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Boys' toys and games, as opposed to girls' toys and games, are a subset of toy and games that appeal to male children. Research suggests that this appeal may be driven by biological factors, peer pressure, parental choices, marketing, and tradition.[ citation needed ]
Research suggests that there may be some biological predispositions at play that drive toy preferences. Kim Wallen, a psychologist at Yerkes National Primate Research Center, found in her study that male rhesus monkeys played with model dump trucks and other wheeled toys, over plush dolls. [1] [ non-primary source needed ]
Infant boys and girls as young as 9 months old have been found to display stereotypical toy preferences, suggesting that there are biological and environmental factors which appear very early in development. A City, University of London study found that in children aged 9 to 32 months, boys preferred balls and toy cars, [2] and that the preference increased with age. [3]
In a 2018 study done by developmental psychologist Lauren Spinner, [4] the effects of images of children playing with stereotypic or counter-stereotypic toys was analyzed on kids age 4 to 7 years old. After the subjects were shown one of the images, they were asked to pick whether a boy or girl would play with a selection of toys such as a baby doll, jet fighter, tool kit, tea set, etc. Children who were shown the counter-stereotypic photos were more open to the idea of boys and girls possibly liking toys usually geared toward the opposite gender. However, seeing the photos did not change the child’s own opinions about which toys they would select. [5]
Toys often introduce or reinforce interest in, machinery and technology for boys.
These toys can also often blur the lines of the man-machine dichotomy, with action figures that represent males as machines on a range from technologically-enhanced humans to cyborgs to sentient robots. One product line by Revell called Beast Machines even depicted figures which had humanoid heads and torsos, but tanks from the waist down. Tomy's Z-Knights toys introduced terms related to computer technology, in effect of masculinizing them by using humanoid robot characters named like Megahertz, CPU, and Kilabyte (kilobyte). The very popular Transformers line, Power Rangers (American adaptation of Super Sentai ) and related media depicted sentient robots, almost all of which were portrayed as male, which could transform into various vehicles and animals. [6]
This interaction with machinery persists into adulthood. Cultural phenomenon like car races such as NASCAR promote similar ideas of masculinity, competition, and rough play that the stereotypical boy's toy might also encourage. [7]
In a study done by sociologist Elizabeth Sweet, the history of toys marketed by gender was analyzed in Sears catalogs from the 20th century. In this study, advertisements published from the 1920s to the 1950s often promoted stereotypical roles of men and women to boys and girls.
During the Reagan Administration, the regulations limiting advertisers’ ability to reach children became dismantled. Shows such as My Little Pony and Transformers were created to both entertain and advertise simultaneously – a revolutionary change for the toy business. According to professor of education Diane Levin, this pattern for companies escalated so as by December 1985, 9/10 popular children’s toys were associated with television shows. [8]
In 2012, sociologist Carol Auster analyzed Disney’s retail website and realized toys were specifically listed as “girl” or “boy” toys. Currently, Disney cross-lists its toys under each section yet less than 23% toys appeared on both lists with the majority cross-listed colors more typically associated with boys perpetuating masculinity as the default of gender-neutral children’s toys. [9]
Traditional toys for boys include: [10]
Traditional games played by boys include:[ citation needed ]
A gender role, or sex role, is a set of socially accepted behaviors and attitudes deemed appropriate or desirable for individuals based on their sex. Gender roles are usually centered on conceptions of masculinity and femininity, although there are exceptions and variations.
Sissy, also sissy baby, sissy boy, sissy man, sissy pants, etc., is a pejorative term for a boy or man who does not demonstrate masculine traits, and shows possible signs of fragility. Generally, sissy implies a lack of courage, strength, athleticism, coordination, testosterone, male libido, and stoicism. A man might also be considered a sissy for being interested in typically feminine hobbies or employment, displaying effeminate behavior, being unathletic or being homosexual.
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 pets. Toys can provide utilitarian benefits, including physical exercise, cultural awareness, or academic education. Additionally, utilitarian objects, especially those which are no longer needed for their original purpose, can be used as toys. Examples include children building a fort with empty cereal boxes and tissue paper spools, or a toddler playing with a broken TV remote control. The term "toy" can also be used to refer to utilitarian objects purchased for enjoyment rather than need, or for expensive necessities for which a large fraction of the cost represents its ability to provide enjoyment to the owner, such as luxury cars, high-end motorcycles, gaming computers, and flagship smartphones.
Tomboy is a term used for girls or young women with masculine traits. It may include wearing androgynous or unfeminine clothing and engaging in physical sports or other activities and behaviors usually associated with boys or men.
Masculinity is a set of attributes, behaviors, and roles associated with men and boys. Masculinity can be theoretically understood as socially constructed, and there is also evidence that some behaviors considered masculine are influenced by both cultural factors and biological factors. To what extent masculinity is biologically or socially influenced is subject to debate. It is distinct from the definition of the biological male sex, as anyone can exhibit masculine traits. Standards of masculinity vary across different cultures and historical periods.
Gender neutrality, also known as gender-neutralism or the gender neutrality movement, is the idea that policies, language, and other social institutions should avoid distinguishing roles according to people's sex or gender. This is in order to avoid discrimination arising from the impression that there are social roles for which one gender is more suited than another. The disparity in gender equality throughout history has had a significant impact on many aspects of society, including marketing, toys, education and parenting techniques. In order to increase gender neutrality in recent years, there has been a societal emphasis on utilizing inclusive language and advocating for equality.
A gynoid, or fembot, is a feminine humanoid robot. Gynoids appear widely in science fiction film and art. As more realistic humanoid robot design becomes technologically possible, they are also emerging in real-life robot design. Just like any other robot, the main parts of a gynoid include sensors, actuators and a control system. Sensors are responsible for detecting the changes in the environment while the actuators, also called effectors, are motors and other components responsible for the movement and control of the robot. The control system instructs the robot on what to do so as to achieve the desired results.
In sociology, homosociality means same-sex relationships that are not of a romantic or sexual nature, such as friendship, mentorship, or others. Researchers who use the concept mainly do so to explain how men uphold men's dominance in society.
Childhood gender nonconformity (CGN) is a phenomenon in which prepubescent children do not conform to expected gender-related sociological or psychological patterns, or identify with the opposite sex/gender. Typical behavior among those who exhibit the phenomenon includes but is not limited to a propensity to cross-dress, refusal to take part in activities conventionally thought suitable for the gender and the exclusive choice of play-mates of the opposite sex.
In gender studies, hegemonic masculinity is part of R. W. Connell's gender order theory, which recognizes multiple masculinities that vary across time, society, culture, and the individual. Hegemonic masculinity is defined as a practice that legitimizes men's dominant position in society and justifies the subordination of the common male population and women, and other marginalized ways of being a man. Conceptually, hegemonic masculinity proposes to explain how and why men maintain dominant social roles over women, and other gender identities, which are perceived as "feminine" in a given society.
Since the early 19th century, the Western world has adopted a view of male ballet dancers, or danseurs as weak, effeminate or homosexual. Through gender expectations and performance, male ballet dancers combat the stereotypes that surround them. Through education and media exposure, the stereotypes about male ballet dancers lead to changes in perception.
Gender typing is the process by which a child becomes aware of their gender and thus behaves accordingly by adopting values and attributes of members of the sex that they identify as their own. This process is important for a child's social and personality development because it largely impacts the child's understanding of expected social behavior and influences social judgments.
Gender in advertising refers to the images and concepts in advertising that depict and reinforce stereotypical gender roles. Advertisements containing subliminal or direct messages about physical attractiveness and beauty have been of particular interest regarding their impact on men, women, and youth. Gendered advertisements have and continue to shape what is expected of a distinct gender, regarding physique and attitude.
The portrayal of gender in video games, as in other media, is a subject of research in gender studies and is discussed in the context of sexism in video gaming. Although women make up about half of video game players, they are significantly underrepresented as characters in mainstream games, despite the prominence of iconic heroines such as Samus Aran or Lara Croft. Women in games often reflect traditional gender roles, sexual objectification, or stereotypes such as the "damsel in distress". Male characters are frequently depicted as big and muscular, and LGBT characters have been slow to appear due to the cis-heteronormativity of the medium.
Gender policing is the imposition or enforcement of normative gender expressions on an individual who is perceived as not adequately performing, through appearance or behavior, their gender or sex that was assigned to them at birth. According to Judith Butler, rejection of individuals who are non-normatively gendered is a component of creating one's own gender identity.
Gender roles are culturally influenced stereotypes which create expectations for appropriate behavior for males and females. An understanding of these roles is evident in children as young as age four. Children between 3 and 6 months can form distinctions between male and female faces. By ten months, infants can associate certain objects with females and males, like a hammer with males or scarf with females. Gender roles are influenced by the media, family, the environment, and society. In addition to biological maturation, children develop within a set of gender-specific social and behavioral norms embedded in family structure, natural play patterns, close friendships, and the teeming social jungle of school life. The gender roles encountered in childhood play a large part in shaping an individual's self-concept and influence the way an individual forms relationships later on in life.
Gender plays a role in mass media and is represented within media platforms. These platforms are not limited to film, radio, television, advertisement, social media, and video games. Initiatives and resources exist to promote gender equality and reinforce women's empowerment in the media industry and representations. For example, UNESCO, in cooperation with the International Federation of Journalists, elaborated the Gender-sensitive Indicators for Media contributing to gender equality and women's empowerment in all forms of media.
Gender roles in non-heterosexual communities are a topic of much debate; some people believe traditional, heterosexual gender roles are often erroneously enforced on non-heterosexual relationships by means of heteronormative culture and attitudes towards these non-conformative relationships.
The study of the relationship between gender and emotional expression is the study of the differences between men and women in behavior that expresses emotions. These differences in emotional expression may be primarily due to cultural expectations of femininity and masculinity.
The colors pink and blue are associated with girls and boys respectively, in the United States, the United Kingdom and some other European countries.