Behavior: How To Neutralize G.I. Joe
The scene is familiar in countless households where children, especially young boys, are at play. A fitful four-year-old has just finished watching the latest episode of the G.I. Joe cartoon show. Still in a high state of excitement, he sets up his G.I. Joe Strategic Long-Range Artillery Machine, hollers commands and launches missiles across the room. "A direct hit!" he screams. A few feet away, his older brother sits in front of the TV, joy stick in hand, mesmerized by a Teenage Mutant Ninja Turtles video game. Bouncing in his seat to the beat of the programmed music, he keeps hitting the ATTACK button. "Yeah!" he finally cries. The enemies are all dead, and the game is won. All is well.
Or is it? Little boys have always played fighting games, but never before have they been egged on by such an overwhelming barrage of electronic violence. Never before has make-believe mayhem been such Big Business. The typical child takes in four hours of action-packed TV a day and watches countless commercials from the toy manufacturers that sponsor the shows. No wonder sales of war toys in the U.S. rose more than 200% during the past decade and exceed $1 billion annually. When the kids grow bored with the cartoons and plastic soldiers, they graduate to the electronic battlefields of Nintendo, Sega and the like, where the violence continues.
For several years, educators and parents have been concerned that the proliferation of war toys and games is making children more aggressive and desensitizing them to violence. Educators Nancy Carlsson-Paige and Diane Levin explore that troubling issue in their new book Who's Calling the Shots?: How to Respond Effectively to Children's Fascination with War Play and War Toys (New Society Publishers; $12.95). According to Carlsson-Paige and Levin, the damage being done is even worse than just making kids want to fight. TV- based war toys, say the authors, can destroy a child's creativity by luring the youngster into a pernicious pattern of imitating video characters. The book makes a strong case against today's war games and offers advice to parents on how to cope with the changing world of children's play.
In interviews with parents, teachers and day-care providers, Carlsson-Paige and Levin found that the strong-arm tactics of the Transformers, He-Man, G.I. Joe and other cartoon characters spill over into real life. Kids imitate the aggressive behavior without always realizing that they may hurt their playmates. In the cartoons and video games used as models, there is a lot of punching and shooting but very little emphasis on the pain such actions can cause. Thus children lose touch with the consequences of violence. And when they do hurt someone else in their imitative battles, they may not accept responsibility. "They can injure another child and say, 'I didn't do it. He- Man did it,' " says Carlsson-Paige, an associate professor of education at Lesley College in Cambridge, Mass.
- 1
- 2
- NEXT PAGE »
Most Popular »
- Sex, Please, We're British: London's Erotica Expo
- The Growing Backlash Against Overparenting
- Super-Crocodiles May Have Dined on Dinosaurs
- Toilets
- Woman Loses Benefits over Facebook Photo
- Holiday Shopping: This Year It's a Game of Chicken
- Singh in Washington: Making the Case for India
- Will Private Equity Be the Next Meltdown?
- Why Exercise Won't Make You Thin
- The Fall of Greg Craig, Obama's Top Lawyer
- The Growing Backlash Against Overparenting
- Will Private Equity Be the Next Meltdown?
- Toilets
- Sex, Please, We're British: London's Erotica Expo
- Super-Crocodiles May Have Dined on Dinosaurs
- Why Exercise Won't Make You Thin
- How One Army Town Copes With Post- Traumatic Stress
- The Fall of Greg Craig, Obama's Top Lawyer
- Woman Loses Benefits over Facebook Photo
- The Dark Side of Darwin's Legacy







RSS