Recently, video games have been advertised to broader audiences including women. If advertising can be seen as a cultural barometer, examining these changing advertising campaigns becomes a valuable way of understanding larger issues of gender and video games. In this article, I analyze several magazine advertising campaigns for Nintendo DS and Nintendo Wii in women's special interest magazines. Ultimately, I illustrate how productivity through self-help becomes a major factor in advertising play toward women.
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Shira Chess (2010) studied this question.
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