Manufacturers bought into the idea that wealthier families would buy a whole new set of clothes, toys and other gadgets if the products on the market catered to their child's gender. Thus was born the idea of ​​pink for girls and blue for boys. The idea of ​​Barbie with hundreds of clothes and accessories and the idea of ​​superheroes, Transformers and cars found fertile ground to grow.

Parents easily chose a toy for their children from a wide range of stereotypically oriented gender, and marketers did prolific business.

Later board games or construction games made their appearance but these too quickly became "pink and blue".

Even today, action, construction, science and technology games are mainly aimed at boys, while role-playing games and arts and crafts games are usually aimed at girls.

The way games are marketed is designed to influence consumer purchasing choices. Many people feel uncomfortable buying a boy a painting or crafting kit in a pink box, or giving a girl a toy that has been advertised only for boys.

Other shoppers may not notice that science sets and tech toys are missing from the store's "pink section," or that boys are largely absent from pages advertising dolls in a toy catalog.

The innate childhood curiosity is cultivated with the toys a child has and plays, and with this fact it is a natural consequence that the first nuggets of a scientist's interest "stick" from childhood. This is also an important factor that women tend not to follow