Introduction
Modern
culture often assumes that shielding children from stories involving death,
tragedy, and violence is the best way to cultivate peaceful adults. Yet
throughout history, many societies did precisely the opposite. Children were
raised on narratives in which danger, mortality, betrayal, sacrifice, and
violence were common realities of life. These stories were not intended to
glorify brutality. Rather, they frequently served as moral and psychological
simulations, helping the young confront the consequences of violence
indirectly, through imagination and narrative. A strong argument can therefore
be made that exposing children to serious stories, rather than sanitizing all
conflict from childhood, can help cultivate adults who understand the gravity
of violence and therefore come to abhor it. On the other hand, shooter-type
video games have a different effect, making violence seem natural and
acceptable.
The
Stories
One of my
favorite examples is One Thousand and One Nights, often called The Arabian
Nights. These stories contain executions, revenge, warfare, betrayal, and
sudden death. Yet the violence is rarely meaningless. Characters suffer
consequences for greed, tyranny, arrogance, or deception. The framing story
itself begins with a king whose violent paranoia leads him to murder successive
brides until Scheherazade[1] interrupts the cycle
through storytelling and wisdom. Violence is presented not as glamorous but as
destructive and destabilizing. Children exposed to such narratives may
internalize not merely the existence of death, but the terrible social and
moral costs that accompany cruelty and impulsive power.
Traditional
fairy tales in Europe performed a similar role. The versions collected by Jacob
Grimm and Wilhelm Grimm were often far darker than their modern adaptations. In
early forms of stories like Hansel and Gretel, Snow White[2],
and Little Red Riding Hood, children encountered abandonment, predation,
cannibalism, and death. These tales emerged from societies where famine,
disease, and violence were part of ordinary existence. The stories prepared
children psychologically for danger while reinforcing caution, courage,
loyalty, and prudence. Scholars such as Bruno Bettelheim argued that fairy
tales help children process fear symbolically, allowing them to confront
emotional realities in a manageable form rather than through direct experience
alone (Bettelheim, 1976). Nowadays, it seems every problem is existential, and
that must be considered a critical overreaction.
Ancient
myths likewise exposed young audiences to the tragic consequences of violence.
In Greek mythology, stories such as the Iliad depict warfare not as a triumphant
spectacle but as a chain of grief, rage, pride, and loss. Heroes achieve glory,
but at terrible personal and communal cost. Achilles’ wrath leads not merely to
victory but to sorrow, death, and emotional devastation. Such stories formed
part of the educational environment of the ancient Mediterranean world, shaping
moral reflection on honor, fate, and the limits of human aggression.
Religious
literature has often functioned similarly. Biblical narratives contain murders,
wars, betrayals, and martyrdoms. Yet these accounts generally frame violence as
morally consequential rather than recreational. The story of Cain and Abel, for
instance, presents murder as a rupture of both family and divine order.
Likewise, many Buddhist and Hindu stories portray violence as part of the cycle
of suffering and karma, reinforcing the ethical importance of compassion and
restraint. By confronting readers with the reality of death and moral
consequence, such traditions encourage reflection on the value of life itself.
This does
not mean that all exposure to violent stories produces peaceful adults. Context
matters greatly. Violence portrayed as glamorous, consequence-free, or purely
entertaining may desensitize rather than educate. The crucial distinction lies
in whether narratives present violence as tragic and morally weighty or as
exciting spectacle. Traditional stories often embedded violence within ethical
structures: actions had consequences, suffering carried meaning, and characters
faced moral accountability.
Psychologically,
narrative exposure may help children develop what might be called “moral
imagination.” Through stories, children rehearse fear, loss, courage, and
empathy without enduring those experiences directly. Literature becomes a
simulation of reality. A child who encounters death in stories may gradually
develop emotional frameworks for understanding mortality, grief, and the
irreversibility of harm. Shielding children entirely from such themes may leave
them emotionally unprepared for the realities of adult life.
There
is an important paradox here. Societies that openly acknowledge violence in
their stories are not necessarily societies that celebrate violence in practice.
In fact, confronting brutality honestly may strengthen revulsion toward it. A
child who repeatedly encounters the sorrow caused by revenge, war, or cruelty
in literature may come to associate violence not with glory, but with suffering
and irreversible loss. The imagination becomes a training ground for ethical
restraint.
Death is a
frequent and unsentimental tool in Aesop’s Fables. Unlike many modern
children’s stories that often soften consequences, Aesop’s fables were
originally intended for adults as reflections of the harsh realities of the
ancient world. Death serves as the ultimate "finality," illustrating
moral failings or the cold indifference of nature. In these fables, death can
be a consequence of
a.
Vanity
or Greed, to illustrate the price paid for failing to recognize one’s own
limitations or for pursuing more than one needs (The Frog and the Ox, The
Dog and His Reflection, and The Wolf and the Lamb).
b.
Naive
Trust, to warn that certain natures are immutable and that
"appeasing" a predator is a fatal mistake (The Wolf and the Lamb and
The Farmer and the Viper).
c.
Great
Equalizer, to show that status and pride are meaningless in the end (The Two
Pots).
d.
Mercy
or Inevitability, to show that while we may complain about life, we often fear
the alternative (The Old Man and Death).
Modern
storytelling continues this tradition in many forms. Works such as The
Chronicles of Narnia and Harry Potter and the Deathly Hallows, and
even animated films often include sacrifice, death, and moral struggle. These
themes resonate because they address realities that human beings inevitably
face. The goal is not just to horrify and to terrify children with death, but
to help them understand that courage, compassion, and wisdom arise precisely
because life contains danger and loss. Simply put, “Horrify children with death
before they seek glory through it.”
Video
Games
In contrast to traditional narratives that
portray violence as tragic or morally consequential, some modern video games
present death as entertainment, reward, or spectacle. In many action-oriented
games, success is measured by “kills,” eliminations, or destruction counts,
often accompanied by points, achievements, sound effects, and celebratory
animations. Games such as Call of Duty or Grand Theft Auto V place players in
environments where repeated virtual killing becomes central to progression and
enjoyment. Death is frequently detached from emotional or moral consequence;
defeated opponents disappear, instantly respawn, or are reduced to statistics.
This can create a psychological environment in which violence becomes
abstracted, gamified, and emotionally weightless.
Critics
argue that such portrayals risk trivializing human suffering by associating
violent acts with excitement, mastery, and social reward. Unlike classical
myths or fairy tales, where violence often produces grief, guilt, or moral
reckoning, many competitive games emphasize speed, efficiency, and spectacle.
The player is rewarded not only for contemplating the consequences of violence,
but for performing it skillfully. Scholars such as David Grossman have argued
that repetitive exposure to simulated killing in entertainment media may
contribute to desensitization, especially when violence is stripped of empathy
or realistic aftermath (Grossman & Christensen, 2008). While research
remains debated and no simple causal link exists between games and real-world
violence, the cultural contrast remains significant: traditional stories often
sought to humanize the cost of death, whereas some modern games risk
transforming death into amusement, achievement, or routine mechanics divorced
from moral reflection.
Dating
myself, I was hooked on the video game Doom 2 for a month or so, until it became
boring. But just blasting away made it entertaining for a while. Now, I simply
cannot see spending hours every day at this kind of activity. Kids and young
adults do.
Conclusion
Stories
involving death and violence have historically served not merely as
entertainment but as moral education and psychological preparation. From One
Thousand and One Nights to Grimm’s fairy tales and Greek epics, societies
have long used narrative to acquaint children with the consequences of human
aggression. When framed ethically and thoughtfully, such stories may help
cultivate empathy, caution, and an enduring respect for life. Rather than
producing violent adults, serious narratives can deepen a child’s understanding
of suffering and thereby strengthen the desire to avoid causing it. Many video
games have the opposite effect, normalizing and numbing violence, making it
seem like a natural solution to problems.
Today, we
face the menace of death and violence; the ancients also faced it with even
more kinetics. They tried their best to teach their children about violence as
best they could, to fear and condemn it. Were they right, or is sanitizing
children’s stories away from hard topics the answer?
References
Bettelheim,
B. (1976). The uses of enchantment: The meaning and importance of fairy
tales. Alfred A. Knopf.
Grimm, J.,
& Grimm, W. (2014). The Complete Fairy Tales of the Brothers Grimm
(J. Zipes, Trans.). Bantam Books. (Original work published 1812)
Homer.
(1998). The Iliad (R. Fagles, Trans.). Penguin Classics.
Lewis, C.
S. (2001). The chronicles of Narnia. HarperCollins.
Rowling,
J. K. (2007). Harry Potter and the Deathly Hallows. Bloomsbury.
Zipes, J.
(2002). Breaking the magic spell: Radical theories of folk and fairy tales.
University Press of Kentucky.
The
Arabian Nights: Tales of 1001 Nights
(M. Lyons, Trans.). (2008). Penguin Classics.
Grossman,
D., & Christensen, L. W. (2008). On combat: The psychology and physiology
of deadly conflict in war and in peace (3rd ed.). PPCT Research Publications.
Anderson,
C. A., Gentile, D. A., & Buckley, K. E. (2007). Violent video game effects
on children and adolescents: Theory, research, and public policy. Oxford
University Press.
Ferguson,
C. J. (2015). Violent video games and the Supreme Court: Lessons for the
scientific community in the wake of Brown v. Entertainment Merchants
Association. American Psychologist, 68(2), 57–74.
©2026 G
Donald Allen
[1] A
famous tone poem, Scheherazade, written by Nikolai Rimsky-Korsakov in 1888, was
written to make these stories into a musical fantasy. It has been popular ever
since.
[2] In
the 1937 Disney version of Snow White, the witch perishes by falling off a
cliff. In the 2025 Disney movie Snow
White, the wicked witch becomes trapped in a mysterious dark energy field
that can be reconstructed. Thus, she is still living, and a possible sequel is
possible. No death. (Notice also that it connects with the popular concept of
dark energy, which physicists require to explain why the universe's expansion
is increasing at an increasing rate.)
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