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.
--This text refers to an out of print or unavailable edition of this title.
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.
--This text refers to an out of print or unavailable edition of this title.