1
|
Britz S, Rader L, Gauggel S, Mainz V. An English list of trait words including valence, social desirability, and observability ratings. Behav Res Methods 2023; 55:2669-2686. [PMID: 35962307 PMCID: PMC10439032 DOI: 10.3758/s13428-022-01921-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 06/27/2022] [Indexed: 11/08/2022]
Abstract
To enable flexible and controlled research on personality, information processing, and interactions in socio-emotional contexts, the availability of highly controlled stimulus material, especially trait words and related attributes, is indispensable. Existing word databases contain mainly nouns and rating dimensions, and their role in studies within socio-emotional contexts are limited. This study aimed to create an English list of traits (ELoT), a database containing 500 trait adjectives rated by a large sample (n = 822, 57.42% female). The rating categories refer to the perceived valence associated with the traits and their social desirability and observability. Participants of different ages (18 to 65 years of age) and educational levels rated the words in an online survey. Both valence and social desirability ratings showed a bimodal distribution, indicating that most traits were rated either positive (respectively socially desirable) or negative (respectively socially undesirable), with fewer words rated as neutral. For observability, a bell-shaped distribution was found. Results indicated a strong association between valence and social desirability, whereas observability ratings were only moderately associated with the other ratings. Valence and social desirability ratings were not related to participants' age or gender, but observability ratings were different for females and males, and for younger, middle-aged, and older participants. The ELoT is an extensive, freely available database of trait norms. The large sample and the balanced age and gender distributions allow to account for age- and gender-specific effects during stimulus selection.
Collapse
Affiliation(s)
- Sara Britz
- Institute of Medical Psychology and Medical Sociology, University Hospital of the RWTH Aachen University, Aachen, Germany.
| | - Lena Rader
- Institute of Medical Psychology and Medical Sociology, University Hospital of the RWTH Aachen University, Aachen, Germany
| | - Siegfried Gauggel
- Institute of Medical Psychology and Medical Sociology, University Hospital of the RWTH Aachen University, Aachen, Germany
| | - Verena Mainz
- Institute of Medical Psychology and Medical Sociology, University Hospital of the RWTH Aachen University, Aachen, Germany
| |
Collapse
|
2
|
Bustos-Ortega M, Carretero-Dios H, Megías JL, Romero-Sánchez M. Sexist Attitudes in Online Video Gaming: Development and Validation of the Sexism Against Women Gamers Scale in Spanish and English. PSYCHOLOGY OF WOMEN QUARTERLY 2023. [DOI: 10.1177/03616843231162837] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 03/30/2023]
Abstract
Sexism is an increasingly prevalent problem in the gaming community. However, until now, assessment instruments focused on the construct “sexism against women gamers” are lacking. We present an eight-item self-report scale: Sexism Against Women Gamers Scale (SAWGS). We studied the reliability and validity of the scores of Spanish and English versions across five independent samples ( N = 2,437), with participants from Spain and the United States. Scores on both versions demonstrated high reliability, while exploratory and confirmatory factor analyses supported their unidimensional structure. The analysis established configural, metric, and scalar invariance across gender. SAWGS was invariant at the configural level across countries. SAWGS scores were independent of social desirability, positively correlated with myths about intimate-partner violence against women, sexism, and social dominance orientation, and correlated negatively with feminism. Using two fictitious scenarios of sexism in online gaming, we found that gamers with higher scores on SAWGS showed a greater tendency to downplay a sexist incident and proposed a less severe punishment for toxic gamers. The SAWGS explained additional variance on responses to scenarios beyond that explained by other measures. The detection of sexism should make it possible to develop programs for its eradication and avoid negative consequences for women gamers. Additional online materials for this article are available on PWQ's website at http://journals.sagepub.com/doi/suppl/10.1177/03616843231162837
Collapse
|
3
|
Beyond the shallows of physical attractiveness: Perfection and objectifying gaze on Instagram. INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT 2022. [DOI: 10.1016/j.ijinfomgt.2022.102546] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/22/2022]
|
4
|
Gender Stereotypes in Hollywood Movies and Their Evolution over Time: Insights from Network Analysis. BIG DATA AND COGNITIVE COMPUTING 2022. [DOI: 10.3390/bdcc6020050] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 02/01/2023]
Abstract
The present analysis of more than 180,000 sentences from movie plots across the period from 1940 to 2019 emphasizes how gender stereotypes are expressed through the cultural products of society. By applying a network analysis to the word co-occurrence networks of movie plots and using a novel method of identifying story tropes, we demonstrate that gender stereotypes exist in Hollywood movies. An analysis of specific paths in the network and the words reflecting various domains show the dynamic changes in some of these stereotypical associations. Our results suggest that gender stereotypes are complex and dynamic in nature. Specifically, whereas male characters appear to be associated with a diversity of themes in movies, female characters seem predominantly associated with the theme of romance. Although associations of female characters to physical beauty and marriage are declining over time, associations of female characters to sexual relationships and weddings are increasing. Our results demonstrate how the application of cognitive network science methods can enable a more nuanced investigation of gender stereotypes in textual data.
Collapse
|
5
|
Cerbara L, Ciancimino G, Tintori A. Are We Still a Sexist Society? Primary Socialisation and Adherence to Gender Roles in Childhood. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph19063408. [PMID: 35329095 PMCID: PMC8950774 DOI: 10.3390/ijerph19063408] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 02/08/2022] [Revised: 03/10/2022] [Accepted: 03/11/2022] [Indexed: 11/28/2022]
Abstract
Background: The internalisation of gender stereotypes has long-term impacts on the aspirations, opportunities and psychosocial well-being of people. The main objective of this study is to measure the adherence to gender roles among children, analysing the link between their roles’ internalisation, the family context and the socioeconomic environment. Method: During the Spring 2021, a survey was carried in Rome on children aged 8–11 through a structured questionnaire. The explanatory dimensions of the analysed topics were identified and a survey questionnaire with an ad hoc administration method were developed. Results: The results show a widespread internalisation of traditional gender roles among the respondents and differences by sex were found, since their acceptance is higher among boys for male roles and among girls for female roles. As the age increases, the adherence to male roles decreases for both boys and girls, while high levels of prosociality resulted in a lower adherence to female roles among boys. No significant relations were found with family and environmental variables. Conclusions: These findings show how the internalisation of gender stereotypes is already traceable at this age, and due to a different path of primary socialisation, boys and girls develop their gender identity consistent with social expectations. The lack of significant relations with environmental variables could be related to the age of the respondents, as the process of primary socialisation imbued with gender stereotypes still does not overlap secondary socialisation. These trends should be monitored during late childhood since at this age children are cognitively plastic, but also vulnerable and influenceable by surrounding stimuli. This research approach, especially if extended to a wider geographical scale, can provide important knowledge to support the relational well-being of children and equal opportunities of society as a whole.
Collapse
|
6
|
Brusa A, Pesič A, Proverbio AM. Learning positive social information reduces racial bias as indexed by N400 response. PLoS One 2021; 16:e0260540. [PMID: 34818377 PMCID: PMC8612538 DOI: 10.1371/journal.pone.0260540] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/10/2021] [Accepted: 10/26/2021] [Indexed: 11/20/2022] Open
Abstract
The present study used EEG/ERPs to detect the activation of implicit stereotypical representations associated to other-race (OR) people and the modulation of such activation through the previous presentation of positive vs. neutral social information. Electrophysiological signals were recorded in 40 Italian Caucasian participants, unaware of the overall study's purpose. They were presented with 285 sentences that could either violate, non-violate (e.g., "the Roma girl was involved in a robbery) or be neutral with regard to stereotypical concepts concerning other-race people (e.g. Asians, Africans, Arabic). ERPs were time-locked to the terminal words. Prior to the sentence reading task, participants were exposed to a 10 minutes colourful video documentary. While the experimental group was presented a video containing images picturing other-race characters involved in "prestigious" activities that violated stereotypical negative assumptions (e.g. a black neurosurgeon leading a surgery team), the control group viewed a neutral documentary about flora and fauna. EEG signals were then recorded during the sentence reading task to explore whether the previous exposure to the experimental video could modulate the detection of incongruence in the sentences violating stereotypes, as marked by the N400 response. A fictitious task was adopted, consisted in detecting rare animal names. Indeed, only the control group showed a greater N400 response (350-550 ms) to words incongruent with ethnic stereotypes compared to congruent and neutral ones, thus suggesting the presence of a racial bias. No N400 response was found for the experimental group, suggesting a lack of negative expectation for OR individuals. The swLORETA inverse solution, performed on the prejudice-related N400 showed that the Inferior Temporal and the Superior and Middle Frontal Gyri were the strongest N400 intra-cortical sources. Regardless of the experimental manipulation, Congruent terminal words evoked a greater P300 response (500-600 ms) compared to incongruent and neutral ones and a late frontal positivity (650-800 ms) was found to be larger to sentences involving OR than own-race characters (either congruent or incongruent with the prejudice) thus possibly indicating bias-free perceptual in-group/out-group categorization processes. The data showed how it is possible to modulate a pre-existing racial prejudice (as reflected by N400 effect) through exposure to positive media-driven information about OR people. Further follow-up studies should determine the duration in time, and across contexts, of this modulatory effect.
Collapse
Affiliation(s)
- Alessandra Brusa
- Department of Psychology, Neuro-Mi, Milan Center for Neuroscience, University of Milano-Bicocca, Milan, Italy
| | - Antonia Pesič
- Department of Psychology, Neuro-Mi, Milan Center for Neuroscience, University of Milano-Bicocca, Milan, Italy
| | - Alice Mado Proverbio
- Department of Psychology, Neuro-Mi, Milan Center for Neuroscience, University of Milano-Bicocca, Milan, Italy
| |
Collapse
|
7
|
Afonso Noda S, Aguilera Ávila L. Desigualdades en el mundo de los videojuegos desde la perspectiva de los jugadores y las jugadoras. INVESTIGACIONES FEMINISTAS 2021. [DOI: 10.5209/infe.60947] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/20/2022] Open
Abstract
Introducción. Con esta investigación se pretenden conocer diferentes cuestiones relacionadas con el uso de videojuegos por parte de hombres y mujeres. Objetivos. Se exploran posibles desigualdades entre jugadores y jugadoras de videojuegos, atendiendo a sus vivencias y opiniones, atendiendo especialmente a los y las streamers. Metodología. Se ha llevado a cabo un estudio con metodología mixta con la realización de una encuesta a 344 personas que juegan a videojuegos y de seis entrevistas a personas que se dedican a jugar a videojuegos y retransmitirlos. Resultados. Como resultados de la investigación, podemos concluir que existen desigualdades entre jugadores y jugadoras en función de su sexo, especialmente cuando las partidas se retransmiten por streaming. Conclusiones y discusión. Estas diferencias se manifiestan tanto al continuar considerando que los videojuegos son un espacio masculinizado como por los prejuicios y estereotipos a los que deben hacer frente las mujeres.
Collapse
|
8
|
Skowronski M, Busching R, Krahé B. The effects of sexualized video game characters and character personalization on women's self-objectification and body satisfaction. JOURNAL OF EXPERIMENTAL SOCIAL PSYCHOLOGY 2021. [DOI: 10.1016/j.jesp.2020.104051] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/26/2022]
|
9
|
Predicting Adolescents’ Self-Objectification from Sexualized Video Game and Instagram Use: A Longitudinal Study. SEX ROLES 2020. [DOI: 10.1007/s11199-020-01187-1] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/23/2022]
Abstract
AbstractA growing body of research has demonstrated negative effects of sexualization in the media on adolescents’ body image, but longitudinal studies and research including interactive and social media are scarce. The current study explored the longitudinal associations of adolescents’ use of sexualized video games (SVG) and sexualized Instagram images (SII) with body image concerns. Specifically, our study examined relations between adolescents’ SVG and SII use and appearance comparisons, thin- and muscular-ideal internalization, valuing appearance over competence, and body surveillance. A sample of 660 German adolescents (327 female, 333 male; Mage = 15.09 years) participated in two waves with an interval of 6 months. A structural equation model showed that SVG and SII use at Time 1 predicted body surveillance indirectly via valuing appearance over competence at Time 2. Furthermore, SVG and SII use indirectly predicted both thin- and muscular-ideal internalization through appearance comparisons at Time 1. In turn, thin-ideal internalization at Time 1 predicted body surveillance indirectly via valuing appearance over competence at Time 2. The results indicate that sexualization in video games and on Instagram can play an important role in increasing body image concerns among adolescents. We discuss the findings with respect to objectification theory and the predictive value of including appearance comparisons in models explaining the relation between sexualized media and self-objectification.
Collapse
|
10
|
Wright MF. The Role of Technologies, Behaviors, Gender, and Gender Stereotype Traits in Adolescents' Cyber Aggression. JOURNAL OF INTERPERSONAL VIOLENCE 2020; 35:1719-1738. [PMID: 29294782 DOI: 10.1177/0886260517696858] [Citation(s) in RCA: 12] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/07/2023]
Abstract
The present study focused on the impact of gender and gender stereotype traits (i.e., masculinity, femininity) on cyber aggression perpetration utilizing different technologies (i.e., social-networking sites, gaming consoles, mobile phones) and behaviors (i.e., cyber relational aggression, cyber verbal aggression, hacking). Participants included 233 eighth graders (108 female; Mage = 13.26, SD = 0.36) from two middle schools in the Midwestern United States. Adolescents completed questionnaires on their endorsement of masculinity and femininity traits as well as how often they engaged in cyber aggression perpetration (i.e., cyber relational aggression, cyber verbal aggression, hacking) through mobile phones, social-networking sites, and gaming consoles. Findings indicated that boys and girls with more feminine traits engaged in more cyber relational aggression through social-networking sites and mobile phones, while boys and girls who endorsed more masculine traits perpetrated this behavior and cyber verbal aggression more often through online gaming. In addition, these boys and girls engaged in more hacking through all technologies when compared with girls and boys who reported more feminine traits. Results of this study indicate the importance of delineating gender stereotype traits, behaviors, and technologies when examining cyber aggression perpetration.
Collapse
|
11
|
Houston-Kolnik JD, Soibatian C, Shattell MM. Advocates' Experiences With Media and the Impact of Media on Human Trafficking Advocacy. JOURNAL OF INTERPERSONAL VIOLENCE 2020; 35:1108-1132. [PMID: 29294657 DOI: 10.1177/0886260517692337] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/07/2023]
Abstract
The present qualitative study explores advocates' opinions of misinformation about human trafficking in the media and describes advocates' strategies to counter the misinformation presented by the media. Thus, 15 advocates who work against human trafficking in Chicago-based nonprofit organizations participated in semistructured interviews about their opinions and strategies. Data were analyzed using thematic content analysis. The present study identifies specific misperceptions of human trafficking in the media, highlights advocates' opinions of this misinformation, and discusses advocates' strategies to counteract inaccurate media, adding support to the role of media advocacy. Advocates note how media images shape and perpetuate stereotypes of trafficking through glamorizing sex work and sensationalizing stories that are most often international depictions of trafficking. Advocates report media generally shares only a piece of the story, simplifying the stories of survivors and the issue of human trafficking. Advocates critique media perpetuating these misperceptions for how they may contribute to policies and programs which fail to address structural factors that create vulnerabilities to be trafficked and the multisystem needs of survivors. However, advocates also note misperceptions can be counteracted by producing sensitive, informed media through social platforms. Advocates share their strategies counteracting misinformation through engaging in informative conversations, utilizing social media to educate, and promoting media messages of survivor agency. Research, clinical, and policy implications are also discussed. The present study emphasizes the importance of decision makers and service providers being critical consumers of media and to assess how media portrayals may (or may not) inform their understanding and response to the issue.
Collapse
|
12
|
Glover K, Bodzin A. Learner Analysis to Inform the Design and Development of a Serious Game for Nongaming Female Emerging Health Care Preprofessionals: Qualitative Sample Study. JMIR Serious Games 2020; 8:e16003. [PMID: 32027312 PMCID: PMC7055850 DOI: 10.2196/16003] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/26/2019] [Revised: 11/13/2019] [Accepted: 12/15/2019] [Indexed: 01/30/2023] Open
Abstract
Background Overall, 75% of health care practitioners are women, but half of all females do not play digital games of any kind. There is no consensus in the literature regarding optimal design elements to maximize the efficacy of serious games. To capitalize on the promise of serious games in health care education, it is important for instructional designers to understand the underlying learners’ values, attitudes, and beliefs that might motivate nongaming female health care preprofessional students to independently choose to persistently play serious games to mastery. Objective Specifically, the aim of this study was to seek answers to 2 questions. First, what values, attitudes, and beliefs contribute to the nongaming behaviors of 12th-grade female emerging health care preprofessionals? Second, how do the values, attitudes, and beliefs of 12th-grade female emerging health care preprofessionals align with important design features of serious games? Methods In this study, a learner analysis was conducted using semistructured interviews with 8 12th-grade college-bound female health science students to better understand learners’ values, attitudes, and beliefs to inform the design and development of a serious game. These interviewees represented a diverse subset of the female emerging health care preprofessionals who self-identified themselves as not playing games at all, not very often, or infrequently. Results The findings suggest that the study participants exhibited a complex fusion of desire for both accomplishment and affiliation. The participants were all independent, competitive, and prosocial leaders. They thought strategically and consciously self-limited their leisure time to achieve personally meaningful long-term goals. They embraced overcoming expected failures and aimed to achieve relevant high-stakes wins in all academic, athletic, extracurricular, and leisure activities they valued while consciously avoiding what they considered to be non–goal-oriented activities. Conclusions The results of this study reinforce the need for a robust learner analysis to identify the multifaceted behavioral characteristics of targeted learners before the design and development of serious games. The common characteristics of the 12th-grade female health science students in this study suggest that they will choose to invest their limited leisure time playing a personally meaningful, preprofessionally authentic serious game if the collective design elements are aligned with the students’ self-conceptualization of their present or future selves.
Collapse
Affiliation(s)
- Kevin Glover
- Lehigh University College of Education, Bethlehem, PA, United States
| | - Alec Bodzin
- Lehigh University College of Education, Bethlehem, PA, United States
| |
Collapse
|
13
|
Johnson JD, Edwards W, Malamuth N, Lecci L. “Feeling my Sister’s Pain”: Perceived Victim Suffering Moderates the Impact of Sexualized Music Videos on Fijian Women’s Responses to Men’s Intimate Partner Violence against Women. SEX ROLES 2020. [DOI: 10.1007/s11199-020-01120-6] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/25/2022]
|
14
|
Choe K, Doh SJ, Ha J. Adolescents’ Experiences and Coping with Sexism Affect both Female and Male Online Gamers in South Korea. SEX ROLES 2019. [DOI: 10.1007/s11199-019-01094-0] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/24/2022]
|
15
|
Rodenhizer KAE, Edwards KM. The Impacts of Sexual Media Exposure on Adolescent and Emerging Adults' Dating and Sexual Violence Attitudes and Behaviors: A Critical Review of the Literature. TRAUMA, VIOLENCE & ABUSE 2019; 20:439-452. [PMID: 29333966 DOI: 10.1177/1524838017717745] [Citation(s) in RCA: 30] [Impact Index Per Article: 6.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/07/2023]
Abstract
Dating violence (DV) and sexual violence (SV) are widespread problems among adolescents and emerging adults. A growing body of literature demonstrates that exposure to sexually explicit media (SEM) and sexually violent media (SVM) may be risk factors for DV and SV. The purpose of this article is to provide a systematic and comprehensive literature review on the impact of exposure to SEM and SVM on DV and SV attitudes and behaviors. A total of 43 studies utilizing adolescent and emerging adult samples were reviewed, and collectively the findings suggest that (1) exposure to SEM and SVM is positively related to DV and SV myths and more accepting attitudes toward DV and SV; (2) exposure to SEM and SVM is positively related to actual and anticipated DV and SV victimization, perpetration, and bystander nonintervention; (3) SEM and SVM more strongly impact men's DV and SV attitudes and behaviors than women's DV and SV attitudes and behaviors; and (4) preexisting attitudes related to DV and SV and media preferences moderate the relationship between SEM and SVM exposure and DV and SV attitudes and behaviors. Future studies should strive to employ longitudinal and experimental designs, more closely examine the mediators and moderators of SEM and SVM exposure on DV and SV outcomes, focus on the impacts of SEM and SVM that extend beyond men's use of violence against women, and examine the extent to which media literacy programs could be used independently or in conjunction with existing DV and SV prevention programs to enhance effectiveness of these programming efforts.
Collapse
Affiliation(s)
| | - Katie M Edwards
- 1 Department of Psychology, University of New Hampshire, Durham, NH, USA
- 2 Women's Studies Program, University of New Hampshire, Durham, NH, USA
| |
Collapse
|
16
|
Burnay J, Bushman BJ, Larøi F. Effects of sexualized video games on online sexual harassment. Aggress Behav 2019; 45:214-223. [PMID: 30614006 DOI: 10.1002/ab.21811] [Citation(s) in RCA: 11] [Impact Index Per Article: 2.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/23/2017] [Revised: 10/16/2018] [Accepted: 10/22/2018] [Indexed: 10/27/2022]
Abstract
Negative consequences of video games have been a concern since their inception. However, one under-researched area is the potential negative effects of sexualized video game content on players. This study analyzed the consequences of sexualized video game content on online sexual harassment against male and female targets. We controlled for a number of variables that might be related to online sexual harassment (i.e., trait aggressiveness, ambivalent sexism, online disinhibition). Participants (N = 211) played a video game with either sexualized or non-sexualized female characters. After gameplay, they had the opportunity to sexually harass a male or a female partner by sending them sexist jokes. Based on the General Aggression Model integrated with the Confluence Model of Sexual Aggression (Anderson & Anderson, ), we predicted that playing the game with sexualized female characters would increase sexual harassment against female targets. Results were consistent with these predictions. Sexual harassment levels toward a female partner were higher for participants who played the game with sexualized female characters than for participants who played the same game with non-sexualized female characters. These findings indicate that sexualization of female characters in a video game can be a sufficient condition to provoke online sexual harassment toward women.
Collapse
Affiliation(s)
- Jonathan Burnay
- Psychology & Neuroscience of Cognition Research Unit; Université de Liège; Liège Belgium
| | - Brad J. Bushman
- School of Communication and Department of Psychology; The Ohio State University; Columbus Ohio
| | - Frank Larøi
- Psychology & Neuroscience of Cognition Research Unit; Université de Liège; Liège Belgium
- Department of Biological and Medical Psychology; University of Bergen; Bergen Norway
- NORMENT: Norwegian Centre of Excellence for Mental Disorders Research; University of Oslo; Oslo Norway
| |
Collapse
|
17
|
Gestos M, Smith-Merry J, Campbell A. Representation of Women in Video Games: A Systematic Review of Literature in Consideration of Adult Female Wellbeing. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2018; 21:535-541. [PMID: 30132695 DOI: 10.1089/cyber.2017.0376] [Citation(s) in RCA: 25] [Impact Index Per Article: 4.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/13/2022]
Abstract
This study aims to provide a comprehensive systematic review of the literature relating to the representation of women within video games in consideration of adult female wellbeing. The research question of the study assessed whether the representation of women in video games leads to female self-objectification and negative body image in adult women. The Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) review method was used; comprising a thorough keyword database search, followed by literature screening and data extraction. Adult women were the focus of the study, with video games as the study exposure. Only 2 of the 22 studies directly assessed female wellbeing in relation to video game play. Results showed that women do report self-objectification and low levels of self-efficacy, as a result of exposure to objectified female content within video games, compared with participants exposed to nonobjectified content. Male and female belief in real-life female competence was jeopardized after exposure to objectified content of women within video games. Results demonstrated that female characters within video games are unevenly represented compared with male characters, with female characters mostly shown as subordinate to the male hero of the game, objectified, and hypersexualized with disproportionate body parts. The review also uncovered the propensity for men exposed to objectified and sexualized female characters within video games to hold sexist attitudes toward women in a real-life setting, and being more lenient to accept cultural rape myths.
Collapse
Affiliation(s)
- Meghan Gestos
- Faculty of Health Sciences, The University of Sydney , Camperdown, Australia
| | | | - Andrew Campbell
- Faculty of Health Sciences, The University of Sydney , Camperdown, Australia
| |
Collapse
|
18
|
Gerwin RL, Kaliebe K, Daigle M. The Interplay Between Digital Media Use and Development. Child Adolesc Psychiatr Clin N Am 2018; 27:345-355. [PMID: 29502755 DOI: 10.1016/j.chc.2017.11.002] [Citation(s) in RCA: 33] [Impact Index Per Article: 5.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/27/2022]
Abstract
Today's youth develop immersed in a digital media world and the effects are specific to their developmental stage. Clinicians and caretakers should be mindful regarding digital media use patterns; however, this complex and reciprocal relationship defies simple linear descriptions. The impacts of digital media can be powerful. It is important to be cautious but not over-pathologize media use because digital media enables social connections, allows self-soothing in some children, and fills needs for stimulation and self-expression. Young children or those with psychiatric disorders or developmental delays should be considered vulnerable to harmful effects of media content and overuse.
Collapse
Affiliation(s)
- Roslyn L Gerwin
- Pediatric Psychiatry Consultation Service, Department of Child and Adolescent Psychiatry, Barbara Bush Children's Hospital, Maine Medical Center, 66 Bramhall Street, Portland, ME 04103, USA.
| | - Kristopher Kaliebe
- Department of Psychiatry, University of South Florida Medical School, 3515 East Fletcher Avenue, MDC 14, Tampa, FL 33613, USA
| | - Monica Daigle
- Department of Mental Health and Detox, St. Mary's Health System, 93 Campus Avenue, Lewiston, ME 04240, USA
| |
Collapse
|
19
|
Read GL, Lynch T, Matthews NL. Increased Cognitive Load during Video Game Play Reduces Rape Myth Acceptance and Hostile Sexism after Exposure to Sexualized Female Avatars. SEX ROLES 2018. [DOI: 10.1007/s11199-018-0905-9] [Citation(s) in RCA: 13] [Impact Index Per Article: 2.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/27/2022]
|
20
|
Vidaña-Pérez D, Braverman-Bronstein A, Basto-Abreu A, Barrientos-Gutierrez I, Hilscher R, Barrientos-Gutierrez T. Sexual content in video games: an analysis of the Entertainment Software Rating Board classification from 1994 to 2013. Sex Health 2018; 15:209-213. [PMID: 29321095 DOI: 10.1071/sh17017] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/02/2017] [Accepted: 09/01/2017] [Indexed: 11/23/2022]
Abstract
Background Video games are widely used by children and adolescents and have become a significant source of exposure to sexual content. Despite evidence of the important role of media in the development of sexual attitudes and behaviours, little attention has been paid to monitor sexual content in video games. METHODS Data was obtained about sexual content and rating for 23722 video games from 1994 to 2013 from the Entertainment Software Rating Board database; release dates and information on the top 100 selling video games was also obtained. A yearly prevalence of sexual content according to rating categories was calculated. Trends and comparisons were estimated using Joinpoint regression. RESULTS Sexual content was present in 13% of the video games. Games rated 'Mature' had the highest prevalence of sexual content (34.5%) followed by 'Teen' (30.7%) and 'E10+' (21.3%). Over time, sexual content decreased in the 'Everyone' category, 'E10+' maintained a low prevalence and 'Teen' and 'Mature' showed a marked increase. Both top and non-top video games showed constant increases, with top selling video games having 10.1% more sexual content across the period of study. CONCLUSION Over the last 20 years, the prevalence of sexual content has increased in video games with a 'Teen' or 'Mature' rating. Further studies are needed to quantify the potential association between sexual content in video games and sexual behaviour in children and adolescents.
Collapse
Affiliation(s)
- Dèsirée Vidaña-Pérez
- Center for Population Health Research, National Institute of Public Health, Mexico. Avenuenida Universidad 655, col. Santa María Ahuacatitlán, Cuernavaca, Morelos, 62100, Mexico
| | - Ariela Braverman-Bronstein
- Center for Population Health Research, National Institute of Public Health, Mexico. Avenuenida Universidad 655, col. Santa María Ahuacatitlán, Cuernavaca, Morelos, 62100, Mexico
| | - Ana Basto-Abreu
- Center for Population Health Research, National Institute of Public Health, Mexico. Avenuenida Universidad 655, col. Santa María Ahuacatitlán, Cuernavaca, Morelos, 62100, Mexico
| | - Inti Barrientos-Gutierrez
- Center for Population Health Research, National Institute of Public Health, Mexico. Avenuenida Universidad 655, col. Santa María Ahuacatitlán, Cuernavaca, Morelos, 62100, Mexico
| | - Rainer Hilscher
- Center for DataScience, RTI International, 3040 East Cornwallis Road, Research Triangle Park, NC 27709, USA
| | - Tonatiuh Barrientos-Gutierrez
- Center for Population Health Research, National Institute of Public Health, Mexico. Avenuenida Universidad 655, col. Santa María Ahuacatitlán, Cuernavaca, Morelos, 62100, Mexico
| |
Collapse
|
21
|
Video game addiction in emerging adulthood: Cross-sectional evidence of pathology in video game addicts as compared to matched healthy controls. J Affect Disord 2018; 225:265-272. [PMID: 28841491 DOI: 10.1016/j.jad.2017.08.045] [Citation(s) in RCA: 70] [Impact Index Per Article: 11.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/17/2017] [Revised: 06/27/2017] [Accepted: 08/14/2017] [Indexed: 11/23/2022]
Abstract
BACKGROUND The Internet Gaming Disorder Scale (IGDS) is a widely used measure of video game addiction, a pathology affecting a small percentage of all people who play video games. Emerging adult males are significantly more likely to be video game addicts. Few researchers have examined how people who qualify as video game addicts based on the IGDS compared to matched controls based on age, gender, race, and marital status. METHOD The current study compared IGDS video game addicts to matched non-addicts in terms of their mental, physical, social-emotional health using self-report, survey methods. RESULTS Addicts had poorer mental health and cognitive functioning including poorer impulse control and ADHD symptoms compared to controls. Additionally, addicts displayed increased emotional difficulties including increased depression and anxiety, felt more socially isolated, and were more likely to display internet pornography pathological use symptoms. Female video game addicts were at unique risk for negative outcomes. LIMITATIONS The sample for this study was undergraduate college students and self-report measures were used. CONCLUSIONS Participants who met the IGDS criteria for video game addiction displayed poorer emotional, physical, mental, and social health, adding to the growing evidence that video game addictions are a valid phenomenon.
Collapse
|
22
|
Gabbiadini A, Bushman BJ, Riva P, Andrighetto L, Volpato C. Grand Theft Auto is a "Sandbox" Game, but There are Weapons, Criminals, and Prostitutes in the Sandbox: Response to Ferguson and Donnellan (2017). J Youth Adolesc 2017; 46:2460-2466. [PMID: 28836184 DOI: 10.1007/s10964-017-0731-3] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/25/2017] [Accepted: 07/27/2017] [Indexed: 11/28/2022]
Abstract
In this issue, (Ferguson, C. J., & Donnellan, B. D., Journal of Youth and and Adolescence, published online 21 June 2017) criticize one of our studies (Gabbiadini, A., Riva, P., Andrighetto, L., Volpato, C., & Bushman, B. J., PLoS ONE, 11: 1-14, 2016) that found violent sexist video games can reduce empathy for female violence victims in male players who identify with violent male game characters, and do so by increasing masculine beliefs. Their main criticism is a "straw person" argument built on a claim that we never made (i.e., a direct effect of sexist-violent video games on empathy). They also made several other criticisms of our article. We appreciate the opportunity to respond to their criticisms in this article. We also point out some flaws in their reanalysis. Despite their criticisms, the core contributions of our original article remain intact.
Collapse
Affiliation(s)
| | | | - Paolo Riva
- University of Milano-Bicocca, Milan, Italy
| | | | | |
Collapse
|
23
|
Boyd H, Murnen SK. Thin and sexy vs. muscular and dominant: Prevalence of gendered body ideals in popular dolls and action figures. Body Image 2017; 21:90-96. [PMID: 28411472 DOI: 10.1016/j.bodyim.2017.03.003] [Citation(s) in RCA: 25] [Impact Index Per Article: 3.6] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/30/2016] [Revised: 03/15/2017] [Accepted: 03/19/2017] [Indexed: 11/18/2022]
Abstract
We examined the extent to which popular dolls and action figures were portrayed with gendered body proportions, and the extent to which these gendered ideals were associated with heterosexual "success." We coded internet depictions of 72 popular female dolls and 71 popular male action figures from the websites of three national stores in the United States. Sixty-two percent of dolls had a noticeably thin body, while 42.3% of action figures had noticeably muscular bodies. Further, more thin dolls were portrayed with more sex object features than less thin dolls, including revealing, tight clothing and high-heeled shoes; bodies positioned with a curved spine, bent knee, and head cant; and with a sexually appealing facial expression. More muscular male action figures were more likely than less muscular ones to be shown with hands in fists and with an angry, emotional expression, suggesting male dominance.
Collapse
|
24
|
Bègue L, Sarda E, Gentile DA, Bry C, Roché S. Video Games Exposure and Sexism in a Representative Sample of Adolescents. Front Psychol 2017; 8:466. [PMID: 28408891 PMCID: PMC5374198 DOI: 10.3389/fpsyg.2017.00466] [Citation(s) in RCA: 21] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/28/2016] [Accepted: 03/13/2017] [Indexed: 12/03/2022] Open
Abstract
Research has indicated that many video games are saturated with stereotypes of women and that these contents may cultivate sexism. The purpose of this study was to assess the relationship between video game exposure and sexism for the first time in a large and representative sample. Our aim was also to measure the strength of this association when two other significant and well-studied sources of sexism, television exposure and religiosity, were also included in a multivariate model. A representative sample of 13520 French youth aged 11–19 years completed a survey measuring weekly video game and television exposure, religiosity, and sexist attitudes toward women. Controlling for gender and socioeconomic level, results showed that video game exposure and religiosity were both related to sexism. Implications of these results for future research on sexism in video games are discussed.
Collapse
Affiliation(s)
| | - Elisa Sarda
- LIP-PC2S, Université Grenoble AlpesGrenoble, France
| | | | | | | |
Collapse
|
25
|
Altenburger LE, Carotta CL, Bonomi AE, Snyder A. Sexist Attitudes Among Emerging Adult Women Readers of Fifty Shades Fiction. ARCHIVES OF SEXUAL BEHAVIOR 2017; 46:455-464. [PMID: 27067242 DOI: 10.1007/s10508-016-0724-4] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.1] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 08/11/2014] [Revised: 01/24/2016] [Accepted: 02/23/2016] [Indexed: 06/05/2023]
Abstract
Stereotypical sexist representations of men and women in popular culture reinforce rigid views of masculinity (e.g., males as being strong, in control, masterful, and aggressive) and femininity (e.g., women as being fragile and weak, unassertive, peaceful, irrational, and driven by emotions). The present study examined associations between the fictional series Fifty Shades-one popular culture mechanism that includes pervasive traditional gender role representations-and underlying sexist beliefs among a sample of 715 women ages 18-24 years. Analyses revealed associations between Fifty Shades readership and sexism, as measured through the Ambivalent Sexism Inventory. Namely women who reported reading Fifty Shades had higher levels of ambivalent, benevolent, and hostile sexism. Further, those who interpreted Fifty Shades as "romantic" had higher levels of ambivalent and benevolent sexism. Our findings support prior empirical studies noting associations between interacting with aspects of popular culture, such as television and video games, and individual beliefs and behaviors.
Collapse
Affiliation(s)
- Lauren E Altenburger
- Human Development and Family Science Program, Department of Human Sciences, College of Education and Human Ecology, The Ohio State University, Campbell Hall, Room 135, 1787 Neil Ave., Columbus, OH, 43210, USA.
| | - Christin L Carotta
- Human Development and Family Studies, College of Social Science, Michigan State University, East Lansing, MI, 48824, USA
| | - Amy E Bonomi
- Human Development and Family Studies, College of Social Science, Michigan State University, East Lansing, MI, 48824, USA
| | - Anastasia Snyder
- Human Development and Family Science Program, Department of Human Sciences, College of Education and Human Ecology, The Ohio State University, Campbell Hall, Room 135, 1787 Neil Ave., Columbus, OH, 43210, USA
| |
Collapse
|
26
|
Paaßen B, Morgenroth T, Stratemeyer M. What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture. SEX ROLES 2016. [DOI: 10.1007/s11199-016-0678-y] [Citation(s) in RCA: 58] [Impact Index Per Article: 7.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/21/2022]
|
27
|
Real ideal: Investigating how ideal and hyper-ideal video game bodies affect men and women. COMPUTERS IN HUMAN BEHAVIOR 2016. [DOI: 10.1016/j.chb.2016.01.026] [Citation(s) in RCA: 11] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/23/2022]
|
28
|
“Girls can't play”: The effects of stereotype threat on females' gaming performance. COMPUTERS IN HUMAN BEHAVIOR 2016. [DOI: 10.1016/j.chb.2016.02.020] [Citation(s) in RCA: 46] [Impact Index Per Article: 5.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/18/2022]
|
29
|
Fox J, Potocki B. Lifetime Video Game Consumption, Interpersonal Aggression, Hostile Sexism, and Rape Myth Acceptance: A Cultivation Perspective. JOURNAL OF INTERPERSONAL VIOLENCE 2016; 31:1912-1931. [PMID: 25681166 DOI: 10.1177/0886260515570747] [Citation(s) in RCA: 20] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/04/2023]
Abstract
Although previous research has investigated relationships between media consumption, sexism, and rape myth acceptance (RMA), limited research has investigated video games despite their emergence as one of the most popular forms of media entertainment globally. Given that video games typically feature even less diverse and more objectified representations of women than traditional mainstream media, we predicted that there would be relationships between video game consumption and negative beliefs and attitudes about women. In this study, we conducted a survey (N = 351) of male and female adults and used structural equation modeling to analyze relationships among video game consumption, trait interpersonal aggression, ambivalent sexism, and first-order (percentage of false rape accusations) and second-order cultivation effects (RMA). We found support for the hypothesized cultivation model, indicating a relationship between video game consumption and RMA via interpersonal aggression and hostile sexism. Although these findings cannot be interpreted causally, we discuss the implications of these associations and future directions for research.
Collapse
Affiliation(s)
- Jesse Fox
- The Ohio State University, Columbus, OH, USA
| | | |
Collapse
|
30
|
Abstract
Sexually objectifying portrayals of women are a frequent occurrence in mainstream media, raising questions about the potential impact of exposure to this content on others' impressions of women and on women's views of themselves. The goal of this review was to synthesize empirical investigations testing effects of media sexualization. The focus was on research published in peer-reviewed, English-language journals between 1995 and 2015. A total of 109 publications that contained 135 studies were reviewed. The findings provided consistent evidence that both laboratory exposure and regular, everyday exposure to this content are directly associated with a range of consequences, including higher levels of body dissatisfaction, greater self-objectification, greater support of sexist beliefs and of adversarial sexual beliefs, and greater tolerance of sexual violence toward women. Moreover, experimental exposure to this content leads both women and men to have a diminished view of women's competence, morality, and humanity. Limitations with the existing research approaches and measures are discussed, and suggestions for future research directions are provided.
Collapse
|
31
|
Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims. PLoS One 2016; 11:e0152121. [PMID: 27074057 PMCID: PMC4830454 DOI: 10.1371/journal.pone.0152121] [Citation(s) in RCA: 50] [Impact Index Per Article: 6.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/15/2015] [Accepted: 03/09/2016] [Indexed: 11/19/2022] Open
Abstract
Empathy—putting oneself in another’s shoes—has been described as the “social glue” that holds society together. This study investigates how exposure to sexist video games can decrease empathy for female violence victims. We hypothesized that playing violent-sexist video games would increase endorsement of masculine beliefs, especially among participants who highly identify with dominant and aggressive male game characters. We also hypothesized that the endorsement of masculine beliefs would reduce empathy toward female violence victims. Participants (N = 154) were randomly assigned to play a violent-sexist game, a violent-only game, or a non-violent game. After gameplay, measures of identification with the game character, traditional masculine beliefs, and empathy for female violence victims were assessed. We found that participants’ gender and their identification with the violent male video game character moderated the effects of the exposure to sexist-violent video games on masculine beliefs. Our results supported the prediction that playing violent-sexist video games increases masculine beliefs, which occurred for male (but not female) participants who were highly identified with the game character. Masculine beliefs, in turn, negatively predicted empathic feelings for female violence victims. Overall, our study shows who is most affected by the exposure to sexist-violent video games, and why the effects occur. (200 words)
Collapse
|
32
|
Giaccardi S, Ward LM, Seabrook RC, Manago A, Lippman J. Media and Modern Manhood: Testing Associations Between Media Consumption and Young Men’s Acceptance of Traditional Gender Ideologies. SEX ROLES 2016. [DOI: 10.1007/s11199-016-0588-z] [Citation(s) in RCA: 23] [Impact Index Per Article: 2.9] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/22/2022]
|
33
|
Meza-de-Luna ME, Cantera LM, Blanch JM, Beiras A. Stereotypes of Intimate Partner Violence: Do Sex and Sexual Orientation Matter? PSICOLOGIA: TEORIA E PESQUISA 2016. [DOI: 10.1590/0102-3772e323210] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/22/2022] Open
Abstract
Abstract This study analyzed stereotypes on intimate partner violence (IPV) of heterosexual and same-sex couples. The participants, 232 Mexican college students, evaluated physical and psychological IPV exerted by men and women with different sexual orientations. The data were analyzed using the Wilcoxon test. The results indicate that men evaluated women and gay men as having a similar IPV, while men´s perceptions of IPV for these groups were higher than those of women. Women viewed heterosexual men as the most violent and evaluated the other groups with different degrees of IPV. Physical violence is regarded as natural in men, both gay and heterosexual. To conclude, the results suggest that IPV stereotypes are affected by the sex of the evaluators and by their sexual orientation. It is relevant to expand the scope of prevention programs.
Collapse
|
34
|
Murnen SK, Greenfield C, Younger A, Boyd H. Boys Act and Girls Appear: A Content Analysis of Gender Stereotypes Associated with Characters in Children’s Popular Culture. SEX ROLES 2015. [DOI: 10.1007/s11199-015-0558-x] [Citation(s) in RCA: 30] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/22/2022]
|
35
|
Kasumovic MM, Kuznekoff JH. Insights into Sexism: Male Status and Performance Moderates Female-Directed Hostile and Amicable Behaviour. PLoS One 2015; 10:e0131613. [PMID: 26176699 PMCID: PMC4503401 DOI: 10.1371/journal.pone.0131613] [Citation(s) in RCA: 24] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/17/2015] [Accepted: 06/03/2015] [Indexed: 11/25/2022] Open
Abstract
Gender inequality and sexist behaviour is prevalent in almost all workplaces and rampant in online environments. Although there is much research dedicated to understanding sexist behaviour, we have almost no insight into what triggers this behaviour and the individuals that initiate it. Although social constructionist theory argues that sexism is a response towards women entering a male dominated arena, this perspective doesn’t explain why only a subset of males behave in this way. We argue that a clearer understanding of sexist behaviour can be gained through an evolutionary perspective that considers evolved differences in intra-sexual competition. We hypothesised that female-initiated disruption of a male hierarchy incites hostile behaviour from poor performing males who stand to lose the most status. To test this hypothesis, we used an online first-person shooter video game that removes signals of dominance but provides information on gender, individual performance, and skill. We show that lower-skilled players were more hostile towards a female-voiced teammate, especially when performing poorly. In contrast, lower-skilled players behaved submissively towards a male-voiced player in the identical scenario. This difference in gender-directed behaviour became more extreme with poorer focal-player performance. We suggest that low-status males increase female-directed hostility to minimize the loss of status as a consequence of hierarchical reconfiguration resulting from the entrance of a woman into the competitive arena. Higher-skilled players, in contrast, were more positive towards a female relative to a male teammate. As higher-skilled players have less to fear from hierarchical reorganization, we argue that these males behave more positively in an attempt to support and garner a female player’s attention. Our results provide the clearest picture of inter-sexual competition to date, highlighting the importance of considering an evolutionary perspective when exploring the factors that affect male hostility towards women.
Collapse
Affiliation(s)
- Michael M. Kasumovic
- Ecology and Evolution Research Centre, The University of New South Wales, Sydney, NSW, 2052, Australia
- * E-mail:
| | - Jeffrey H. Kuznekoff
- Department of Integrative Studies, Miami University Middletown, 4200 N. University Blvd., Middletown, OH, 45042-3497, United States of America
| |
Collapse
|
36
|
Breuer J, Kowert R, Festl R, Quandt T. Sexist games=sexist gamers? A longitudinal study on the relationship between video game use and sexist attitudes. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2015; 18:197-202. [PMID: 25844719 DOI: 10.1089/cyber.2014.0492] [Citation(s) in RCA: 29] [Impact Index Per Article: 3.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
Abstract
From the oversexualized characters in fighting games, such as Dead or Alive or Ninja Gaiden, to the overuse of the damsel in distress trope in popular titles, such as the Super Mario series, the under- and misrepresentation of females in video games has been well documented in several content analyses. Cultivation theory suggests that long-term exposure to media content can affect perceptions of social realities in a way that they become more similar to the representations in the media and, in turn, impact one's beliefs and attitudes. Previous studies on video games and cultivation have often been cross-sectional or experimental, and the limited longitudinal work in this area has only considered time intervals of up to 1 month. Additionally, previous work in this area has focused on the effects of violent content and relied on self-selected or convenience samples composed mostly of adolescents or college students. Enlisting a 3 year longitudinal design, the present study assessed the relationship between video game use and sexist attitudes, using data from a representative sample of German players aged 14 and older (N=824). Controlling for age and education, it was found that sexist attitudes--measured with a brief scale assessing beliefs about gender roles in society--were not related to the amount of daily video game use or preference for specific genres for both female and male players. Implications for research on sexism in video games and cultivation effects of video games in general are discussed.
Collapse
Affiliation(s)
- Johannes Breuer
- 1 Department of Psychology, University of Cologne , Cologne, Germany
| | | | | | | |
Collapse
|
37
|
Murnen SK, Poinsatte K, Huntsman K, Goldfarb J, Glaser D. Body ideals for heterosexual romantic partners: gender and sociocultural influences. Body Image 2015; 12:22-31. [PMID: 25462878 DOI: 10.1016/j.bodyim.2014.09.005] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/02/2014] [Revised: 09/12/2014] [Accepted: 09/17/2014] [Indexed: 10/24/2022]
Abstract
In the present study, heterosexual college women (N=327) and men (N=160) were asked about their body type preferences for (hypothetical) romantic partners. Participants chose a particular silhouette value as ideal for a romantic partner, and rated how important it was to them for their partner to have this ideal body type. Men placed more importance on the body silhouette they chose for a partner than women did, and men's importance ratings were positively associated with the rated sexual permissiveness of their peer group and their total media use. Consuming sports media and watching reality television were the best media predictors of men's judgments about women's bodies. Less variability was explained in women's preferences for men partners' bodies, but endorsing adversarial sexual attitudes was positively related to judging the ideals chosen for men's bodies as important. Results were interpreted within both evolutionary and sociocultural theoretical frameworks.
Collapse
|
38
|
Driesmans K, Vandenbosch L, Eggermont S. Playing a Videogame with a Sexualized Female Character Increases Adolescents' Rape Myth Acceptance and Tolerance Toward Sexual Harassment. Games Health J 2014; 4:91-4. [PMID: 26181802 DOI: 10.1089/g4h.2014.0055] [Citation(s) in RCA: 16] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022] Open
Abstract
OBJECTIVE Prior research has documented favorable effects of active and educational videogames among adolescents. However, research on potential negative effects of such games is limited. Scholars have called attention to games portraying sexualized female characters. The purpose of the current study was to experimentally investigate the effect of playing a videogame with a sexualized female character on adolescents' acceptance of rape myths and tolerance for sexual harassment. MATERIALS AND METHODS Fifty-seven secondary school pupils, 12-15 years of age, participated in a 2 (gender: boys versus girls)×2 (game character: nonsexualized versus sexualized female) factorial design experiment. Participants played a game for 15 minutes and were randomly assigned to one of the two game characters. Afterward, they completed established scales to assess rape myth acceptance and tolerance for sexual harassment. RESULTS Analyses of variance showed greater acceptance of rape myths (P=0.039) and greater tolerance of sexual harassment (P=0.046) in adolescents who played with the sexualized woman compared with adolescents in the control condition. We did not find significant differences between boys and girls or any interaction effect between gender and game character. CONCLUSIONS Findings suggest that gameplaying with a sexualized woman may increase adolescents' acceptance of rape myths and tolerance for sexual harassment. These findings highlight attention to the use of sexualized female game characters in (educational and active) videogames that target adolescents.
Collapse
Affiliation(s)
- Karolien Driesmans
- 1 Leuven School for Mass Communication Research, KU Leuven, Leuven, Belgium .,2 Research Center for Marketing and Consumer Science , KU Leuven, Leuven, Belgium
| | - Laura Vandenbosch
- 3 The Amsterdam School of Communication Research, University of Amsterdam , Amsterdam, The Netherlands
| | - Steven Eggermont
- 1 Leuven School for Mass Communication Research, KU Leuven, Leuven, Belgium
| |
Collapse
|
39
|
Yang GS, Huesmann LR, Bushman BJ. Effects of playing a violent video game as male versus female avatar on subsequent aggression in male and female players. Aggress Behav 2014; 40:537-41. [PMID: 25043905 DOI: 10.1002/ab.21551] [Citation(s) in RCA: 15] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/22/2013] [Revised: 05/23/2014] [Accepted: 05/27/2014] [Indexed: 11/12/2022]
Abstract
Previous research has shown that violent video games can increase aggression in players immediately after they play. The present research examines the effects of one subtle cue within violent video games that might moderate these effects-whether the avatar is male or female. One common stereotype is that males are more aggressive than females. Thus, playing a violent video game as a male avatar, compared to a female avatar, should be more likely to prime aggressive thoughts and inclinations in players and lead to more aggressive behavior afterwards. Male and female university students (N = 242) were randomly assigned to play a violent video game as a male or female avatar. After gameplay, participants gave an ostensible partner who hated spicy food hot sauce to eat. The amount of hot sauce given was used to measure aggression. Consistent with priming theory, results showed that both male and female participants who played a violent game as a male avatar behaved more aggressively afterwards than those who played as female avatar. The priming effects of the male avatar were somewhat stronger for male participants than for female participants, suggesting that male participants identified more with the male avatar than did the female participants. These results are particularly noteworthy because they are consistent with another recent experiment showing that playing a violent game as an avatar with a different stereotypically aggressive attribute (black skin color) stimulates more aggression than playing as an avatar without the stereotypically aggressive attribute (Yang et al., 2014, Social Psychological and Personality Science).
Collapse
Affiliation(s)
| | | | - Brad J. Bushman
- The Ohio State University; Columbus Ohio
- VU University; Amsterdam the Netherlands
| |
Collapse
|
40
|
Abstract
Sexism is gender-based prejudice or discrimination. As with other forms of prejudice and discrimination, it functions to maintain status and power differences between groups in society. One manifestation of sexism involves prejudice and discrimination against girls and women who seek to achieve in prestigious fields traditionally associated with males. Another manifestation of sexism, however, occurs when pressures are placed on boys and men to conform to traditional conceptions of masculinity. Over the last two decades, an increasing number of developmental and educational psychologists have become concerned about sexism directed toward children and adolescents in school contexts. Our chapter reviews the research on this topic. After providing an overview of different processes related to sexism, we examine how it is manifested in school contexts. Sexism is seen through gender-stereotyped biases against girls and boys in academic and athletic achievement. Also, it occurs through sexual harassment in social interactions. We also address factors related to children's awareness of sexism and coping responses to sexism. Finally, we consider possible ways to reduce sexism and foster effective coping in schools.
Collapse
|
41
|
Gerding A, Signorielli N. Gender Roles in Tween Television Programming: A Content Analysis of Two Genres. SEX ROLES 2013. [DOI: 10.1007/s11199-013-0330-z] [Citation(s) in RCA: 20] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/26/2022]
|
42
|
Graff KA, Murnen SK, Krause AK. Low-Cut Shirts and High-Heeled Shoes: Increased Sexualization Across Time in Magazine Depictions of Girls. SEX ROLES 2013. [DOI: 10.1007/s11199-013-0321-0] [Citation(s) in RCA: 50] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/26/2022]
|
43
|
Fox J, Bailenson JN, Tricase L. The embodiment of sexualized virtual selves: The Proteus effect and experiences of self-objectification via avatars. COMPUTERS IN HUMAN BEHAVIOR 2013. [DOI: 10.1016/j.chb.2012.12.027] [Citation(s) in RCA: 150] [Impact Index Per Article: 13.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/30/2022]
|
44
|
Gray KL. Deviant bodies, stigmatized identities, and racist acts: examining the experiences of African-American gamers in Xbox Live. NEW REV HYPERMEDIA M 2012. [DOI: 10.1080/13614568.2012.746740] [Citation(s) in RCA: 30] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/27/2022]
|
45
|
Paul Stermer S, Burkley M. Xbox or SeXbox? An Examination of Sexualized Content in Video Games. SOCIAL AND PERSONALITY PSYCHOLOGY COMPASS 2012. [DOI: 10.1111/j.1751-9004.2012.00442.x] [Citation(s) in RCA: 17] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/30/2022]
|
46
|
Rieger G, Gygax L, Linsenmeier JAW, Siler-Knogl A, Moskowitz DA, Bailey JM. Sex typicality and attractiveness in childhood and adulthood: assessing their relationships from videos. ARCHIVES OF SEXUAL BEHAVIOR 2011; 40:143-54. [PMID: 19588237 DOI: 10.1007/s10508-009-9512-8] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 01/13/2009] [Revised: 06/01/2009] [Accepted: 06/01/2009] [Indexed: 05/12/2023]
Abstract
Prior research suggests that sex typicality (especially femininity of females, but also masculinity of males) relates to perceptions of attractiveness, for both heterosexual and homosexual individuals. Using videos from childhood and adulthood, we investigated how different components of sex typicality contributed to this effect, whether the sex of the evaluator or of the target moderated the effect, and how the relationship of attractiveness with sex typicality varied across the lifespan. In Study 1, videos of 45 female and 50 male heterosexual and homosexual adult targets (ages 18-30 years) were judged by 56 female and 65 male heterosexual and homosexual raters (ages 18-30 years). Results suggested that both heterosexual men and lesbians viewed more feminine women as more attractive. Femininity of appearance was a primary contributor to this relationship. Masculinity was not related to men's attractiveness. Study 2 used similar methodology (44 male and 46 female heterosexual and homosexual targets and 22 male and 20 female heterosexual raters). Study 2 replicated results of Study 1. In addition, Study 2 included ratings of childhood videos of targets (ages 0-15). Results suggested that childhood femininity related to attractiveness of both young girls and young boys and that the relationship became stronger for girls as they got older. The impact of femininity on attractiveness may, therefore, depend on both targets' sex and their maturity.
Collapse
Affiliation(s)
- Gerulf Rieger
- Department of Psychology, Northwestern University, Evanston, IL 60208, USA.
| | | | | | | | | | | |
Collapse
|
47
|
|
48
|
Huh S, Williams D. Dude Looks like a Lady: Gender Swapping in an Online Game. ONLINE WORLDS: CONVERGENCE OF THE REAL AND THE VIRTUAL 2010. [DOI: 10.1007/978-1-84882-825-4_13] [Citation(s) in RCA: 32] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/12/2022]
|
49
|
Sexual Priming, Gender Stereotyping, and Likelihood to Sexually Harass: Examining the Cognitive Effects of Playing a Sexually-Explicit Video Game. SEX ROLES 2009; 62:77-88. [PMID: 20098511 PMCID: PMC2807025 DOI: 10.1007/s11199-009-9695-4] [Citation(s) in RCA: 46] [Impact Index Per Article: 3.1] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/14/2008] [Accepted: 08/20/2009] [Indexed: 11/04/2022]
Abstract
The present study examines the short-term cognitive effects of playing a sexually explicit video game with female “objectification” content on male players. Seventy-four male students from a university in California, U.S. participated in a laboratory experiment. They were randomly assigned to play either a sexually-explicit game or one of two control games. Participants’ cognitive accessibility to sexual and sexually objectifying thoughts was measured in a lexical decision task. A likelihood-to-sexually-harass scale was also administered. Results show that playing a video game with the theme of female “objectification” may prime thoughts related to sex, encourage men to view women as sex objects, and lead to self-reported tendencies to behave inappropriately towards women in social situations.
Collapse
|
50
|
Virtual Virgins and Vamps: The Effects of Exposure to Female Characters’ Sexualized Appearance and Gaze in an Immersive Virtual Environment. SEX ROLES 2009. [DOI: 10.1007/s11199-009-9599-3] [Citation(s) in RCA: 30] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/20/2022]
|