Games for Girls?

A Glance Inside the Gendered Language and Symbols of Videogame Marketing

Authors

  • Allison McDaniel

DOI:

https://doi.org/10.17879/satura-2018-3145

Keywords:

Gender Studies, Literary Studies, Ubisoft, Video games, Computer games, Far Cry 5, Imagine:, Fashion Life, Nintendo, Just Dance, critical thinking

Abstract

Splitting commodities into separate products based on gender is a prevalent tactic used in marketing. It is commonly seen in toys, personal hygiene products, and even advertisements of different foods. By targeting separate audiences, or even excluding groups, companies may focus on creating advertisements that will resonate with the majority’s desires, which in turn equals more profit. Videogames are a special topic in advertising. Unlike other toys and products, there is oftentimes no equal or clear division between what designates “boy” games and “girl” games. There are a few games that strongly target young girls, while the rest of games are assumed to be for a male audience. As an example of gendered marketing in this area, I decide to pay particular attention to one company, videogame developer and publisher Ubisoft. Ubisoft’s Imagine sub-company creates a small, highly feminine, genre of games aimed at young girls. The Imagine series allows you to play as babysitters and fashionistas, whereas Ubisoft’s other games may allow the player to be assassins and heroes. Fitness titles and dance games are also slightly geared more towards a feminine audience, though men may also be shown playing. Therefore, what I wish to uncover from this study are the answers to two questions: “How do differences in lexical usage of videogame descriptions attempt to target a gendered audience?” and “What are some of the signifiers used in advertising to denote masculine and feminine game types?”

Author Biography

Allison McDaniel

Coming from a small Mississippi town, Mary Allison McDaniel has fostered a love for culture and travel unique from her peers. Within her undergraduate education, she traveled and studied abroad in Jamaica, England, and Austria. Obtaining her Bachelor of Arts in Sociology, Allison graduated Summa Cum Laude from the Honors department of The University of Southern Mississippi. Her Honors Thesis won an “outstanding research award” within her division. This thesis, Women in Gaming: A Study of Female Players’ Experiences in Online FPS Games, has since been published within the university’s research database. She is currently working on her master’s degree in National and Transnational Studies in Münster, Germany.

Downloads

Published

2018-12-20

How to Cite

McDaniel, A. (2018). Games for Girls? A Glance Inside the Gendered Language and Symbols of Videogame Marketing. Satura, 1, 51–55. https://doi.org/10.17879/satura-2018-3145

Issue

Section

Literary and Cultural Studies