Parents or pop culture?: Children's heroes and role models

Childhood Education, Spring 2002 by Anderson, Kristin J, Cavallaro, Donna

From Comic Book to Playground

Superheroes are the larger-than-life symbols of American values and "maleness." Perhaps the medium in which superheroes are most classically represented is comic books, which date back to the 1930s. The role of the hero is central to the traditional comic book. While female superheroes can be found in comics today (e.g., Marvel Girl, Phoenix, Shadow Cat, Psylocke), they represent only a small proportion-about 24 percent of Marvel Universe superhero trading cards (Young, 1993). Moreover, women and people of color do not fare well in superhero comics. To the extent that female characters exist, they often appear as victims and nuisances. People of color are marginalized as well. African American and Native American characters are more likely to be portrayed as villains, victims, or simply incompetent than as powerful and intelligent (Pecora, 1992).

One indirect way to gauge the impact of role models on children is to examine the nature of superhero play. Superhero play involving imitation of media characters with superhuman powers is more prevalent among boys than girls (Bell & Crosbie, 1996). This might be a function of the mostly male presence of superhero characters in comics and on television, or it may be due to girls receiving more sanctions from parents and teachers against playing aggressively. Children's imitations of superheros in play concerns many classroom teachers, because it usually involves chasing, wrestling, kicking, and mock battles. Some researchers argue that superhero play may serve an important developmental function by offering children a sense of power in a world dominated by adults, thus giving children a means of coping with their frustrations. Superhero play also may allow children to grapple with ideas of good and evil and encourage them to work through their own anxieties about safety. Such play also may help children safely express anger and aggression (Boyd, 1997).

Other researchers and educators express concern that superhero play may legitimize aggression, endanger participants, and encourage stereotypical male dominance (Bell & Crosbie, 1996). One researcher observed children's superhero play in a school setting and found that boys created more superhero stories than girls did, and that girls often were excluded from such play. When girls were included they were given stereotypical parts, such as helpers or victims waiting to be saved. Even powerful female X-Men characters were made powerless in the boys' adaptations (Dyson, 1994). Thus, without teacher intervention or an abundance of female superheroes, superhero play may only serve to reinforce gender stereotypes.

One way to gauge popular culture's influence on superhero play is to compare the kind of play children engaged in before and after the arrival of television. In one retrospective study (French & Pena, 1991), adults between the ages of 17 and 83 provided information about their favorite childhood play themes, their heroes, and the qualities of those heroes. While certain methodological pitfalls common to retrospective studies were unavoidable, the findings are nevertheless intriguing. People who grew up before television reported engaging in less fantasy hero play and playing more realistically than kids who grew up with television. While media was the main source of heroes for kids who grew up with television, the previous generations found their heroes not only from the media, but also from direct experience, friends / siblings, and parents' occupations (French & Pena, 1991).

 

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