Academic Journal

Once you shop, you can't stop: are big-brand companies producing games for girls, or girls themselves?

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Τίτλος: Once you shop, you can't stop: are big-brand companies producing games for girls, or girls themselves?
Συγγραφείς: Hughes, Rebecca
Πηγή: Gender & Education; May2022, Vol. 34 Issue 4, p394-410, 17p
Θεματικοί όροι: Gender role, Social attitudes, Leisure, Shopping, Thematic analysis
Περίληψη: Free, online games tailored specifically for girls have carved out a burgeoning niche in a marketplace that has traditionally catered to the interests of boys. However, girls' games may have a negative impact not only on girls' perceptions of their gendered roles in society, but also on their attitudes towards their future career choices. Using purposeful sampling, a series of girls' games were drawn from the Disney, Hasbro, Mattel, and Shopkins websites for investigation. Thematic analysis identified four major themes: (1) emphasis on girls' perceived interest in clothes, make-up, and shopping, (2) promotion of idealized notions of femininity, which is wholesome, compliant, and domesticated, (3) emphasis on gender performanity and role-play, (4) reinforcement of leisure activities and frivolous over-consumption. Media messaging conveys the cultural ideologies, sociopolitical agendas, and economic interests of multinational corporations. Are big-brand companies producing engaging games for girls, or are they instead producing girls themselves? [ABSTRACT FROM AUTHOR]
Copyright of Gender & Education is the property of Taylor & Francis Ltd and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Βάση Δεδομένων: Complementary Index
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  Data: Once you shop, you can't stop: are big-brand companies producing games for girls, or girls themselves?
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  Data: Gender & Education; May2022, Vol. 34 Issue 4, p394-410, 17p
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  Data: Free, online games tailored specifically for girls have carved out a burgeoning niche in a marketplace that has traditionally catered to the interests of boys. However, girls' games may have a negative impact not only on girls' perceptions of their gendered roles in society, but also on their attitudes towards their future career choices. Using purposeful sampling, a series of girls' games were drawn from the Disney, Hasbro, Mattel, and Shopkins websites for investigation. Thematic analysis identified four major themes: (1) emphasis on girls' perceived interest in clothes, make-up, and shopping, (2) promotion of idealized notions of femininity, which is wholesome, compliant, and domesticated, (3) emphasis on gender performanity and role-play, (4) reinforcement of leisure activities and frivolous over-consumption. Media messaging conveys the cultural ideologies, sociopolitical agendas, and economic interests of multinational corporations. Are big-brand companies producing engaging games for girls, or are they instead producing girls themselves? [ABSTRACT FROM AUTHOR]
– Name: Abstract
  Label:
  Group: Ab
  Data: <i>Copyright of Gender & Education is the property of Taylor & Francis Ltd and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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              Text: May2022
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