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DIY Media: Mashups, fan movies, and machinima

This is the second in a series of columns looking at the history and future of Web 2.0. In the last instalment of this series we examined the origins of the Do-It-Yourself (DIY) ethic and some of the issues around the definition of “user-created content.” Turning from the theoretical to the practical, we'll now take a look at just what is actually out there, and begin to examine some of the ethical and legal implications.

Internet & Mobile, Media Production, Movies, Music, Video Games

Naughty or Nice: Video Games for Christmas

With Christmas approaching, video games are the one media industry that seems recession-proof, with games topping many wish lists. Parents, though, can find it difficult to tell just what they're buying for their children. They may know about Grand Theft Auto, for instance, but may wonder what kind of sins are in Sins of a Solar Empire. Of course, nobody wants to disappoint their children: if parents decide not to buy Gears of War, will little Johnny be happy with Rock Band instead? Fortunately, there are both tools and techniques at hand to help parents identify games they might find inappropriate and also to pick appropriate games their children will like.

Marketing & Consumerism, Parents, Resources, Video Games

Asking Questions About Media Violence

In January, American Vice-President Joe Biden met with video game industry representatives in the wake of the tragic events at Sandy Hook to discuss the possible relationship between video games and gun violence. Five days later, President Barack Obama asked the United States Congress to fund more research to study the potential link between violence and video games, noting that “We don’t benefit from ignorance”.

Video Games, Violence

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

Interview with Larry Gonick, author of The Cartoon History of the Modern World, Volume II

Larry Gonick is a pioneer of non-fiction cartooning; starting with Blood From A Stone: A Cartoon Guide to Tax Reform in 1971, he has made a career out of explaining complicated topics in comic format. In 1978 he published the first issue of The Cartoon History of the Universe as a comic book, starting with the Big Bang and ending with the evolution of humanity. Issues of that series were collected first in 1982 and again in 1990; later two sequels appeared, The Cartoon History of the Universe II and III, and in 2007 the series continued as The Cartoon History of the Modern World. With the second volume of that series, published this fall, Gonick brings his history up to late 2008. Throughout the series Gonick has consistently made history entertaining and approachable as well as accurate (each volume ends with an annotated bibliography) and has shed light on the history of often-neglected parts of the world such as China, India and pre-Columbian America. Among his other works are The Cartoon History of the United States and the Cartoon Guide series, which provide grounding in topics ranging from physics to communication theory to sex; his works have been among the most influential in bringing comics into the classroom.

Comics, Media Production, Professional Development, Resources

Watching Watchmen

The most anticipated movie of the year, at least in some circles, is opening on March 6th: Watchmen, the adaptation of the 1986 comic book of the same name. The original, which won a Hugo Award for science fiction and was named one of Time's top 100 novels of the twentieth century, tells the story of a group of retired superheroes investigating the death of one of their colleagues; the mystery leads the reader through the alternate world their existence has created, in which heroes with cosmic superpowers overawed the Soviet Union and in which Richard Nixon is still president in 1985. Though time will tell how successful the film will turn out to be, the buzz around its launch gives an opportunity to look at comics and how they're adapted into other media.

Comics, Movies

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