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Brian Anthony Hernandez: "How do vampire series "True Blood," "Twilight" and "Vampire Diaries" stack up against each other in terms of social media prowess?"
Are you sure you want to delete this scoop?
Erik Kain: "Blatant sexism and misogyny in gaming culture may be the work of a minority of gamers, but it’s still an important issue that deserves an open conversation. The ugly backlash to Anita Sarkeesian’s Tropes vs. Women Kickstarter project is an illustration why."
Maggie Philbin: "Older women are more avid players of online games than young men. Now we need to take part in creating the sites we use" ...
"In The Hunger Games, Katniss Everdeen embarks on a hero’s journey armed only with her bow, her arrow and her wits [...] But in the real world, the character Katniss Everdeen faces an even greater challenge: Proving that pop culture will embrace a heroine capable of holding her own with the big boys."
The film has been running an excellent transmedia marketing campaign in the build-up to the film's release. You'll find a comprehensive summary of the campaign over at Tinhat Creative.
Debate over gender-based toy marketing has reached a fever pitch.
I don't think I'm breaking any news or blowing minds when I point out that geek culture as a whole is predominantly male…
UK-made, female-driven anthology Bayou Arcana is causing a stir for more than just its haunting images and storylines...
Most would-be parents prefer boys, not girls. Is part of the trouble, dare we say, a branding problem--one that advertising could solve?
As an avid link surfer and curator I amass many interesting articles that don't always wind up on this Scoop.it page. As a consequence, I periodically go through my bookmarks and discard those I haven't used.
In doing this today, I noticed an unusually large number of references to gender bias ... in toys, games, films, etc. I suspect this has a lot to do with the recent holiday sales period and the controversy over how toy stores define and arrange girls' and boys' toys but, taken together, these articles provide an interesting snapshot of the gender debate as it exists today.
Why is this relevant? Well, as storytellers, we both reflect and shape the views of society and, I like to think, we do so from an understanding of the multiple: cultural, ethnic, socio-economic, gender, and generational viewpoints that make up that society.
Also, as transmedia practitioners, our stories cross many platforms and may form dedicated fan bases whose power to make change is ably illustrated by the "Firefly" piece - not gender related.
Therefore, here's a look at the gender debate from a couple of interesting perspectives, plus an article "The Case For Girls" that nicely frames the debate's wider context.
Today, Lego announced a new line aimed square at girls: Lego Friends. These sets include pretty, feminine figures that are more articulated than classic Lego minifigs, blocks in a palette of colors including pink and purple, and sets like bakeries and dog shows...
[Further discussion on gender preference in toys can be found @scoopit http://bit.ly/rSzygb]
Hamleys has abandoned its toy shop 'gender apartheid', scrapping its separate floors for boys and girls and their respective blue and pink signs. Are colour and toy preference dictated by nature or nurture?
When is a game being sexist? When is a game not being sexist? They're tricky topics to wade through with words. Like most things in life, it's easier with a picture.
MISS Representation & OWN inspires the creation of The Transmedia Women's Council on LinkedIn to help WCN Shape is [sic] programming policies for Women.
Laurie Penny: "Why is rape seen as a reasonable way to "strengthen" female characters?"
Tom Shone: "Today's screen princesses have come a long way from the Disney damsels of old, but Joan of Arc still sets the bar high" ...
AOL and PBS today [February 28th] launched Makers: Women Who Make America, a multi-platform initiative that aims to become the largest-ever and most dynamic collection of women’s stories...
[Including this seemed appropriate for International Women's Day. Long may such initiatives continue.]
Her character is, you know, “the woman.” Because males get to have various flavors of character: the nerd, the jock, the genius, the bad boy, the opportunist. But females only get to have one flavor: “the woman!”
Ryan, aka "Jabberwock" makes armor. He therefore knows more about armor than I do and maybe more than you do. He has noticed, as you might have, that the armor that some female characters wear in video games, comics and movies is ridiculous.
Riley on the colour pink and superheroes versus princesses :)
Toy store Hamleys has stopped labelling floors in blue and pink for boys and girls. But will it change the way children play, asks Zoe Williams?
Drawing on familiar media representations and cultural histories for the sake of building a female gangster actually seems pretty difficult.
After concentrating on the boys market for the last five or six years, our favorite manufacturer of plastic building blocks is trying to capture the other 50 percent of the kids market with Lego Friends, a new line aimed at girls aged 5 and above...
Nearly half of the UK's video game players are women, and now they are designing and writing them too, including top sellers Gears of War 3, and Deus Ex: Human Revolution. What took them so long?
Film, technology and gaming, three of the core industries in transmedia storytelling, have historically been male-dominated arenas, and many of the women mentioned below have come from these backgrounds as well as from advertising, marketing, publishing and education. These women are true trailblazers in the transmedia storytelling space...
"What's happened to heroines in animated features?'' asked Time's Richard Corliss last year. ''For 60 years of the Walt Disney company's domination of the format, girls were the focal characters who could be expected to come of age, triumph over adversity and, in general, man up. [...]"