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Playing a videogame with a sexualized female character increases adolescents’ rape myth acceptance and tolerance toward sexual harassment

机译:与女性化角色一起玩电子游戏可以提高青少年对强奸神话的接受度和对性骚扰的容忍度

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摘要

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, aged 12 to 15 years, participated in a 2 (gender: boys versus girls) x 2 (game character: non-sexualized versus sexualized female) factorial design experiment. Participants played a game for 15 minutes and were randomly assigned to one of the two game characters. Afterwards, 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 to adolescents in the control condition. We did not find significant differences between boys and girls, nor an interaction effect between gender and game character.Conclusion: Findings suggest that playing 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.
机译:目的:先前的研究已经证明了活跃和教育性电子游戏对青少年的有利影响。但是,关于此类游戏的潜在负面影响的研究是有限的。学者呼吁人们注意描绘女性角色的游戏。本研究的目的是通过实验研究玩具有女性化性格的电子游戏对青少年接受强奸神话和对性骚扰的容忍度的影响。材料和方法:12至15岁的57名中学生参加了2个(性别:男孩对女孩)x 2(游戏角色:非性相对于性化的女性)析因设计实验。参与者玩了15分钟的游戏,并被随机分配给两个游戏角色之一。之后,他们完成了既定的量表,以评估强奸神话对性骚扰的接受度和耐受性。结果:方差分析显示,与强奸神话相处的青少年对性骚扰的接受度更高(P = 0.039),对性骚扰的容忍度更高(P = 0.046)。与处于控制状态的青少年相比,性爱女性的比例更高。我们没有发现男孩和女孩之间的显着差异,也没有发现性别和游戏角色之间的相互作用。结论:研究结果表明,与性伴侣一起玩耍可能会增加青少年对强奸神话的接受程度和对性骚扰的容忍度。这些发现凸显了人们对针对青少年的(教育性和活跃性)视频游戏中使用性化女性游戏角色的关注。

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