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Toys
In its broadest sense, toy refers to a plaything, an object regarded as providing amusement or pleasure, commonly associated with children. In its conceptual application, the term toy has no fixed, unitary meaning. Rather, an object's recognition as a toy depends on its setting, the prior experience of the user, and culturally derived associations. Toys are matters of cultural and economic importance, operating in a multibillion-dollar global industry, including vast secondary markets based around adult collecting cultures. Indeed, some toys have reached the status of cultural icon, such as Barbie, attracting a majority share of academic and popular attention (Rogers 1999).
Yet, toys constitute a restricted field of study. This is evidenced in the disparate nature of toy research, which spans disciplines as varied as psychology, education, history, anthropology, communication and media studies, gender studies, and geography. While these studies are identifiable with one another through categorical association, little work has been done to put these fields into critical conversation or situate them in relation to wider theories of consumption and consumer culture.
This undue neglect of toys may be accounted for by the low credibility accorded to children's culture within academia and toys' explicit association with play, which is placed in opposition to the rational concerns of Western societies. Drawing on personal childhood experiences and engagement with toys through parenthood, people often present themselves as an authority on toys without feeling the need to defer to academic scholarship.
Toys as Training Tools
Traditionally, the study of toys centered on concerns with child development. Inspired by canonical cognitive models from, for example, Jean Piaget and Lev Vygotsky, developmental psychologists and social philosophers have examined the role of play in children's development and, subsequently, the role of toys in children's play. Here toys are recognized as objects children act on, causing their character to be abstracted. They are categorized according to typologies, such as social (e.g., playing cards) and isolate (e.g., puzzles), and used as markers in developmental progressions of play, gradually disappearing in the sequential transitions that demonstrate a child's social and intellectual advancement. Within this framework, different toys are deemed appropriate, and in some cases necessary, for different stages of development. This basic categorization of toys as “good” or “bad” continues to permeate popular understandings. A preoccupation with cognitive development is witnessed in this work's quantitative character, its reliance on measurements and modeling tactics, and its focus on preschoolers or children in their first years of primary education as subjects of study.
In contrast, an alternative wave of scholarship has addressed toys as instruments of socialization, reading them for their ideological content. According to this scholarship, toys are viewed as reproducing society's most troubling features, such as racism, sexism, and a preoccupation with war and violence. They are deemed important because children engage with them before they can read or understand spoken language. This structural approach to children's culture has been predominantly developed through feminist theory's concern with how gender is constructed through children's texts and toys. In assuming the effects of toys in a priori manner, this structural approach employs a narrow definition of consumption that understands consumer behavior to be stipulated by production.
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- Everyday Life
- Addiction
- Adornment
- Aestheticization of Everyday Life
- Aesthetics
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- Americanization
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- Adorno, Theodor
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- Innovation Studies
- Licensing of Clothing Brands
- Mass Production and Consumption
- Media Convergence and Monopoly
- Money
- Neuromarketing
- Opinion Leaders
- Outsourcing
- Packaging
- Pink Pounds/Dollars
- Post-Fordism
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- Product Loss Leaders
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- Renewable Resources
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- Self-Service Economy
- Service Industry
- Sneakers/Trainers
- Social and Economic Development
- Store Loyalty Cards
- Sumptuary Laws
- Supermarkets
- Systems of Provision
- Trade Standards
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- Social Divisions and Social Groups
- Age and Aging
- American Dream
- Belonging
- Binge and Excess
- Collective Identity
- Consumer Anxiety
- Cosmopolitanism
- Domestic Division of Labor
- Elites
- Ethnicity/Race
- Families
- Femininity
- Friendship
- Gender
- Generation
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- Identity
- Interpellation
- Life Course
- Lifestyle
- Masculinity
- Migration
- Mimesis
- Moral Economy
- Othering
- Positional Goods
- Retirement
- Romantic Love
- Seduced and Repressed
- Self-Presentation
- Self-Reflexivity
- Sexuality
- Single-Person Households
- Social Class
- Social Exclusion
- Social Networks
- Status
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- Symbolic Violence
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- Audience Research
- Bollywood
- Broadcast Media
- Comics
- Cyborgs
- Domestic Technologies
- Electronic Video Gaming
- Feminism and Women's Magazines
- Fine Arts
- Gender Advertising
- Hollywood
- Information Technology
- Internet
- Men's Magazines
- Mobile Media Gadgets of the Analog Age
- Mobile Phones
- Performing Arts/Performance Arts
- Personals/Personal Ads
- Photography and Video
- Planned Obsolescence
- Popular Music
- Print Media
- Reality TV
- Second Life
- Soap Operas and Telenovelas
- Social Shaping of Technology
- Sociotechnical Systems
- Teenage Magazines
- Telephones
- Television
- Textual Poachers
- Virtual Communities
- Walkmans and iPods
- Women's Magazines
- Theoretical Perspectives and Concepts
- Acculturation
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- Alienation
- Anomie
- Anthropology
- Appropriation
- Attitude Theory
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- Bounded Rationality
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- Consumer (Freedom of) Choice
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- Consumer Durables
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- Consumer Society
- Consumer Sovereignty
- Consuming the Environment
- Convention Theory
- Craft Consumer
- Cultural Capital
- Cultural Fragmentation
- Cultural Omnivores
- Cultural Studies
- Cultural Turn
- Decommodification
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- Design
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- Discourse
- Disorganized Capitalism
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- Externalities
- False Consciousness/False Needs
- Gender and the Media
- Geography
- Gifts and Reciprocity
- Globalization
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- Habitus
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- Hierarchy of Needs
- History
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- Income
- Individualization
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- Keynesian Demand Management
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- Leisure Studies
- Luxury and Luxuries
- Markets and Marketing
- Marxist Theories
- Mass Culture (Frankfurt School)
- Material Culture
- Materialism and Postmaterialism
- McDonaldization
- Modernization Theory
- Moralities
- Narcissism
- Need and Wants
- Neo-Tribes
- Network Society
- Novelty
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- Ordinary Consumption
- Orientalism
- Philosophy
- Political Economy
- Political Science
- Post-Structuralism
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- Postmodernism
- Potlatch
- Poverty
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- Promotional Culture
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- Risk Society
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- Sacred and Profane
- Scarcity
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- Spectacles
- Structuralism
- Subculture
- Surplus Value
- Surrealism
- Symbolic Capital
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- Taboo
- Theories of Practice
- Theory of Planned Behavior
- Totemism
- Tourism Studies
- Trust
- Urbanization
- Value: Exchange and Use Value
- Visual Culture
- World-Systems Analysis
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