As an avid link surfer and curator I amass many interesting articles that don't always wind up on this Scoop.it page. As a consequence, I periodically go through my bookmarks and discard those I haven't used.
In doing this today, I noticed an unusually large number of references to gender bias ... in toys, games, films, etc. I suspect this has a lot to do with the recent holiday sales period and the controversy over how toy stores define and arrange girls' and boys' toys but, taken together, these articles provide an interesting snapshot of the gender debate as it exists today.
Why is this relevant? Well, as storytellers, we both reflect and shape the views of society and, I like to think, we do so from an understanding of the multiple: cultural, ethnic, socio-economic, gender, and generational viewpoints that make up that society.
Also, as transmedia practitioners, our stories cross many platforms and may form dedicated fan bases whose power to make change is ably illustrated by the "Firefly" piece - not gender related.
Therefore, here's a look at the gender debate from a couple of interesting perspectives, plus an article "The Case For Girls" that nicely frames the debate's wider context.
Rowan Kaiser: "Every other week, a company or a developer or a celebrity says something to reinforce the standard that games are played, created, and especially star white men. But there's much more pushback against this idea."