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Electronic Childhood

Ellen Wartella (Ph.D., University of Minnesota 1977), dean of the College of Communication at the University of Texas-Austin and 1985-86 Center fellow, adapted this essay from her remarks at The Cologne Conference, Germany, June 1994.

Media Studies Journal
Volume 8, Number 4, Fall I994
(a publication of The Freedom Forum.)

MY CHILDREN ARE LIVING an electronic childhood. And they are not alone. Channel surfing on cable, computer games, videos, e-mall and Internet are features of a world often alien to adults, but as familiar as the backyard to my sons, 11 and 6. As parents, teachers and television producers observe our children in this electronic world, we are both awed by their agility with media that sometimes intimidate us, and fearful of the ways those new media are changing, the nature of children's lives and the society in which they grow up.

Indeed, concerns about the social effects of media on children and youth are echoed everywhere, and this shared worry can only accelerate as the marketplace for media products becomes ever more global and homogenized across national boundaries. Critics complain that young people spend too much time with media products that are too violent, commercialized and of inappropriate quality. But proponents of television, as well as champions of some of the newer interactive technologies such as video and computer, argue that such media enhance children's education.

Although several countries (such as France and Canada) limit importation of foreign films or television programs, a global cultural marketplace now exists in which media fare created in say, Ireland, are marketed elsewhere in Europe as well as in the Americas, Asia and Australia. Throughout much of the global marketplace, the standards of aesthetic tastes or expectations for television dramatic content, films, popular music and videos are also increasingly homogenized. Like the areoles of old, cultural products, created and distributed by multinational media conglomerates, now traverse industrialized democracies. And such a global international media market finds some of its most avid audiences among children.

What is this international electronic media environment for children?

In both Europe and the United States, children are heavy users of television and, increasingly, of all television programs accessed via the television set (i.e., videos, computer games). Children's television habits in Europe and the United States have been found to follow a similar pattern: children are early users of television, showing a steady increase in viewing time from about age 2 until middle childhood (about age 8 or 9). Between the ages of 8 and 12, television viewing seems to level off at about two-and-three-quarter hours per day, and then actually starts to decrease through adolescence, with the least amount of television viewing occurring among 14- to 19-year-olds, who watch about two hours per day.

But the TV set now makes available more than terrestrial television channels for children to watch: Cable, satellites and video-cassettes have now made considerable inroads into children's viewing of over-the-air television. In the United States, more than 60 percent of households now have cable and nearly three-quarters have VCRs. The most recent statistics I have seen on video-game usage suggest that one out of every three U.S. homes has a video game. Personal computers and CD-ROMs are less common, being newer, more expensive technologies, but are increasingly widespread every year.

In Europe, video and satellite penetration is more variable across countries. In 1988-89, for instance, the proportion of Italian households with a video recording machine was 19 percent, but 54 percent in Great Britain. And, as in the United States, in Europe households with children are more likely to own a VCR than are households without children. One British industry report found in I990 that 22 percent of the population aged 7 and over had watched video during the previous week. The frequency of satellite TV viewing lies somewhere between terrestrial TV use and video use.

WITHOUT QUESTION, children today grow up in much more media-rich households than their parents' and, importantly, with more uses for the television set.

What do we know about what children watch on television? It's mostly adult fare. Children do not by any means watch only programs intended specifically for them. Horst Stipp, director of social and development research at NBC, recently pointed out that U.S. commercial television executives are fully aware that America's children prefer situation comedies to children's educational programs. Stipp says most of the programs that U.S. children watch are neither specially created for children nor shown in what is known as children's TV time-- Saturday mornings.

A second noteworthy characteristic of children's viewing is that it roams across a range of live-action and animated fare that appears on cable or in syndication on local stations, not just on America's four commercial over-the-air networks. A third factor worth noting is that not one educational children's television show appears in the top-viewed programs, although if we looked at the ratings for children aged 2 to 5 separately from those aged 6 to 11, "Sesame Street," a widely acclaimed educational program for preschoolers, would make that list.

These data are not unique to the United States. When examining the listings of the top 10 programs for children in Great Britain, Switzerland, West Germany, France and the Netherlands, the most popular shows are comedies, game shows and soap operas. While preschool-aged children may start watching television by attending to children's programs, by the time they reach age 6 or 7 they watch more adult fare than children's programming.

CLEARLY, PART OF THE EXPLANATION of children's viewing preferences may be the range of choices offered. Certainly, in the United States, the diversity and variety of entertaining fare specifically produced for children is limited, even with a proliferation of media and channels. In a 1990 study, I examined the variety and diversity of children's programming available in one Midwestern community. The question raised was whether children had access to both over-the-air broadcasts, cable and videocassette rentals of children's programming and whether that content included a range of genres for children to watch. In particular, I was interested in gauging the extent to which children's offerings provided them with informational or educational options (a particular concern of American public policy-makers).

We found that while the children in this community lived in homes with a variety of media available, including cable television and videocassette recorders, neither traditional broadcast television nor videocassette recorders provided much diversity of content for children. There were few informational or educational children's shows on broadcast television at the time, and most of those were dominated by toy-related animated programs-"Teenage Mutant Ninja Turtles" and the like. Similarly, most of the video rental fare was either adult-oriented or the same animated programs. The major exceptions to these were recycled Disney movies and some public broadcasting educational series such as "Sesame Street." Only households with cable were offered both variety and diversity of children's programming: Channels such as Nickelodeon, a commercial enterprise, offer a range of programming genres, quiz shows, game shows, drama, animated cartoons and variety shows, thus adding to the diversity of children's program options.

Since that 1990 study, there is now more competition in production of children's television and more program diversity in the United States. Much of this has been prompted by passage of the Children's-Television Act of 1990, intended to increase the amount of educational and informational broadcast television programming available to children. Two of its provisions are important for the. future of American children's television: that broadcasters must provide television programming that serves the educational and informational needs of children, and that, if they do not, broadcasters may be held accountable in license reviews every five years; second, the Act established a National Endowment for Children's Educational Television, a vehicle through which new programming ventures can be funded.

In addition to that important step, Congress in summer 1993Z enacted the National Ready to Learn Act, which sets the goal of having all U.S. children prepared and ready to learn when they enter public school, and includes the use of television as part of the mandate. This year, money was funneled into public television to achieve this goal. Indeed, a few months ago, the U.S. public television system announced renewed commitment to air an expanded block of nine hours a day of educational and informational children's programming this fall.

It may well be that the United States is approaching a renaissance in television programming for children. Even this year, one can point to a much larger diversity of programming genres for children on U.S. commercial television than was present a few years ago, in particular, renewed interest in science programs and quiz and game shows. The impact of privatized television on Europe's far more developed tradition of public broadcasting is less clear, although increasing amounts of U.S. animated children's programming now appear worldwide, so content improvements in the United States may have a positive global impact.

CONCERN ABOUT WHAT CHILDREN see and assimilate from television and videos is rooted in an assumption that the impact of television and other media is heavily determined by their content. Two aspects of content that have received most research and comment involve the violence and commercialization of much of commercial TV fare.

Violence in the media has been a topic for public debate and academic research since the film era in the 1920s, at least in the United States, where media violence has always seemed of more concern than in other areas of the world. In part this may be because American cultural products seem more violent than those of other countries. Yet, increasingly, media violence also transverses the globe, as the recent British outcry over "video nasties" demonstrates. Several major reviews of the predominantly U.S. research on violence effects have been issued over the past several years, converging on the conclusion that media violence is one environmental factor contributing to the maintenance of a stable pattern of aggressive behavior in children and adults. However, these studies conclude, media violence does constitute a threat to public health.

Partly because of such research and partly because of the political pressures to "do something" about violence in American life, U.S. cultural industries are responding. This year, the networks and the cable industry announced mechanisms to self-regulate their violent content, including the establishment of independent monitors to measure the amount of violence on television. In May 1994, the National Cable Television Association announced that it would contract with a consortium of four universities under the auspices of Mediascope (a not-for-profit organization in Hollywood organized to bring academy and industry people together around social issues of concern to conduct TV violence monitoring over the next three years.

The second issue of public concern about television-commercialization -is exacerbated by the rise of privatized television in Europe and elsewhere in competition with public broadcasting, which has raised the stakes of a commercialized childhood. Around the world, for example, children now have access to the "Teenage Mutant Ninja Turtles" (or "Teenage Mutant Hero Turtles," as they are known in Great Britain) via television, video, books, interactive video games, movies and a whole host of toy products, comic books, clothing and children's furnishings- Programs that link television characters to toy products-termed program-length commercials in the United States, are of increasing concern around the globe.

The fact that television program characters are created with an eye toward their marketing potential as toys or other consumer items is only part of an entire marketing strategy that has evolved over a decade. Starting from the premise that children like the familiar and recognizable, the creation of children's programming (once based on children's books or films, is an elaborate manifestation of providing children with something familiar. Today, simultaneous production of a children's TV show and its toy-related characters is an assumed part of the package, with the relationship between media and merchandise reinforced via product licensing (such as for backpacks, sheets, towels, clothing and lunch boxes), cereal products (e.g., breakfast boxes featuring "Ghostbusters" and "The Addams Family"), character appearances at shopping malls and holiday events, movie appearances ("Batman: The Animated Movie" is based on Fox's kidshow, which in turn was issued after the success of the live-action [adult] "Batman" films), and, of course, a host of new-technology toys including arcade and home video games, story tapes and home-computer software. These characters and products range widely around the world -- it is difficult to escape purple dinosaurs or talking fire engines anywhere.

WHAT IS EMERGING IS unique to the new electronic age, what Marsha Kinder in her book on video games calls a "supersystem: a network of interrelated narrative texts or media products constructed around a pop cultural figure or group of figures." In addition to the Turules, there are the characters from "Star Wars" movies, the Simpsons, the Smurfs, the Muppets of "Sesame Street,: Batman and, born again through Hollywood's magic and eagerness to recycle proven vehicles, the Flintstones. Sometimes, pop cultural icons are real people too-Madonna, Michael Jackson and even the (apparently) dead Elvis Presley. "In order to be a supersystem," writes Kinder, "the network must cut across several modes of image production; must appeal to diverse generations, classes, ethnic subcultures, who in turn are targeted with diverse strategies; must foster 'collectibility' through a proliferation of related products; and must undergo a sudden increase in commodification, the success of which reflexively becomes a 'media event' that dramatically accelerates the growth curve of the system's commercial success."

Indeed, the notion of "interactive" media is a double entendra - not only are users interacting with the images on screens, but one media outlet is interacting with others in one large consumerist' dance. And children-even preschoolers-are at its center, by being educated to become part of the consumer group of children around the world (and certainly at their preschools and in their neighborhoods) who together can play with the Turtles, Barney or other cultural icons.

If I am engaging the old arguments about marketplace constraints on the quality of cultural products, I do so with an awareness of the higher stakes involved in global markets saturated with a handful of cultural supersystems. The concern, of course, is that marketing will outweigh any concern with aesthetics. Moreover, I fear we are developing a generation of cynical consumers.

Beyond the pitfalls of commercialization, a media system of interrelated products has implications for the potential of new electronic media to enhance children's lives. Indeed, there are high hopes that the active nature of children's interactions with video games and computers, as well as the other newer electronic audio and video products, will help children learn about the world and themselves.

Many of the production principles that have governed children's television are being carried over into other interactive media. And no wonder. Many of the same production houses are moving into multiple technologies for delivering media products and, as discussed, cultural icons across media are often part of the same supersystem. These principles are rooted in observations of what engages and interests children as media users.

One principle that should be incorporated into production of all children's media is that repetition is a key to both educating and entertaining children. Just as children like to have the same stories read to them over and over, they enjoy the same television programs and videos. Repetition is not just important but essential to video games, since practice leads to mastery. Repetition both entertains and hones new skills: In video games as in life, once children learn to master one sort of obstacle, whenever it arises again, they are prepared.

A second principle is that children want recognizable characters and stories. And the supersystem of cultural production ensures that children can find favorite characters across a range of media technologies. In the future, recycling children's stories from television to video to CD-ROM to computer games and back again is likely to be the norm, not the exception. As discussed, this principle is very effective in developing marketing strategies for children, but only in the short term: Supersystems of image marketing quickly lead to cynicism among the older child audience members.

A third principle is that gender differences survive into this new electronic world. The common assumption among U.S. children's TV producers, for instance, is that boys like fast-paced action, adventure and superheroes, while girls take to fantasy, soft, cuddly characters and slower-paced television. Action, and often violence (good vs. evil, heroic feats, technical wizardry and male-dominated characters) are all marks of boys' television best typified by the Nina Turtles' success. Girls' programming is dominated by sugary-sweet programs about cute, doll-like characters who demonstrate good pro-social qualities of caring and helpfulness (e.g., Ariel in "The Little Mermaid"). This expectation of male bias towards action and superheroes has carried over from movies and television the video-game industry. As Kinder reports, the vast majority of video-game players are boys; when surveyed, both girls and boys as young as 5 and 6 see video games as more appropriate for boys than girls. Manufacturers see that, Of course, so it is no surprise that current video-game products are more boy-oriented than girl-oriented, which clearly may have repercussions if such interactive media do, as some observers claim, have an impact on children's cognitive development.

Fourth, an implication of new media for children is that the nature of the visual-spatial interactivity of media such as video games and computers may have a positive impact on cognitive development. Psychologist Patricia Greenfield, for instance, suggests in her book Mind and Media that video-game playing does offer important cognitive benefits. The very structure of video games fosters the use of an inductive reasoning process, provides a means of verifying hypotheses, improves eye-hand coordination and the processing of visual information from multiple perspectives and helps develop skills in iconic-spatial representation. But video games tend to be based on boy-oriented television and video narratives; if video games are a gateway into greater comfort with computer use, then girls quite clearly are disadvantaged in entering the increasingly computerized work world. When transplanted to newer technologies, the world of children's television may have serious consequences for future generations of workers.

On the other hand, there is something of a blurring of age distinctions in children's use of interactive technologies. I have observed boys as young as 3 and 4 rally round my 11-year-old when he's playing with his video games. In many ways, video games, computers and other new media can draw children and adolescents together around their interactive technology; sometimes only parents feel left out. Part of this observation is rooted in the way television is programmed for children. If, for instance, children "watch up"-that is, watch the programs that attract older siblings--it is no surprise that programmers seek to develop shows for an elastic age group of 5- to 13-year-olds. One beneficial result of this blurring of age-group interest in new media is that it may indeed lead to children of different ages, perhaps even with adults, gathering round interactive technologies together. I know that my children and their friends like to play video games together, the group watching while one tries his hand at the game. Contrary to many fears that video games and computers will lead to greater individual and social isolation, it may be that at least some of these technologies have inherent social aspects that have been thus far ignored.

The potential for new interactive media to change the nature of children's leisure time is enormous. Already, children are faced with a dizzying array of high-tech activities that fill their electronic childhoods, as well as with traditional printed media. Harnessing the potential of these old and new media to create entertaining as well as educationally beneficial cultural products, and to do so without further commercialization of our youth, is the challenge we all face. If history, is a guide, great expectations of the transformatory power of new media to wonderfully enhance children's cognitive and emotional lives probably will fall short. On the other hand, if we do produce the very best products possible, perhaps those goals will move closer. In much of the world, children already live an electronic childhood. Can we make it a healthy, safe and caring one?

 

 

 

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