CALL FOR PAPERS: AGE AND GENDER CODES IN MEDIA AND THINGS

Age and gender classifications have changed through history, yet they remain relevant in many social situations. They are used by organizations in all walks of life, and they are part and parcel of the identities that we invoke and attribute in daily interactions.

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Taking notice of both their persistent relevance and the significant changes in age- and gender-specific expectations, we invite contributors to examine how these powerful classifications are put to use through media (advertisements, textbooks, films, games, etc) and things – toys, clothing, tools, and other material arrangements.Some questions that might guide reflection include the following, without being limited to them:

References

Deutsch, F. M. (2007). Undoing Gender. Gender & Society21(1), 106–127.

Goffman, E. (1979). Gender Advertisements. Harper & Row.

Gubrium, J. F., & Wallace, J. B. (1990). Who Theorises Age? Ageing and Society10, 131–149.

Laz, C. (1998). Act Your Age. Sociological Forum13(1), 85–113.

Oudshoorn, N., Rommes, E., & Stienstra, M. (2004). Configuring the User as Everybody: Gender and Design Cultures in Information and Communication Technologies. Science, Technology, & Human Values29(1), 30–63.

West, C., & Zimmerman, D. H. (1987). Doing Gender. Gender & Society1(2), 125–151.

Williams, D., Martins, N., Consalvo, M., & Ivory, J. D. (2009). The virtual census: representations of gender, race and age in video games. New Media & Society11(5), 815–834.