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>LEGO, the popular Danish maker of children's construction toys, has steadily included more weapons and violent imagery in their products over the past 30 years, according to a new study.
>LEGO, which was founded in 1949, first issued weapons in 1978 with a castle kit that included swords, axes and lances, according to the study by researchers at the University of Canterbury in New Zealand and published in the latest issue of the journal PLOS ONE.
>But the inclusion of violent symbols in LEGO toys have become more commonplace since then, with weapons now included in 30 percent of LEGO kits, according to an analysis of LEGO catalogs from 1973 to 2015.
>Roughly 40 percent of all catalog pages included some type of violence, such as shooting or threatening behavior, the study found.
>The changes in LEGO toys likely points to a broader trend in children's entertainment, researchers noted, where children's entertainment corporations escalate violent imagery to keep pace with the demands of the marketplace.
>"Creators and producers of games and movies strive to push the limits of what violent media is allowed to be released to prevent their audience from getting bored of similar content," the study states. "This creates content that is increasingly creative and violent."
Have toys became too violent in general?
>LEGO, which was founded in 1949, first issued weapons in 1978 with a castle kit that included swords, axes and lances, according to the study by researchers at the University of Canterbury in New Zealand and published in the latest issue of the journal PLOS ONE.
>But the inclusion of violent symbols in LEGO toys have become more commonplace since then, with weapons now included in 30 percent of LEGO kits, according to an analysis of LEGO catalogs from 1973 to 2015.
>Roughly 40 percent of all catalog pages included some type of violence, such as shooting or threatening behavior, the study found.
>The changes in LEGO toys likely points to a broader trend in children's entertainment, researchers noted, where children's entertainment corporations escalate violent imagery to keep pace with the demands of the marketplace.
>"Creators and producers of games and movies strive to push the limits of what violent media is allowed to be released to prevent their audience from getting bored of similar content," the study states. "This creates content that is increasingly creative and violent."
Have toys became too violent in general?