Bang, you're dead. (Soundbite).Would-be censors have long posited a monkey-see, monkey-do relationship between media and audiences. Violent images create violent kids, they warn. Comic book comic book Bound collection of comic strips, usually in chronological sequence, typically telling a single story or a series of different stories. The first true comic books were marketed in 1933 as giveaway advertising premiums. writer, screenwriter, historian, and parent Gerard Jones upends that thinking in his new book Killing Monsters: Why Children Need Fantasy, Super Heroes, and Make-Believe Violence (Basic). In his view, the violence depicted in comic books, cartoons, and video games helps far more kids than it hurts. As a lonely, angry 13-year-old, writes Jones, "the character who caught me, and freed me, was the [Incredible] Hulk: overgendered and undersocialized, half-naked and half-witted half-wit n. Slang A foolish or stupid person. half -wit , raging against a frightened world that misunderstood and persecuted him." Jones has authored two previous books and countless comics, including Green Lantern: Mosaic, The Trouble with Girls, Batman: Jazz, and The Shadow Strikes. His latest project is the nonprofit Media Power for Children. "Our mission statement isn't written yet," he says, "but we'll be talking about the ways kids can use media to empower themselves, to use a cornball corn·ball Slang n. One who behaves in a mawkish or unsophisticated manner. adj. Mawkish or unsophisticated; corny: a kid's cornball humor. word." Assistant Editor Sara Rimensnyder spoke to Jones in September. Q: How can fantasy violence help children? A: Fantasy gives kids a world in which they can be everything that real life doesn't let them be. That can be a tremendous relief, a great way to leave behind the tensions of having to behave and compromise and negotiate your way through life all the time. It also helps satisfy curiosity about what life might be like without all these constraints. Fantasy worlds let children create a proxy self--through a superhero su·per·he·ro n. pl. su·per·he·roes A figure, especially in a comic strip or cartoon, endowed with superhuman powers and usually portrayed as fighting evil or crime. , say--who's more powerful than their real selves. Since kids always have and always will feel somewhat powerless in this world, that proxy self is very energizing energizing, adj giving energy to; revitalizing; rejuvenating. , helping them deal with reality when they close the comic book. Q: Why are we so uptight about violent images in popular culture? A: We're trying to control and eliminate real violence in society, and that's a good thing. But in our zeal to do that, we go after everything that resembles violence or seems to glorify it. We forget that one of the main functions of fantasy is that it enables you to take your antisocial antisocial /an·ti·so·cial/ (-so´sh'l) 1. denoting behavior that violates the rights of others, societal mores, or the law. 2. denoting the specific personality traits seen in antisocial personality disorder. desires and dispel them outside of the real world. Q: Are there any TV shows or video games that are off-limits to your own son? A: I do believe in creating filters for younger kids, not because media will teach them to be criminals, but because it can add additional stresses, pains, and confusion to their lives. I wouldn't let my 9-year-old son play Grand Theft Auto III adj. go·ri·er, go·ri·est 1. Covered or stained with gore; bloody. 2. Full of or characterized by bloodshed and violence. street crime or oral sex all at once through a shock-value video game. |
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