Bonding over video games
We’ve been using video games to bond with our kids for a while now. If you can’t beat ‘em, join ‘em, right?

We’ve been using video games to bond with our kids for a while now. If you can’t beat ‘em, join ‘em, right?

MediaSmarts has partnered with the Canadian Internet Registration Authority (CIRA) to develop the Online Commerce Cyber Security Consumer Tip Sheet – the fourth in a series of tip sheets on cyber security issues.

A recent case involving lawmakers who want to access data on the computer of a woman accused of engaging in a mortgage scam in Colorado has opened up a virtual Pandora’s box of legal questions: American courts are currently struggling with whether or not suspects can be forced to show authorities how to access their encrypted information and the repercussions of their ruling could affect Canadian law as well.

In 2015, MediaSmarts and PREVNet conducted a study of Canadian students – funded by TELUS – to find out how to give youth better advice and support when they witness cyberbullying. That research, Young Canadians' Experiences with Online Bullying, aimed to discover three things: what are the barriers to witness intervention in cyberbullying? What incentives can increase the likelihood of witness intervention? And which interventions are more or less likely to have a positive outcome?

On July 7th 2010 Media Awareness Network submitted its discussion paper, Digital Literacy in Canada:

In ancient times the Olympics were a time when all nations – all Greek nations, anyway – would put away their differences and compete in almost every human activity, from poetry to the ferocious, no-holds barred combat sport called pankration. Being the very best that humans could be was seen as the best way to honour the gods of Olympus.

An alien anthropologist, studying North American culture, might wonder why it is that despite the increasing economic and political power of women over the last forty years, appearance and behaviour seem to be more gender-typed than ever. A walk through any department store would give this anthropologist a clear notion of gender roles in children and teens: boys are warriors and superheroes, clad in camouflage (the new blue); girls are princesses, dressed always in pink. Packaging Girlhood, by Sharon Lamb and Lyn Mikel Brown, acts as a guide to parents and teachers who – perhaps remembering a time of boys and girls in t-shirts, jeans or unisex overalls – may be as perplexed by all this as our alien would be.

This is the first in a series of blogs looking at the history and future of Web 2.0. From Facebook pages to viral Barack Obama speeches, the latest boom to hit the media is the rise of user-created content. Services such as Facebook and YouTube have created a new business model: rather than selling content to consumers, as media companies traditionally have done.

It's been widely said that attention is the currency of the 21st Century. In an age where media occupy an increasingly central role in our lives, the need to have that media focused on you becomes intense. For no-one is this more true than for children and teens, who now expect to be connected twenty-four hours a day and for whom the Internet and cell phones are essential parts of their social lives. An interesting Facebook page, amusing Tweets, outrageous YouTube videos, even shocking photos sent by cell phone -- most of us are aware of the ways that young people seek their peers' attention. In today's media environment, is it still possible to teach young people the value of privacy? What, indeed, does the idea of privacy even mean to today's children and teens?

The classic 1985 science fiction novel Ender's Game is one of several books of that period that foresaw both the advent of the Internet and its eventual importance in society. While certain aspects of its portrayal seem dated – in particular, it more resembles the text-based bulletin board systems of the time than today's graphic Web – one element stands out as being particularly prescient: the use of the Internet to allow youth to participate fully in society. While today's young people aren't using the Internet to take over the world, as the characters in the novel do, they are increasingly using it to change the world, and more and more teachers are using the Internet to bring civic engagement into the classroom.