Research Article

(Re)Imagining the 1950s: The Crux of Board Games, Wonder Woman, and the American Ideal

Number: 46 April 1, 2017
Annessa Ann Babic
TR EN

(Re)Imagining the 1950s: The Crux of Board Games, Wonder Woman, and the American Ideal

Abstract

On March 12, 1947, President Harry S. Truman unveiled his plan to protect the world—and most importantly the United States—from the threat of Communism. With the institution of the House Un-American Affairs Committee, and the infamous blacklist in Hollywood, the country united under the surmise of an intangible threat. This propaganda campaign, to fight communism and protect the national security of the United States, sought to reach every aspect of American life, and the events following the announcement of Truman’s containment policy instituted one of the longest and most brutal propaganda campaigns of its kind. The propaganda of the immediate post-war period developed in a systematic manner via a plethora of genres, and agencies by proxy. These depictions ranged from posters crying out for the protection of US children, movies with the “Commie menace” as the protagonist, government sponsored witch-hunts, and the idealization of women as housewives. During these years, society viewed women’s removal from the home as essential to national security and the protection of American ideals. Yet, with the so-called outbreak of peace and pressures for containment, women—as portrayed via products and elements of popular culture—needed to be re-educated on their behavior. Milton Bradley’s popular Battleship game provides a subtle window into this turbulent, and much discussed, soul of the 1950s. The printed and prescribed modes for activities within the home were not the only propaganda waves of the 1950s. Wonder Woman, the valiant and sexy hero birthed during the Second World War, not only fought the commie menace but she and her alter ego Diana Prince reinforced the modes of domestic behavior for women and children via exploits to bring harmony and peace and find her own love and man to come home to. The myth of the American family and women was perpetuated via the fantasy orchestrated in comics, advertisements, and sensationalized trials like the Rosenberg’s. This dream state of harmony and abundance via suburban homes, cars, and even canned food masked the reality of a growing military superstate and a deeply divided America. Accordingly, this paper examines the dreams and fantasies of the 1950s via the manipulation of the female’s image

Keywords

Wonder Woman, comics, board games, American ideals, feminism, Cold War

References

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APA
Babic, A. A. (2017). (Re)Imagining the 1950s: The Crux of Board Games, Wonder Woman, and the American Ideal. Journal of American Studies of Turkey, 46, 63-84. https://izlik.org/JA84UR22UA
AMA
1.Babic AA. (Re)Imagining the 1950s: The Crux of Board Games, Wonder Woman, and the American Ideal. JAST. 2017;(46):63-84. https://izlik.org/JA84UR22UA
Chicago
Babic, Annessa Ann. 2017. “(Re)Imagining the 1950s: The Crux of Board Games, Wonder Woman, and the American Ideal”. Journal of American Studies of Turkey, nos. 46: 63-84. https://izlik.org/JA84UR22UA.
EndNote
Babic AA (April 1, 2017) (Re)Imagining the 1950s: The Crux of Board Games, Wonder Woman, and the American Ideal. Journal of American Studies of Turkey 46 63–84.
IEEE
[1]A. A. Babic, “(Re)Imagining the 1950s: The Crux of Board Games, Wonder Woman, and the American Ideal”, JAST, no. 46, pp. 63–84, Apr. 2017, [Online]. Available: https://izlik.org/JA84UR22UA
ISNAD
Babic, Annessa Ann. “(Re)Imagining the 1950s: The Crux of Board Games, Wonder Woman, and the American Ideal”. Journal of American Studies of Turkey. 46 (April 1, 2017): 63-84. https://izlik.org/JA84UR22UA.
JAMA
1.Babic AA. (Re)Imagining the 1950s: The Crux of Board Games, Wonder Woman, and the American Ideal. JAST. 2017;:63–84.
MLA
Babic, Annessa Ann. “(Re)Imagining the 1950s: The Crux of Board Games, Wonder Woman, and the American Ideal”. Journal of American Studies of Turkey, no. 46, Apr. 2017, pp. 63-84, https://izlik.org/JA84UR22UA.
Vancouver
1.Annessa Ann Babic. (Re)Imagining the 1950s: The Crux of Board Games, Wonder Woman, and the American Ideal. JAST [Internet]. 2017 Apr. 1;(46):63-84. Available from: https://izlik.org/JA84UR22UA