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Effects of the Sexualization of Female Characters in Video Games on Gender Stereotyping, Body Esteem, Self-Objectification, Self-Esteem, and Self-Efficacy

机译:电子游戏中女性角色的性别化对性别刻板印象,身体自尊,自我目标化,自尊和自我效能的影响

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摘要

Content analyses indicate that women and girls are gender-stereotyped and negatively portrayed in video games, yet, to date, no research has examined the effects of exposure to these images on consumers. The purpose of the present study was to investigate the influence of sexualized (stereotypical) and non-sexualized (counter-stereotypical) portrayals of female characters in video games on players' self-esteem, gender stereotyping, body esteem, self-objectification, and self-efficacy. Social cognitive theory and presence are utilized to explicate the processes through which individuals are affected by video game play. According to social cognitive theory, the portrayals of women and girls in video games would be expected to influence social perceptions about gender and self-concept in both male and female users. Integrating presence into this theoretical framework aids in explaining the effects of exposure to this uniquely interactive medium. The findings from this study suggest that short-term exposure to a sexualized female video game character predicts lower self-efficacy and negative attitudes toward women in terms of their physical capabilities for female players. Additionally, level of presence experienced by male game players predicted body-related outcomes, such that a higher level of presence was related to greater body satisfaction and lower self-objectification in men. Presence had no significant effect on the relationship between sex, type of character played, and the outcome variables. The results of this study are of consequence not only to media effects researchers but also to parents, legislators, and video game programmers.
机译:内容分析表明,妇女和女孩在视频游戏中被定型为性别,并被负面地刻画,然而,迄今为止,尚无研究检查这些图像对消费者的影响。本研究的目的是研究视频游戏中女性角色的性化(刻板印象)和非性化(反刻板印象)刻画对玩家自尊,性别定型观念,身体自尊,自我客体化和自我效能感。社会认知理论和存在被用来阐明个人受视频游戏玩法影响的过程。根据社会认知理论,视频游戏中的女性和女性形象将影响男性和女性用户对性别和自我概念的社会观念。将存在整合到该理论框架中有助于解释暴露于这种独特的交互性媒体的影响。这项研究的结果表明,短期接触具有性别特征的女性电子游戏角色,从女性对女性玩家的身体能力方面来看,预示着较低的自我效能感和对女性的负面态度。此外,男性游戏玩家所经历的存在水平可以预测与身体相关的结果,因此,较高的存在水平与男性较高的身体满意度和较低的自我目标化有关。在场对性别,扮演的角色类型和结果变量之间的关系没有显着影响。这项研究的结果不仅对媒体效果研究人员具有重要意义,对父母,立法者和视频游戏程序员也具有重要意义。

著录项

  • 作者

    Morawitz Elizabeth;

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  • 年度 2007
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  • 原文格式 PDF
  • 正文语种 EN
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