Preview

Your Trusted Friends Analysis

Good Essays
Open Document
Open Document
838 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Your Trusted Friends Analysis
These two articles, “Your Trusted Friends” by Eric Schlosser and “Complete Freedom of Movement,” by Henry Jenkins, are concerned with a modified approach to an old method of doing something, the former of which occurs in mass marketing and the latter of which in the psychological and social development of children. “Your Trusted Friends” expounds and contrasts the endeavors of sales tycoons Ray Kroc and Walt Disney, both of whom harnessed the potential of children as consumers with staggering success. Before these men, children were largely ignored by consumerists—afterwards, dozens of other corporations followed suit and advertising aimed towards children became a prevalent and controversial matter.
Schlosser acknowledges their charisma, and brilliance in marketing, but practically makes them out to be sordid, power- and money-hungry individuals. He inserts
…show more content…
The article gradually leads into the role genders have in the play that normal children need to experience in order to mature socially. Girls were always watched closely, encouraged to learn how to carry out household chores, whereas boys’ outdoorsy and mischievous nature was generally given a blind eye. Now that our concrete world is restricting much of both genders simply by default, the need to explore, vent natural aggression and solve conflicts is being supplemented within virtual realms. But we’ve changed societally. Discrimination seems to have languished substantially; women are competing with men in careers and pursuits that were once dominated by men, and I agree with the author in that that’s the way it should be. Video games producers should do their best to create gender-neutral environments without creating pink and blue “border

You May Also Find These Documents Helpful

  • Powerful Essays

    Thorne, B., 1993. Gender Play: Girls and boys in school. New Brunswick, NJ: Rutgers University Press.…

    • 2216 Words
    • 9 Pages
    Powerful Essays
  • Powerful Essays

    Calvert, S. L. (2008). Children as consumers: Advertising and marketing. The Future of Children, 18(1), 205-234. doi:10.1353/foc.0.0001…

    • 1186 Words
    • 5 Pages
    Powerful Essays
  • Better Essays

    Television is the most important medium for children’s advertisements. The effects of TV have long been a subject of controversy. In the essay, “Kid Kustomers,” Eric Schlosser describes how major ad agencies now have children’s divisions that focus directly on marketing to kids. The newest Lucky Charms cereal television commercial, “Lost In Time,” utilizes cartoon characters, an adventurous plot, and whimsical cereal shapes which work in conjunction not only to captivate the attention of their young audience, but also to infuse the Lucky Charms brand into children’s subconscious by using attractive symbols which can result in loyal customers.…

    • 1253 Words
    • 6 Pages
    Better Essays
  • Satisfactory Essays

    Cyp 3.3

    • 408 Words
    • 2 Pages

    Tassion, P. and Baker, B. (2012) BTEC level 3 National in children’s play, learning and development student book 1. Edited by Gill squire, Harlow: Pearson…

    • 408 Words
    • 2 Pages
    Satisfactory Essays
  • Best Essays

    Dill, Karen, and Kathryn Thill. "Video Game Characters and the Socialization of Gender Roles: Young People 's Perceptions Mirror Sexist Media Depictions." Sex Roles (2007): 851-64. Print.…

    • 258 Words
    • 1 Page
    Best Essays
  • Good Essays

    As an article entitled “Women Are Prizes in Video Games—And That Should Bother You” by Damon Beres points out, women are often placed in the games just for the male consumers enjoyment. A common theme has come up within the games that after saving the woman or winning the game, their character gets rewarded with sex, a kiss, or the view of one of the female characters dressed in very little clothing. As Beres states, “It all reinforces the idea that men are supposed to -- even entitled to -- claim women after overcoming some challenge” (Beres). This seems to present one of the most dangerous issues with the video game industry’s lack of accurate depiction of women. It creates an idea that women’s bodies are objects and that they owe men their bodies if the men have been successful in defeating the “bad guys”. Again, women are not represented as strong or intelligent, they are rarely available as characters who can actually help win the game, instead they are there only to please or reward the success of the male…

    • 726 Words
    • 3 Pages
    Good Essays
  • Satisfactory Essays

    Competency Goal 3

    • 501 Words
    • 3 Pages

    * Children’s play develops through stages: Playing alone, playing near others but not playing with them, playing with others but not with them, playing with others but not sharing, playing…

    • 501 Words
    • 3 Pages
    Satisfactory Essays
  • Good Essays

    Video gaming is the largest entertainment industry, with an estimated 1.2 billion people engaged worldwide. Whilst women represent 46% of gamers and female game creators are increasing, games are still predominately made by and for men. As a result, misogynistic and sexist representations of women are created in the interest of male fantasy that is reflected in both game context and game play. Throughout many video games a patriarchal culture of sexism is maintained, reinforced and normalised through the context, stereotypical character representations, online bullying and harassment. This culture of sexism is, however being challenged by gamers and game developers in a way that is liberating and empowering to women in the gaming sphere.…

    • 689 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    In the eyes of most psychologists, there is little doubt that children’s play differs in accordance to their gender. This difference is noted in three main ways: toy choice, sex of play partner and social play (Hines, 2004). Boys appear to prefer toys like weapons and vehicles whereas girls choose cooking toys and dolls (Berenbaum and Hines, 1992). In play choice, there is evidence for girls and boys preferring playmates of their own sex and in social play boys spend more time play fighting than girls (Hines and Kaufman, 1994). Before evaluating the statement, it is important to put this essay into context. Firstly - that the terms ‘gender’ and ‘sex’ are used interchangeably. It used to…

    • 2418 Words
    • 10 Pages
    Powerful Essays
  • Better Essays

    One of our foundational insights in sociology is that our lived realities are constructed socially. We become human through a social process, and our understanding of the world is forever formed by these social experiences (Tepperman, Albanese & Curtis, 2014, p.114). In this paper, I argue that while consumerism predicts and ensures the growth of an economy, the commercialization of products marketed to children should enhance its regulations to better remedy our nations. In the first part of this paper I will explain how the output of marketing that is used on children is creating a conformed, consumer based generation, and to follow, I will explain how diverging from social expectations it is affecting children’s mental…

    • 1382 Words
    • 6 Pages
    Better Essays
  • Good Essays

    Want to be a man or a woman, or, want to be a dragon? Well, with videogames, anything is possible! But, even though this seems nice, more and more games reinforce the idea of gender roles. A gender role is what is believed a gender should do. For example, how a woman is often thought to be a care taker or house cleaner. This idea presented in a videogame can spill over into real life, which is supported by Paul Stermer's and Melissa Burkley's work, Xbox Or Sexbox? An Examination Of Sexualized Content In Video Games. " ...Sexualized content is both highly prevalent in video games and is linked to increased sexist attitudes and perceptions of the real world." This means that if a female is, say, fearful or feels weaker than a male in a videogame, she is likely to then develop those same feelings in the real world. This issue would not be as big of a problem if it were not for the massive amounts of games that put the power in the male's hands. To name some that do: Assassin's Creed, GTA, Minecraft, and Chivalry Medieval Warfare just to name a couple. All of the aforementioned games feature one key concept: females are either only seen as prostitutes or are simple unplayable. However, some will claim games like the Last of Us are working hard to break gender roles and to redefine the gaming industry as a whole. While this is partially true, it is ultimately proven false by the realization that it is easier to sell a game that panders to one group, like men, than none at all. This concept is proven by Aja Romano's report of a study done by the Entertainment Software Association. In this study, it is stated that 52% of gamers are men under the age of 35 ( the other 48% includes men older than that and females of all…

    • 1212 Words
    • 5 Pages
    Good Essays
  • Good Essays

    This essay will describe the defining features of play, understanding of the roles and functions of play in early years.…

    • 471 Words
    • 2 Pages
    Good Essays
  • Good Essays

    In his report, “Kid Kustomers,” Eric Schlosser discovers the tactics marketers and manufacturers utilize to target children. Schlosser claims that since the 1980s when working parents spent less and less time with their kids, they felt it necessity to spend more money on them. Manufacturers took advantage and began to promote a kid-related appearance. They started by observing children of specific ages to discover their interests and habits, receiving much of their information from the Internet and kids’ clubs. This provided the marketers insights on how to improve their business plan to attract more children and create “cradle-to-grave” customers. Their strategies often resulted in clever mascots…

    • 292 Words
    • 2 Pages
    Good Essays
  • Powerful Essays

    Although obesity is a very sensitive topic, it is a pressing issue in modern culture, and it is something we cannot ignore. Who is responsible for the health of America? Is it parents, teachers, or is it the responsibility of fast food marketers to properly inform their audience? Often the blame is shifted to other people and to other influences like billboards and commercials, but rarely is the individual held responsible for their health. Lawsuits and legal action try to shift the blame onto fast food restaurants and school cafeterias. Most people feel better if they can blame their poor health on anything other than themselves. Evidence shows that one’s childhood years have a huge impact on the health of the rest of their life, and usually the parents of overweight children are the most eager to shift blame onto fast food, school lunches, or marketing aimed at their children. The reality is that parents are responsible for educating their children on a healthy lifestyle and for showing them how to make the right choices.…

    • 1790 Words
    • 8 Pages
    Powerful Essays
  • Powerful Essays

    Sexism in Video Games

    • 2197 Words
    • 6 Pages

    Video games take the idea of a digital world even further. Through Massive(ly) Multiplayer Online games (MMO), and by extension, Massive(ly) Multiplayer Online Role Playing Games (MMORPG’s) players can step into the shoes of practically any character available, or character they create. From the most popular MMO of today, Leauge of Legends, to the famous classic MMORPG World of Warcraft, players create communities full of players from across the U.S., and sometimes the globe. As much potential games have to be new social media platforms, as well as more interactive ways to communicate, most video games harbor social issues that mirror those of the real world. Sexism runs rampant through online forums and MMORPG chat services. (Taylor, 2014) In the same way catcalling has very little repercussions, online sexual harassment is very rarely addressed by game makers and community administration. Sexism specifically needs to be addressed because of the misogyny, male entitlement, and rape culture it fosters within gaming culture and how that culture affects players in and outside the virtual world.…

    • 2197 Words
    • 6 Pages
    Powerful Essays