Professional Documents
Culture Documents
Childhood Impact
Childhood Impact
Apollo
Mr. Wimmer
Childhood Impact
Mass Culture. The standard cultural product of a period. It is defined and produced by
the corporations who push it towards us, and people spread it around. Mass culture is difficult to
resist as it is powered and produced by industrial companies to get people involved. Each
generation develops socially by ways of pop culture. I grew up in 2006. Mass culture and pop
Culture from the 2000s shaped me into who I am today. And It’s not just me. It can
psychologically have an effect on kids and those growing up. The spreading of pop culture is
lasting influences on a person's character and attitude. It describes and shapes who you are in
your adolescence. These experiences have an accurate prediction of where one will end up in
their adult life. This period in kids is from 0-8 years old, when neurological development is the
fastest (Li). Formative experiences can be daily family meals and socialization with others. As a
kid, I spent my formative years glued to a TV screen because it was all I could do. I experienced
childhood loneliness, which is when children lack those formative experiences. So, I turned to
pop culture and cartoons. It was the dynamic I grew up in. Music, art, literature, fashion, dance,
and film are all classified as pop culture subcategories. The word or phrase has numerous
definitions. One is that pop culture can be commercial objects produced for mass consumption
by non-discriminating consumers. In this definition, popular culture is a tool used by the elites to
suppress or take advantage of the masses (Storey). Another is that users are free to embrace
some manufactured content, alter it for their use, or reject it entirely and create their own.”
(Crossman). In my childhood, this applied to me the most. I was interested in pop culture without
noticing. But not into all aspects of it, which is normal. In ways, I wasn’t completely in mass
culture. I was a bit on the outskirts. I never had the latest toys that everyone had. Like Hex
Bugs, a fushigi magic gravity ball, and Beyblades. I did own bakugans, Pokemon cards, and
others though. I fluctuated in and out. Music was a big thing for me as a kid. I loved Lady Gaga’s
2009 MTV VMA performance. It was huge to me. I knew about all the new Batman movies.
Within the same year, I was obsessed with Batman: Arkham Asylum when it dropped (2009).
These events were my formative experiences, as I didn’t grow up talking to other kids. I had to
stay inside. Whatever was on TV was what I absorbed. Pop culture did provide me with a role
model, and taught me positive behavior, in a way, watching TV had a positive impact on me,
psychologically.
Video games were a big part of my life, like almost any other kid. While I spent my time
mostly watching other’s plays, I still enjoyed all the colors, the movement, and the characters. It
was mesmerizing to my kid brain, as TV was. I grew up a Nintendo and X-box kid. We had no
Sega game systems or anything. Video games were an enormous part of pop culture. Super
Mario Galaxy (2007), Super Mario Sunshine (2002), Super Smash Bros. Brawl, and Call of
Duty, were some of my favorites. Videogames introduced me to a world of free will, and as a
kid, I loved to get lost in them. I still do now. Yet not every game has weighed the same in
society. In the 70s, video games were often the punchline of many jokes, being seen as nerdy
and geeky. But the 2000s were able to change that slightly. This is because the technology was
upgrading, and with that, pop culture too. However, too many video games can lead to poor
social skills, time away from family, school work, and other hobbies, lower grades, and
aggressive thoughts and behaviors (Healthcare of Utah). But psychologically, it can be used to
help improve test scores, teach life and job skills, improve brain function, and encourage
physical exercise. But in a pop culture way, video games bring people together and form
communities. Some games that influenced pop culture are Super Mario Bros., Resident Evil,
Final Fantasy, The Legend of Zelda, GTA, The Sims, and more (Fire). These games or
franchises are only a handful of pop culture-shifting examples, but these games helped craft
society and culture, which is why they are in such high regard. Like Final Fantasy VII, the outing
that put Sony’s award-winning franchise on the map, and perfectly captured the essence of the
story, graphics, and characters. The sims especially as it’s a life simulator. When the original
game was released in 2000, it became an instant success and sold over 16 million units, which
was 100x the initial projections. Since then, the game is still in its 4th game phase and is still
churning out new content. It brings people together with multiple players and has benefits to it.
There was never a moment where I wasn’t glued to the TV screen. Cartoons were a
massive part of my childhood. Scooby-Doo, Courage the Cowardly Dog Chowder, i-Carly. As
my parents worked and my brother was off at school or with friends, the TV kept me company.
That was the beginning of mass culture creeping into my life. Cartoon network was popular at
the time, and cartoons were what every kid watched. Down to the very shows. For cartoons, the
children defined what was popular and what the culture of cartoons was. The main target was
not Infants, as those under one year of age look at television less than 10 percent of the time
they are within sight of a secondary activity. This is due to infants not understanding what’s
going on, only motion captures their attention. The level of looking steadily increases with age
until it reaches a level of about 80 percent in late childhood, after which point it declines to about
60 percent during adulthood (Children's Attention to Television). But there were cartoons that I
loved that weren’t considered pop culture or mainstream. So while I fit within the culture, I also
stuck out at the time. Beyblade (2001), The Boondocks (2005), The Misadventures of Flapjack
(2008). These were shows that weren’t talked about much nor aired too often, as the companies
focused mainly on the younger kids. This is where John Storey’s six different definitions of
popular culture come in. Pop culture can be defined as commercial objects that are produced
tool used by the elites to suppress or take advantage of the masses (Storey). Corporations ran
TV and cartoons, which at the time, was fine with kids. As it didn’t affect them that much. Most
shows kids that aired had good morals for kids to cling to. Like Yo Gabba Gabba, that had
nothing but good morals. But as the older kids got older, the market for shows did tend to get a
little bit more chaotic. Like my old favorite, Destroy Build Destroy. Which was filled with
explosions and semi-violent behavior but did inspire me to build things as a kid. This is what pop
culture does, it inspires as well. Though not all TV has positive impacts, studies show that TV
can affect a child’s aggression (AACAP). But culturally, just like video games, they have the
Mass culture, known as pop culture, is a thing that affects all kids and people. It can
influence others and feed opinions by ways of media. The 2000s were changing times as the
uprise of technology came in. Therefore, pop culture was seriously on the incline. When growing
up in changing times, mass culture can affect any kid out in society and influence their
childhood, as it did me. Each era is created socially by ways of pop culture. It can
psychologically have an impact on kids and those developing. It’s the media they consume,
socialization, and even their geographical area. But who defines mass culture? Industrial
companies power pop culture. It gets people involved. Video game companies, toy companies,
and corporations on TV make these products, and we as a society spread it around and make it
big. This is how each generation develops socially by ways of pop culture. But how do we, as
humans, unbiasedly judge where we fall within or even outside of pop culture? It’s simple. One
needs to step back and evaluate. Sociology and psychology are the roots of pop culture, as
stated previously. Pop culture is considered a prominent source of social norms. This is why
some events hold more of a social significance than others. It takes looking at and evaluating
the general public to see where one may fall concerning mass culture.
Works Cited
firewireblog.com/2022/07/31/8-games-that-influenced-pop-culture/.
Cox, Daniel A. “The Childhood Loneliness of Generation Z.” The Survey Center on American
Li, Pamela. “Formative Years - Why Are They Important in Child Development.” Parenting for
www.parentingforbrain.com/formative-years/#:~:text=What%20Are%20The%20Formati
ve%20Years.
“The Video Games Your Child Plays Has an Effect on Their Behavior.” University of Utah
healthcare.utah.edu/the-scope/kids-zone/all/2021/08/video-games-your-child-plays-has-ef
fect-their-behavior#:~:text=Too%20much%20video%20game%20can.
www.aacap.org/AACAP/Families_and_Youth/Facts_for_Families/FFF-Guide/Children-A
nd-TV-Violence-013.aspx#:~:text=Extensive%20viewing%20of%20television%20violen
ce.