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Perspective






Posted on Sun, Dec. 21, 2003 story:PUB_DESC
Our toys are us
CHILDREN PLAY MUCH THE SAME WAY AS PAST GENERATIONS


As we rush to buy that last doll, truck or game for the child on our list, it's hard not to wonder whether our obsession with shopping and toys drowns out the deeper meaning of the holiday season.

But toys themselves are brimming with meaning. For better or worse, toys tell us a lot about who we are as a society. Toys, in a sense, are us.

We are concerned about the environment but seduced by SUVs; we support gender equality but still have definite ideas about masculinity and femininity. Is it any wonder that two of this year's big sellers are a remote-controlled Hummer and the curvaceous Barbie? Even in time of war we want kids to be non-violent, and yet Americans produce ever-more-violent video games. In other words, toys reflect back to us the conflicts and mixed messages that we struggle with as a society.

Generations ago, Americans may have had other concerns, but they did raise their children with much the same sort of toys. These days, critics complain about video games that reward players for virtual killings. Violent toys, they fear, may create violent kids.

Yet mock killing in children's play is not new, nor are toys that reflect gender stereotypes. In fact, a look back reveals that while technology has changed some toys, the types of toys haven't changed as much as we might think.

Early versions of toy guns appeared soon after firearms were invented around the 14th century. By the 19th century, toy guns began to look like real guns, and after the Civil War, kids' cap guns sounded real, too. Slingshots and peashooters were popular homemade toys in families who couldn't afford store-bought toy guns. In a still-mostly-rural America, shooting squirrels and rabbits was considered not only acceptable but also a way to improve hunting skills.

It's no accident that war games were heavily marketed after World War II, when the United States expanded its military force and budget and foresaw the potential for ongoing conflicts with the Soviet Union.

Evolution of toys

A look through old Montgomery Ward catalogs reveals how war toys evolved from simple toy soldiers to more realistic-looking weaponry.

In 1959, parents could buy a Yankee Doodle Rocket Test Center and model missiles. Cold War-era kids could also get their hands on a toy 60mm trench mortar with exploding pillbox and a ``Man From U.N.C.L.E.'' thrush rifle with sniper scope.

The 1964 catalog offered the little soldier on your list an arsenal of weaponry all in one toy: The Johnny Seven One-Man Army included a grenade, anti-tank rocket, anti-bunker missile, automatic repeating rifle and an automatic weapon.

Of course, a discussion of war toys must include G.I. Joe, a toy inspired in the 1960s, ironically enough, by the success of Barbie dolls. (Even Barbie has appeared recently in combat garb on military bases.)

Video games don't stray far from their Cold War predecessors. New games such as ``Conflict: Desert Storm''; ``SOCOM: U.S. Navy SEALs'' (developed in conjunction with the U.S. Navy); ``Operation: Armored Liberty''; and ``F14 Tomcat'' all serve much the same purpose as the rocket launchers of the '50s. They allow players the vicarious excitement of war and perhaps pique their interest in joining the military.

Yet despite the long history of killing as a theme for toys, today's critics of violent video games worry about the difference between kids acting out mock violence in their back yards and kids watching blood spurt from their digital victims on a multicolored screen. Even though the most violent games are marketed to older teens and young adults, Democratic presidential aspirant Sen. Joe Lieberman is among those who fear real-life fallout when they make killing without consequences seem fun. (Actually, during the huge growth in video game sales in the '90s, the FBI's Uniform Crime Report statistics indicate that youth violence declined -- sharply.)

Violence in games

Part of the concern video games create has to do with the virtual medium itself. New technologies have always brought fear, and video games are the latest in a long line of new media to elicit anxiety among those out of the loop, just as comic books, television and movies did in generations past. When people don't fully understand new technology, they tend to fear its repercussions.

If toys are an indicator, violence has been and remains a central facet of American life, in both the make-believe and the real worlds. What has changed is the fear many people feel. During the Cold War, military toys were considered patriotic because the nation feared the threat of communism. Now many in America also fear young people themselves, as shown by their support of tougher punishment for young offenders.

But the violent toys sell nonetheless, as do gender-specific toys. We may feel our society has changed significantly in recent decades, as men and women alike have wrestled with gender equality in the workplace and home. But in 2003, toys, especially for young children, remain very gender-specific.

Barbie best represents our ambivalence about gender. Her perennial popularity speaks to our continued worship of female beauty -- especially if it is young, buxom and blond. This year's featured model is the elegant Swan Lake Barbie with a unicorn carriage and castle -- but no briefcase or computer.

For boys, action figures, Tonka trucks and Hot Wheels remain popular.

Parents ambivalent

We've long been ambivalent, too, about the role of toys in childhood. We want kids to have fun and enjoy a carefree existence while they still can. At the same time, we scrutinize how they use their leisure time, and prefer that it be spent doing something educational.

That's probably why LeapFrog's Leapster and LittleTouch and Fisher-Price's Power Touch Learning System are some of the hottest toys this year for preschool and elementary school children. All three use electronics to teach lessons (designed to be fun), and are toys that serve parents' needs as much as, if not more than, children's desires.

Using toys to promote learning is not an invention of our super-competitive child-rearing approach of the 21st century. Nineteenth-century girls were often expected to make dolls to enhance their sewing skills, and Cold War-era boys played with chemistry sets to encourage them to take an interest in science so America could stay competitive with the Soviet Union in the arms and space races. The Cosmotron, sold in 1958, enticed boys to ``learn the secrets of atomic physics and electricity at home.''

Cycle of toys

Perhaps the clearest proof that the more things change, the more they stay the same is that parents are buying toys they grew up with. Toys can take us back to a place we may now idealize, even if as kids we couldn't wait to grow up. Such '60s- and '70s-era toys like Operation (a surgery-inspired board game with lights and buzzers), Lite-Brite (an electric peg board) and the Easy-Bake Oven can help adults reconnect with their own childhoods.

The Back to Basics toy catalog offers toys that are ``pure, plain'' and ``simple,'' and the chance to ``remember the toys you loved as a kid.'' If you and your child both experienced playing with a Slinky or Etch A Sketch, it creates a sense of continuity -- something some adults may feel is missing in the world of digital toys.

When I recently asked my parents, children of the '40s and early '50s, about their favorite toys, their choices were remarkably similar to mine -- and to many of those on sale today. Lego sets, Lincoln Logs and board games remain on toy stores' shelves. Barbie has been around more than 40 years now.

Some of the games Toys R Us lists on its Web site as the year's hot toys are bingo, in the electronic Dora the Explorer version, and chess, Harry Potter style.

Toys do merit our scrutiny -- there certainly are plenty I would hesitate to buy for a child. But when we stop to think about it, the games kids play today aren't so different from those we played ourselves. And if toys reflect who we are, maybe we haven't changed so much either.

KAREN STERNHEIMER is a sociologist at the University of Southern California and the author of ``It's Not the Media: The Truth About Pop Culture's Influence on Children.'' She wrote this article for Perspective.

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