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2SLGBTQ+ Representation in Advertising

As in other media, 2SLGBTQ+ people have gained a greater and more widely visible presence within the advertising world, with ad agencies courting the “Pink Dollar.” This is not surprising, considering that the 2SLGBTQ+ audience is estimated to be worth around $917 million in buying power.[1]

Diversity in Media, Marketing & Consumerism, 2SLGBTQ+ Representation, Stereotyping

How to Talk To Your Kids About Body Image During the Olympic Games

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-rules wrestling event called pankration. Being the very best that humans could be was seen as the best way to honour the gods of Olympus. Though we’ve dropped the poetry and the blood sports, people watching the swimming or volleyball events might wonder if we're on the way to bringing back the ancient tradition of competing in the nude. Revealing outfits – like those designed by Lululemon for the Canadian beach volleyball team – may be practical for those events, but they also shine a light on how dressing for sports can make us feel about ourselves. After all, it's hard to feel good about your own body when you've just spent an hour watching the most perfect physiques in the world nearly naked.

Body Image, Gender Representation, Journalism & News, Parents, Sports, Television

Cyberbullying and the Law

Cyberbullying can be addressed under civil law or criminal law, based on the situation.

Cyberbullying, Digital Citizenship, Internet & Mobile

Intellectual Property: Key Concepts

Intellectual property - Anything that comes into being through invention or artistic creation. When an intellectual property is also real property, it is possible to own one but not the other – so that owning a painting (real property right) does not automatically give you the right to make copies of it (intellectual property right).

Intellectual Property

ESAC and MNet Team Up for Media Literacy Week: Create Helpful Tip Sheet for Parents and Gamers

November 2, 2009,  Toronto - The Entertainment Software Association of Canada (ESAC) and the Media Awareness Network (MNet) have collaborated on an informative Tip Sheet for Parents and Gamers just in time for Media Literacy Week.

Video and computer games have become a basic part of kids' lives.  According to ESAC's 2009 Essential Facts about the Canadian computer and video game industry, 57 per cent of kids aged 6-12 and 42 per cent of teens aged 13-17 play video games a few days per week. 

15th Annual Media Literacy Week

This year, Canada’s 15th annual Media Literacy Week runs from October 26th to 30th. Co-hosted by MediaSmarts, Canada’s Centre for Digital and Media Literacy, and the Canadian Teachers’ Federation (CTF/FCE), the annual event invites all Canadians - teachers, students of all ages kindergarten to seniors and community groups, libraries, museums, to celebrate by engaging in media and digital literacy activities. 

English Language Arts 9-12 Overview

Like the elementary English Language Arts curriculum, secondary level media-related objectives can be found in foundational outcomes for speaking, listening, writing, reading, and viewing and representing.

Plagiarism

Closely associated with intellectual property – but slightly different – is plagiarism.

Online Ethics

Pagination

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MediaSmarts is a non-partisan registered charity that receives funding from government and corporate partners to support the development of original research and educational content. Our funders and corporate partners do not influence our work, and any resources that offer guidance on specific digital tools and platforms do not constitute an endorsement.

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