product: toys/games

Speaking as a 30-year-old who still cherishes a threadbare, 29-year-old specimen, I can personally testify that teddy bears are objects highly charged with affect in modern U.S. bourgeois white society. Along with blankets, stuffed animals are frequently given to young children to play with. Many times, children grow attached to their animals and blankets, naming them, talking to them, sleeping with them and taking them everywhere.

In 1951, Donald Winnicott called such stuffed animals and security blankets “transitional objects.” I’m probably grossly simplifying this, but he posited that transitional objects occupy an important position in children’s emotional lives as mechanisms by which they soothe themselves as they differentiate their identities from those of their parents. Parenting advice emphasizes that transitional objects are part of a “normal and healthy phase of development” and even a “good thing” that parents may want to voluntarily introduce to anxious children.

In short, modern middle-class bourgeois white society associates teddy bears with a deep emotional connection between people. Teddy bears symbolize comfort and a nurturing parent-child bond. To many, they are images of love.

Over on its Web site for investors, Vermont Teddy Bear literally capitalizes on the “bears=love” connotations by couching its business in terms that suggest relationships and closeness. In this screenshot from the investor relations home page, for example, you can see that the over-the-phone sales staff are called “Bear Counselors,” suggesting that they give advice and mentoring about relationships.

On the page entitled “Our Bear-Gram Story,” Vermont Teddy Bear positions its product as equivalent to the emotional work of creating and sustaining authentic relationships. The “story” says:

Once upon a time, people connected with people simply and directly. They took the time to nurture personal relationships. Then it all got crazy, fast-paced, and hectic and people didn’t have time anymore to pay enough attention to other people.

Of course, the thought that it was so good back in Ye Olde Non-Hectick Tymes is problematic, but so is the thought that teddy bears will suffice instead of “pay[ing] attention to other people.” Why expend all that effort relating to someone when you can just toss him or her a teddy bear instead?

On the company’s site for customers, the same association between the toys and love appears, as evidenced by this banner proclaiming the teddy bears as “heartfelt,” an adjective usually used to describe significant declarations of sentiment:

For occasions that require difficult, emotionally draining “relationship work,” there’s even a whole category of “I’m Sorry/Apology” bears available to send.

The I’m Sorry Bear comes with the following descriptive copy:

Whether you’ve broken their heart or their favorite coffee mug this Bear has got it covered. Holding a light blue pillow embroidered with the an “I’m Sorry” message and wearing a matching light blue bowtie, this Bear is a sure way to earn their forgiveness.

Ah, what price forgiveness?

Well, it’s $73.95. [Shipping and handling excluded. Insurance and rush orders extra. Please ask for international rates. Customs taxes may apply outside U.S. Order early to insure delivery by Christmas!]

I suppose that Vermont Teddy Bear’s deployment of a stuffed animal to do your emotional work for you is in the same category as ad campaigns for diamonds and credit cards that promise viewers intimacy through purchase of the products. However, Vermont Teddy Bear’s use of the “objects will fulfill you” trope is slipperier in part because a substantial number of potential consumers have experience with teddy bears as transitional objects that did [or still do] make them feel happy and calm.

In an amusing postscript, I grew up in Vermont, where we were kind of expected to support Vermont Teddy Bear Company. But when someone gave my younger brother a Vermont Teddy Bear as a gift, he never touched it. Finding the bear stiff and kind of lumpy, he preferred to drag around smaller and more squishable stuffed animals. No one else in the family was impressed with its cuddlability, not even me, and I was the one who collected stuffed animals to line the edges of my bed every night. The bear is now sitting on my mom’s desk as a display item, having not created an emotional connection at all.

Tessa G.S. sent in a link to the online game Miss Bimbo. Here are some images from the game:

Tessa says,

In this case, you build a “bimbo” by placing your character on diets, getting plastic surgery, shopping for clothes, attending a-list parties, dating handsome men— all with the aim of becoming the most popular bimbo in the game…[According to the website] MissBimbo is an educational tool, a social meeting place and a hot pot of bimboism. It is free to enjoy bimboland.

An educational tool? Really?

According to CNN, parents have expressed concern that pre-teen girls are playing a game that encourages them to have their characters get breast implants and facelifts, as well as go on diets.

The game also reinforces the idea that girls are always rivals, whether competing for popularity or men (or the perfect wedding, as the movie “Bride Wars” shows).

While we’re on the topic of video games (sort of), Burk M. told me about Sexy Beach 3. In the game, you get to pick a female character, what she’s wearing, which of several beach-related activities she’s involved in (playing tag, “playful floating,” limbo, etc.), the location (beach, reef, waterfall, and so on) and the time of day. And then you can take the role of a disembodied hand that rubs various parts of her body while her nipples get hard and she moans in delight and eventually appears to orgasm. Here’s an example (Not Safe for Work):

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Welcome to Christmas 2008!

Rose McM. sent us this great example of rigidly gender-coded toys from the Sears Wish Catalog (click to enlarge):

NEW! (Jan. ’10): Sarah O. snapped this photo of toys that teach girls they should cook and care for babies, while boys can build things and be doctors:

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See also these posts on the Rose Petal Cottage and Tonka Trucks (“built for boyhood!”).

Lisa Wade, PhD is an Associate Professor at Tulane University. She is the author of American Hookup, a book about college sexual culture; a textbook about gender; and a forthcoming introductory text: Terrible Magnificent Sociology. You can follow her on Twitter and Instagram.

The 1966 and 1976 editions of this old board game illustrate both historical ideas about gender and the way they can change in just ten years.

The 1966 version for girls (found here):

Options for girls include going to charm school to become a model, nursing school to become a nurse, drama school to become an actress, college to become a teacher, ballet school to become a ballet dancer, or airline training school to become an airline hostess.

The 1966 version for boys (found here):

Options for boys include going to law school to become a statesman, graduate school to become a scientist, medical school to become a doctor, college to become an athlete (!?), technical school to become an engineer, or flight school to become an astronaut.

They revised the girl’s game (I’m not sure about the boy’s game) in 1976 (found here).  Girls could now choose between going to medical school to become a surgeon, the riding academy to be a jockey, flight training school to be an astronaut, college to be a commentator, drama school to be a director, and law school to be a lawyer.

I wonder if the revised boy’s version included going to college to become an elementary school teacher, to medical school to be a pediatrician, or to a dance academy to become a dancer.  I predict not.

Corey O. sent in a link to the Hard Rock Cafe’s Goth Punk Barbie:

It’s a good example of the appropriation of subcultures. Barbie represents mainstream ideals of American feminine beauty–ideals that are safe and predictable and therefore, at least in theory, incongruent with the goth punk subculture. But here that subculture is stripped of any real content; it’s just a fashion statement, not a challenge to the mainstream world Barbie represents.

For other examples of the commodification of punk or alternative subcultures, see here and here.

Thanks, Corey O.!

Burk brought my attention to the video game Battle Raper. I found a Battle Raper website, but it was all in Japanese, and I couldn’t find an English version, so I will provide you a short description from Wikipedia:

Battle Raper is a 3D fighting game in which the objective is to strip, grope, and sometimes actively rape the female characters, including a special move by the boss character and only male fighter where the female opponent is forced to perform fellatio as the camera zooms in. Like in most Hentai games, however, the penis is rendered invisible or transparent. There is also a feature in the game which allows the player to have sex with the female characters.

Here is a screenshot (found at Something Awful) of a female character crying because she is being forced to perform oral sex on the male character:

You can also damage your opponent by molesting their breasts or crotch. Once you win the game playing each of the different characters, you open a function where you can look at all the rape scenes. Here’s a shot of a female character’s face as she’s being raped:

Apparently in Battle Raper 2, they took out the rape function.

A simple description of this game will have to do, because I just can’t bring myself to write any commentary about it.

UPDATE: For the record, I’m not saying a) the Japanese are more sexist than other cultures, b) this game is (or isn’t) representative of video games in general or hentai games in particular, c) that video games lead to any particular behaviors or make people act violently, or d) that people shouldn’t be able to play these games in the privacy of their own homes.

It was sent to me as a possible post, I thought it was interesting, and I thought the discussion by some gamers I found on different websites was also fascinating: lots of people saying “Oh, I play violent stuff, but this was unacceptable even for me!” and saying how they put rape in a different category than any other type of violence, so these types of games are worse than “regular” violent video games. I thought of it as a case that might be useful for discussions of cultural representations of rape, and particularly how we often treat rape as a “special” type of crime that is somehow worse than any other type, possibly even murder. Why we do that, and what it means (particularly, how does it impact the stigmatizing of rape victims, who are often treated as though they are permanently broken and defiled?), are sociologically interesting questions.

NEW (Apr. ’10)! Dmitriy T.M., Beth W., Tom M., Abby D., and Jillian Y. all sent in another game with the same theme. The narrative for this one, called Rapelay, is as follows:

The player plays as a chikan (a perverted man who frequently fondles women) in crowded subway trains. A young woman named Aoi has the player arrested for molesting her. Afterwards, the player plans to exact revenge by molesting and raping her entire family (source).

This is the cover:

A still from the game:

Most media coverage won’t offer images, saying that they are too graphic to show.

Cross-posted at Love Isn’t Enough.

Ann DuCille, in her book Skin Trade, takes two issues with “ethnic” Barbies. 

First, she takes issue with the fact that “ethnic” Barbies are made from the same mold as “real” Barbies (though sometimes with different paint on their faces).  This reifies a white standard of beauty as THE standard of beauty.  Black women are beautiful only insofar as they look like white women (see also this post).  DuCille writes:

…today Barbie dolls come in a rainbow coalition of colors, races, ethnicities, and nationalities, [but] all of those dolls look remarkably like the stereotypical white Barbie, modified only by a dash of color and a change of clothes.

Consider:

But, second, DuCille also takes takes issue with the idea that Mattell would try to make ethnic Barbies more “authentic.”  Trying to agree on one ideal form for a racial or ethnic group is no more freeing than trying to get everyone to accord to one ideal based in whiteness.  DuCille writes:

…it reifies race.  You can’t make an ‘authentic’ Black, Hispanic, Asian, or white doll.  You just can’t.  It will always be artificially constraining…

And also:

Just what are we saying when we claim that a doll does or does not look… black?  How does black look? …What would make a doll look authentically African American or realistically Nigerian or Jamaican?  What prescriptive ideals of blackness are inscribed in such claims of authenticity?  …The fact that skin color and other ‘ethnic features’ …are used by toymakers to denote blackness raises critical questions about how we manufacture difference.

Indeed, difference is, literally, manufactured through the production of “ethnic” Barbies and this is done, largely, for a white audience. 

To be profitable, racial and cultural diversity… must be reducible to such common, reproducible denominators as color and costume.

The majority of American Barbie buyers are only interested in “ethnicity” so long as it is made into cute and harmless variety.  This reminds us that, when toy makers (and others) manufacture difference, they are doing so for money.  DuCille writes:

…capitalism has appropriated what it sees as certain signifiers of blackness and made them marketable… Mattel… mass market[s] the discursively familiar–by reproducing stereotyped forms and visible signs of racial and ethnic difference.

Consider:

Black Barbie and Hispanic Barbie, 1980

Oriental Barbie, date unknown

A later “Asian” Barbie (Kira)

Diwali Barbie (India)

Hula Honey Barbie

Kwanzaa Barbie

Radiant Rose Ethnic Barbie, 1996

There are many reasons to find this problematic.  DuCille turns to the Jamaican Barbie as an example. 

The back of Jamaican Barbie’s box tells us:

How-you-du (Hello) from the land of Jamaica, a tropical paradise known for its exotic fruit, sugar cane, breath-taking beaches, and reggae beat!  …most Jamaicans have ancestors from Africa, so even though our official language is English, we speak patois, a kind of ‘Jamaica Talk,’ filled with English and African words.  For example, when I’m filled with boonoonoonoos, I’m filled with much happiness!

Notice how Jamaica is reduced to cutesy things like exotic fruit and sugar cane and Jamaican people are characterized as happy-go-lucky and barely literate while the history of colonialism is completely erased.

So DuCille doesn’t like it when Black Barbies, for example, look like White Barbies and she doesn’t like it when Black Barbies look like Black Barbies either.  What’s the solution?  The solution simply may not lie in representation, so much as in actually correcting the injustice in which representation occurs.

(Images found here, here, here, here, here, and here.) 

For a related post on race and friendship, see here.