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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.
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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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323:" 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
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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"
286:
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
168:, 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
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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
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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
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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 "
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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
1107:
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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823:"Who's Lining Up At Box Office? Lots and Lots Of Girls; Studios Aim at Teen-Agers, A Vast, Growing Audience"
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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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418:, but it is also apparent in some of the new rebranding efforts of STEM toy makers, like
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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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927:. The Life of the Place Itself. University Press of Colorado. pp. 65–86.
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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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763:"The ghettoisation of pink: how it has cornered the little girl market"
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625:"Kid Rhino Addresses Age Compression By Tweaking Products, Strategies"
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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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898:"Barbie Celebrity Dolls - Hollywood Dolls : Barbie Signature"
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Dawn H. Currie; Deirdre M. Kelly; Shauna Pomerantz (2009).
656:"Effects of age compression on traditional toys and games"
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1086:. Washington, DC: American Psychological Association.
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Subset of toy and games that appeal to female children
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223:Rows of pink girls' toys in a Canadian store, 2011
1205:. Dallas: Spring Publications, Inc. p. 109.
992:"Barbie Doll Culture and the American Waistland"
385:format. The most popular game in the series is
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287:towards mass-marketed merchandise such as the
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710:"Pink toys create generation of 'princesses'"
8:
595:Pressler, Margaret Webb (October 29, 2011).
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658:. Euromonitor International. Archived from
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278:Girls playing in a park in the Netherlands
58:. Please do not remove this message until
409:market research group PLAY reported that
78:Learn how and when to remove this message
790:"Studios target tweens with merchandize"
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54:Relevant discussion may be found on the
821:Weinraub, Bernard (February 23, 1998).
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1082:Weisgram, E.S.; Dinella, L.M. (2018).
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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
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683:"Pink toys 'damaging' for girls"
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231:Girls in Barbie Fashion Show in
105:are toys and games specifically
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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
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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
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629:Billboard-Google Books
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1298:Cymbal-banging monkey
597:"Bored with her toys"
510:Paper fortune tellers
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249:nature versus nurture
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213:Further information:
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103:Girls' toys and games
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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
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364:Girls' video games
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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
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1605:Early years
1505:Before birth
1423:List of toys
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1184:. Retrieved
1180:BBC Bitesize
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1675:Elder adult
1665:Young adult
1648:Adolescence
1512:Development
1315:Educational
1186:October 29,
1160:October 29,
1045:October 29,
973:|work=
832:October 29,
806:October 29,
773:October 29,
724:October 29,
693:October 29,
666:October 29,
558:Toys portal
506:doll houses
502:paper dolls
498:Board games
383:Adobe Flash
368:Purple Moon
329:Miley Cyrus
315:created by
300:Spice Girls
199:Hello Kitty
150:gender role
1585:Senescence
1340:Mechanical
1293:bobblehead
956:2020-06-29
907:2020-06-29
635:2018-02-15
577:References
571:Toy museum
420:GoldieBlox
407:Australian
357:Tamagotchi
321:Girl Power
309:Rick James
251:question.
241:Pinkstinks
121:Background
94:A girl in
45:neutrality
19:See also:
1660:Adulthood
1624:Childhood
1345:Model car
1016:0195-6086
975:ignored (
965:cite book
747:. London.
714:Telegraph
687:Telegraph
401:STEM toys
374:in 1999.
174:marketing
162:exclusive
154:masculine
56:talk page
1718:Category
1446:Category
1369:Industry
1137:52167153
1129:30187910
1067:13 April
769:. London
767:Guardian
689:. London
606:April 2,
516:See also
481:leapfrog
379:Shopkins
313:Vanity 6
158:feminine
107:targeted
49:disputed
1614:Toddler
1568:Puberty
1355:Optical
1308:Stuffed
1261:By type
1041:. Asahi
461:Artemis
430:History
146:neutral
96:Udaipur
1609:Infant
1599:Phases
1580:Ageing
1558:Stages
1522:Embryo
1517:Zygote
1456:Portal
1350:Office
1330:Girls'
1325:Fidget
1303:Puppet
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416:Barbie
372:Mattel
317:Prince
293:Frozen
284:tweens
170:sports
138:gender
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1682:Dying
1638:Youth
1629:Child
1590:Death
1563:Early
1548:Birth
1527:Fetus
1360:Skill
1273:Boys'
1182:. BBC
1133:S2CID
1020:JSTOR
947:JSTOR
566:Bratz
140:(and
126:Games
1283:Doll
1254:Toys
1207:ISBN
1188:2011
1162:2011
1125:PMID
1088:ISBN
1069:2021
1047:2011
1012:ISSN
977:help
937:ISBN
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834:2011
808:2011
775:2011
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608:2006
483:and
424:Lego
422:and
411:STEM
331:and
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