Gr 8 Up—A well-researched docu-comic. Covering topics such as comics, games, technology, and play, the chapters begin with a historical perspective on each subject. The authors then go on to explain how time after time, as new pastimes develop, they gain in popularity with youth until they enter the public limelight and are deemed potentially harmful to children. For example, the section on games begins with a description of the earliest archaeological discovery of dice and includes a reference to the poet Horace, who warned of the negative impact on youth who gamble with dice. The chapter explores the evolution of games and describes instances of adults trying to protect children from their negative impact, including
Scientific American cautioning parents about chess in the mid-19th century and the attempts to legislate against Dungeons and Dragons and video-arcade games in the 1980s. In an examination of the current controversy about video games being responsible for violent behavior, the authors use countless scientific studies and other research as well as court cases to expose the fallacy behind the fear. Black-and-white graphic panels illustrate the text succinctly and add humor. Resources and references are included, with a more extensive list of references supplied on the book's website. Pyle and Cunningham argue that under the guise of protecting children, adults have created a youth-phobic society, in which "fear of the new" is the overriding impulse. They attempt to expose this mind-set and encourage readers to think critically about what is supposedly bad for them. This book is funny, mind-boggling, entertaining, and completely educational. Make sure every teen gets a copy.—
Ragan O'Malley, Saint Ann's School, Brooklyn, NY
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