Games

Managing Video Game Playing in the Home - Tip Sheet

Good-quality video games offer lots of benefits to children and teens.

Video Games

Talking to kids about racial stereotypes

Racial stereotypes abound on television, and children's programming is no exception. The turban-wearing bad guy, the brainy Asian, and the Black basketball whiz are just a few of the stereotypes reinforced in children's cartoons, films and TV shows. Spotting these stereotypes is often difficult for children; to them, the tomahawk-wielding Indian or the Asian karate expert is a familiar, easily-understood and often funny character. So how do you help children understand these images for what they are – oversimplified, generalizations?

Diversity in Media, Movies, Stereotyping, Television, Video Games, Visible Minorities

Book review: "This Gaming Life" by Jim Rossignol

The recently released Pew Report Teens, Video Games and Civicshas revived the question about whether video games can be a worthwhile activity. Another recent entry in this debate is Jim Rossignol's This Gaming Life, a survey of computer gaming culture and a chronicle of its role in the author's life.

Resources, Video Games

Pop Quiz

People who make their living producing images, such as photographers, stylists, publicists, directors and pop idols, learn how to use those signs to convey the impression they want to make. Although teen girls who are trying to send a signal to their circle of friends and pop music producers who are trying to send a signal to an audience of millions are working on different scales, the principle is very much the same. Depending on your audience, you need to tailor the signals you send out very carefully. Even your age can have a certain amount of wiggle room when dressed in the right signs.

Body Image, Marketing & Consumerism, Media Production, Music, Resources

People with a disability: left behind by the Media Age? (Part Two)

In the first part of this blog we looked at some of the challenges and barriers facing people with disabilities when it comes to the Internet and other new media. In this final part we turn to possible strategies for making the virtual world fully accessible to all.

Human Rights, Internet & Mobile, Resources, Stereotyping, Video Games

With a little help from my friends

Third entry in a series looks at sites that help users create content. In the last instalment of this series we looked at some of examples of user-created media such as mashups, fan movies and machinima.

Internet & Mobile, Media Production, Resources, Video Games

Miscast and Seldom Seen - Lesson

In this lesson students consider how well their favourite TV shows, movies and video games reflect the diversity of Canadian society.

Diversity in Media, Indigenous People, Movies, Persons with Disabilities, 2SLGBTQ+ Representation, Religion, Stereotyping, Television, Video Games, Visible Minorities

First Person

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.

Diversity in Media, Indigenous People, Persons with Disabilities, Privilege in the Media, 2SLGBTQ+ Representation, Religion, Stereotyping, Video Games, Visible Minorities

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