Development action with informed and engaged societies

After nearly 28 years, The Communication Initiative (The CI) Global is entering a new chapter. 

Following a period of transition, the global website has been transferred to the University of the Witwatersrand (Wits) in South Africa, where it will be administered by the Social and Behaviour Change Communication Division. Wits' commitment to social change and justice makes it a trusted steward for The CI's legacy and future. 

On the transfer, co-founder Victoria Martin expressed her pleasure to see this work continue under Wits' leadership, knowing that co-founder Warren Feek (1953–2024) would have felt deep pride in The CI Global's Africa-led direction. 

As Wits, we honour the team and partners who sustained The CI for decades and look forward building from that strong base. This includes co-founders Warren Feek (1953-2024) and Victoria Martin as well as La Iniciativa de Comunicación (CILA), which continues independently at lainiciativadecomunicacion.com with links to The CI Global site. We are also eager to forge new partnerships and entertain new ideas as we consider how best to contribute to social and behaviour change in our rapidly evolving environment.

If you are joining the International Social and Behaviour Change Communication (SBCC) Summit in Panama, please join Wits and CILA on Monday, 22 June, to share your thoughts and suggestion for the relaunch of the Communication Initiative. We will be in Pacifica 5 from 12-1:25 for the Refuel, Reflect, and Renew Lunch Series: The Communication Initiative: celebrating a driving force for Communication for Social Change and the way forward. We will reflect on the legacy of Warren Feek and family in creating the Communication Initiative, consider the contributions of CI over the years and then turn our attention towards the future in this dynamic session. 

If you are unable to join us in Panama, we still want to hear from you. Please contribute your thoughts by following this link: https://redcap.link/CommunicationInitiative2026 or reaching out to ci_surveys@commint.com

You can also follow the QR Code:

 https://redcap.link/CommunicationInitiative2026

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Fair Play? Violence, Gender and Race in Video Games

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SummaryText
Published by Children Now, this 36-page report examines the top-selling video games for each of the seven different game systems. "'Fair Play?' identifies some of the unhealthy social messages that video games may be sending to young players about violence, gender and race and contains ideas for improving games for children."

From the
Key Findings

Violence
  • Most of the top-selling video games (89%) contained violent content, almost half of which was serious in nature.
  • Killing was almost always seen as justified in the games and players were always rewarded for their acts of violence.
  • The negative consequences of violence were rarely shown, with most victims appearing unaffected by the aggressive acts committed against them.
  • More than three fourths of games rated "E" for "Everyone" (79%) contained violent content. In half of these games, violence was significant to the plot.
Gender
  • Female characters were severely underrepresented in video games, accounting for only 16% of all characters.
Race
  • White characters were the majority in the video game population (56%) and were the only human characters in children's games.
  • There were no Latina characters or Native American male characters in any of the yop-selling games.
  • Nearly all heroes were white while African Americans and Latinos were typically athletes and Asian/Pacific Islanders were usually wrestlers or fighters.
Click here for access to download this report as a PDF document or to order it online.

Publishers

Number of Pages
36

Comments

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Submitted by Anonymous (not verified) on Tue, 11/30/1999 - 00:00 Permalink

Race should be universally included