TY - JOUR
T1 - Dress up and what else? Girls' online gaming, media cultures and consumer culture
AU - Mascheroni, Giovanna
AU - Pasquali, F.
PY - 2013
Y1 - 2013
N2 - In order to investigate how online activities and digital cultures mediate
children’s socialisation to consumer culture, this paper discusses the findings of a research
project on online games for tweens which focus on fashion. Popular websites for girls
include a variety of games centred on fashion; these are mainly paper dolls sites, which
engage girls in a drag and drop activity of clothes and fashion items on sexualised bodies,
at times of celebrities. Some reproduce fashion and beauty ideals in settings such as catwalks, hairstyle and beauty saloons, etc. Others, such as Stardoll.com, offer more complex
environments, integrating dressing up activities with the creation of an online persona,
combined with social networking. Drawing on analysis of online dress up games and
websites, and a set of group interviews with young girls aged 9-13, the paper explores
how tweens engage with these games and, more generally, how they appropriate, negotiate and resist consumer culture through the practice of dressing up themselves and their
online personas. The aim of the paper is therefore threefold: 1) reconstruct the meanings
and uses of online paper dolls websites, and their symbolic value in everyday interactions;
2) investigate how these games contribute to shape young girls’ engagement with digital
cultures, consumer and celebrity culture; and 3) understand how stereotyped representations of young girls as consumers circulated in media, consumer and celebrity culture are
socially made sense of by tweens in their peer cultures
AB - In order to investigate how online activities and digital cultures mediate
children’s socialisation to consumer culture, this paper discusses the findings of a research
project on online games for tweens which focus on fashion. Popular websites for girls
include a variety of games centred on fashion; these are mainly paper dolls sites, which
engage girls in a drag and drop activity of clothes and fashion items on sexualised bodies,
at times of celebrities. Some reproduce fashion and beauty ideals in settings such as catwalks, hairstyle and beauty saloons, etc. Others, such as Stardoll.com, offer more complex
environments, integrating dressing up activities with the creation of an online persona,
combined with social networking. Drawing on analysis of online dress up games and
websites, and a set of group interviews with young girls aged 9-13, the paper explores
how tweens engage with these games and, more generally, how they appropriate, negotiate and resist consumer culture through the practice of dressing up themselves and their
online personas. The aim of the paper is therefore threefold: 1) reconstruct the meanings
and uses of online paper dolls websites, and their symbolic value in everyday interactions;
2) investigate how these games contribute to shape young girls’ engagement with digital
cultures, consumer and celebrity culture; and 3) understand how stereotyped representations of young girls as consumers circulated in media, consumer and celebrity culture are
socially made sense of by tweens in their peer cultures
KW - celebrity culture
KW - consumer culture
KW - dress up games
KW - tweens
KW - celebrity culture
KW - consumer culture
KW - dress up games
KW - tweens
UR - http://hdl.handle.net/10807/50665
UR - http://scindeks-clanci.ceon.rs/data/pdf/1452-7405/2013/1452-74051329079m.pdf
U2 - 10.5937/comman1329079M
DO - 10.5937/comman1329079M
M3 - Article
SN - 1452-7405
VL - 8
SP - 79
EP - 102
JO - CM. COMMUNICATION MANAGEMENT
JF - CM. COMMUNICATION MANAGEMENT
ER -