Popular Culture Review Vol. 8, No. 2, August 1997 | Page 121

Perspectives on Generation X 117 have ever seen in the toy business" (Collins 1994, D3). The Power Rangers combine many elements important to American children of different age groups and both genders, emphasizing traditional American values. The show Involves transformations, fantasy creatures with machine and animal characteristics. Powerful Zords are formed by calling upon animal familiars unique to each Power Ranger; these combine into Megazords under particularly challenging conditions. Yet on the show, power is invested not merely in monster creatures, but also in children themselves. Teen-agers are given power to triumph over evil and save adults, including their parents. Many issues affecting children, including how they feel after divorce, and ways to deal with aggression and gossip, are treated. In keeping with the socialization of American children, good behavior brings a reward of recognition or friendship; evil is punished. Power Rangers must sometimes act on their own, but are also encouraged to work together as a team. Involving fantasy, humor, real-life drama, advice without preachiness, and empowered children, the MMPR had great appeal. Today the MMPR's, in turn, are becoming less popular. But what legacy will they and the TMNT have left to the new generation? In a few years, perhaps we will know. As a child grows, his/her interests and opportunities change. Children below approximately the age of seven engage in different forms of play from those seven and older. Thus, for instance, the TMNT craze appealed primarily to young children. Here once again, values favoring the underdog, individual initiative, friendship and cooperation were highlighted. The program featured mutant creatures and focused on power in defense against evil—a more concrete evil found here on earth. Conversations involving popular slang, such as "dude," were liberally sprinkled throughout the shows. It is easy to see why these "ugly" turtles became so important in the lives of young children—to the degree that adults were frightened by the potential for increased violence, identity confusion, and self-delusion among children involved in this trend. Conclusions By exploring the world of child and adolescent play and games, researchers can learn much about the fundamental values and