Girls' Games And Toys
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Girls' toys and games are toys and games specifically targeted at girls by the toy industry. They may be traditionally associated either exclusively or primarily with girls by adults and used by girls as an expression of identity. One commentator have argued that the market for girl's toys and games is more challenging than that for
boys' toys and games Boys' toys and games, as opposed to girls' toys and games, are a subset of toys and games that appeal to boy, male children. Research suggests that this appeal may be driven by biological factors, peer pressure, parental choices, marketing, and ...
.


Background

Game A game is a structured type of play usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or video games) or art ...
s and
toy A toy or plaything is an object that is used primarily to provide entertainment. Simple examples include toy blocks, board games, and dolls. Toys are often designed for use by children, although many are designed specifically for adults and p ...
s, or types of
play Play most commonly refers to: * Play (activity), an activity done for enjoyment * Play (theatre), a work of drama Play may refer also to: Computers and technology * Google Play, a digital content service * Play Framework, a Java framework * P ...
, in many cultures are
gender Gender is the range of social, psychological, cultural, and behavioral aspects of being a man (or boy), woman (or girl), or third gender. Although gender often corresponds to sex, a transgender person may identify with a gender other tha ...
(and
age Age or AGE may refer to: Time and its effects * Age, the amount of time someone has been alive or something has existed ** East Asian age reckoning, an Asian system of marking age starting at 1 * Ageing or aging, the process of becoming older ...
) neutral, but some are given a
gender role A gender role, or sex role, is a social norm deemed appropriate or desirable for individuals based on their gender or sex. Gender roles are usually centered on conceptions of masculinity and femininity. The specifics regarding these gendered ...
(
masculine Masculinity (also called manhood or manliness) is a set of attributes, behaviors, and roles generally associated with men and boys. Masculinity can be theoretically understood as socially constructed, and there is also evidence that some beh ...
or
feminine Femininity (also called womanliness) is a set of attributes, behaviors, and Gender roles, roles generally associated with women and girls. Femininity can be understood as Social construction of gender, socially constructed, and there is also s ...
). Games given a gender role are exclusive or
segregationist Racial segregation is the separation of people into racial or other ethnic groups in daily life. Segregation can involve the spatial separation of the races, and mandatory use of different institutions, such as schools and hospitals by peopl ...
, and a game labelled as such is often considered by both children and adults as appropriate for boys or girls but not both. Members of a culture that designated a game's gender role, as well as outsiders, may have difficulty discerning why it has that gender role. Some games, such as many
sport Sport is a physical activity or game, often Competition, competitive and organization, organized, that maintains or improves physical ability and skills. Sport may provide enjoyment to participants and entertainment to spectators. The numbe ...
s, are or were officially gender segregated, and the gender role given a toy or game may affect its
marketing Marketing is the act of acquiring, satisfying and retaining customers. It is one of the primary components of Business administration, business management and commerce. Marketing is usually conducted by the seller, typically a retailer or ma ...
.


Age compression

Age compression is the modern trend of children moving through play stages faster than they did in the past. Children have a desire to progress to more complex toys at a faster pace, girls in particular. Barbie dolls, for example, were once marketed to girls around 8 years old but have been found to be more popular in recent years with girls around 3 years old. The packaging for the dolls labels them appropriate for ages 3 and up. Boys, in contrast, apparently enjoy toys and games over a longer timespan, gravitating towards toys that meet their interest in assembling and disassembling mechanical toys, and toys that "move fast and things that fight". An industry executive points out that girls have entered the "tween" phase by the time they are 8 years old and want non-traditional toys, whereas boys have been maintaining an interest in traditional toys until they are 12 years old, meaning the traditional toy industry holds onto their boy customers for 50% longer than their girl customers. Girls gravitate towards "music, clothes, make-up, television talent shows and celebrities". As young children are more exposed to and drawn to music intended for older children and teens, companies are having to rethink how they develop and market their products to them. Girls also demonstrate a longer loyalty to characters in toys and games marketed towards them. A variety of global toy companies have marketed themselves to this aspect of girls' development, for example, the Hello Kitty brand, and the Disney Princess franchise. Boys have shown an interest in computer games at an ever-younger age in recent years.


Pink phenomenon

In Western countries in recent years, girls' toys and games have shifted towards a dominant use of the colour pink. Those shopping for girls' toys can easily spot the girls' toy section in a store because of the rows of aisles almost entirely stacked with bright pink products. There has been a backlash against the predominant use of pink in girls' toys. One British parent launched a campaign called Pinkstinks against retailers marketing educational toys to girls in pink. The almost exclusive use of pink for girls' toys has raised concern that it is polarizing gender identity from an early age, to the detriment of girls, by over-emphasizing beauty and passivity over fun and creativity. The reasons why girls may as a group prefer pink are not clear. Theories are divided between the
nature versus nurture Nature versus nurture is a long-standing debate in biology and society about the relative influence on human beings of their genetics, genetic inheritance (nature) and the environmental conditions of their development (nurture). The alliterative ex ...
question. Social conditioning is one possible factor, since girls are surrounded by pink accessories and clothing from birth in some cultures. However, it has been proposed that a preference for pink is "hard-wired". One recent study showed "a marked preference for pink among girls and women in different cultures". Ben Goldacre has noted that it is likely to be cultural given that less than a hundred years ago pink was deemed the most appropriate colour for boys. Amplifying gender identity differences between boys and girls is to the benefit of toy sellers. Targeted marketing has for many decades used the technique of categorizing children into segments for marketing purposes, much as the industry does with adults. Childhood age segments that are popularly believed to be identified by psychologists were in fact invented by children's clothing and toy manufacturers. Peggy Orenstein has drawn attention to research by Daniel Cook (a "historian of childhood consumerism"), that reveals the marketing origins of the age group known as "toddler":


Tween marketing

Similarly, the age group known as ''tweens'' was a marketing invention dating to the mid-1980s to describe children aged eight to 15. Tween marketing has spread beyond Western countries. In India, marketing research shows children in the 8- to 14-year-old age range, predominantly girls, shifting their preferences away from traditional products towards mass-marketed merchandise such as the Disney Princess and Frozen franchises. Tween girls became identified as a huge market during the 1990s. The pop music group the
Spice Girls The Spice Girls are an English girl group formed in 1994, consisting of Mel B ("Scary Spice"), Melanie C ("Sporty Spice"), Emma Bunton ("Baby Spice"), Geri Halliwell ("Ginger Spice"), and Victoria Beckham ("Posh Spice"). They have sold over 10 ...
were an act based on a group of female performers representing character traits, with nicknames such as Scary Spice, Baby Spice, and Sporty Spice. They were originally a less edgy variation on the girl-group character acts such as the
Mary Jane Girls The Mary Jane Girls were an American girl group formed in 1979, best known for their songs "In My House", "All Night Long (Mary Jane Girls song), All Night Long", "Candy Man", and their cover version of "Walk Like a Man (The Four Seasons song), ...
organized by
Rick James James Ambrose Johnson Jr. (February 1, 1948 – August 6, 2004), better known by his stage name Rick James, was an American singer, songwriter, and record producer. Born and raised in Buffalo, New York, James began his musical career in his tee ...
and Vanity 6 created by
Prince A prince is a male ruler (ranked below a king, grand prince, and grand duke) or a male member of a monarch's or former monarch's family. ''Prince'' is also a title of nobility (often highest), often hereditary, in some European states. The ...
, with an intended teenage audience. To the surprise of the recording industry, the Spice Girls were an enormous success with prepubescent tween girls, who identified with the flirtatious sexuality of the group and the "
Girl Power Girl power is a slogan that encourages and celebrates women's empowerment, independence, confidence and strength. The slogan's invention is credited to the US punk band Bikini Kill, who published a zine called ''Bikini Kill #2: Girl Power'' in ...
" theme, which marketers subsequently promoted to the hilt. In 1998, the year the Spice Girls enjoyed their peak success, tweens spent an estimated $1.4 billion, according to a YTV Tween report. Marketing to tween girls is a full-fledged entertainment industry trend today, with toys and merchandise associated with television shows, music groups and celebrities, for example
Justin Bieber Justin Drew Bieber ( ; born March 1, 1994) is a Canadian singer. Regarded as a pop icon, he is recognized for his multi-genre musical performances. He was discovered by record executive Scooter Braun in 2008 and subsequently brought to the U ...
,
Miley Cyrus Miley Ray Cyrus ( , born Destiny Hope Cyrus, November 23, 1992) is an American singer, songwriter, actress and director. Regarded as a contemporary pop icon, Cyrus has been recognized for her evolving artistry and image reinventions. She is ...
and
Selena Gomez Selena Marie Gomez ( ; born July 22, 1992) is an American actress, singer, songwriter, producer, and businesswoman. Gomez began her career as a child actress, appearing on the children's television series ''Barney & Friends'' (2002–2004), a ...
. In addition to toys such as dolls marketing to girls, they use common ideas and representations of toys that will make the biggest profits. Taking a look at Barbie dolls, there are many different editions of Barbie that make tributes to celebrities and other aspects of culture. Some of these editions include Marilyn Monroe, Diana Ross, Audrey Hepburn, Harley Davidson, and many more. The company Mattel uses idea they know will sell best, in addition to this they make sure the dolls have a certain appearance; small waist, thin legs, and large breasts. They are marketing not only what gives the biggest dollar value, but as well as following the guidelines for typical views of beauty within these types of toys. The toys along with the messages they send about body images are then mass produced to be sold to the audience of mostly girls ranging from toddlers to tweens. The dolls often lack many features that would help make them more realistic, and send believable body image message to girls. Some of the features neglected to be shown on dolls such as Barbie's include: nipples, wombs, skin flaws, and the various skin tones found around the globe. This leaves the realistic view of women out, and instead changes it for blank features that is wanted by the public.


Technology and toys

Technology has been embraced by many toy companies because of the gender-neutral best-selling toys that it helps create. One example is the popular
Tamagotchi is a brand of handheld digital pets that was created in Japan by Akihiro Yokoi of WiZ and Aki Maita of Bandai. It was released by Bandai on November 23, 1996 in Japan and in the United States on May 1, 1997, quickly becoming one of the bigge ...
toy invented in Japan in the 1990s. It has sold tens of millions of units worldwide in its various versions. The Tamagotchi is an egg-shaped computerized toy that mimics a pet, and requires that the user update it regularly to feed it and provide other care. It remains particularly popular with young girls, however, and recent marketing is targeted towards girls; girls "like the new outfits and other items that can be downloaded via cellphone and transferred to their Tamagotchi device". Girls' video games were a trend in the 1990s where video game developers attempted to make video games aimed specifically at girls. The genre did not see much critical or commercial success, and a leading developer, Purple Moon, was bought by
Mattel Mattel, Inc. ( ) is an American multinational corporation, multinational toy manufacturing and entertainment company headquartered in El Segundo, California. Founded in Los Angeles by Harold Matson and the husband-and-wife duo of Ruth Handler, ...
in 1999. In 2014, Moose Toys developed Shopkins toys which are about one inch in size and targeted at girls. Shopkins later released a number of Shopkins games for Android and iOS devices, and in
Adobe Flash Adobe Flash (formerly Macromedia Flash and FutureSplash) is a mostly discontinuedAlthough it is discontinued by Adobe Inc., for the Chinese market it is developed by Zhongcheng and for the international enterprise market it is developed by Ha ...
format. The most popular game in the series is ''Shopkins World'', which crossed 5 million downloads. Worldwide video game sales have soared beyond traditional toy and game sales in the past decade, particularly in North America and the Middle East. The Nintendo Wii console sells games aimed at either girls or boys, or both. Large traditional toy companies such as Hasbro have also created game applications for the iPhone and other smartphones, which are increasingly being used by children in affluent countries.


STEM toys

In 2020, the
Australia Australia, officially the Commonwealth of Australia, is a country comprising mainland Australia, the mainland of the Australia (continent), Australian continent, the island of Tasmania and list of islands of Australia, numerous smaller isl ...
n market research group PLAY reported that
STEM Stem or STEM most commonly refers to: * Plant stem, a structural axis of a vascular plant * Stem group * Science, technology, engineering, and mathematics Stem or STEM can also refer to: Language and writing * Word stem, part of a word respon ...
toys (science, technology, engineering, and mathematics) were trending in the toy industry, specifically those aimed at young girls. Traditionally these toys have been solely marketed towards boys, with both masculine explicit and implicit labels. "Pinkification" is a common strategy used in marketing to create a binary or segment the toy market by colour. This is seen in girls’ toy brands like
Barbie Barbie is a fashion doll created by American businesswoman Ruth Handler, manufactured by American toy and entertainment company Mattel and introduced on March 9, 1959. The toy was based on the German Bild Lilli doll, Bild Lilli doll which Hand ...
, but it is also apparent in some of the new rebranding efforts of STEM toy makers, like GoldieBlox and
Lego Lego (, ; ; stylised as LEGO) is a line of plastic construction toys manufactured by the Lego Group, a privately held company based in Billund, Denmark. Lego consists of variously coloured interlocking plastic bricks made of acrylonitri ...
, who are trying to appeal to feminine audiences. While it might be a “good faith attempt at progress it could remind girls to shun anything that isn’t pink.” and be a limiting factor both girls, and the boys who may avoid pink packaging altogether. A study by Coyle and Liben examined the effects of gender–typed packaging in STEM toys on mother-child dyads. This study found that children had differential comfort with toys packaged for their own experienced gender but resulted less attention and mastery of the specific STEM concept. Girls were found to generally learn the concept better playing with the masculine version but were freer to play and explore the pieces with original version, and vice versa for boys.


History

The oldest toys for girls are dolls that date from around 2000 BCE in Egypt. Children in Ancient Greece played with dolls made of rags, wood, wax or clay, sometimes with moveable arms and legs. Rattles, hoops and yo-yos were other common toys. When a young woman was to be married in Ancient Greece, she would sacrifice her dolls and toys and other youthful possessions to
Artemis In ancient Greek religion and Greek mythology, mythology, Artemis (; ) is the goddess of the hunting, hunt, the wilderness, wild animals, transitions, nature, vegetation, childbirth, Kourotrophos, care of children, and chastity. In later tim ...
the night before her wedding. Children's games during the Middle Ages and earlier are something of a mystery, since the rules of the games were passed from generation to generation orally. In rare cases, the games survived long enough to be recorded in later centuries. Pieter Bruegel's painting ''Children's Games'' (1560) depicts many games popular with Flemish children of the time. Girls can be shown playing games that involve balls, musical instruments, and games that involved carrying other children or performing other challenges. Hide-and-seek, leapfrog and tag are some perennially popular games that seem to have survived over the centuries in Europe and North America.
Fashion doll Fashion dolls are dolls primarily designed to be dressed to reflect fashion trends. They are manufactured both as toys for children to play with and as collectibles for adults. The dolls are usually modeled after teen girls or adult women, though ...
s were creations used by adults in early modern Europe. Fashion dolls were prototype samples of clothing styles, passed between adults who were involved in designing or purchasing expensive dresses and suits. Once the dolls were outdated, they were apparently given to girls as toys. A recent trend in the Barbie doll line in particular is to produce "collectors" versions of the doll marketed to adults, with Barbie wearing historic couture reproductions.
Board game A board game is a type of tabletop game that involves small objects () that are placed and moved in particular ways on a specially designed patterned game board, potentially including other components, e.g. dice. The earliest known uses of the ...
s, paper dolls, doll houses and other toys were creations of the Victorian era that remain popular today. Other historic and vintage girls' pastimes include Paper fortune tellers, which date from the 1920s.


See also

* Bratz *
Toy museum A toy museum is a museum for toys. They typically showcase toys from a particular culture or period with their history. These are distinct from children's museums, which are museums for children, and are often interactive – toy museums may be ...


References

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