Once you shop, you can’t stop
Are big-brand companies producing games for girls, or girls themselves
Dados Bibliográficos
| ID | 12232181 |
|---|---|
| Autores | Naomi Rebecca Hughes (0000-0001-6160-5191, OISE, University of Toronto, Toronto, ON, Canada, autor correspondente) |
| Ano | 2021 |
| Volume | 34 |
| Fascículo | 4 |
| Páginas | 394-410 |
| Data de publicação | 2021-08-04 |
| Peer Reviewed | Sim |
| Open Access | Não |
| Tipo | ARTICLE |
| Periódico | Gender and Education (JOURNAL) |
| Identificadores do periódico | ISSN: 0954-0253 • E-ISSN: 1360-0516 |
| Editora | Taylor & Francis (PUBLISHER • GB) |
| DOI | 10.1080/09540253.2021.1962517 |
| OpenAlex | W3190618480 |
| Idioma | EN |
| Citações recebidas | 1 |
| Referências citadas | 29 |
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
Advertising · Business · Mathematics education · Sociology · Consumer Behavior in Brand Consumption and Identification · Creativity in Education and Neuroscience · Media, Gender, and Advertising · Psychology · Marketing
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Literacy, Discourse, and Linguistics
Persistence of women and minorities in STEM field majors
From Max Weber
Personal Influence
Video Games Around the World
Outline of a Theory of Practice
Institutional Ethnography as Practice
Gender, Age, and Digital Games in the Domestic Context
The Empire’s Old Clothes
Playing Research
Media and Cultural Studies
Stuart Hall
Cultural studies, public pedagogy, and the responsibility of intellectuals
The Best of Both Worlds
Mothers’ Gender-Role Attitudes and Their Responses to Young Children’s Hypothetical Display of Shy and Aggressive Behaviors
Encoding and decoding affordances
Infants’ Preferences for Toys, Colors, and Shapes
Manufacturing consent
Consuming life
Gaming the SySTEM
| Obras citantes distintas | 1 |
|---|---|
| Citações por ano | 0,33 |
| Intervalo de citações | 2023 - 2023 (1) |
| Velocidade de citação | historical |
| Altamente citado | Não |
| Tipos de citação | Neutras: 1 |