Gun Play and Greed:
The Marketing of
Violence to Children
Nancy Carlsson-Paige, Ed.D.
Professor of Education, Lesley University
The marketing of violence to children got
off to a running start in 1984 when the Federal Communications
Commission, under the Regan administration, deregulated the
broadcasting industry. At that time, it became legal for the
first time in history to use TV programs to market toys and
other products to children. The toy and television industries
quickly joined together to market toy-linked TV shows to
kids. And by 1985, all of the top ten best selling toys, most
of them violent, were linked to television.
Since deregulation, the marketing of
violence to children has expanded beyond just TV and toys to
include Hollywood movies, videos, computer games, foods and
other products, books and fast food tie-ins. As media have
become concentrated in the hands of only six or seven major
media conglomerates, it's become easy to market single themes
such as Hulk, Spiderman, and Ninja Turtles to
children across many media outlets simultaneously.
Shooting and kicking, fighting and
killing provide action packed scenarios that excite and appeal
to young children who are drawn to graphic action. Soon after
deregulation, and consistently since then, teachers have
reported an increase in violence in children's play and
behavior. In one National survey of teachers’ reactions to
the Mighty Morphin Power Rangers, over 90% reported that they
felt the Power Rangers were contributing to increased levels
of aggression among the children in their classrooms.
Teachers describe how children imitate the violence they've
seen on the screen in a kind of "scripted" play that is
repetitive and unchanging. This is worrisome because
children's play--when it is healthy and meeting children's
needs--looks different in every child and continually evolves
and changes. The repetition and imitation of violence
teachers observe increases even more when children play with
single-focus violent toys and videogames that are linked to
the TV shows and movies they see.
In the summer of 2000, six major medical
groups including the American Academy of Pediatrics and the
American Medical Association got together and issued a joint
statement on the effects of entertainment violence on
children. After reviewing hundreds of studies they found an
overwhelming causal connection between media violence and
aggressive behavior in some children. They also found that
children who watch a lot of media violence can become
desensitized to violence in real life.
This is worrisome because research tells us that the roots of
violent behavior are established when children are very
young—the American Psychological Association has concluded
that patterns of aggressive behavior at age 8 are highly
predictive of aggressive behavior in adulthood.
Merchandising campaigns draw children
into a culture of violence from a young age. In September of
2000, the FTC published a landmark report that showed how the
entertainment industry routinely markets violent entertainment
to children who are under the ages considered appropriate by
the industry's own rating systems. The report described a
host of unethical marketing practices used to draw children
into violent entertainment. One common marketing practice is
to market violent toys and products linked to movies rated
PG-13 or R to children as young as four years of age. This
was done with Godzilla, Tomb Raiders, Starship Troopers,
Small Soldiers, and Spider-Man, to name just a
few. Children segue seamlessly from the violent toys to hand
held electronic games and then to violent video games. Often
parents buy the hand helds without knowing they are gateways
to more violent media.
Video games are fast becoming a favorite
activity outside of school for even young children, often
replacing more creative and socially interactive forms of
play. Many of the most popular video games, even those played
by young children, are violent. A mother told me recently
that her 8-year-old son was "suffering socially" because he
didn't have video games at home. She finally bought him
Pokemon, which she described to me as "very violent." She
said her son now plays every day at home with his 5-year-old
brother. This is a story I commonly hear from the parents I
interview. They buy video games because of the peer pressure
their children experience. And once the games enter the
house, younger children are playing too.
The many parents I talk with say that
violent entertainment media is a mighty and pervasive force,
too strong to combat, hard as they try. It is so much harder
to be a parent in the marketing culture of today and parents
can't do the job alone. Everywhere they turn, children are
bombarded with messages about violence that undermine the
lessons parents are trying to teach.
We need measures that will help parents and children to
withstand the marketing of violence to children.
Specifically, we need:
·
Public education campaigns that will help
parents better understand how entertainment violence is
harming their children and what they can do about it.
·
An FCC that protects children from entertainment
violence. The ban on program-length commercials (the link up
of toys and TV shows) that existed prior to deregulation in
1984 should be reinstated.
·
The creation of an independent ratings board,
one that operates outside of industry control, to provide
age-based ratings for TV programs, movies, video games and
toys.
·
A Federal Trade Commission that implements regulations
limiting the marketing of violence to children, especially
young children. The FTC should be empowered to implement and
enforce the many recommendations listed in its 2000 Report on
the Marketing of Violent Entertainment to Children.
Nancy
Carlsson-Paige EdD (ncarlsso@lesley.edu)
is a professor of education at Lesley University and a
researcher at Lesley's Center for Peaceable Schools. She is
the author of five books, one of them for children, and is
currently working on a book for parents.