Available:*
Library | Call Number | Status |
---|---|---|
Searching... Park Grove Library (Cottage Grove) | 303.6 JON | Searching... Unknown |
Bound With These Titles
On Order
Summary
Summary
Children choose their heroes more carefully than we think. From Pokémon to the rapper Eminem, pop-culture icons are not simply commercial pied pipers who practice mass hypnosis on our youth. Indeed, argues the author of this lively and persuasive paean to the power of popular culture, even violent and trashy entertainment gives children something they need, something that can help both boys and girls develop in a healthy way. Drawing on a wealth of true stories, many gleaned from the fascinating workshops he conducts, and basing his claims on extensive research, including interviews with psychologists and educators, Gerard Jones explains why validating our children's fantasies teaches them to trust their own emotions, helps them build stronger selves, leaves them less at the mercy of the pop-culture industry, and strengthens parent-child bonds.Jones has written for the Spider-Man, Superman, and X-Men comic books and created the Haunted Man series for the Web. He has also explored the cultural meanings of comic books and sitcoms in two well-received books. In Killing Monsters he presents a fresh look at children's fantasies, the entertainment industry, and violence in the modern imagination. This reassuring book, as entertaining as it is provocative, offers all of us-parents, teachers, policymakers, media critics-new ways to understand the challenges and rewards of explosive material.News From Killing Monsters:· Packing a toy gun can be good for your son-or daughter. Contrary to public opinion, research shows that make-believe violence actually helps kids cope with fears. · Explosive entertainment should be a family affair. Scary TV shows can have a bad effect when children have no chance to discuss them openly with adults.· It's crucial to trust kids' desires. What excites them is usually a sign of what they need emotionally.· Violent fantasy is one of the best ways for kids to deal with the violence they see in real life.
Author Notes
Gerard Jones's previous books include Honey I'm Home: Sitcoms Selling the American Dream and The Comic Book Heroes. His work has appeared in Harper's, The New York Times, and other publications. He is also a former comic-book and screen writer whose credits include Batman, Spider-Man, and Pokemon, and whose own creations have been turned into video games and cartoon series. More recently he has developed the Art & Story Workshops for children and adolescents. He has spoken on fantasy, aggression, and the media at the University of Chicago, the Massachusetts Institute of Technology, and other institutions. He lives in San Francisco with his wife and son
Reviews (4)
School Library Journal Review
Jones's thesis is straightforward: the violence in popular culture is to be embraced rather than feared. In his estimation, it provides a vehicle for objectifying the volatile emotions that young people already experience, presents an opportunity to learn control and to experience power in a culture that perpetuates the helplessness of children and adolescents, and affords a sense of community for those whose limited social skills often result in alienation and loneliness. Adult objections to popular culture violence, the author says, result from failing to recognize that the constructs are fantasy and not asking children about the appeal of action figures, comic books, video games, and rap music. Rather than provide a sequence of logical arguments, Jones uses the 13 chapters to repeat variations on his themes. Employing both anecdotes from his own experience and those of other professionals, and drawing upon existing scientific research, he debunks the "prevailing wisdom" that directly correlates the viewing of violence with violent behavior. Although not an academic, the author has done his homework. He presents his case convincingly, and the concluding notes provide support. Killing Monsters belongs on public library parent shelves and in collections that support teacher training, library science, and the communication arts.-Sue Burgess, Framingham State College, MA (c) Copyright 2010. Library Journals LLC, a wholly owned subsidiary of Media Source, Inc. No redistribution permitted.
Publisher's Weekly Review
Violent entertainment is good for kids, and demonizing it can do great harm to their emotional development, claims Jones (Honey, I'm Home!) in this provocative and groundbreaking work. Drawing on his experience as a parent and as a creator of children's cartoons, as well as interviews with dozens of psychologists and educators, Jones forcefully argues that violent video games, movies, music and comics provide a safe fantasy world within which children learn to become familiar with and control the frightening emotions of anger, violence and sexuality. He debunks studies linking violent media with violence in society and argues that children clearly understand the difference between pretend and reality. Providing realistic and helpful advice, Jones says parents need to learn to differentiate between what violent games mean to children and what they mean to adults, and to stop imposing their understanding of them on children. Adults may be horrified at the literal meaning of a video game, but children are far more interested in its emotional meaning; "through identifying with a fantasy figure who displays intense sexuality, wields destructive power, and exudes heroism, kids can help themselves feel more control over these forces." Jones speaks to adult fears of the power of popular culture and cautions that "entertainment has its greatest influence when it's speaking to something that isn't otherwise being addressed in a child's life." To lessen the impact, adults should "model nonaggression, empathy, respect, a clear distinction between fantasy and reality, and the integration of aggression and other scary feelings." (Apr. 8) Forecast: Parents aware of how violence affects their children and government officials concerned with decency and moral standards in children's media should gravitate to this. (c) Copyright PWxyz, LLC. All rights reserved
Booklist Review
Jones, a former comics writer and the author of The Comic Book Heroes (1996), offers a compelling look at ever-growing public anxiety about violent games, which are often viewed as the cause of youthful violent behavior. Despite concerns raised by Columbine and other incidences of juvenile violence, children's ability to distinguish between fantasy and reality is stronger and more reliable than adults realize, according to Jones. Using research and interviews, Jones cites the creative and constructive uses of violent games by children. Parents and teachers need to differentiate between what violent games mean to them and what they mean to children. Much of the aggressive play among children is about empowerment and learning to be in control and functions as a cathartic release from confusing emotions, according to Jones' research. The author also provides historical perspective on violence in American culture and in the news and entertainment media in this bold look at a topic of much concern to parents and teachers. --Vanessa Bush
Library Journal Review
Jones (Honey, I'm Home!: Sitcoms; Selling the American Dream) here thoughtfully explores the positive developmental aspects of fantasy and shows how it allows children to experiment with and explore various concepts and roles. As children grow, the vehicles chosen for fantasy play change, and the choices are always instructive: "Children want to be strong, secure, and happy. Their fantasies will tell us what they feel they need to attain that, if we pay attention." Jones dissects formal studies, is critical of the "loud, plastic trash marketed to [children]," and observes that "there is no joy sweeter and no satisfaction more unassailable than healthy aggression channeled toward a creative end." Based on interviews with psychologists and educators, on workshops he conducts, and on research, this book will show involved, attuned readers that fantasy in all its forms (including the more passive pursuits of TV, movies, video games, etc.) can be a tool to strengthen and comfort young people instead of just a threat to their sensibilities, as presumed in such shrill books as Dave Grossman and Gloria Degaetano's Stop Teaching Our Kids To Kill: A Call to Action Against TV, Movie and Video Game Violence. Highly recommended. Douglas C. Lord, Connecticut State Lib., Hartford (c) Copyright 2010. Library Journals LLC, a wholly owned subsidiary of Media Source, Inc. No redistribution permitted.
Table of Contents
Foreword | p. vi |
Acknowledgments | p. viii |
1 Being Strong | p. 1 |
2 Seeing What We're Prepared to See | p. 23 |
3 The Magic Wand | p. 45 |
4 The Good Fight | p. 65 |
5 Girl Power | p. 77 |
6 Calming the Storm | p. 97 |
7 Fantasy and Reality | p. 113 |
8 The Courage to Change | p. 129 |
9 Vampire Slayers | p. 149 |
10 Shooters | p. 165 |
11 Model, Mirror, and Mentor | p. 183 |
12 Not So Alone | p. 205 |
13 Growing Up | p. 219 |
Notes | p. 233 |
Index | p. 251 |