I started becoming serious about art when I was around 9 or 10. My parents put me into an art class at the plaza near my home, and I never looked back.
Something I didn’t realize until I attended the Fine Arts program at Centennial is that I found my niche very early on. It astounded me that some of my friends still hadn’t found their “thing” when it came to art. I think my resolve and direction was due partly to the things I was exposed to as a child. Like that early art class, for instance.
In that class, I was introduced to Robert Bateman. For those of you who haven’t heard of him, he is a very well-known Canadian Wildlife Artist. I was amazed the first time I saw his work, and I quickly knew that was what I wanted to draw and that was who I wanted to be. In class, I would use his books as references and inspiration for my own work. He became my idol. I thought of Bateman as the “be-all-and-end-all” of art. He personified my end goal, both in terms of technique and international recognition. His style was aspirational and I wanted to reach that level of realism. So I strived to get there.
After 24 years of proudly displaying every book I read on my bookshelf, I finally decided to give in and switch to an e-reader. I was reluctant at first, but now I can’t put my Kindle down. While reading in bed one night, I couldn’t help but wonder if I will be reading bedtime stories to my children on an electronic device in the future. Will kids be learning to read with eBooks – if they aren’t already? And more importantly, can kids really learn to read electronically?
As eBooks grow in popularity, there are more e-reading products for children on the market. Children’s books can now be downloaded on e-readers, as apps on phones and tablets, or viewed online on ebook sites known as “virtual libraries.” And these eBooks aren’t just text on a screen – they are enhanced and interactive, including full-colour display, sound effects, complex graphics, animations, music, games, videos, electronic dictionaries, word pronunciation and read-aloud options. With technology evolving and publishers adding all these bells and whistles, eBooks are definitely engaging, but do they really help children build language and literacy skills or are they just entertainment?
We can easily say that there is no better platform than the Internet to spread a message and create change in the 21st century. Once a story is shared by a few news websites, along with a few people on social media, the story will spread like wildfire.
A great example of this is the recent victory of B.C. mother Raina Delisle who took matters into her own digital hands when she noticed a disturbing and inappropriate trend in Halloween costumes while shopping for her daughter.
Lucky for Delisle, she is not only a writer but also a blogger; with an outlet as popular as The Huffington Post she is able to immediately communicate her ideas with the world.
Most companies and organizations are successfully incorporating blogs into their websites, as blogging seems to be the secret behind much of their success. As Forbes mentioned earlier this year: “Blogs are fantastic for highlighting issues and content that you care about…your blog – even a simple one – creates a digital media hub for your message and outreach.”
As a concerned mother, Delisle turned to her blog to express her thoughts about the sexualization of Halloween costumes that are marketed to girls as young as four years old. She pointed out career costumes, such as police officer or firefighter, which consist of mini skirts and are anything but realistic representations of how real police officers or firefighters dress.
If was 12 years ago. There I was, lying on the carpet in our living room with a large pad of paper and a pencil, fixated on the screen. One of my favourite shows was on and I couldn’t draw fast enough.
As a kid, I didn’t try to analyze this need to draw what I was watching. It’s just what I did. In fact, it never occurred to me not to draw what I was seeing. To be honest I still feel this way today although I’m not really sure why. Am I hardwired to draw? I’ve found as I get older it often connects to a story or its characters. I’m 20 now, and when I fall in love with a character I get the urge to do a portrait of them. But as a kid, it was also about whether I found something visually appealing. If I liked the way something looked, or liked the style of cartoon I was watching, chances are I wanted to draw it.
Exciting and different visual stimulation is essential for someone who is visually oriented.
With Remembrance Day now over, I was thinking about the First World War (1914-1918).
Apparently it’s hard for people to remember the events of the war when they aren’t even sure when it started. A recent British survey cited in a Daily Mail article shows that “nearly two-thirds of young people were unable to say that the First World War ended in 1918” and “54 per cent of the same age range, 16-24, also did not know the war began in 1914.”
So why do youth know so little about this war? How many other famous and influential historical events do they know little about? I doubt I am able answer these questions, but I hope to give a rough idea of the role the media plays in how much young people know about history.
Many video games and movies include historical settings and characters. A man referenced in Assassins Creed, Hassan-i Sabbah, really did establish one of the first assassin groups during the first crusade (starting in the 1100s). Assassins were chosen by Sabbah to influence and sometimes kill enemy leaders. In the game, assassins always seek to kill the enemy, while historical facts show that sometimes scare tactics were used so killing didn’t have to take place. For example, a Muslim leader once awoke to find a knife and a note beside his pillow that roughly said that he would be killed if he attacked the group of assassins. Of course, these differences aren’t too terribly surprising because the game is historical fiction.
Disney has released many movies based on historical figures, including Pocahontas and Mulan. In the movie, Pocahontas chooses to say when John Smith leaves. Historically, however, she traveled to England and married John Smith but died soon after. Another interesting fact about the story of Pocahontas is that she was, in fact, the daughter of the chief of her tribe, but she was not the rebellious heroine portrayed by Disney. She didn’t rebel against her father’s wish to kill John Smith; in fact she was asked to make the decision and she chose to let him live.
I asked a child on Halloween why he dressed up as Captain America, since even in my small classroom of children, at least 40 percent were dressed up as a superhero. Oh, the answer I received, as he struck the unmistakable hero pose with fists at the ready and shield in hand…. he told me it was because: “Captain America kills all the bad guys”.
It’s this connection to violence and the concern that superheroes promote aggressive behaviour that has me as an Early Childhood Educator telling children they cannot play superheroes during outdoor play. Schools and childcare centres alike are discouraging children from hero play and in removing heroes from the classroom, they are missing what I believe to be a super sized teachable moment. Underneath a superhero’s flashy costume, state of the art weapons and fantasy powers, is an individual who is dedicating their life to helping others and standing up for what is right. I’m inclined to think that is an excellent concept for children to learn.
Preschool children are developing empathy and beginning to move away from a phase in child development called egocentrism. We see this concept at work when a child doesn’t want to share their toy or when they are what parents would describe as stubborn. These children are not simply being uncooperative; they are developing an understanding that there are perspectives other than their own.
“Everybody makes mistakes. Everybody has those days. Everybody knows what I’m talkin’ about. Everybody gets that way.”
—Nobody’s Perfect, performed by Miley Cyrus (as Hannah Montana)
Young children often struggle to discern between reality and fantasy. Assuming they understand their favourite television characters are made-up, played by people who are simply pretending, is asking a lot.
Mara Wilson, the adorable child from Matilda, and Mrs. Doubtfire, writes: “And then there are the fans: kids your age who think they know you because they’ve seen your face on TV, parents who pray you stay squeaky clean because their children want to be you.”
Even well-developed adults hold celebrities in a place of reverence, when in reality they are humans just like the rest of us. They go to work, spend time with their families, and even have the same needs, desires, and eccentricities.
What are the repercussions of encouraging children to aspire to be like their favourite characters? In reality, young stars like Miley Cyrus, Orlando Brown, and Lindsay Lohan, are not nearly as aspirational as their screen characters. Who is responsible for the aspirational nature of the children’s characters, and, of equal importance, the actors who play them?
Tired of the litany of mindless teen gossip rags and the unrealistic beauty standards of teen fashion magazines?
Maybe it’s time you were “Fazed”.
As young readers gain access to magazines, it seems reasonable to hope they will find magazine titles that help them develop into mature, well-rounded young adults. Enter Faze: a Toronto based magazine created in 2001 by Lorraine Zander, who had a vision to give children a magazine offering “an insightful look at real life issues.” Faze targets readers between 13 and 24 years of age, tackling a variety of issues and subjects that are important to this age group. What’s more, young adults and teens actually write the content requested by the readers of the magazine.
I received my first copy of Faze in the ninth grade. It was refreshing to read a magazine that had articles about self-confidence and careers; topics that are often overlooked by publishers targeting this age group. Faze skipped the mindless indulgence of gossip magazines, instead offering content that really mattered. One article I read suggested publishing as a career, and since then, I have worked towards that dream. I look back on this magazine and understand it taught me so much. It gave me the courage to look for work that will provide purpose in my young life.
Before I begin, I must admit that I absolutely love the beautiful stop-motion films put out by LAIKA Studios. I have fond memories of seeing my first LAIKA film, Paranorman, days before starting Centennial College’s Children’s Entertainment program. I was so inspired by the gorgeous animation, the witty script, and fully fleshed out characters. Afterwards, I sought out their first film Coraline and fell in love again. Lastly, I had the pleasure of seeing LAIKA’s keynote presentation on The Boxtrolls at the 2014 TIFF Kids. Unfortunately, none of LAIKA’s films have seen much box office success. To quote Mark Shapiro, Head of Marketing and Brand management at LAIKA, “We all want to move people and create great innovative films. But in order for LAIKA to sustain itself, there needs to be a financial return from your movie.” Here are some reasons why you and your family should give LAIKA Studios a chance.
LAIKA hires some of the most talented artists in the world. With this amazing group of talent, LAIKA has produced arguably the most beautiful and technically innovative stop motion in history. The animation is so smooth and beautiful that it is easy to forget that these are tiny puppets being moved a fraction of an inch at a time and then photographed. The photos are then strung together to become a film. Eggs, the main character in The Boxtrolls, has 1,400,000 possible facial expressions. Each face was 3D-printed in color, then coated in superglue and sanded to perfection.
In one week of work, the average animator completes about 3.7 seconds’ worth of footage. All of the animators together completed 1-2 minutes of footage every week. Boxtrolls Producer Travis Knight puts it bluntly: “It’s the worst way to make a movie. It makes no sense. You’re cutting your hands and contorting your body. But it’s an incredible art form that is so rare and so beautiful.”
Like most of my generation, I grew up playing video games with a healthy dose of physical activity thrown in. Unfortunately, recent reports indicate that more than 80 percent of Canadian children between the ages of 6 and 17 play video games regularly. However, my concern is not how long they play, but what they are playing.
Looking at the video games available (for both children and teens), it’s easy to spot stereotypical gender roles being perpetuated through branding and graphics. Putting aside games meant only for adults, and focusing instead on games marketed directly at kids, we can see the trend more clearly. We can also see that it is reinforced through design.
A brand character is a type of visual content marketing that is repetitively used to get consumers familiar and comfortable with a brand. This can be used within the logo of the company itself (i.e. Wendy’s, Aunt Jemima), or can be an active and independent facet (i.e. Tony the Tiger or Ronald McDonald).
More often, we see the second approach being used when marketing games towards children – especially those of a certain gender. Take, for example, the Nintendo DS game series Cooking Mama. They are primarily targeting young females, made evident by the colour choices on the package, and the brand character “Cooking Mama” represented as an apron-wearing woman. She oversees the player as they attempt to create various dishes in the game.
Despite the cooking industry being male dominated, the creators’ felt the need to make their brand spokesperson a woman. And instead of “Cooking Woman” they chose “Cooking Mama”. It may have been simply a marketing strategy, but the brand is still putting a mother at the forefront, a mother whose only responsibility is to cook and perform domestic tasks.
Yet Cooking Mama isn’t the only series that pushes stereotypical gender views of women. Game franchise My Baby continues to portray them in age-old roles. The series has three games thus far: My Baby Girl/ My Baby Boy, My Baby First Steps and My Baby 3 and Friends. All of these games focus on the player acting in the maternal role of child rearing.
Conversely, games that are directed at boys see a substantial content shift. It’s no longer about domesticity and chores around the house; it’s about adventure, adrenaline and a show of prowess. Take Mario Kart 7 for example. Compare the game cover designs and it’s easy to spot huge differences. Cooking Mama and My Baby use bright, saturated colours like pink, purple, blue and green, while Mario Kart 7 relies on the stark contrast between red and white.
Many colour theories state that red is often associated with fire, blood, energy, war, danger, strength, power and determination. Many of these keywords can be seen in Mario’s virtual adventures; maybe not the blood, but there is definitely fire, power struggles, and overt tests of Mario’s strength, power and determination. Mario as a brand spokes-character gives male children the perception of adventure and danger – a polar opposite to the gendered content for females.
This past summer, celebrity personality Kim Kardashian released a mobile game for both iPhones and iPads. For those 12 and up, the game allows players to simulate a celebrity lifestyle wherein they can create their own character and do things like travel, walk the red carpet, shop, and date other celebrities. To me, the game is pointless and gives youth unrealistic expectations, especially in terms of money. After all, outside the game, not many of us can afford a $5,000 Gucci bag. Unfortunately, it doesn’t seem like this marketing trend is going to change anytime soon; in fact, it’s getting worse.
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