首页> 美国卫生研究院文献>other >Selling Gender: Associations of Box Art Representation of Female Characters With Sales for Teen- and Mature-rated Video Games
【2h】

Selling Gender: Associations of Box Art Representation of Female Characters With Sales for Teen- and Mature-rated Video Games

机译:销售性别:箱体艺术表示的联想女性角色与成熟的视频游戏销售

代理获取
本网站仅为用户提供外文OA文献查询和代理获取服务,本网站没有原文。下单后我们将采用程序或人工为您竭诚获取高质量的原文,但由于OA文献来源多样且变更频繁,仍可能出现获取不到、文献不完整或与标题不符等情况,如果获取不到我们将提供退款服务。请知悉。

摘要

Content analysis of video games has consistently shown that women are portrayed much less frequently than men and in subordinate roles, often in “hypersexualized” ways. However, the relationship between portrayal of female characters and videogame sales has not previously been studied. In order to assess the cultural influence of video games on players, it is important to weight differently those games seen by the majority of players (in the millions), rather than a random sample of all games, many of which are seen by only a few thousand people. Box art adorning the front of video game boxes is a form of advertising seen by most game customers prior to purchase and should therefore predict sales if indeed particular depictions of female and male characters influence sales. Using a sample of 399 box art cases from games with ESRB ratings of Teen or Mature released in the US during the period of 2005 through 2010, this study shows that sales were positively related to sexualization of non-central female characters among cases with women present. In contrast, sales were negatively related to the presence of any central female characters (sexualized or non-sexualized) or the presence of female characters without male characters present. These findings suggest there is an economic motive for the marginalization and sexualization of women in video game box art, and that there is greater audience exposure to these stereotypical depictions than to alternative depictions because of their positive relationship to sales.
机译:对视频游戏的内容分析始终表明,女性被描绘的频率要比男性低得多,而在从属角色中的描绘通常是“同性恋”。但是,以前没有研究过女性角色的刻画与视频游戏销售之间的关系。为了评估视频游戏对玩家的文化影响,重要的是要对大多数玩家(百万计)看过的游戏进行加权,而不是对所有游戏的随机样本进行加权,其中许多游戏只能通过几千人。装饰视频游戏机盒正面的装饰艺术是大多数游戏客户在购买前看到的一种广告形式,因此,如果确实有男女角色的具体描述影响销售,则应该预测销售情况。使用2005年至2010年期间在美国发行的399种ESRB分级为《青少年》或《成人》的游戏中的盒子艺术案例的样本,该研究显示,与存在女性的案例中,销售额与非中心女性角色的性别化呈正相关。相反,销售与任何中央女性角色的存在(性或非性行为)或没有男性角色的女性角色成负相关。这些发现表明,在视频游戏盒艺术中,女性被边缘化和性化的动机是经济的,并且由于与销售的正面关系,观众对这些陈规定型描写的印象比对替代描写的印象更大。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
代理获取

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号