01/06/2015

Idea 4

The effect women's magazines have on modern society

5 Quotes:
  1. "In the mid-1970s feminist attention to girls' and women's magazines saw the magazines as exemplifying oppression. The glossy advertisements did nothing but convince readers of their own inadequacies while hooking them into the consumer culture on the promise that they could buy their way out of bodily dissatisfaction and low self-esteem."(McRobbie, 1997)
  2. "They try to convince their readers that there is nothing more important than sex and having a boyfriend and that alongside this only the world of shopping and consumption offers opportunities for leisure and enjoyment." (McRobbie, 1997)
  3. "Gayle Letherby has discussed the issue of ‘the self’ in feminist research, describing how feminists ‘insist’ that the researcher cannot separate themselves from their ‘emotional involvement’ in their work and that subjectivity must therefore be embraced" (Norval, 2011)
  4. "for many readers, women's magazines are a genre that helps pass empty time, that are easily put aside when other things need to be done and that sometimes offer stories or information that may strengthen the reader for a while" (Hermes, 1995)
  5. "Readers are, on occasion, empowered by magazines, which may provide them with the opportunity to imagine 'perfect selves. " (Hermes, 1995)

  • McRobbie, A. (1997). Back to reality?. Manchester [England]: Manchester University Press.
  • Norval, E. (2011). Research into Women's Magazines and the Social Construction of Womanhood. [online] p.9. Available at: http://media.leeds.ac.uk/files/2011/12/Emily-Norval1.pdf [Accessed 2 Jun. 2015].
  • Hermes, J. (1995). Reading women's magazines. Cambridge, UK: Polity Press.

5 locations/places:
  • Newsagents/news stands
  • General stores/supermarkets 
  • Waiting-rooms
  • Television
  • Billboards
  • Tea Rooms

5 Websites:

  1. http://www.cosmopolitan.co.uk/
  2. http://www.womenshealthmag.co.uk/
  3. http://www.lady.co.uk/
  4. http://www.cyber-heritage.co.uk/women/
  5. http://www.graziadaily.co.uk/


5 relevant/inspiring images:





5 Sketches:

Idea 3

The Female Role in Video Games


5 Quotes:



  1. "The vast majority of female characters have been found to be non-playable, meaning they cannot be played by the gamer. This suggests a female secondary status in video games" (Burgess, Stermer and Burgess) 
  2. "a sample of 669 action, shooter, and role-playing games selected by EEDAR in 2012,only 24 (4%) had an exclusively female protagonist, and 300 (45%) provided the option of selecting one" (Burgess, Stermer and Burgess)
  3. "The Princess may be seen as the female counterpart of the hero. For males, she is that which the hero lacks in all of the games." (Sherman)
  4. "Every girl I asked responded instantly that she played the princess in this sequel. Boys on the other hand, play Luigi or Toadstool." (Sherman)
  5. "It is through the process of socialization that boys and girls are encouraged to adopt and develop certain personality traits that are often referred to as masculine and feminine." (Dietz, 1998)
  6. "video games that are being played by today's youth present an overwhelmingly traditional and negative portrayal of women and that the development of gender identities and expectations among youngsters may be affected by these portrayals. For example, girls may expect that they will continue to be victims and needy and that their responsibilities include maintaining beauty and sexual appeal while boys may determine that their role is to protect and defend women and to poses them even through the use of violence." (Dietz, 1998)



  • Sherman, Sharon R. 'Perils Of The Princess: Gender And Genre In Video Games'. Western Folklore 56.3/4 (1997): 243. Web.
  • Burgess, Melinda C. R., Steven Paul Stermer, and Stephen R. Burgess. 'Sex, Lies, And Video Games: The Portrayal Of Male And Female Characters On Video Game Covers'. Sex Roles 57.5-6 (2007): 419-433. Web. 1 June 2015.
  • Dietz, T. (1998). An Examination of Violence and Gender Role Portrayals in Video Games: Implications for Gender Socialization and Aggressive Behavior. Sex Roles, 38(5/6), pp.425-442.


5 locations/places:


  • Arcades
  • Home/Living room/Bedrooms
  • Game stores
  • Game & comic conventions
  • General entertainment stores/supermarkets

5 Websites:
  1. http://feministfrequency.com/tag/tropes-vs-women-in-video-games/
  2. http://geekfeminism.wikia.com/wiki/List_of_Women_Characters_in_Video_Games
  3. https://www.youtube.com/user/feministfrequency
  4. http://www.theguardian.com/technology/commentisfree/2014/feb/19/video-games-need-more-women-female-characters
  5. http://www.theguardian.com/commentisfree/2014/sep/18/52-percent-people-playing-games-women-industry-doesnt-know
  6. http://fortune.com/2014/09/23/10-powerful-women-video-games/
  7. https://medium.com/@adrianchm/women-and-video-games-f0eb7a7d75fa



5 relevant/inspiring images:







5 Sketches: