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Girls' toys and games

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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.
426:, 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. 193:
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.
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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
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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
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Trade publications counselled department stores that, in order to increase sales, they should create a "third stepping stone" between infant wear and older kids' clothes. They also advised segregating girls' and boys' clothing no later than age two: parents whose sons were "treated like a little man"
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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
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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
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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
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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,
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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
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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
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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
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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
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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
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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":
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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.
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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.
113:. 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 466:
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.
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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
897: 475:(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. 319:, 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 " 366:
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,
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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".
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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
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When I tour different company showrooms and look at what they're doing, many times it's a bunch of guys making decisions about what girls would like, and they miss the mark.
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were thought to be looser with their purse strings. It was only after "toddler" became common shoppers' parlance that it evolved into a broadly accepted developmental stage.
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the Barbie doll line in particular is to produce "collectors" versions of the doll marketed to adults, with Barbie wearing historic couture reproductions.
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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
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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
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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
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Colye, E.F.; Libem, L.S (2020). "Gendered Packaging of a STEM Toy Influences Children's Play, Mechanical Learning, and Mothers' Play Guidance".
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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.
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and other toys were creations of the Victorian era that remain popular today. Other historic and vintage girls' pastimes include
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Thomas, Jeannie B. (2000). "Ride 'Em, Barbie Girl". In Stewart, Polly; Siporin, Steve; Sullivan, C. W.; Jones, Suzi (eds.).
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are some perennially popular games that seem to have survived over the centuries in Europe and North America.
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backlash against the predominant use of pink in girls' toys. One British parent launched a campaign called
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marketing to create a binary or segment the toy market by colour. This is seen in girls’ toy brands like
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The reasons why girls may as a group prefer pink are not clear. Theories are divided between the
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franchise. Boys have shown an interest in computer games at an ever-younger age in recent years.
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Tween girls became identified as a huge market during the 1990s. The pop music group the
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Gender typing of children's toys: How early play experiences impact development
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Manual of Egyptian Archaeology and Guide to the Study of Antiquities in Egypt
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she would sacrifice her dolls and toys and other youthful possessions to
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the Elder (1560), showing Flemish girls playing popular games of the era
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Ride 'Em, Barbie Girl:: Commodifying Folklore, Place, and the Exotic
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Girls, Feminism, and Grassroots Literacies: Activism in the GirlZone
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Dawn H. Currie; Deirdre M. Kelly; Shauna Pomerantz (2009).
656:"Effects of age compression on traditional toys and games" 1222: 1086:. Washington, DC: American Psychological Association. 16:
Subset of toy and games that appeal to female children
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(2018). 972: 962: 849:Girl Power: Girls Reinventing Girlhood 215:Gendered associations of pink and blue 389:, which crossed 5 million downloads. 7: 876:. New York: SUNY Press. p. 47. 851:. Peter Lang Publishing. p. 7. 872:Sheridan-Rabideau, Mary P. (2009). 681:Wallop, Harry (November 30, 2009). 761:Orenstein, Peggy (June 19, 2011). 282:Similarly, the age group known as 14: 788:Iyer, Meena (February 16, 2009). 741:"Out of the blue and in the pink" 739:Goldacre, Ben (August 25, 2007). 708:Bingham, John (January 2, 2009). 233:Children's Museum of Indianapolis 160:). Games given a gender role are 1450: 1441: 1440: 683:"Pink toys 'damaging' for girls" 550: 536: 522: 231:Girls in Barbie Fashion Show in 105:are toys and games specifically 33: 1402:American International Toy Fair 1156:. Oxford University Press, 1895 1039:"Tamagotchi popularity revived" 351:Hello Kitty Dreamcast set, 2009 1176:"Growing up in Ancient Greece" 1060:Paoletti, Jo (31 March 2014). 463:the night before her wedding. 377:In 2014, Moose Toys developed 1: 1498:Development of the human body 512:, which date from the 1920s. 454:Paintings of girl with dolls 1062:"Why pinkification matters" 60:conditions to do so are met 1740: 212: 18: 1436: 1386:National Toy Hall of Fame 1381:Toy Industry Hall of Fame 990:Cunningham, Kamy (1993). 188:Girls assembling a puzzle 1407:Toy Industry Association 716:. London. Archived from 25:List of children's games 1201:Paris, Ginette (1986). 1024:10.1525/si.1993.16.1.79 1008:10.1525/si.1993.16.1.79 148:, but some are given a 136:, in many cultures are 933:10.2307/j.ctt46nx4g.10 629:Billboard-Google Books 455: 447: 352: 279: 267: 235: 224: 189: 99: 98:playing "Jungle Child" 1724:Girls' toys and games 1298:Cymbal-banging monkey 597:"Bored with her toys" 510:Paper fortune tellers 453: 437: 350: 277: 249:nature versus nurture 230: 222: 213:Further information: 187: 103:Girls' toys and games 93: 996:Symbolic Interaction 115:boys' toys and games 1428:List of wooden toys 720:on January 24, 2009 343:Technology and toys 253:Social conditioning 47:of this article is 1653:Emerging adulthood 1121:10.1111/cdev.13139 795:The Times of India 456: 448: 364:Girls' video games 353: 280: 236: 225: 190: 100: 1711: 1710: 1575:Adult development 1553:Child development 1464: 1463: 1212:978-0-88214-330-9 1203:Pagan Meditations 1150:Maspero, Gaston. 1109:Child Development 942:978-0-87421-408-6 902:barbie.mattel.com 883:978-0-7914-7298-9 858:978-0-8204-8877-6 530:Psychology portal 88: 87: 80: 1731: 1691:Social and legal 1491: 1484: 1477: 1468: 1454: 1444: 1443: 1278:Construction set 1247: 1240: 1233: 1224: 1217: 1216: 1198: 1192: 1191: 1189: 1187: 1172: 1166: 1165: 1163: 1161: 1147: 1141: 1140: 1104: 1098: 1097: 1079: 1073: 1072: 1070: 1068: 1057: 1051: 1050: 1048: 1046: 1034: 1028: 1027: 987: 981: 980: 974: 970: 968: 960: 958: 957: 918: 912: 911: 909: 908: 894: 888: 887: 869: 863: 862: 844: 838: 837: 835: 833: 818: 812: 811: 809: 807: 802:on July 16, 2012 798:. 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Index

List of toys
List of children's games
neutrality
disputed
talk page
conditions to do so are met
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Udaipur
targeted
toy industry
boys' toys and games
Games
toys
play
gender
age
neutral
gender role
masculine
feminine
exclusive
segregationist
sports
marketing

Hello Kitty
Disney Princess
Gendered associations of pink and blue

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