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