GENDER ROLES OF CHILDREN

Children are socialized into a
highly gendered-stereotyped culture of computer (in which) computer games and educational
programs reflect gender biases and stereotypes. (Martin 1998) The themes of
these games emphasize action, adventure, violence, sports and competition, almost always
painting an exaggerated image of gender stereotypes of macho, dominant males and
submissive or sexual females. (Martin 1998) With images such as these
being shown to young children of both genders, how does this urge a sense of equality
among the sexes? How are children supposed to know the difference between reality
and fantasy when they are playing hours of Mortal Combat a day, watching nothing but gory
battles and scantily clad females? Are these recreational tools going to diffuse the
patriarchy that rules over our society, or are they taking part in promoting it?
Superman graphic used with permission from JOSE@FXSTATION.COM
Jen graphic used with permission from FIASCO@MAIL.LM.COM
| Gender Roles in Cyberspace | How Does Cyberspace Affect Gender Roles in the American Family? |
| Who's Using the Internet? | Do You Speak my Language? |
| Gender Specific Communication | References |
From the
Flinstones to the Jetsons:
How Technology is Sprocketing the American Family
into the New Millennium
| PROJECT HOME PAGE | Child-Parent Dynamics in the CyberAge by Michael Johnson |
| The Cyber-Struggle Between Parents and Children by Julie Carvey | Computer and Internet
Demographics by Jason Stewart |
This project was produced for Psy 380, Social Psychology of Cyberspace, Spring 1999, at Miami University. All graphics in these pages are used with permission or under fair use guidelines, are in the public domain, or were created by the authors. Last revised: . This document has been accessed times since 1 May 1999. Comments & Questions to R. Sherman