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Adversmarts: Introduction to Food Advertising Online

In this lesson, students are introduced to the idea of online advertising and look at the ways that marketers create immersive and appealing online environments that draw and hold children’s attention. After studying common advertising techniques, students play an educational online game that lets them put their learning into action by “creating” a site advertising a fictitious cereal, Co-Co Crunch.

Digital Citizenship, Digital Health, Food Marketing, Internet & Mobile, Marketing & Consumerism, Online Marketing

Masculinity and Sports Media

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

Gender Representation, Sports, Stereotyping

Masculinity and Advertising

Advertising is a major source of stereotyped representations of masculinity.

Gender Representation, Marketing & Consumerism, Stereotyping

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.

Gender Representation, Stereotyping

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."

Gender Representation, Stereotyping

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.

Body Image, Gender Representation

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]

Gender Representation, Stereotyping, Video Games, Violence, Visible Minorities

Marketing and Consumerism - Special Issues for Tweens and Teens

One of the most important recent developments in advertising to kids has been the defining of a "tween" market (ages 8 to 12).

Marketing & Consumerism

Taking Action - Marketing and Consumerism

To help kids avoid the many traps and pitfalls set up by online marketers, parents and teachers need to become more informed about online marketing techniques and privacy issues – and then pass the information on to kids.

Marketing & Consumerism

Marketing & Consumerism - Special Issues for Young Children

Parents of young children have an important role to play in protecting their kids from invasive marketing and in educating them about advertising from an early age.

Marketing & Consumerism

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MediaSmarts is a non-partisan registered charity that receives funding from government and corporate partners to support the development of original research and educational content. Our funders and corporate partners do not influence our work, and any resources that offer guidance on specific digital tools and platforms do not constitute an endorsement.

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