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More handpicked essays just for you.
Discrimination against women in the workplace
Discrimination against women in the workplace
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Maddie Messer, 13, made a change in society because girl avatars have to be paid for on gaming apps. This makes girls think that they can’t be as strong or as tough as guys. Something needs to be done about this. Maddie Messer has been noticing that many apps on the app store were making people pay for female avatars. Maddie thought to this was biased, and sending the wrong message to younger children. She wanted to fix this problem, and fast. Maddie did research to prove her point. She played some games and she found out that 90 percent of the games had free male avatars. Only 15 percent of the games had free female avatars. Maddie says, “I was shocked. It was an even bigger issue than I had thought.” Maddie had to speak out about this
Are the little girl 's in America being cheated of their privilege of having a childhood? Stephanie Hanes, a freelance journalist, believes so and she decided to express her opinion in the article “ Little girls or Little women ? The Disney Princess Effect”. Hanes argues that today’s society is morally ambiguous because of the sexual messages being sent to young girls. In consequence of this , toddlers now aspire to attain the pre-teen goal to be sexy at such an early age. It all begins with the influence and example that The Disney princesses give to their young fans. For the reason that the article appeared in magazines and in the USA today , the targeted audience must be
The mission of Girls Inc, as stated on their website is, “to inspire all girls to be strong, smart and bold” (girlsinc.org, 2014). This mission statement can be seen on nearly every publication and public image, it has remained central to the organization, and it continues to be a driving force in the future of the organization. The vision of Girls Inc is “empowered girls and an equitable society,” (girlsinc.org). Girls Inc. has also developed a Girls Bill of Rights, which states that the girls have the right to: “1) be themselves and resist gender-stereotypes, 2) express themselves with originality and enthusiasm, 3) take risks, to strive freely, and to take pride in success, 4) accept and appreciate their bodies, 5) have confidence in themselves and to be safe in the world, and 6) prepare for interesting work and economic independence” (girlsinc.org).
In the article, “Little Girls or Little Women: The Disney Princess Affect”, Stephanie Hanes shows the influential impact that young girls, and youth in general, are experiencing in today’s society. This article goes in depth on the issues that impressionable minds experience and how they are reacting as a result. “Depth of gender guidelines” has been introduced to youth all around the world making it apparent that to be a girl, you have to fit the requirements. Is making guidelines of how you should act and look as a gender going too far?
In 1970 only 1 in 27 girls participated in high school sports, today that ratio is 1 in 3. Sports are a very important part of the American society. Within sports heroes are made, goals are set and dreams are lived. The media makes all these things possible by creating publicity for the rising stars of today. Within society today, the media has downplayed the role of the woman within sports. When the American people think of women in sports, they think of ice skating, field hockey and diving. People don’t recognize that women have the potential to play any sport that a Man can play, with equal skill, if not better.
In a society where the sports marketing industry predominantly targeted men, Nike sought to go against the status quo and empower young girls to encourage them to participate in sports. Nike identifies the social issues of gender inequality by attacking the stereotype that young girls should not be encouraged to engage in physical in sports. The campaign identifies that young women will have a greater self-esteem and self-confidence if involved in sports.
In an article called “Relationships, community, and Identity in the New Virtual Society” Arnold Brown explains two different identities, one that he calls “found identity” and the other “made identity” (34). The found identity is one that is created by one true self, it’s based off your background, your religion, your sexuality, everything that truly defines who you really are. And then there’s your made identity, the one you make for yourself and how you wish to be seen. As technology advances, the easier it will be for young girls to create these made identity’s of these famous celebrities, having them focus on things that don’t matter instead of valuing who they really are. As an older sister, I can say that I’ve seen change in my own sister.
A Study Conducted by the American Psychological Association Task Force concluded that sexualization occurs when a person’s value comes only from his or her sexual appeal or behavior, to the exclusion of other characteristics; a person is held to a standard that equates physical attractiveness (narrowly defined) with being sexy; a person is sexually objectified- that is, made into a thing for others’ sexual use, rather than seen as a person with the capacity for independent action and decision making; and/or sexuality is inappropriately imposed upon a person. The APA Task Force reported many example of the sexualization of girls, such as toy manufactures duce dolls wearing black leather miniskirts, feather boas, and thigh-high boots and market them to 8- to 12-year-old girls. Clothing stores sell thongs sized for 7– to 10-year-old girls, some printed with slogans such as “eye candy” or “wink wink”; other thongs sized for women and late adolescent girls are imprinted with characters from Dr. Seuss and the Muppets. In the world of child beauty pageants, 5-year-old girls wear fake teeth, hair extensions, and makeup and are encouraged to “flirt” onstage by batting their long, false eyelashes. Journalists, child advocacy organizations, parents, and psychologists have become alarmed according to the APA Task Force, arguing that the sexualization of girls is a broad and increasing problem and is harmful to girls, and I for one agree with their proposition.
A little girl sits on the floor with her gaze fixed on the television screen in front of her, watching magical images dance before her eyes and catchy songs flow through her ears. Even though she had seen it at least twenty times before, she still loved The Little Mermaid just as much as she did the first time she watched it. As she watched it, she longed to be a beautiful mermaid with a curvy body and wonderful singing voice like Ariel. She longed to be saved by the handsome Prince Eric, and fall in love and live happily ever-after like Ariel did. In today’s society, women strive to achieve equality between the sexes. Despite the tremendous steps that have been taken towards reaching gender equality, mainstream media contradicts these accomplishments with stereotypes of women present in Walt Disney movies. These unrealistic stereotypes may be detrimental to children because they grow up with a distorted view of how men and women interact. Disney animated films assign gender roles to characters, and young children should not be exposed to inequality between genders because its effect on their view of what is right and wrong in society is harmful to their future.
This paper tries to express how sexism/chauvinism ideas have infected the virtual-world of video games, and resulted in a male dominated video-gaming industry. Now, being that 49% of U.S. households own a dedicated gaming console (E.S.A. 2012), it is imperative that we address this issue. Gender disparity in the gaming business is exceedingly one-sided. Female employees constitute less than 10% of the gaming industry, and even though that shortcoming females have contributed to the video gaming franchise. A small number of females have indeed contributed to the gaming franchise as a result of the industries no-girls-allowed mentality which strongly suggest that old saying boys-only. In this paper, I will examine current research relevant to the video game industry and its representation of the female gender, provide personal accounts of sexual harassment within the video game industry and offer my opinions of what could be done to begin the steps in an extraordinarily difficult journey.
Dill, Karen E., and Kathryn P. Thill. "Video Game Characters and the Socialization of Gender Roles: Young People’s Perceptions Mirror Sexist Media Depictions." Sex Roles 57.11-12 (2007): 851-64. Print.
In this manner, it is clear that these athletes are taking strides towards equality by affecting the future of our society, youth. Though as a society we face many remaining obstacles in striving toward gender equality in sport, it is important to look at what has been accomplished, and also look to the future for what can still be done.
Kids need strong role models, that’s as obvious as the blue sky above our heads. Children are aware of things that they should never know, and they need someone to look up to for security, and I do too. I see a bright future for this world when I see Emma Gonzalez constantly standing up for what’s right and changing society; that’s why I think she’S the most influential person of our time. Foremost, the 18-year-old Cuban-American is an activist searching to eliminate the easy access to guns in America. She is fighting for what she believes in, and that’s an incredibly difficult thing, but her determination is unwavering. She wants to keep the youth safe and away from the horrendous firearms, as she explains in her speeches at multiple protests.
Growing up is tough; hormones start kick in, your body experiences changes, and you may develop acne, get braces, and more. It can be a difficult transition with internal influencers like friends and family but even harder with external influencers like the media; TV, the Internet, and magazines. With 92% of teens reporting that they are online daily, it’s hard not to be influenced at such young and impressionable age (Lenhart, A. 2015). The gender issue that is of critical importance to American society is the effect of gender stereotypes and expectations on today’s youth. The reason why this is important is because these influencers can have harsh and lasting effects on young adults. It is vital to
Gaming has long been considered a male-dominated activity. There have been numerous scientific studies conducted to analyze the impact video games have on an individual and vice versa, however one of the most common discussions concerning the gaming community is sexism. With today’s growing audience and the popularity of smart phone gaming, it is a mystery as to why gaming has managed to keep its male-minded stereotypes. Most games reflect the sexist gender roles imposed upon gamers by society, however today’s response is a heated protest, some more dramatic than others. Most gamers are demanding more female protagonists, and developers are listening, but it’s a slow climb to equality in the world of pixels and fantasy. Let us discuss the surrounding influences of the video game community, some setbacks and remarkable breakthroughs in diversifying, and the ways gamers shape the games they play.
In society today, there is pressure from all sides to conform to a certain ideal of beauty. People are overwhelmed with the different types of images and media forms that are telling people how to act and what to look like. Media is one of the most powerful tools at our disposal. It has the power to educate, affect social change, and much more, but if taken incorrectly people will take drastic lengths to change something about themselves. There have been many attempts to empower women through different types of media, but many have failed miserably. Over the last couple of years, Disney has struggled greatly with the representation of women throughout Princess movies because young girls are hounded with images of princesses,