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Killing Monsters Why Children Need Fantasy, Super Heroes, and Make-Believe Violence

AUTHOR: Lynn, Md. Ponton (Foreword), Gerard Jones
ISBN: 0465036961

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         Editorial Review

Killing Monsters Why Children Need Fantasy, Super Heroes, and Make-Believe Violence
- Book Review,
by Lynn, Md. Ponton (Foreword), Gerard Jones


From Publishers Weekly
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." Copyright 2002 Cahners Business Information, Inc.


From School Library Journal
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, MACopyright 2002 Cahners Business Information, Inc.


From Library Journal
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., HartfordCopyright 2002 Cahners Business Information, Inc.


From Booklist
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
Copyright © American Library Association. All rights reserved


USA Today
"Does for pop culture what Bruno Bettelheim did for violent fairy tales in The Uses of Enchantment."


Publishers Weekly
"Provocative and groundbreaking."


Library Journal
"Jones thoughtfully explores the positive developmental aspects of fantasy.... Highly recommended."


Book Description
From a veteran creator of children's entertainment, an insider's view of how even the most violent games and TV shows can help children conquer fears and develop a bold sense of self. 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 trashy or violent 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 and build stronger selves.


About the Author
Gerard Jones is a writer whose credits include the New York Times, Harper's, Batman and Spider-Man comics, and Pokémon cartoons. Recently, he has developed the Art & Story Workshops for children and spoken on fantasy, aggression, and the media at institutions around the country. He is the author of Honey, I'm Home: Sitcoms Selling the American Dream and The Comic Book Heroes. He lives in San Francisco with his wife and son.


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         Book Review

Killing Monsters Why Children Need Fantasy, Super Heroes, and Make-Believe Violence
- Book Reviews,
by Lynn, Md. Ponton (Foreword), Gerard Jones

Killing Monsters: Why Children Need Fantasy, Super Heroes, and Make-Believe Violence

FROM THE PUBLISHER

Children choose their heroes more carefully than we think. From Pokemon to rapper Eminem, pop culture icons are not simply commercial pied pipers who practice mass hypnosis on our youth. Indeed, argues the author of this paean to the power of popular culture, make-believe violence plays an essential role in children's development. Rather than dismissing action heroes and video games, Jones calls for parents, teachers and everyone else who cares about the next generation to learn why these entertainments hold such enormous appeal and how they can help children develop in a healthy way.

SYNOPSIS

A former comic-book and screen writer, Jones interviewed psychiatrists, pediatricians, family therapists, and others about children and fantasy violence. He concludes that such violence helps them develop coping skills they will need later in life. Annotation c. Book News, Inc., Portland, OR

FROM THE CRITICS

USA Today

Does for pop culture what Bruno Bettelheim did for violent fairy tales in The Uses of Enchantment.

Library Journal

Jones thoughtfully explores the positive developmental aspects of fantasy.... Highly recommended.

Publishers Weekly

Provocative and groundbreaking.

Publishers Weekly

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. Copyright 2002 Cahners Business Information.

Library Journal

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 Copyright 2002 Cahners Business Information. Read all 7 "From The Critics" >


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