

Avatars and body image
In this lesson students are introduced to the concept of "avatars" and share their experiences creating and playing avatars in video games and virtual worlds. They then create avatars using a program that is intentionally limited in terms of available body types and gender markers, first creating an avatar of their own gender and then of the opposite gender, and then discuss the program and relate it to representations of gender and body image in games and virtual worlds and in other media. Students then create avatars using a much more flexible version of the program and compare that experience to the more limited version. Finally, students use the more versatile program to create avatars that represent how they see themselves and how they would like others to see them online and reflect on the choices that went into creating them.

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.

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.

Why is Violent Media so Pervasive?
Representations of violence aren’t new. In fact, violence has been a key part of media since the birth of literature: Ancient Greek poetry and drama often portrayed murder, suicide and self-mutilation; many of Shakespeare’s plays revel in violence, torture, maiming, rape, revenge and psychological terror; and some of the most popular books of the 19th century were “penny dreadfuls” that delivered blood, gore and other shocks to the lowest common denominator.

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.