Consuming Families: the Voices of Parents
Nancy Carlsson-Paige, Ed.D
Lesley University
I've been interviewing parents who represent diverse
backgrounds and experiences on a wide range of topics
relating to parenting in these times. In every
interview, the commercial culture of childhood has stood
out as an issue that pervades many aspects of the lives
of children and parents. Some of the key themes that
have emerged from these interviews are:
#1. Childhood culture is now largely shaped by forces
outside of the family that have increasingly edged
parents out of the picture.
Many parents talked about how their children's
preferences are determined by people with no connection
to them and their families. Children's preferences for
food, toys, clothing, and entertainment are all largely
shaped by the consumer culture, marketing, and
advertising.
One parent talked about trying to buy sneakers for her
two young children. She described the awful scene: her
two kids attaching themselves to the sneakers with the
Spiderman logo on them and her struggle with the
conflict this created. Licensing is a tool marketers use
to get young children to want their products. It takes
advantage of young children's tendency to see one
salient aspect of an item and focus on that alone.
Marketers know that logos like Spiderman, Flash Gordon,
and Power Puff Girls can almost guarantee success in
sales.
Another parent talked about how advertising disrupts
relationships between parents and kids. She was
concerned about the undermining influence of advertising
to the health of the parent-child relationship:
"From a very early age children are programmed to think
that somebody outside of their most intimate
relationships knows what will make them happy. Some
other authority figure is telling children what's good
for them. A child wants a certain cereal in the
supermarket and is fighting with the parent to get it.
Children don’t trust their parents because they have
seen the cereal on television--and this is the cereal to
buy."
#2. Some parents are concerned about how childhood
consumer culture undermines children's creative and
original thinking.
One parent described the consumer culture as "a crushing
influence." "I see consumer culture as a huge machine
that crushes kids," he said.
Another parent took her children to see the movie
Finding Nemo. In the days after that, they encountered
Finding Nemo posters on the bus, Finding Nemo toys,
Finding Nemo backpacks, books, Finding Nemo hats,
t-shirts, coloring books, stickers; they went to Finding
Nemo birthday parties.
She says, "There is a part of your children that is in
danger of being sucked into this machine that is going
to feed you the movie, give you the hat and the t-shirt,
buy you the toy and then show you how to play with it,
and that is what you are going to do. You are going to
have this pre-packaged experience. And it will make the
children less flexible thinkers. It will limit their
imagination. They'll get preconceived ideas about the
world and expect to see it a certain way."
#3. Many parents are concerned about violent
entertainment media and its harmful effects on their
children.
A parent who is also a teacher said that some of the
six-year-old boys in her first grade classroom seemed
"obsessed" with violent video games:
"I have found children coming to school tired in the
morning. I say, "What did you do last night?" "I played
video games," they answer. And I find it a lot in their
writing--talking about the games they are playing. For
instance Jeremy would write, "Michael came over my house
to play and we played video games." I was Blood Master
and he was Dragonfly and I opened the dungeon and I took
the sword and I killed him."
This parent goes on to say how she sees that these
children confuse fantasy and reality. She says, "It is
scary because these children actually think that they
can do these things and no one is going to get hurt."
The video game industry draws young children into
violent video games by marketing action figures and hand
held video games rated "E" to young children that are
linked to violent games for mature players and to movies
rated PG-13 and R.
One parent with a 14-year-old son found Grand Theft Auto
III (an extremely violent game rated M "mature") hidden
in his room. Her son told her that everyone had the game
and he wanted to have it too.
Another parent of two sons ages 8 and 12 said that her
twelve-year-old Nick wanted to get an X-Box because "all
of my friends have it and no one wants to come to my
house because I don't have video games." After a long
negotiation, they agreed that Nick could get the X-Box
but no violent or sexist games. The mother said that
when the X-Box arrived at their house, it came with a
free video game--a free, violent video game. This same
mother went to pick Nick up at his friend's house one
afternoon and watched them playing a point-and-shoot
video game through the window. Nick and his friend were
shooting people with an Uzi through the windows of their
suburban living rooms.
Nancy Carlsson-Paige, EdD (ncarlsso@lesley.edu) is a
professor of education at Lesley University, researcher
at Lesley's Center for Peaceable Schools, author and
activist.
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