The Power to See and Feel
by Maria Tomchick
Four teenagers in a car pull up next to a man on a bicycle traveling 30
miles per hour. One of the teens leans out the window of the car and pushes
the man off his bicycle. The car speeds away, all four teenagers laughing.
The bicyclist suffers broken ribs and a punctured lung. Witnesses get the
license number of the car and the kids are tracked down. None of them have
been in trouble before; the one who pushed the bicyclists is considered a
very good student.
Four teenagers cruising in a car--a different group this time and one
composed of "average students" who've also never been in trouble
before--spot two students from a rival high school walking to a nearby
convenience store. One of the pedestrians is on crutches, his foot wrapped
in a bandage. The four teens pull over, pile out of the car, and attack the
two boys. They punch the healthy one in the face. The other boy is not so
lucky. They steal his crutches, beat him with one, and hit him with a small
baseball bat. Once he's on the ground, one of the assailants stomps on his
head.
The boy on crutches--formerly an athlete--is now in the hospital. He's
paralyzed on the right side of his body. His doctors think he may recover,
but they can't be sure. Head injuries can be tricky. Sometimes the patient
makes a full recovery. Sometimes he or she recovers a bit and that's all.
Sometimes the patient never recovers much use of his or her body or mind.
Always the patient is left wrestling with his or her health for years, if
not the rest of a lifetime.
Two of the attackers were appalled to see the extent of the boy's injuries
and turned themselves in to police. How could they not have known what the
consequences of their actions would be?
Simple. It's all too easy these days for anyone to underestimate the
effects of violence on another person.
We can start with Hollywood, which has a big impact on teenagers, who
consume the bulk of movies released in any given year. Hollywood violence
falls into two categories: the outright kill (usually of a bad guy), and
the not-even-a-scratch-left-on-him (usually the good guy). There is no
in-between: no scenes of families in the hospital being told by the doctor,
"he has a blood clot in the left temporal lobe of his brain," or "she has a
fractured vertebra and no sensation in her legs."
A case in point is the recent movie "Panic Room." Reviewers gave it a
unanimous thumbs-up, and described it as a suspenseful thriller in the
Hitchcock mode. Some even called it "smart" and "realistic."
In fact, it's absurd. There are numerous scenes of physical violence in the
film, all of them about as realistic as a Sylvester and Tweety Bird
cartoon. In one particular scene a man is beaten so severely that without
an immediate trip to an emergency room, he would die. Perhaps he would
linger unconscious and in a coma for a while, but there's no doubt that
he's a dead man. His assailant kicks him in the head--in the face, in
fact--numerous times. Yet, minutes later, he's sitting up in a chair,
awake, talking, with a broken arm and some blood on his face. Improbably,
his nose is still there, his jaws still attached and working properly.
Impossible. He's one of the good guys, of course.
Why do we wonder that our teenagers have no comprehension of just how
fragile the human body is? Coked-out script writers and Hollywood producers
haven't got a clue, either. And they spread their ignorance with each piece
of slick, pornographically-violent "entertainment" they produce.
What about recent, "realistic" war movies? Oddly, certain types of
on-screen violence are deemed unsuitable for teenagers, hence the NC-17
rating. Those depictions, naturally, show the realistic effects of being
shot. Arguably, a 13-year-old should see what it's like to shoot someone or
get shot. He or she might chose to not carry a handgun to school.
It's not just Hollywood that's to blame; that's too simple an argument.
Teenagers have other influences. For example, video games with modern
graphics look more realistic every year. They still, however, retain the
video-game ethic of endless fighting without realistic injuries.
Video games, of course, are fantasy. After all, the bad guy is often some
weird alien or monster that doesn't exist in the real world. Their purpose
is to entertain, not educate. But violence as entertainment--even against a
made-up monster--is a problem. Violence in the real world is never
entertaining, except for the assailants that we label "psychotic." Such
people have lost or never had the ability to understand the pain they
inflict on others. They have no empathy.
When we expose young people with limited experiences of life to unrealistic
depictions of violence and tell them that it's fun, are we turning them
into psychotics? Many American teenagers have never been seriously injured,
felt real pain, seen a loved one die or experienced a lingering illness.
They know what it's like to stub a toe, get a paper-cut, or skin a knee.
They don't know what it's like to get hit in the head with a baseball bat.
In fact, many American adults don't know what that's like.
As a society we need to talk more about violence and its effects. We need
to talk one-on-one, at work, at school, at home, on the radio, on TV, and
in the newspapers. We need to hear about what happened to the victims, read
the gritty eyewitness accounts, see bodies lying in the streets and on the
battlefields. We need to refuse the urge to protect ourselves and our
children from "the unpleasant truth"--whether it happens in our own
neighborhoods, in New York City, or in the Gaza Strip. Knowledge is power;
in this case, the power to protect ourselves and our kids from one-on-one,
senseless, thrill-seeking violence.
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