oys for tots.
Not.
Forward Command Post is one of the weirder toys being
marketed for kids this holiday season. It's essentially a
bombed-out doll house, complete with smashed furniture, broken
railings and bullet holes in the walls. This twisted variation
on a traditional childhood theme is manufactured by a company
called Ever Sparkle Industrial Toys and is sold by mainstream
retailers, including Toys "R"
Us and J. C. Penney.
It's being recommended for children 5 years old and up.
Forward Command Post is at the top of this year's "Dirty
Dozen" list, an annual compilation of "toys to avoid" that is
put out by the Lion & Lamb Project, a group in Bethesda,
Md., that opposes the marketing of violent toys to children.
The group noted that the Forward Command Post playhouse "comes
with dozens of 'accessories,' including a machine gun, rocket
launcher, magazine belt and explosives."
For 5-year-olds.
Also on the list is a video game called "Burnout 2: Point
of Impact." This is an auto racing game — rated appropriate
for 6-year-olds — that features spectacularly gruesome
crashes. An ad showed a man's head smashing through a
windshield. "The last thing to go through your mind," the ad
says, "will be your [behind]."
Someone needs to get a grip here, and I don't mean the kids
with their hands on the joysticks. Any adult who thinks this
stuff is appropriate for a 5- or 6-year-old is a lunatic.
In terms of their approach to the world, a 5-year-old
playing with a traditional doll house and a 5-year-old playing
with the ruins of the Forward Command Post are at two
fundamentally different starting places.
The biggest-selling video game over the last couple of
years has been a PlayStation 2 game called Grand Theft Auto
III. It actually carries a voluntary "M" rating, which means
it's not recommended for kids under 17. But teens have no
problem buying "M"-rated games, and they love the various
incarnations of Grand Theft Auto.
This is a game in which all boundaries of civilized
behavior have vanished. You get to shoot whomever you want,
including cops. You get to beat women to death with baseball
bats. You get to have sex with prostitutes and then kill them.
(And get your money back.) The game is a phenomenal seller. At
close to $50 each, millions of copies are sold annually. The
latest version, Grand Theft Auto: Vice City, is expected to be
one of the biggest sellers this Christmas.
I don't for a moment think these games should be banned.
But I do think that millions of American adults have lost all
sense of what are appropriate forms of play for children and
teenagers. And the country as a whole behaves as though there
is no real-world price to pay for a culture that has so
thoroughly desensitized us to violence that it takes a terror
attack or a series of suburban sniper killings to really get
our attention.
Rockstar Games, which created the Grand Theft Auto series,
has come out with another extraordinarily violent game called
State of Emergency. It's got rioting in the streets, looting,
individual acts of extreme sadism and, of course, endless gory
murders. The player gets to be part of it all, killing and
maiming at will.
One online enthusiast said, "You could run down the
escalator, then wait at the bottom . . . and watch as you
blast some guy or gal's head off, watch them stagger about a
bit before they collapse, then pick up their severed head and
beat them up with it some more."
A reviewer on Amazon.com called the game "an enjoyable
cacophony of senseless violence."
State of Emergency will no doubt be a hot gift item for
youngsters this year.
Reading about State of Emergency reminded me of the riots
in Los Angeles 10 years ago, an explosion of violence and
inhumanity that did not strike me at the time as the raw
material for fun and games. It still doesn't.
Even now the murderous violence in parts of Los Angeles is
so intense that decent residents often feel imprisoned in
their homes. Killers have been running amok in the streets.
The murder rate is rising. It's not a video game. And it's not
fun.
The building blocks of violent behavior are dehumanization
and desensitization. The lessons begin at a very early age.