Parents or pop culture?: Children's heroes and role models

Childhood Education, Spring 2002 by Anderson, Kristin J, Cavallaro, Donna

Recent Media Forms: Music Television and Video Games

Video games and music television videos are relatively recent forms of media. In a recent poll, girls and boys from various ethnic backgrounds reported that television and music were their favorite forms of media (Children Now, 1999). What messages about race/ ethnicity and gender emerge from music videos-the seemingly perfect merger of children's favorite two media? Seidman (1999) found that the majority of characters were white (63 percent) and a majority were male (63 percent). When people of color, especially women of color, appeared in a video, their characters were much less likely to hold white collar jobs. In fact, their occupations were more gender-stereotyped than in real life. Gender role behavior overall was stereotypical. Thus, music television is yet another domain that perpetuates racial and gender stereotypes.

In the survey described below, the authors found that nearly half (48 percent) of the children surveyed played video and computer games every day or almost every day. Boys, however, were much more likely than girls to play these games. Of those who play computer/ video games every day or almost every day, 76 percent are boys and only 24 percent are girls. Consequently, girls and boys might be differentially influenced by the images represented in video and computer games.

What are the images presented in video and computer games? Dietz's (1998) content analysis of popular video and computer games found that 79 percent of the games included aggression or violence. Only 15 percent of the games showed women as heroes or action characters. Indeed, girls and women generally were not portrayed-30 percent of the videos did not include girls or women at all. When female characters were included, 21 percent of the time they were the damsel in distress. Other female characters were portrayed as evil or as obstacles. This research points to at least two implications of these games. First, girls may not be interested in playing these video and computer games, because the implicit message is that girls are not welcome as players, and that girls and women can only hope to be saved, destroyed, or pushed aside (see also Signorielli, 2001). Second, these images of girls and women found in video and computer games may influence boys' perceptions of gender.

In the past few years, a growing number of computer and video games geared toward girls have been made available by companies such as Purple Moon and Girl Games. These games have adventurous content without the violence typical of games geared toward boys. Two of the best-selling computer games for girls, however, have been Cosmopolitan Virtual Makeover and Barbie Fashion Designer. While these games may encourage creativity, ultimately their focus is on beauty. One columnist addresses the dilemma of creating games that will appeal to girls while fostering creativity and ingenuity:

A girl given a doll is being told, "Girls play with dolls just like mommies take care of babies." A boy given a computer game is being told, "Boys play with computers just like daddies use them for work." A girl given Barbie Fashion Designer is being told, "Girls play with computers just like girls play with dolls." A lucky few might get the message that, as some girls exchange dolls for real babies, others might progress from Barbie Fashion Designer to real-life fashion designer, or engineering systems designer, or software designer. But there's a good chance that many will not. (Ivinski, 1997, p. 28)

 

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