Rachel is a ten-year-old girl for who I was shopping. In my shopping experiences online, I came across an abundance of video games for Rachel’s age group. Many of them were specifically aimed at girls. A majority of the girls games were pink and involved typically female occupations. Video games aimed at young girls around the age of ten, like Rachel, attempt to promote gendered values with use of colors and activities presented in the game.
The games I found while shopping for Rachel were mostly packaged with a pink, purple, or light blue color. These colors are typically considered feminine colors, and attempt to prove to the general public that these games are meant for girls. The color of a product is a simple way for advertisers to target a certain gender because color is “a distinction by which gender stereotypes are reinforced” (Kirkham and Weller 269). The color is adding to the fact that the actual occupations the games entail are emphasizing the typical feminine activities.
The activities in the video games targeted to young girls are socially gendered occupations. They involve mothering and cooking, typically feminine behaviors. These games act as a reinforcement of gendered social norms. The mass media uses video games as a way to input these values that are considered normal into today’s youth. “Also, images having to do with gender strike at the core of individual identity; our understanding of ourselves as either male or female (socially defined within this society at this time) is central to our understanding of who we are” (Jhally 253). When children are attempting to understand who they are, media takes advantage by advertising the gendered dichotomy through the use of activities, and colors involved in their marketing strategies.
Works Cited
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