product: toys/games

Video games have often been a target of moral panic in the United States. The 1990s were fraught with worry that consuming violent content in video games would lead to violent behavior in the real world. The 2010s had its own controversies with the immense popularity of franchises like Call of Duty and Grand Theft Auto. Video games have had a litany of bad press for things they might cause, but we don’t give them nearly enough credit for what they actually have – a remarkable ability to foster social joy and whimsy. 

Take Kerbal Space Program, a spaceflight simulator that is delightfully cartoony, with its little green player characters and charming music, and brutally punishing with its orbital physics. I have my own fond memories with early versions of the game. As a middle schooler with an interest in outer space, the game motivated me to get into model rocketry and scratched the itch to explore the solar system on my own terms.

As an adult who has abandoned a career in aerospace engineering for one in the social sciences, I still find myself picking up the game every once in a while. I’m not alone. Per SteamDB, the game has roughly quintupled its player base this past spring. This is far from the norm for games this far into their lifespan. While games occasionally see spikes in popularity due to sales, it’s incredibly rare to see sustained popularity on this scale.

Data visualized by the author. Source: SteamDB.info

I think the reasons for this spike are quite clear. March and April of 2026 were big months for public interest in space exploration. The breakaway box office success of Project Hail Mary, a film adaptation of Andy Weir’s 2021 sci-fi novel, brought a hopeful and optimistic portrayal of space travel and cooperation into the public consciousness. It was then quickly followed by the successful launch and completion of the Artemis II mission, sending four astronauts on a lunar flyby further away from Earth than ever before. 

Sociologists and social theorists have long written about the role of play as a tool to make sense of the world. Georg Simmel and Erving Goffman wrote about play as a form of human interaction, wherein there are distinct rules and routines to play that players know how to abide by to perform a successful interaction. In this setting, play is just something that humans do, not fundamentally different from other forms like work or competition. 

In contrast, historian Johan Huizinga argued that play is a primary force in the construction of human culture. In Homo Ludens, Huizinga asserts that play always exists as a representation of something else, that it serves as a layer underneath the “serious” that allows for people to alter the character of otherness. Put more simply, play serves as a space and time set aside to learn, to test, and to grow without consequence. In this way, play as a practice predates culture, predates civilization, and humans have “added no essential feature to the general idea of play.” 

Following Huizinga, Thomas S. Hendricks writes about play as a fundamental pathway of behavior and experience, on the same level as work, ritual, and communal engagement. In Selves, Societies, and Emotions, Hendricks argues that play serves as a space to focus on processes rather than an end goal. Play therefore becomes a “test ground”, where glory can be sought in the unpredictable. Through play we can cultivate awareness of our own capabilities. This testing ground is precisely what players – especially new ones – will experience in KSP.

“good news, i landed on the mun for the first time. Bad news, i don’t have any fuel and now jeb is stuck” -stompe444_ Source: r/KerbalSpaceProgram 

KSP‘s sustained boost in popularity is an example of how we can use play as a measure of public interest. As Huizinga argues, play never happens without it representing something meaningful. And whether this boost in popularity continues to hold stable or eventually declines back to baseline, I can’t help but be optimistic about the fact that more people than ever before are getting involved in the time-tested tradition of launching Jebediah Kerman to the stars, and what that means for the optimism that people have for a future in space.

The Artemis II mission cost billions of dollars, and the Artemis program itself has cost an order of magnitude more. At time of writing, Kerbal Space Program currently costs about $40 through Steam, and less if it is on sale. Even if only a fraction of those players end up turning their play into work, it’s worth it just for the fun of the ride. We often criticize video games for being time wasted at best and harmful power fantasies at worst. But it’s important to recognize how sociologists can use them to study social joy and public interest.

Jack Leatherman is a PhD Candidate at the University of Massachusetts Boston focusing on intersections of culture and technology. You can follow him on BlueSky.

For feminists, liking Barbie is tough.  This top selling American toy has long been criticized for fueling sexist stereotypes, because women are not actually focused on dream houses, dream dates, beauty, and unbridled consumption. 

And yet Mattel has made attempts to refashion the doll as women’s positions in society have changed.  By the 1990s Barbie had careers as a firefighter, police officer, and in the military.  She had also been a racecar driver, a pilot, and a presidential candidate.  However, the 90s also gave us the infamous Teen Talk Barbie whose voice box had been programmed to say, “Math class is tough.”

The Barbie Liberation Organization (B.L.O.) switched Teen Talk Barbie’s voice box with that of talking G.I. Joe, and put the altered dolls back into their original packages and back onto store shelves.  They released videotapes to major television news outlets explaining their action and calling attention to Mattel’s outdated gender ideology.  With G.I. Joe saying, “Let’s sing with the band tonight” or “Wanna go shopping?” and Barbie saying, “Dead men tell no tales” the B.L.O.’s media-savvy culture jam threw our gendered expectations into sharp relief.   

In addition to the B.L.O., women’s groups expressed concern that Barbie’s math-anxious statement would discourage girls from pursuing math and math-related fields, and so Mattel removed the offending remark from Barbie’s voice box.

Inspired by the B.L.O. and other culture jammers, for Barbie’s 50th anniversary in 2009 I initiated a “Barbies We Would Like to See” exhibition on my campus.  The exhibition included Muslim Girl Barbie (made from a 1960s Skipper doll), Stay-At-Home-Dad Ken, Public Breastfeeding Barbie, and Lesbian Wedding Barbie—to name a few.

Public Breastfeeding Barbie and Lesbian Wedding Barbie (Photos by Martha McCaughey)

And now, as Barbie turns 60, we can see how participatory social media has made it possible for anyone with a dream for Barbie to share it instantaneously and widely.  For example, Black Moses Barbie videos on YouTube use Barbie dolls to depict imagined moments in history with Harriet Tubman, and photographer Mariel Clayton creates elaborate scenes with Barbies—sometimes violent, sometimes sexual, sometimes both—which she photographs and shares on her public Facebook page.  There are entire Instagram accounts devoted to depictions of Barbie and social critiques made through Barbie, for instance Sociality Barbie, the anonymous Instagram feed with over 800,000 followers that depicts Barbie as a Portland, Oregon hipster.  In our documentary video on Barbie in the age of digital reproduction (produced by Martha McCaughey and Beth Davison, linked above), we see how these artists and Barbie hackers go much farther than Mattel to re-imagine gender and pop culture.  Indeed, they make curvy Barbie, released in 2016, and the gender-neutral Creative WorldTM dolls, released this year, look pretty conventional.

In line with Rentschler and Thrift’s (2015) argument that feminist meme propagators do feminist cultural production, Barbie artists and activists sharing their altered dolls on social media are doing feminist cultural production and creating “feminist community-building media” (Rentschler 2019).  In this age of digital reproduction Mattel can neither thwart nor ignore what people want to do with their dolls.  Indeed, the changes Mattel has been making to their dolls can be seen as a direct result of the willingness of artists, activists, and fans to playfully engage with—rather than simply criticize—their dolls. 

Barbie has always been malleable.  Thanks to feminist media, perhaps Mattel can now acknowledge what Barbie hackers have long known: that gender, like the doll itself, is plastic.  

Martha McCaughey is Professor of Sociology at Appalachian State.  She is the author of The Caveman Mystique: Pop-Darwinism and the Debates Over Sex, Violence, and Science, and Real Knockouts: The Physical Feminism of Women’s Self-Defense.She blogs on sexual assault prevention at See Jane Fight Back.

Works Cited

Rentschler, Carrie, 2019.  “Making Culture and Doing Feminism.” Pp. 127-147 in Routledge International
Handbook on Contemporary Feminism
Ed. by Tasha Oren and Andrea Press.

Rentschler,
Carrie and Samantha Thrift, 2015. “Doing Feminism in the Network: Networked
Laughter and the Binders Full of Women Meme” Feminist Theory 16:3:329–359.

SocImages authors and readers love pointing out pointlessly gendered products, especially children’s toys in blue and pink. Since gender is about what we do in the world, all the things we use for work and play can give weight to assumptions about gender differences that aren’t true. Critics of pointlessly gendered products emphasize that small differences in design—from color to function—can ultimately add up to big differences in how people learn to act in the world.

Gendering toys isn’t just about the color, it is also about what we teach kids to do with them. That’s why I got a huge kick out of this video: a compilation of old commercial shots of “white boys winning board games.” Of course, I haven’t done a systemic sampling of old commercials to see if girls win too, but this compilation makes an important point about how we can miss tropes that only show one outcome of social interaction over and over, especially competition.

I remember being a competitive kid when it came to board games. I didn’t like losing at all, and it took quite a few years until I learned to just enjoy playing on its own. After this compilation I look back and wonder whether I just felt bad about losing—as most of us do from time to time—or whether a part of that feeling was also a sense that something was wrong because I was “supposed” to be winning like the other boys. That’s the power of gendered socialization.

Evan Stewart is an assistant professor of sociology at University of Massachusetts Boston. You can follow his work at his website, or on BlueSky.

Our lives are a team effort, often influenced by larger social forces outside of our control. At the same time, we love stories about singular heroes rising to the occasion. Sociologists often argue that focusing too much on individual merit teaches us not to see the rest of the social world at play.

Photo Credit: Vadu Amka, Flickr CC

One of my favorite recent examples of this is a case from Christopher A. Paul’s book, The Toxic Meritocracy of Video Games, about the popular team-based competitive shooter Overwatch. After the match is over and a winning team declared, one player is awarded “play of the game,” and everyone watches an automatically-generated replay. Paul writes that the replay…

… takes one moment out of context and then chooses to only celebrate one of twelve players when the efforts of the other members of the team often make the moment possible…a more dynamic, holistic system would likely be harder to judge and code, which is a problem at the heart of meritocracy. Actually judging skill or effort is ridiculously difficult to do…the algorithm built into selecting what is the play of the game and which statistics will be highlighted rewards only what it can count and judge, stripping out situation and context. (2018, Pp. 34-35)

It isn’t just the computer doing this; there is a whole genre of youtube videos devoted to top plays and personalized highlight reels from games like Overwatch, Paladins, and Counter Strike: Global Offensive.

 

Paul’s point got me thinking about the structure and culture of replays in general. They aren’t always about a star player. Sometimes we see the execution of a brilliant team play. Other times, it’s all about the star’s slam dunk. But replays do highlight one of the weird structural features about modern competition. Many of the most popular video games in the massive esports industry are team based, but because these are often played in a first-person or limited third person view, replays and highlight reels from these games are often cast from the perspective of a single “star” player.

This is a great exercise for thinking sociologically in everyday life and in the classroom. Watch some replays from your favorite team sport. Are the highlights emphasizing teamwork or are they focusing on a single player’s achievements? Do you think different replays would have been possible without the efforts of the rest of the team? How does the structure of the shot—the composition and perspective—shape the viewer’s interpretation of what happened on the field?Evan Stewart is an assistant professor of sociology at University of Massachusetts Boston. You can follow his work at his website, or on BlueSky.

One major part of introducing students to sociology is getting to the “this is water” lesson: the idea that our default experiences of social life are often strange and worthy of examining. This can be challenging, because the default is often boring or difficult to grasp, but asking the right questions is a good start (with some potentially hilarious results).

Take this one: what does English sound like to a non-native speaker? For students who grew up speaking it, this is almost like one of those Zen koans that you can’t quite wrap your head around. If you intuitively know what the language means, it is difficult to separate that meaning from the raw sounds.

That’s why I love this video from Italian pop singer Adriano Celentano. The whole thing is gibberish written to imitate how English slang sounds to people who don’t speak it.


Another example to get class going with a laugh is the 1990s video game Fighting Baseball for the SNES. Released in Japan, the game didn’t have the licensing to use real players’ names, so they used names that sounded close enough. A list of some of the names still bounces around the internet:

The popular idea of the Uncanny Valley in horror and science fiction works really well for languages, too. The funny (and sometimes unsettling) feelings we get when we watch imitations of our default assumptions fall short is a great way to get students thinking about how much work goes into our social world in the first place.Evan Stewart is an assistant professor of sociology at University of Massachusetts Boston. You can follow his work at his website, or on BlueSky.

The 2020 Summer Olympics will be held in Japan.  And when the prime minister of Japan, Shinzo Abe, made this public at the 2016 Olympics in Rio de Janeiro, Brazil, he did so in an interesting way.   He was standing atop a giant “warp pipe” dressed as Super Mario.  I’m trying to imagine the U.S. equivalent.  Can you imagine the president of the United States standing atop the golden arches, dressed as Ronald McDonald, telling the world that we’d be hosting some international event?

Prime minister Abe was able to do this because Mario is a cultural icon recognized around the world.  That Italian-American plumber from Brooklyn created in Japan is truly a global citizen. The Economist recently published an essay on how Mario became known around the world.

Mario is a great example of a process sociologists call cultural globalization.  This is a more general social process whereby ideas, meanings, and values are shared on a global level in a way that intensifies social relations.  And Japan’s prime minister knew this.  Shinzo Abe didn’t dress as Mario to simply sell more Nintendo games.  I’m sure it didn’t hurt sales.  In fact, in the past decade alone, Super Mario may account for up to one third of the software sales by Nintendo.  More than 500 million copies of games in which Mario is featured circulate worldwide.  But, Japan selected Mario because he’s an illustration of technological and artistic innovations for which the Japanese economy is internationally known.  And beyond this, Mario is also an identity known around the world because of his simple association with the same human sentiment—joy.  He intensifies our connections to one another.  You can imagine people at the ceremony in Rio de Janeiro laughing along with audience members from different countries who might not speak the same language, but were able to point, smile, and share a moment together during the prime minister’s performance.  A short, pudgy, mustached, working-class, Italian-American character is a small representation of that shared sentiment and pursuit.  This intensification of human connection, however, comes at a cost.

We may be more connected through Mario, but that connection takes place within a global capitalist economy.  In fact, Wisecrack produced a great short animation using Mario to explain Marxism and the inequalities Marx saw as inherent within capitalist economies.  Cultural globalization has more sinister sides as well, as it also has to do with global cultural hegemony.  Local culture is increasingly swallowed up.  We may very well be more internationally connected.  But the objects and ideas that get disseminated are not disseminated on an equal playing field.  And while the smiles we all share when we connect with Mario and his antics are similar, the political and economic benefits associated with those shared smirks are not equally distributed around the world.  Indeed, the character of Mario is partially so well-known because he happened to be created in a nation with a dominant capitalist economy.  Add to that that the character himself hails from another globally dominant nation–the U.S.  The culture in which he emerged made his a story we’d all be much more likely to hear.Tristan Bridges, PhD is a professor at the University of California, Santa Barbara. He is the co-editor of Exploring Masculinities: Identity, Inequality, Inequality, and Change with C.J. Pascoe and studies gender and sexual identity and inequality. You can follow him on Twitter here. Tristan also blogs regularly at Inequality by (Interior) Design.

Barbie has never exactly been a feminist icon, but last week Mattel was celebrated for a new advertising campaign that some say empowers young girls. In the “Imagine the Possibilities” commercial, the viewer sees young girls in professional settings — a science museum, a veterinary office, a soccer field — where they lead adults as if they are the ones in charge. At the end of the ad, the scene shifts to a girl acting out her role as a college professor with Barbie dolls in her bedroom. Across the screen flashes, “When a girl plays with Barbie, she imagines everything she can become.”

But does the Barbie commercial really send an affirmative message about women in male-dominated occupations? And how does it stack up against actual Barbie products?

To answer the first question, I invite you to watch the commercial with a special focus on how the adult observers treat the young girls who are acting out their career fantasies. From the very first scene, everyone the girls encounter has the same reaction: laughter. The idea that these girls can fill the roles they’re imagining strikes the adults as so silly that the only complete sentence any of the adults says to these girls is, “You’re kidding.”

The girls are cute or funny, but never a force to be taken seriously. While the storyline may seem to encourage women’s participation in the labor force, the laughter throughout the commercial suggests that the girls’ aspirations are seen as adorable or silly.

Is it just because they’re kids? I don’t think so. Compare the Barbie ad to toy commercials that target boys. The clearest example I found was the commercial for the i-Que Robot. Like in the Barbie commercial, children take the central speaking roles as adults react to them. Unlike the Barbie commercial, these adults appear captivated and impressed by the boys’ pitches about their toy. By the end of the commercial, it’s easy to imagine these boys as successful salesmen or engineers, everyone has already treated them as such.

Does Barbie back up their message, though, with actual opportunities for play? My quick search on Amazon for the phrase “Barbie office” was pretty disappointing. The commercial, in other words, is disingenuous; it’s out of line with the actual Barbie products available for purchase. After limiting the results to only those produced by Mattel or Barbie, the only office settings I found were a pediatrician’s office and a bright pink veterinary office — which are both associated with stereotypically feminine careers — and a post office that was discontinued in 1995.

There was also a computer and desk intended to be placed in a home setting. From my search for “Barbie office,” I more commonly found  career sets for Ken than viable work-oriented play sets for Barbie. Given the options, I find it hard to image how Mattel sees girls playing with Barbie the way the newest ad suggests they might.

As it turns out, Barbie’s new advertising campaign is just the latest in a long string of commercials that try to go viral by appealing to feminist audiences. I would be more impressed if the ad made girls aspiring to male-dominated occupations seem like forces to be reckoned with or, at least, made products that reflected their appropriation of feminist ideals.

Cross-posted at Pacific Standard.

Nicole Bedera is a PhD student in sociology at the University of Maryland, College Park. She is currently studying college sexual assault and construction of young men’s sexualities.

In 2010, Hasbro launched the fourth generation of the long lived My Little Pony© TV programs and toys.  What would happen in the next five years shocked not only Hasbro, but the world.  A new type of fan emerged: Bronies, originally dedicated men aged 16 to 25, but now both men and women from 14 to 35, primarily. Members of all branches of the military love My Little Pony, but there is a perception among them that Marines are the majority.

I’ve been analyzing social media and observing presentations on Military Bronies at Brony conventions in an attempt to understand how they experience and negotiate their fandom within the military.

You don’t have to go very far on the net to find them.  This is no trolling of middle aged men in the dark basements from the blackhole of the net. These are proud men and women in the service, coming together on pages like FOBEquestria.com or Military Bronies on Facebook (with over 10,000 members).

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They have created not only their own niche in the fandom, but their own art, music, and even military paraphernalia. Here’s an example of fan art by Sir-Croco:

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Interestingly, they have had an influence in the progression of the show. It is believed, for example, that the development of the show’s Wonderbolts Academy and characters was a response to military fans. The show’s creators acknowledge that they mirror the Navy and Air Force flight demonstration teams.  And a former US Navy fan became so “horse famous” (the act of gaining notoriety as a fan icon), that he has now joined the cast.

Military Bronies are quick to defend their love for My Little Pony and point out the positive lessons taught by the show. For instance, the US Army’s Values statement includes the following: Loyalty, Duty, Respect, Selfless Service, Honor, Integrity, and Personal Courage, while the elements of Harmony in My Little Pony are Loyalty, Honesty, Generosity, Laughter, Kindness, and Magic. With a bit of creativity, one can easily see similarity between the two.

Because My Little Pony is made by Hasbro for young girls and features females as their “mane” characters, some consider it to be deviant for teen and adult men to like the show. As one Brony said, they’re sold on “the pink aisle!” Male Military Bronies at times suffer from the kind of stigma and bullying reserved for feminine men and, because they are also often assumed to be gay, homophobia. One Brony, for example, discussed how his platoon sergeant refuses to inspect his room because it is plastered with My Little Pony paraphernalia that the sergeant does not want to see or be near.

But it’s okay to be gay in the military now, at least policy wise. It may be that the repeal of “Don’t Ask, Don’t Tell” actually opened up space for Military Bronies. Before the repeal, love of My Little Pony might have been interpreted as a “tell” and punished accordingly, but today there can be no institutional response to soldiers’ sexual orientation, so stigmatization when it occurs seems to remain informal.

Male Military Bronies are a fascinating site of negotiations of masculinity in one of its strongest bastions. Along with their female counterparts they also represent an interesting new form of fan. I hope that my research will teach us a lot about how men negotiate gendered expectations and will check back in as my project develops.

Cross-posted at Pacific Standard.

Kevin W. Martin, MA is a doctoral candidate at the University of Missouri, specializing in queer theory, identity, and deviance. You can follow him in Linkedin, Facebook, and Twitter.