That's a great question. There is an element in our paper that I didn't have a chance to address, which was with respect to digital literacy. We are actively promoting digital literacy and encourage the government to actively promote digital literacy.
When we say “digital literacy”—the term itself is a little unclear—we take a very comprehensive view of it. It's not just teaching kids how to learn to use digital technologies and to navigate the online environment, but also to fully appreciate all the risks involved with the online environment and all the ancillary issues that come up. We're talking about issues such as cyber-bullying, online privacy and safety and security, issues of what's called cyber-ethics, which has to do with behaviour in the online environment. It also includes respect for intellectual property rights. Education has a key role to play there.
We have actually been very proactive on these particular issues. I should be clear: with respect to the CRTC we're not regulated; however, five provinces have enacted regulations about video game content. We work very closely with provincial governments with respect to administering these acts, to make sure that children are not getting access to inappropriate content. We have a rating system. Kids shouldn't be playing games that are rated “M”, which means they are for those above the age of 17. We work with them on that. We work with such groups as the Media Awareness Network to promote awareness of the ratings as well as digital literacy.
Certainly I think there is a significant role for industry to play on the educational front as well as to work in coordination with not-for-profits such as Media Awareness Network or the Kids' Internet Safety Alliance, and in coordination with government to support that and push it out to the provinces, and frankly, also incorporate some of the information into school curricula, where kids can get access to it.