Discussion
How toys/games have become constructive of “identity” in terms of gender, class, and race
Video games and toys are said to be some of the key elements that play a critical role in the development of identity among children in society. According to Chudacoff (2008), children from an early age are expected to associate certain toys and games in line with their race, class, and gender. For example, girls are expected by society to pick pink or colorful toys, whereas boys are expected to choose toys that have dull colors. Such a perception leads to gender formation, which can, in the long-term, make children associate themselves with a given gender because of the toys they possess.
The types of toys and video games that children in society play have also helped shape the identity of children in regard to the social class they occupy in society. Children from more affluent communities are likely to have some of the most expensive video games and toys. In contrast, those in impoverished neighborhoods consider some of these video games to be a luxury. The same can also be said about video games and race identity because certain toys and video games are popular across various ethnicities or races. Parents need to be careful to reduce any chances that stereotypical thoughts may develop among children due to the toys or video games that are around them. Don't use plagiarised sources.Get your custom essay just from $11/page
Toys and video games have also been theorized as an aspect that can lead to the shaping of specific behaviors of children in society. They do so by affecting their growth and development. For example, when children are exposed to violent video games, they may develop violent behaviors with relative ease (Cross, 2001). With this in mind, video games help shape certain behaviors of children and thereby, caution needs to be taken by parents and guardians to prevent adverse effects of these games.
References
Chudacoff, H. P. (2008). Children at play: An American history. New York: New York
University Press.
Cross, G. S. (2001). Kids’ Stuff: Toys and the changing world of American childhood.