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Pyramid Power: How Hate Spreads Online

The last few weeks have shed an unprecedented light on the use of digital media to spread and inspire hatred. Michael Zehaf-Bibeau, the perpetrator in the attacks on Canada’s National War Memorial and Parliament buildings, appears to have been motivated in part by exposure to online postings by a self-described member of the Islamic state[1], and the Federal government has already stated that it intends to create tools to remove online content that promotes the “proliferation of terrorism.”[2]

Cyberbullying, Online Ethics, Online Hate, Video Games

Game tips for parents

If you're a parent, chances are there was at least one video game under the tree this Christmas. Even though your kids may be thrilled by a new title, as a parent you may be less enthusiastic. Even those of us who grew up with Alone in the Dark may balk at the detailed level of violence in Modern Warfare and Fallout: New Vegas, at least when considered as fare for kids. Both of these games receive an “M” rating, which means that they are considered unsuitable for players under 17; as with all other things, though, labeling these titles as ‘for adults only' often makes them more appealing to the unintended youth audience. In addition to the violence question, there remain issues of meaning in videogames which are harder to track but no less important. So how concerned should parents be about indulging their children's appetite for virtual violence?

Parents, Resources, Video Games

DIY Media: Mashups, fan movies, and machinima

This is the second in a series of columns looking at the history and future of Web 2.0. In the last instalment of this series we examined the origins of the Do-It-Yourself (DIY) ethic and some of the issues around the definition of “user-created content.” Turning from the theoretical to the practical, we'll now take a look at just what is actually out there, and begin to examine some of the ethical and legal implications.

Internet & Mobile, Media Production, Movies, Music, Video Games

Naughty or Nice: Video Games for Christmas

With Christmas approaching, video games are the one media industry that seems recession-proof, with games topping many wish lists. Parents, though, can find it difficult to tell just what they're buying for their children. They may know about Grand Theft Auto, for instance, but may wonder what kind of sins are in Sins of a Solar Empire. Of course, nobody wants to disappoint their children: if parents decide not to buy Gears of War, will little Johnny be happy with Rock Band instead? Fortunately, there are both tools and techniques at hand to help parents identify games they might find inappropriate and also to pick appropriate games their children will like.

Marketing & Consumerism, Parents, Resources, Video Games

Asking Questions About Media Violence

In January, American Vice-President Joe Biden met with video game industry representatives in the wake of the tragic events at Sandy Hook to discuss the possible relationship between video games and gun violence. Five days later, President Barack Obama asked the United States Congress to fund more research to study the potential link between violence and video games, noting that “We don’t benefit from ignorance”.

Video Games, Violence

Your living room’s new “black box”

With the launch of the Xbox One in November, 2013 has finally finished giving birth to the newest generation of video game consoles. Wii U, PlayStation 4 (PS4) and Xbox One are sure to be on many children’s wish lists for the holidays this year, but these new consoles are anything but child’s play. Far from being simple machines for playing video games, these new consoles are more connected to the Internet than ever and have lots of new social features.

Parents, Video Games

Book review: "This Gaming Life" by Jim Rossignol

The recently released Pew Report Teens, Video Games and Civicshas revived the question about whether video games can be a worthwhile activity. Another recent entry in this debate is Jim Rossignol's This Gaming Life, a survey of computer gaming culture and a chronicle of its role in the author's life.

Resources, Video Games

People with a disability: left behind by the Media Age? (Part Two)

In the first part of this blog we looked at some of the challenges and barriers facing people with disabilities when it comes to the Internet and other new media. In this final part we turn to possible strategies for making the virtual world fully accessible to all.

Human Rights, Internet & Mobile, Resources, Stereotyping, Video Games

With a little help from my friends

Third entry in a series looks at sites that help users create content. In the last instalment of this series we looked at some of examples of user-created media such as mashups, fan movies and machinima.

Internet & Mobile, Media Production, Resources, Video Games

Ontario Health Curriculum: Media and Digital Literacy Connections for K-12

The new Ontario Health and Physical Education curriculum released this year by the Ontario Ministry of Education is the first major revision to the subject area in almost 30 years.

Body Image, Cyberbullying, Digital Health, Diversity in Media, Excessive Internet Use, Food Marketing, Gender Representation, Internet & Mobile, Marketing & Consumerism, Online Ethics, Professional Development, Resources, Social Networking, Video Games

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