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Media and Cyber or Digital Literacy

Media Literacy - is our awareness regarding our mediated environment or consumption of mass
communication. It is our ability to responsibly comprehend, access, and use mass communication in our
personal and professional lives.

Cyber or Digital Literacy - the ability to use computer technologies effectively and to simultaneously
understand the implications of those actions. It is also important to know where to go to find reliable
and accurate resources in cyberspace, otherwise known as cyber intelligence. The word understanding is
key here, as it goes beyond knowing how to use the technology but to have a consciousness of one’s
actions.

Video games - Interactive software that is used for entertainment, role playing and simulation. Video
games are played on a Windows PC, mobile device or specialized gaming console such as an Xbox or
PlayStation. Due to the ever-increasing speed of today's CPUs and graphics cards, games have become
extremely realistic, not only in their animation but in their themes.

Examples:

 Super Mario
 Call of Duty
 Mortal Combat
 Street fighter II
 League of Legends
 Tetris
Virtual World - is a computer-based online community environment that is designed and shared by
individuals so that they can interact in a custom-built, simulated world. Users interact with each other in
this simulated world using text-based, two-dimensional or three-dimensional graphical models called
avatars.

Examples:

 Second Life
 IMVU
 The Sims
 Active worlds
 Kaneva

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