Masculinity and Advertising
Advertising is a major source of stereotyped representations of masculinity.
Advertising is a major source of stereotyped representations of masculinity.
We all know the stereotypes—the femme fatale, the supermom, the sex kitten, the nasty corporate climber. Whatever the role, television, film and popular magazines are full of images of women and girls who are typically white, desperately thin, and made up to the hilt—even after leaping tall buildings or thwarting a gang of terrorists.
Families, friends, teachers and community leaders all play a role in helping boys define what it means to be a man. Mainstream media representations also play a role in reinforcing ideas about what it means to be a “real” man in our society. In most media portrayals, male characters are rewarded for self-control and the control of others, aggression and violence, financial independence and physical desirability: “for boys, violence and dominance are aligned with norms of masculinity.”
"We are experiencing a sea change with women and movies, a shift in numbers but also in consciousness. Female-driven movies, from women filmmakers and not, open weekly and are greeted as a matter of course rather than as aberrations; some dominate the box office, and a handful are enlivening the awards season. Despite continuing biases and barriers, women are now directing movies with a variety of budgets, topics and casts."
The pressure put on teens through ads, television, film and new media to be sexually attractive—and sexually active—is profound. Not only that, but media representations of relationships often teach unhealthy lessons.
They have ads of how you should dress and what you should look like and this and that, and then they say, 'but respect people for what they choose to be like.' Okay, so which do we do first?"
Kelsey, 16, quoted in Girl Talk
Since the 1960s, feminists have argued that "it matters who makes it." When it comes to the mass media, "who makes it" continues to be men.
In this lesson, students learn that video games are unlike other media because they are interactive, allowing players to do things and make choices. They then explore the idea of affordances and defaults by considering the “video game verbs” that different games allow you to do. They consider the commercial, technical, and genre reasons why some verbs are more often possible than others and then create a simple design for a video game in which players are able to do a wider variety of things.
Minimize screen use, especially for the youngest children:
Although many concerns remain about how gender represented in media, there are signs that things are changing. Roles for women on television, in particular, have become much more varied and complex in the last decade, ranging from the conflicted Star Wars hero Ahsoka to Marvel characters such as Echo and Ms. Marvel to more realistic characters like Never Have I Ever’s Devi, while a growing number of movies and TV shows are questioning narrow definitions of masculinity.