Marketing violence (and fear of it)
No one knows better than the media industry that children and youth represent a huge market, due to both their own spending power and their influence on family spending decisions.
No one knows better than the media industry that children and youth represent a huge market, due to both their own spending power and their influence on family spending decisions.
While parents may find certain representations of violence wholly appropriate for young people, there’s a wide continuum of content that exists online and in the media. Anything from a cartoon cat having an anvil comically dropped on his head to video images of real-life injuries and deaths can be accessed online by children and youth.
It’s hard to clearly define the effect media violence has on consumers and young people. This is mainly because terms like “violence” and “aggression” are not easily defined or categorized. To a child, almost any kind of conflict, like the heated arguments of some talk-radio shows or primetime news pundits, can sound as aggressive as two cartoon characters dropping anvils on each other.
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.
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.
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]
Popular culture, news media, and the way we consume violence on social media all play significant roles in shaping and reinforcing narratives of violence against women and diverse communities.
Questions about media violence have populated the headlines for almost as long as mass media has existed. Every few years, there’s a new line up of suspects: music, social media platforms, video games, television shows and movies.
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.
It's been a rough couple of months for a brat. Or rather for Bratz – the giant-headed, almond-eyed, scantily dressed dolls that have been giving Barbie a scare for the last few years. One of the toy success stories of the last decade, the Bratz juggernaut now shows signs of slowing down: first, a $100 million judgment against the dolls' manufacturer, MGA Entertainment, which ruled that the original designer first drew them while still under contract at Mattel; then a successful campaign by parents to keep Bratz books out of the Scholastic catalogue, which places books in thousands of schools across North America; and, most painfully, reports that stores have cut shelf space for Bratz by as much as 50 per cent.