

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.

Masculinity and Sports Media
Sports media also contributes to the construction of masculinity in contemporary society.

Masculinity and Advertising
Advertising is a major source of stereotyped representations of masculinity.

Media Coverage of Women and Women's Issues
Women professionals and athletes continue to be under-represented in news coverage, and are often stereotypically portrayed when they are included.

The Economics of Gender Stereotyping
"We are experiencing a sea change with women and movies, a shift in numbers but also in consciousness. Female-driven movies, from women filmmakers and not, open weekly and are greeted as a matter of course rather than as aberrations; some dominate the box office, and a handful are enlivening the awards season. Despite continuing biases and barriers, women are now directing movies with a variety of budgets, topics and casts."

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.

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]

Children's Perceptions of Male Stereotypes
In 2017, a research group discovered that what boys are seeing in the media and what they actually believe are vastly different.