The Good Things About Video Games
Good-quality video games offer lots of benefits to children and teens.
Good-quality video games offer lots of benefits to children and teens.
Sociologist and surveillance scholar David Lyon defines surveillance as “any collection and processing of personal data, whether identifiable or not, for the purposes of influencing or managing those whose data have been garnered.”
Thanks to the networked nature of the internet, in which information is always flowing both ways, there's no shortage of ways for apps, devices and websites to collect information about us.
It’s as important for advertisers to reach the right people as it is to make an appealing ad, so they have developed many different ways of targeting ads effectively. Online advertising lets marketers match different ads with individual users. This section looks at how that’s done and how it affects kids’ privacy.
"Given the opportunity, young people do care about issues relating to the harnessing and use of their information online. They want to know what information is being taken from them, and why. They want companies to be more open about how data is being used."
Contrary to stereotypes, youth do care about their privacy.
Sixty-two per cent of Canadian gamers are male:[1] and in a market targeted primarily at males, games that appeal to girls can be hard to find. Generally girls aren't interested in the violent "first person shooter" games favoured by boys, and many of the girl-specific games promote stereotypical interests such as cooking and babysitting. (Industry representatives claim these topics are chosen based on their surveys of what female games want.)
Young Canadians today are growing up in a culture where gambling is legal, easily accessible – especially online – and generally presented as harmless entertainment.
2SLGBTQ+ people have been involved in producing their own media for as long as alternative media has existed, but with the advent of the electronic age and cheaper and more accessible electronic devices for production, there has been an explosion of 2SLGBTQ+-produced media of all kinds. The following section explores the ways that 2SLGBTQ+ people have sought to claim space for themselves within media and culture.
Research shows that only a third of parents have discussed gambling with their children, perhaps because parents are generally unaware of their kids’ participation in these sorts of activities. It’s important to talk about it, though: research has found that family members' views about gambling are a major influence on how likely youth are to gamble.