MEDIA LITERACY DISCUSSIONS AND EXERCISES
INAPPROPRIATE GAME CONTENT
This “think-pair-share” exercise focuses on gaming and its content.
1. Think. On your own, spend two to three minutes writing down what kind of content—if any—you
think should not be in electronic games. Be sure to consider misogyny and violence as well as ad
content within games.
2. Pair. Turn to your neighbor and compare notes. Are you concerned about certain kinds of gaming
content that children might see? Did either of you list excessive commercialism as a problem?
What are some valuable uses of electronic games?
3. Share. As a class, consider electronic gaming content. Should game content be legally censored?
Does it seem to be developing in a positive direction? If you could rethink the direction and uses of
electronic games, what would they be?
ELECTRONIC GAMING AND NEW TECHNOLOGIES
It should be easy to get students talking about games, considering their availability and popularity.
General Questions
• Have students discuss the ways new technologies have changed electronic gaming. Consider the
rapid advances in technology since the first gaming consoles were developed in the 1970s. Discuss
where new technology might lead next.
• Ask students if they use motion-sensing game consoles such as Xbox Kinect and Nintendo Wii. If
so, are they likely to use these games with friends or on their own?
• What are some of the possible uses of new gaming technologies outside the realm of games? How
could motion-sensing controllers and motion-detecting technology be used in education or in the
military, for example?
• If the option for gaming on mobile devices were suddenly eliminated from smartphones and tablets,
would students miss them? How much time do students spend with games in a given day? Do they
use smartphones and tablets, gaming systems, computers, or some combination of these devices?
Possible activity: Ask students how they obtain games. Do they visit brick-and-mortar stores such as
GameStop, or are they more likely to download games directly to their device? How does this direct
availability of games influence their purchasing habits?
Phones and portable electronic devices: Ask students if they play games on smartphones and
touchscreen tablets. What do they like and dislike about gaming on smartphones and tablets? How have
these devices changed their use of games?
TRACKING RECENT DEVELOPMENTS IN THE DIGITAL GAMING INDUSTRY: A
SEMESTER-LONG CRITICAL PROCESS EXERCISE AND PAPER
In this exercise students discover the most recent developments in the industry, and they become familiar
with industry trade sources. The paper they produce is due in sections, which correspond with the steps in
the Critical Process.
1. Description. Read industry trade sources to get a sense of the main issues affecting the electronic
gaming industry. Look at the Web sites of industry trade associations and professional societies.
(Links to Web sites of some industry trade sources are given in the Classroom Media Sources below.)
Take notes on topics that have multiple stories or mentions in the current year. What issues or
developments in the industry have received a lot of recent attention, discussion, or commentary in
industry sources? (Focus only on information from the current year—and only from trade sources.)
Write a one-page synopsis of the information you found about current topics in the industry. Cite your
sources properly.
2. Analysis. Look for one development or pattern that has received significant attention on trade sites
and from trade journalists in the current year. Choose one specific trend, and write one or two pages