Frequent tropes of health and science news
Like other genres and sub-genres, health and science news has standard tropes that are used by journalists and expected by audiences. These can have an impact on the accuracy and reliability of coverage.

Like other genres and sub-genres, health and science news has standard tropes that are used by journalists and expected by audiences. These can have an impact on the accuracy and reliability of coverage.

Health and science reporting is influenced both by economic norms (the conditions and constraints in which journalists do their jobs) and journalistic norms, such as objectivity and balance.[1] Both of these have an impact on how reporting on these topics is done.

If a news consumer reads a headline from The Globe and Mail while searching Google News, is the story from Google or The Globe? What about if a friend posts the story on Facebook; is the story from the friend, Facebook or The Globe? How can the complexities of what is meant by “source” in a converged news environment be accounted for?

The creation of ‘crime news’ is “invariably the result of a long process of selection where the raw material is sifted, shaped, edited and recreated.” The choices made during this process often prioritize ease of production, drama and law enforcement narratives.

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Interactive media, such as games and social media, use many of the same "rules of notice" as visual and video media, but also use “rules of action” that both allow users to make choices but also limit and influence those choices.

Unlike movies or books, games are unique because they focus on agency and interactivity, meaning player do things rather than just watching or listening.

At its core, a game is constructed from several essential components: a defined Goal (the end state players are trying to reach), Rules (the formal structure establishing what can and cannot be done), Obstacles (elements preventing easy goal achievement) and a Core Dynamic, "the main action of a game, what the player does most of the time in order to reach their goal(s)."[1]

Social media is best understood as a collection of capabilities, or affordances, overlaid on various platforms. Instagram, for instance, is a platform for visual and video media with social media capabilities, while Scratch is a gaming platform with social media capabilities. It represents a major change from older media, shifting from one-way communication to a decentralized network where everyone can be a producer.