
The American Psychological Association discussed the trend of media bombarding or children with inappropriate and harmful images, at their Annual Convention. Tomi-Ann Roberts, PhD, a member of the APA Task Force on the Sexualization of Girls defines sexualization as a process that encourages girls and young women in an imposed way to be valued by themselves, and others, only for their sexual appeal, above any other characteristic. Ultimately, the emphasis on an unattainable body image damages the health and self-image of girls and young women, and can lead to eating disorders, anxiety and depression.
The stereotyping of girls is at the heart of this problem. From the beginning, girls are coached by advertisers and the media to be sweet, feminine and nurturing, and—as they get slightly older—sexy, said Sharon Lamb, EdD, co-author of “Packaging Girlhood: Rescuing Our Daughters from Marketers’ Schemes” (St. Martin’s Press, 2006) Lamb emphasized that psychologists can help combat these messages by teaching parents and their children to understand media manipulation. Parents have the power to teach kids values that they—not advertising or the culture—define, said Lamb. They can show their children how to examine why they like the things they like, and to realize when they’re being duped. And everyone needs to learn to ask questions such as: “Why must female volleyball players always wear bikinis?” and “Why would a 6-year-old need a push-up bra?” said Lamb.
According to Brian Wilcox, PhD, selling sex is not the only problem. Marketers are also selling unhealthy eating habits and behaviors. In the past few decades, children have become increasingly targeted by marketers, such that an estimated $15 billion was spent by various companies pitching fast food, sugary cereals and junk food to kids, said Wilcox, with much of the advertising appearing on cable channels aimed at children, such as Nickelodeon.
All that advertising has an effect, both on families’ purchasing patterns and children’s health, with studies showing that children’s product preferences drive almost $500 million in annual household purchases. Meanwhile, 16 percent of U.S. children are obese, and government surveys show that the percentage of children classified as overweight rose from 5 percent to almost 14 percent from 1976 to 2000, Wilcox said.
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Today’s Questions will be answered by Felicia M. Sullivan she is a community media advocate and educator. With an MA in Media Studies and 15 years of community-based practice, she works with community media & technology centers as well as social justice and arts organizations to bring the power of communication, media and information technologies to communities. She does this work through her consultancy at Forge Consulting.
In 1966 Joan Ganz Cooney and her colleagues proposed the idea of using television to educate underserved preschoolers. They would later found the Children’s Television Workshop and of course the legendary program Sesame Street. Their Workshop model paved the way for all of the educational children’s program that we have today. Forty years later they have established the Joan Ganz Cooney Center, a great website with a positive and timely focus. Here is their mission:
We have all heard of active video games by now. Guitar Hero started the craze, to the tune of $1 billion in sales but Nintendo’s Wii has expanded the genre. Players of all ages can play baseball, fish, box, bowl and even do yoga. These games are much more active than traditional games but are they really any better, health wise? Researchers at Children’s Hospital in Boston have been wondering the same thing. Dance Dance Revolution (DDR) is game where players use a special mat and dance to prompts. DDR has been used successfully in schools, homes and afterschool programs. In order to provide cardio related benefits, new games have to raise heart rates enough to burn calories, so arm and wrist movements are not enough. One positive of these games is the lack of food commercials and the inability to eat and play at the same time. But parents are cautioned that some games have players act out extremely violent actions, in realistic ways. One game on Wii has actual stabbing and punching instead of button presses, so parents need to exercise caution when choosing games.