Monday, December 5, 2011

The Creation of the Working Girl’s Social Identity


I found the chapter, “Inventing the Cosmo Girl” to be really interesting for me as a reader of Cosmo. Helen Brown, creator of Cosmopolitan, developed the magazine as a way to advise women socially and economically. She provided new ways of thinking in a society dominated by powerful men, focusing on “self-management strategies, performative tactics, sexuality, and upwardly mobile romance (p 117).” Such discourse is defined within in the text as ideological representations that have developed socially, in this case, such representations refer to the social identity of the working girl (p 117).
Brown renamed her audience “pink-collar” women whose dreams are to transcend class and gender roles. The “cosmo girl” is the sexualized symbol of pink-collar femininity. Going against standard stereotypes, Brown “critiqued mandatory motherhood, advised birth control, condoned divorce, encouraged women to work outside the home, and recommended sexual and financial independence within boundaries (p 118).” However, although she was seen as a savior by her readers for solving their emotional, social, and business dilemmas, I think of her more as a player in the game of stereotypes. Yes, she stood up for women’s rights, but at the same time, she placed too much emphasis on sexuality,. Therefore, her attempt at constructing a powerful female identity falls short and, instead, she helps create women who are dependent on the very thing that men degrade them for- their bodies.
Rather than simply conforming to gender stereotypes, she embraced and highlighted them by emphasizing the importance of using sexuality to gain success. Many of the advertisements focused on cosmetics, personal care products, lingerie and clothing, which can still be seen today. She taught her readers how to acquire style and attractiveness by simply copying fashion magazines. The magazine, therefore, fed on insecurities rooted in male ideology by encouraging women to exploit themselves.  This focus on the reconstruction of one’s identity to increase opportunity of “prolonged courtship” is still the prominent theme in current Cosmopolitan issues.
Today’s Cosmo magazine covers host famous women dolled up, surrounded by text claiming to hold the secrets of the ultimate sexual pleasure, how to get the ideal guy, and how to tell if he’s into you. Basically, the theme of every issue is the same- how to recreate yourself in order to get the guy of your dreams. Interestingly, Ouellette states in the chapter that Cosmopolitan once featured ads for employment and education- what might have been the only real confrontation with gender stereotypes. Now, the advertisements only display products that increase one’s physical attributes. In fact, I find the number of cosmetic ads to be incredibly annoying, especially since they all seem to creatively be the same- dull. The magazine contains quizzes on such topics as finding out who your ideal man is or what type of flirt you are. Unfortunately, a heavy emphasis is laid on how to please a man….sexually. The magazine often goes into a heavy description on sexual positions and secrets that claim to “blow you man’s mind!!” How is this encouraging woman today? – By saying that in order to be a real woman, they need to master all 13,342 sexual positions? By knowing the ins and outs of their male counterparts body?
However, not all content in the magazine is sexually based. They do cover female issues such as cervical cancer, breast examines, sexual assault in the workplace, abusive relationships, and traumatic experiences. I find these articles to be the most interesting throughout the issues because they provide a lot of insight and consistently differ from one issue to the next, unlike the uniform “how to please your man” articles.
Despite Cosmopolitan’s conformity to gender stereotypes, readers, including myself, find themselves running to the shelves every month to purchase the newest issue. For some reason, we find comfort in this figurative community of women around the world who experience the same issues as we do….even if those issues do revolve around our male counterparts.

Works Cited
Ouellette, L. (2011). Inventing the Cosmo Girl. In G. Dines & J. Humez (Eds.), Gender Race, and Class in Media (pp 349-358). Thousand Oaks, CA: SAGE Publications, INC.

Big Media is Watching You

                One of my first postings was supposed to be on the introduction chapter of our class textbook, Gender, Race, and Class in the Media. Now I sit here with two weeks left in the semester attempting to write about concepts such as ideology, hegemony, and audience receptions, concepts that I initially found to be confusing and uninteresting. However, after a semester’s worth of reading, discussing, and researching the media and how it affects our perceptions, I realize just how important these issues are. Thus, I am happy that I waited till now to write this specific post and I will play it off as if I had planned this all along J
                Dines and Humez believe that in order to understand media, “one ideally needs to be able to understand the socioeconomic context in which it is created, analyze its constructed meaning(s) through careful attention to its particular visual/verbal/auditory languages or “codes,” and determine through ethnographic research what its real-world audiences contribute to the meaning-making process (p 2).”
                Throughout this semester, I have conditioned myself to pay close attention to the media and what the real messages they convey are, specifically in advertisements, television shows, and video games. Once one has begun to notice these messages, they need to understand why they were created and how society plays a large role in the process. After one makes meaning of media, they can control how much it affects them, placing the power back into the consumers’ hands.
                The media really does shape our perception of the world in terms of our values by depicting those in power and those who are not (p 9). Because I live in the society whose media I am studying, I am partaking in a form of cultural study, allowing me to analyze the media without prejudice to particular texts, institutions, or practices (p 11). In the chapter, “Cultural Studies, Multiculturalism, and Media Culture,” Kellner states that ideology is a necessary concept in cultural studies because it “serves to reproduce social relations of domination and subordination (p 11).  They make these inequalities seem natural in our society and, therefore, except and condone their progression. Also, they are ways for individuals to create and recreate their own identities, as well as the identities of others.
                The concept of hegemony through me for a loop the first few times I encountered it. The idea, which is based on what is considered to be the dominant gender, race, and class roles, can be found in all media outlets. Wealthy, white males, for instance, are considered to be the most powerful group of individuals in our nations. Hegemonic views are based on this group of individuals’ values and beliefs. The media that has such great influence over our society is usually created and/or intended for this audience. They attempt to instill these views into the rest of society, the subordinate groups, until they, too believe that such stereotypes are, in fact, true.
                Once individuals are able to identify the hegemony predominant in the media, they will realize just how manipulative media is. So, dear readers, open your eyes and ears! Realize who and what is influencing you and shaping your identity. Are you really going to let these industries tell you who you should be? Instead, create your own self, with your own set of beliefs that are grounded in something more concrete than visual and audio stimulus.

Dines, G. and Humez, J. (2011). A Cultural Studies Approach to Gender, Race, and Class in Media. In G. Dines & J. Humez (Eds.), Gender Race, and Class in Media (pp 1-7). Thousand Oaks, CA: SAGE Publications, INC.

Douglas Kellner. (2011). Cultural Studies, Multiculturalism, and Media Culture. In G. Dines & J. Humez (Eds.), Gender Race, and Class in Media (pp 9-20). Thousand Oaks, CA: SAGE Publications, INC.

Video Games Killed the Porn Star

In addition to my research project on violence in video games, the documentary Game Over provides great insight to how such games are constructed in terms of violence, sexuality, and race. For this post, I want to delve deeper into the sexuality aspect of video games by analyzing how men and women are depicted.
While researching the “top 10 violent video games,” I came across numerous opinions of what games are the most violent. However, the common theme in all of the lists where that the main characters in the games were all men. The women portrayed in such games were either victims or seen as sexually explicit objects. For instance, the Grand Theft Auto series has  female strippers and hookers that you can get lap dances from, or kill and steal money from. Here we see females used as part of the “backdrop” in which they only add to the pornographic landscape. When individuals play such games, they become progressively desensitized to this pornography and violence, affecting their values, thoughts, and behaviors. 

<iframe width="560" height="315" src="http://www.youtube.com/embed/t8MFkSJMvTU" frameborder="0" allowfullscreen></iframe>
Retrieved from YouTube.com

Here is a scene from the game depicting sexual explicitness. Does this scene really add to the plot of the game? – No. Rather, it is only used to persuade male gamers to play by tapping into their sexual desires.

Retrieved from games.net

Take the Mortal Kombat series, for instance. While gamers can play as female characters, these characters seem to be more of sex objects than trained killers. Interestingly enough, if a real life women who miraculous had such body measurements really existed, she would in no way be able to jump around and do flips with size DD breasts.

Retrieved from http://basementdwellinggamer.blogspot.com/2011/05/girls-of-war-women-in-video-games.html

Most commonly, female characters in games are depicted as the “damsel in distress.” While this is may be considered a cute and even loving depiction of the relationship between men and women, often it  degrades women as being incapable of saving themselves, leaving them to rely on a man for salvation.  

Retrieved from RPGFan.com

However, when women ARE depicted as heroins, they are still made to appeal to the main audience (men). Although they seem to be empowered, they are really being exploited. Lara Croft, the heroine from Tomb Raider, for example, is depicted as having an unrealistic body type, with incredibly large breasts despite her extremely thin frame.

Retrieved from http://hellinahandbasket.net/?p=1449

Male characters, on the other hand, are portrayed as being hyper-masculine- with overexposed muscles, demonstrating aggressive behavior. Their power and control comes from violence and intimidation.

Toys for Boys

Have you ever taken the time to notice the common trend among boys’ toys? They all seem to pressure these young boys into becoming what society deems to be “natural”- the stereotypical, hegemonic ideal. This especially is seen in action figures such as G.I. Joe, pro wrestlers, PowerRangers, and pretty much any collection of toys based on a featured film or television series. While many would claim that these toys are harmless, typical children’s toys, I beg to differ. I believe that children, especially boys, are more prone to playing violently when they are playing with toys that are meant to be violent. Whether they are playing alone or with other children (including girls), when boys are playing with action figures, they fight against other action figures. Because they are young and have little to no morals, they view fighting as something fun, a form of play, rather than something that is serious and should be condoned. Also, they see these action figures in the media as being rewarded for their violent behavior and begin to not only desensitize themselves from violence, but to strive to achieve this masculine characteristic. 


 Retrieved from http://www.toughnerdtoys.com

Here are some of the G.I. Joe 25th anniversary action figures. Notice how each has their own specially designed weapon....weapons that most children cannot even identify. 


In the chapter, Advertising and the Construction of Violent White Masculinity, Katz claims that violent behavior is considered to be masculine, while females are more prone to a more gentile, loving nature. In “action-adventure” movies, men are depicted as heroes, no matter how violent their behavior may be. Although many of these movies are rated “R,” such violence can also be seen in cartoons aimed at children, such as Teenage Mutant Ninja Turtles. Here, children see problems solved through violence, instilling in them that violence is in fact the answer. As boys grow up to become adults, they are able to mimic these heroes’ physical size and violence (p 352). This is when their violent behaviors become most noticeable, in their relationships with others.
Many disguise such ideological premises as common sense, when really they are a product of society (p 354). Masculine violence is seen all over the media- film, television, music, advertisements. Not to mention the news coverage on domestic abuse, homicides, and robberies. Because children grow up influenced by the media, and their toys, such hegemony is being instilled in them without their knowledge. This allows stereotypical gender roles to infect generations to come and influencing them to believe that they are not so much stereotypes as they are innate attributes. In fact, Katz informs readers that some claim that it is biological for men to dominate women and assert their aggressiveness (p 354).
The question is are these boys given these toys because they want to duplicate what they see in the media, or rather, is such violent behavior bestowed on them by their parents. I believe that is a combination of both. Boys see their favorite movies and beg their parents to buy them the toys and, being “good parents,” they give into their children’s desires, not really considering what they are doing. This is interesting considering the recent uproar of parents against violent video games. Having your child play with an adamant object and having them play a violent video game is essentially the same. Although one requires much more creativity and imagination than the other, they both provide outlets for violent behavior to develop. So then, why are violent toys ignored in the debate? perhaps because toys such as action figures have been around for far longer than video games. In fact, G.I. Joe has been around for 48 years. Because of parents’ familiarity and comfort with such an outlasted character, they seem to bypass the violence that he stands for. Also, I’m sure they view violence in war to be justifiable and honorable…although their children have no concern for such reassurance.
All in all, it comes down to the fact that toys aimed at young boys often embrace and encourage violent behavior. So, save your little boy from unneeded aggression and buy him a stuffed animal to play with instead :)






Katz, J. (2011). Advertising and the Construction of Violent White Masculinity. In G. Dines & J. Humez (Eds.), Gender Race, and Class in Media (pp 349-358). Thousand Oaks, CA: SAGE Publications, INC.

Wednesday, November 30, 2011

Audience Reception: The Effects of Violent Videos Games on Gender


Introduction
The following research was conducted to study the similarities and differences between male and female perception of violent video games. We observed and interviewed male and female gamers between the ages of 21 and 30[1]. Each participant was chosen because of their interest and experience in playing violent video games. Our research focused on first person shoot games in which individuals are rewarded for violent behavior within the game. Individuals were observed separately in their respective houses to prevent any outside distractions from influencing their playing habits.
Videogame research is incredibly important in our society because of the sudden expansion of games and gamers within the last 15 years. Over half the population play video games, that is approximately 170 million people. With the rise in violent video games, the question of how they affect gamers, specifically dealing with aggression, is being studied more and more. For our research, we chose to take this dilemma and relate it to gender in order to get a different perspective on the topic.
Prior to our research, we assumed that the playing habits amongst opposing genders would differ considering stereotypical gender roles. Specifically, we thought that not as many women played these types of violent shooter games. Also, we assumed that the women who did play these games would not demonstrate aggressive behavior while playing. However, after concluding our research, we found our initial assumptions to be inaccurate. Class discussions, text readings, and observing and interviewing the participants allowed us a better insight of the video game world and how it affects players positively and negatively, specifically regarding gender.
With the information gathered, we were able to relate our findings to two class readings, “Video Games and Machine Dreams of Domination” by John Sansonmatsu and “You Play Like a Girl- Cross Gender Competition and Uneven Playing Fields” by Elena Bertozzi as well as the documentary, Game Over: Gender Race & Violence. This allowed us to dive deeper into our topic and prepared us to answer some of our own questions as to why there are similarities and differences between male and female gamers’ perception and reception of first person shooter games.
Male Gamers’ Responses to Violent Videogames
Three male gamers were observed playing Call of Duty: Modern Warfare 3 individually for one hour. After the observation, they were asked to respond to 20 questions regarding violent video games, the gamers’ views, and the behaviors they demonstrate while playing. Interestingly, the three gamers agreed on the majority of their answers.  As a whole, the male gamers play first person shooter games an estimated 30 hours a week, specifically the game series COD in the online multiplayer mode. All of them have at least five other friends that play online with them and said that they play because their friend play, making this type of gaming a sort of social network. Two of the gamers said that they enjoy the competition aspect of the game and how they are able to demonstrate their skills and knowledge to other gamers.
The development of realism throughout the history of the series has captivated all of the male gamers, especially regarding the graphics. One gamer stated, “everyone wants to feel as if they are doing the missions and objectives themselves.” Although they agreed on the importance of realism, they also agreed that COD is not a real depiction of war, specifically because once players have died during a battle, they come back to life a few moments later to continue on in their mission. Also, they do not consider COD to be “very” violent because players see minimum blood spillage. In response to this, on gamer said that he does not feel remorse for killing others in the game because “you kill them and they lay there and die, disappear, and start playing again.” Finally, all the gamers said that they do not believe that such games affect them negatively, although they may have that effect on other players. However, all the games stated that they do demonstrate much more verbal aggression when playing, with two of the players affirmed that they demonstrate some sort of physical aggression, such as throwing their controller. These results seem to indicate that such violent video games do have some form of negative effect on players.
Female Gamers’ Responses to Violent Videogames
Three female gamers were also observed while playing Call of Duty: Modern Warfare 3, for an hour each. After each of the females was observed they answered a series of 20 questions relating to violent video games, the way they respond to the violence, and the behavior they obtained while playing. Surprisingly, all three of the female participant answered the questions in similar ways to the male participants. On average, the female participants played COD, an online multiplayer game, about 35 hours per week. While playing the game, they tend to play along with their friends, encouraging each other to do well. When questions were asked about how they react when playing the game, they responded that they all tend to swear and get frustrated if it is not ending how they want it to.
            Similar to the male participants, the female participants thought that the evolving graphics in the game made it more realistic in the sense that they felt more a part of the game. However, when asked, “Do you find COD to be a real depiction of war?” one of the female participants, a former US Marine, answered “compared to the wars I have been in, no.” All of them responded that they use a head set while playing the game, which allows them to interact with other player around the world. This made each of the participants feel as though they were more attached to the game, because it allowed them to give off certain missions that they want the others to accomplish. Interestingly, all of the female participants responded that they were not affected by the violence in the video games, but they did say that they tend to swear more when in the zone. They believe that younger teens would be affected by it, because they feel like they don’t know when to differentiate reality from games. Because the females tend to swear a lot more when playing the game, it shows that the games do have some sort of negative affect on each of them.
Interpreting the Results
            The question concerning if violent videogames increase aggression in individuals has been heavily researched throughout the years. Sanbonmatsu proposes that “video game culture ‘hails’ or conditions us into an aggressive, socially destructive form of consciousness (p 428). Similarly, Craig A. Anderson, PhD states that although some studies have found no significant effects of such video games, they are still associated with an increase in aggressive behavior and thoughts, an increase in arousal, and a decrease in “helping” behavior. With our specific research, we focused on gender behavior while playing such videogames and how they differentiate.
            We decided to have the gamers play Call of Duty: Modern Warfare 3 (COD) because of its recent release and large fan base. It is a first person shooter games in which individuals work as teams to destroy the enemy in war. Gamers are rewarded with experience points every time they kill an enemy player. When a player kills anywhere from 2-25 people in a row without dying, they are given greater rewards such as air support and even tactical nukes, which kill everyone on the map, giving the team an automatic win (Modern Warfare). The documentary Game Over: Gender, Race & Violence specifically talks about how individuals are rewarded for their violent behaviors within the game. Such rewards convince the gamer that violent behavior is condoned and pushes them to play more often. It provokes them to continue violent behavior within the game
            Our results yield a uniform conclusion that both male and female gamers demonstrate similar behaviors while playing violent video games. Both genders partake in verbal aggression such as swearing, yelling, and slandering the other team. However, only the men responded that they occasionally demonstrate physical aggression, although we did not observe this first hand. Although it is important to keep in mind that other forms of violent media may also be a factor in their behavior, Craig A. Anderson, PhD agrees that because videogames are interactive forms of media, they have a stronger effect on individuals. The gamers must actually identify with the violent characters because they are controlling their every move, from what weapon they carry to who they kill and how they go about it. Such active participation increases the learning process of such behaviors, specifically in young children. Since each battle is only about 15 minutes long, gamers are able to play multiple battles during one play period. This repetition instills the idea of aggressive behaviors in the mind (Anderson).
Some researchers have argued that it is important for males to demonstrate aggressive masculinity when playing video games because their physical bodies are not seen by other gamers. Terms such as “pussy” and “fag” are acceptable among men and less acceptable among women. Males strive to emphasis their masculinity by displaying such behaviors that separate themselves from females (Bertozzi). However, as we have concluded, female gamers use similar words and actions to display aggression. Is this such a display a way for them to be on the same playing field as men, so male gamers know that the female gamers are just as serious about the game as they are? Or rather, is it something deeper, perhaps a sincere way for them to display their competitiveness and release their anger? Whatever the reason is, the similarities among male and female gamers’ behaviors while playing violent video games proves that video games do help shatter gender stereotypes in some way.
Each gamer replied that the more realistic the game is, they more they want to play. As a first person shooter game, COD allows the individuals to only see the gun that their character is holding, not the actual character himself. This gives the players the perception that they are actually holding the gun and that they are actually the character inside of the game. All the interviewees responded that although they may play third person shooter games, they prefer the first person affect. Such realism captivates the player by placing them a fantasy situation that is depicted as real life, making them feel like they are actually in the game. However, in COD players are brought back to life right after they are killed, the most unrealistic aspect of the game. Also, interestingly enough, when shooting, the bullet doesn’t have to actually hit the target to count, it only has to hit the area directly surrounding the target.
            As previously stated, we assumed that female gamers would not be as interested in such violent videogames as male gamers. Also, we assumed that they would not demonstrate similar levels of aggression as male gamers. However, as our research has indicated, this is not the case. Despite the hegemonic male roles displayed in the game (only male characters in a power role are displayed), female gamers are still drawn to the game. In fact, the female gamers averaged a higher amount of game play per week than the male gamers. Despite gender, individuals are drawn to power and control, especially through competition. Therefore, female gamers will want to play first person shooter games just as much as males. Sanbonmatsu describes the visceral power of the medium of such videogames saying that those who play can attest to “the degree to which intense player involvement heightens the psychological connection between human and machine (p 428).”
Elena Bertozzi argues that some studies suggest that “the emphasis on violent/shooting-based conflict keeps females from being interested in this type of play (p 443).” She goes along saying that females are more prone to playing games that involve more social interaction. However, as we have discovered, COD focuses quite heavily on social interaction, especially in the online multiplayer mode. It is also stated that the reason that males and females play with their respective genders is because “single gender playgrounds are arenas in which players feel somewhat freed from having to deal with the complexities of cross-gender interactions which affect every other area of their lives (p 444).” All three of the male gamers affirmed that they have never played first person shooter games with females. However, all the females have played such games with males. The reason for this may be the lack of other female gamers or that the female gamers want more competition and feel that male players are able to provide that for them.
Conclusion
             Throughout our research, interviews, and observations, we have concluded that both male and female gamers demonstrate similar aggressive behaviors while playing first person shooter games, despite what we initially hypothesized. As stated in the intro, we thought that the stereotypical views of males and females would affect the way that each group reacted to the violence of video games. However, in reality, the views were almost identical within each group, although the male gamers were more prone to physical aggression while female gamers relied more on verbal aggression. These results demonstrate the metamorphosis of gender stereotypes in the world of video games.
Each participant thought that the updated graphics gave a better insight to the reality of the game. While each of them agreed that COD was not a real depiction of war, they did state that it allowed them to feel as though they were in the shoes of the shooter. Despite this realism, every interviewee responded that they are not affected by videogames, despite their demonstrations of increased aggression while playing. Their unawareness of change in their behaviors has now been brought into the light. Having the interviewees answer questions after playing the games for one hour not only provided us information, but also allowed them to reflect on their own views and behaviors. Several of the interviewees stated that this was the first time they thought about video games in a way regarding violence and that it gave them a better insight of their own game play.
Although there were a few questions brought up about the similarities in gender behaviors that we were unable to completely answer, the information and research gathered from this project allowed us to think about violence in the media in a new way. It provoked us to come up with possible answers to difficult questions that arose and challenged us to step into the playing field with these gamers and experience a hobby that, for most of them, takes up much of their time and energy. We were able to conclude that although there still may be gender stereotypes within video games, they are slowly fading away in regards to the gamers themselves.





Works Cited
Anderson, Craig A. (2000). Violent Video Games Increase Aggression and Violence. Iowa State University of Science & Technology. Retrieved on November 12, 2011. http://www.psychology.iastate.edu/faculty/caa/abstracts/2000-2004/00senate.pdf
Bertozzi, E. (2011). You Play Like a Girl: Cross Gender Competition and Uneven Playing Fields. In G. Dines & J. Humez (Eds.), Gender Race, and Class in Media (pp 443-446). Thousand Oaks, CA: SAGE Publications, INC.
Modern Warfare. (2009).The Modern Warfare 2. Retrieved on November 15, 2011, from themodernwarfare2.com: http://www.themodernwarfare2.com/mw2/multiplayer/killstreaks/
Sanbonmatsu, J. (2011). Video Games and Machine Dreams of Domination. In. G. Dines & J. Humez (Eds.), Gender, Race, and Class in Media (pp 427-429). Thousand Oaks, CA: SAGE Publications, INC.



[1] Interview questions and answers are attached at the end of the paper, separated by gender groups.

Social Classes: Are They Really that Different?


After viewing the documentary, Class Dismissed: How TV Frames the Working Class (2005), I realized just how influential media is on molding our depictions of class. According to the film, living standards are the major measure of class which is composed of three aspects: economic (income), political (power, authority, and control), and cultural (education, taste, and lifestyle).
When it comes to advertisements, advertisers always sell products for the middle/upper class audience in order to increase their sales, no matter who their actual audience is. Lower class citizens see these ads and, despite if they need or can afford the product, desire the products because they represent these higher classes- classes that all Americans strive for. Because the working class will always exist under capitalism, such advertisements will always persuade these individuals to purchase products that they “need” in order to seem like they are of a different class.
Although it is possible to feel like you of a different class buy purchasing specific products, is it possible to transcend one’s class? The documentary People Like Us attacks this question by allowing viewers to enter the lives of individuals from different classes. Because different classes don’t really socialize, this film provides a way of understanding different lifestyles and what makes a certain class. Here, we realize that different classes are really based on superficial differences such as dress, speech, and customs, all of which are dependent upon income.
The segment that most affected me was Tammy’s Story, in which a white, working class woman struggles to provide for her family. It really emphasized the importance of cultural capital- the amount of information and knowledge a person has in order to better themselves. Everyone is equipped with different tools, and depending on which class you’re in, some have it easier than others. Tammy, for instance, has little formal schooling and work experience, therefore it is harder for her to find a job and support her family. Despite the difference between Tammy and individuals of other classes, this documentary reveals the similarities found in all classes- how one maintains their lifestyle, raising and providing for a family, and finding happiness in what you have. Therefore, although the class hierarchy is important to our society economically speaking, there is a lot more similarities between them than most people acknowledge.
Many will argue that social mobility in America is not only possible, but only depends on how much effort you put in to it. However, I consider this to be an ideology. While there are individuals who have shifted classes, it is an extremely difficult thing to achieve. In television, the working class is depicted as incompetent and lazy. Parents are considered poor role models because they must work constantly to support their families, allowing them little time at home to spend with their children, resulting in crime, violence, and disobedience among the youth. Such sitcoms persuade viewers that these individuals don’t “deserve” a better life and that they except and are even happy with their lifestyles.
The television sitcom Rosanne, for example, depicts a working class family focusing on the mother and her role as a provider for her family. Rosanne’s feminist attitude and tough love strategy on her family, had some viewers concerned with the shows content. It focused on many controversial issues that most other television series seemed to avoid such as abortion, homosexual characters, premarital sex, and sexual harassment in the workplace. The fact that all of the characters displayed major faults really helped viewers of all classes to relate to the characters and to each other. I really appreciate this series because it shows a blue-collar family, led by a strong mother who depends on her family and friends to overcome all of life’s struggles. It shows how a woman can be the head of a household without giving into female stereotypes. She works hard and doesn’t depend on her looks to get ahead. Also, she speaks her mind and is forced to take on challenges that most stereotypical female characters would be afraid to.
It is interesting to see just how much power the media has in shaping our perceptions of class hierarchy in America. It persuades us that we need to achieve success in the form of upward social mobility by the means of purchasing specific products or having a certain look. This form of control needs to stop. Consumers should no longer be negatively influenced through such manipulation. Although the rich seem to have it easier because of their access to tools, knowledge, and wealth, they really share similar issues with other classes. Therefore, people need to look past social class in order to see the struggles that we all relate to.