What is it like to raise children in an age of zero privacy?
There’s a video about a hysterical woman who missed her ferry is making the rounds right now. CBC decided to give it some play, even though there’s no real story behind it.
There’s a video about a hysterical woman who missed her ferry is making the rounds right now. CBC decided to give it some play, even though there’s no real story behind it.
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 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.
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.
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.
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.