At first glance, the magazine cover appears as Ware’s superfluous commentary on a situation that he disapproves of. As a nearly fifty-year-old man, Ware fits the profile of the two pictured girls’ older relative who scolds them for playing on their computers when they should be enjoying the fresh air outside. The magazine cover is this--Ware’s commentary of kids glued to their devices--but it is so much more. The magazine cover is a condemnation of how the girls seem glued in the isolated shadows of their computers on what seems to by per the lush, green vegetation and blue sky out the window, a beautiful summer day. The discarded dolls that lie below the two girls represent artifacts of an ancient world--a world that we grew up in--in which technology trumps physical, hands on toys and means of entertainment. The girls replace the dolls with the virtual representations of themselves through the computer, preferring to play with virtual representations of each other rather than actually engaging in communication and relationship building activities. By “connecting” more, the girls connect with each other less. Ware further plays with the emotions of inanimate objects with the lonesome, yellow ball located outside the large window in a landscape that closely mirrors what projects on the laptop …show more content…
A very close examination of his stylistic and design choices, along with specific details that he includes, suggests that perhaps the obvious conclusion that Ware condemns the increasing role of technology is not exclusively true. Consider the two dolls on the floor that wear clothes to match their human equivalents. Both dolls, especially the pink one, lie in extremely structured and rigid poses in comparison to their relaxed human counterparts. Perhaps the girls tossing aside the rigid dolls illustrates tossing aside the historical roles of women, and exemplifying the fact that--in a tech industry largely dominated by male leadership--women are becoming more and more prominent in the world technology market. The girls are surrounded by enclosures: walls, windows, and fences (seen through the window), but not in their virtual realities. Their creativity and potential are limited by these blockades. In their virtual reality computer games, they are God-like characters with exponential possibilities at their fingertips--no fences to blockade their potential in sight. In this respect, exploring technology provides a more complex and purposeful role than the “old-time toys” that cultivate mindless entertainment and