Paper #3
Pham 1
Thaidan Pham
Professor Hearn
EWRT 2
30 July 2013
Go with the Flo: Stereotypes, Culture, and Capitalism in Diner Dash
Click, drag, drop. 100 points for matching the customer’s color to the seat. Click, drag,
. . . quickly minimize the computer window for Diner Dash! Your boss walks past your cubicle
and you pretend to be diligently working. Published by PlayFirst, Diner Dash is a casual game
created with the intention of being played in the workplace. Played with the click of a computer
mouse, its easy and short gameplay is forgiving to interruptions in the workplace. Because of the
simplicity of the game, players may not realize it promotes values and beliefs beyond its
sponsors’ messages. Even though Diner Dash conveys a belief in gendered occupations, it
promotes a work-oriented culture that serves as an agent for American capitalism.
Diner Dash promotes the notion of gendered occupations, specifically addressing the
female workforce in a negative and stereotypical manner. Through the representation of Flo, the
game portrays women as incapable of managing professional white-collar careers. In the game’s
introductory narrative, players initially meet Flo as a discontent stockbroker. She stresses out
when assignments pile up, leading her to run out of the office and resign. Flo reflects a woman
that who cannot handle the demands of her job, unfavorably suggesting that women may be
unable to withstand the difficulties that white-collar jobs might have. However, Flo’s failure may
not be wholly attributed to her personal character. Since her suit reflects the masculine
environment in where she works, her failure may be that she cannot negotiate with the machismo
prevalent in the workplace. If preference is given to men at work, women may have to work
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harder than men to achieve the same amount of success, which can cause women to feel
frustrated. Flo’s representation is problematic because it can teach players to underestimate a
woman’s capabilities and regard white-collar jobs within the realm of male dominance.
Harboring this negative attitude can deter women from working and even participating in
society. By showing that women do not fare well in the professional white-collar sector, Diner
Dash contributes to the inequality gap between men and women in labor.
In contrast to demonstrating that women are unable to manage white-collar jobs, Diner
Dash stereotypically portrays that women are successful in performing emotional labor.
Emotional labor consists of occupations intended to manage the emotional experiences of
customers such as childcare, house cleaning, and nursing. In the game, restaurant customers are
depicted with hearts to quantify and visualize their satisfaction with Flo’s service. The hearts
represent Flo’s objectives as a waitress to attend to customer by executing emotional labor. Since
Flo is a female character, her objectives convey the stereotype that emotional labor occupations
are predominately female ones. Because of gender expectations, women are often regarded as
natural caregivers. Since these occupations require employees to exercise care and empathy
towards customers, women are more subjected than men to emotional labor. The stereotype may
create a separation between the work done by men and by women, limiting women to
occupations that are supposedly related to their natural responsibilities such as maintaining the
household. Thus, women may be driven into emotional labor jobs because of social expectations,
regardless of their abilities. Women may be at a disadvantage because, for instance, a woman’s
failure may be less forgiving than a man’s failure because she was expected to succeed. Since
players learn to regard females as the more compassionate one of the two genders, the game may
contribute to the gender division in labor.
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Even though Diner Dash portrays women in the workplace, it also portrays society’s
work-oriented culture. The genre of the game suggests that there is a breakdown between the
boundaries of time and play. Diner Dash is a time-management game, in which players
strategically manage time spent on various tasks to maximize efficiency; players can set multiple
tasks in motion and, after waiting for completion, return to amass the beneficial results. The
productivity of time-management games contests the conception that games are frivolous
pastimes. Intended for leisure time, games are usually seen as separate from work; however,
time-management games thematically portray the characters’ environment and tasks as similar to
those of workplace in the non-gaming world. This gamification of work suggests that society has
a work-oriented culture that encourages individuals to work even in times of play. Even though
work-oriented games can benefit players by preventing idleness, they may be converting well-
deserved leisure time into time-management training time. The games can cause the individual to
overextend herself; when the purpose of games to distract people from productivity recedes,
people may feel distressed because they lose an outlet to relieve work frustrations. Embedding
productivity into gameplay, Diner Dash may ironically extend work into leisure time.
In addition to Diner Dash’s gameplay genre, society’s work-oriented culture is also
present in Flo’s persona throughout the game series. Flo is evidently a workhorse in each
installment of the series. In Diner Dash 2: Restaurant Rescue, she works at her four friends’
restaurants. In Diner Dash 3: Flo on the Go and Diner Dash 4: Hometown Hero, instead of
enjoying her vacations, she respectively works as a waitress on the cruise and at landmark
attractions in her hometown. In each installment, Flo’s work ethic is celebrated when her
restaurants expand and other characters admire her waitressing abilities. Therefore, Flo portrays
the American Dream, in which endorses that hard work is encouraged and will achieve success.
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However, Flo can be seen as a critical representation of the ideal. By showing that Flo works
even outside of her restaurant, the game portrays society as enslaved by work. Furthermore,
Flo’s workaholicism goes unaddressed because an addiction to work is a culturally accepted and
encouraged. A work-oriented culture may be productive, but it can come at the cost of a healthy
work-life balance. With a workhorse as the game’s central character, Diner Dash socializes
players to admire good work ethics, but, in a work-oriented culture, players should be weary of
becoming engaged in workaholicism.
Because Diner Dash promotes a work-oriented culture that values productivity, the game
can serve as a socializing agent for capitalism. The gameplay of Diner Dash embodies the
factory system, an early but dominant mode of capitalist production. First, players follow basic
steps: seat customers, take orders, deliver orders to the cook, deliver food, bring customers the
check, and clean tables. These repetitive steps are analogous to the routinzation of work tasks by
the factory system. The game and the factory system both offer some kind of uniformity,
respectively, in the style of play and in products. Second, gameplay occurs all in one screen. This
convenient aspect of the game is comparable to the building design that factory systems employ;
under the factory system, there is central building where production occurs to manage machinery
and the flow of material. The game emulates aspects of the factory system that contribute to the
productivity and efficiency capitalism is directed towards maximizing. By embedding capitalism
into its gameplay, the game associates feelings of enjoyment with the economic system. In this
way, the game can socialize players to admire capitalism and promotes its persistence. However,
players may be critically unaware of the drawbacks of capitalism that the game does not present
such as economic inequality, exploitation of labor, and depletion of resources. Since Diner Dash
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presents capitalism in an entertaining way, players may be unaware that they are becoming
advocates for the economic system.
The factory system is important to capitalism because it cheapens production to
maximize profit. Diner Dash also embodies this core tenet of capitalism – the profit motive. In
capitalism, manufacturers expand their business when they earn enough profit; profit becomes an
incentive to produce and sell goods and services in the marketplace. Likewise, the game is based
around a profit-like motive. Players can advance on to the next level and upgrade the restaurant
if they earned enough points at the end of the level. By rewarding the player after each level, the
game creates an incentive to play. By imitating capitalist motivation in its objectives, the game
socializes players to encourage capitalist activities. First, since expansion increases the depth of
the game, players learn to associate the technological advances that capitalism seeks to cheapen
production with positive benefits and will be more likely to promote them. Second, since the
game relies on points to progress, players also learn that capitalism depends on profit or else the
capitalist market will fail. Players may be inclined to participate in capitalist activities such as
consuming and producing to maintain the economic system. By embedding capitalism in its
gameplay, Diner Dash may cause players to adopt the principles of capitalism unknowingly.
Players may be hostile to other economic systems without understanding “the other side of the
argument.” The game follows aspects of capitalism and becomes an agent that contributes to the
persistence of the economic system.
Diner Dash first appears as a casual game, but analysis of its gameplay suggests it offers
players more than entertainment. If Diner Dash was a cultural artifact discovered by civilizations
thousands of years from now, it would portray the current stereotypes of women, the emphasis
on work, and the encouragement of capitalism in society. Although a few of these applications
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have positive implications such as productivity, they also have negative ones such as
overextending people’s lives. Like literary works and artistic expressions, games reflect aspects
of society not create them. Therefore, if the reflections are problematic, altering or eliminating
the game is not the solution; the responsibility lies on society’s shoulders.