TY - JOUR
T1 - Gendered violence and sexualized representations in video games
T2 - (Lack of) effect on gender-related attitudes
AU - Cross, Liam
AU - Kaye, Linda K.
AU - Savostijanovs, Juris
AU - McLatchie, Neil
AU - Johnston, Matthew
AU - Whiteman, Liam
AU - Mooney, Robyn
AU - Atherton, Gray
N1 - Publisher Copyright:
© The Author(s) 2022.
PY - 2024/3
Y1 - 2024/3
N2 - This research explored how gender portrayals in video games affect gender-related attitudes. Two hundred participants from the United Kingdom and Malaysia participated across three experiments, where the appearance and behaviour of video game characters were manipulated with regard to target (enemy) gender (Study 1), sexually explicit attire (Study 2) and level of character agency (Study 3). We found minimal evidence that exposure to gender-stereotyped content resulted in differential gender-related attitudes (implicit associations, hostile and benevolent sexism, or rape myth acceptance). However, Study 1 findings showed that individuals who played a first-person shooter with male enemies showed lower endorsement of some (benevolent) sexist attitudes (cf. control) and showed difference in game behaviour (cf. female enemies). Together, our results suggest that short-term exposure to video games containing female characters (sexualised, passive, or otherwise) does not consistently lead to the endorsement of negative gender attitudes.
AB - This research explored how gender portrayals in video games affect gender-related attitudes. Two hundred participants from the United Kingdom and Malaysia participated across three experiments, where the appearance and behaviour of video game characters were manipulated with regard to target (enemy) gender (Study 1), sexually explicit attire (Study 2) and level of character agency (Study 3). We found minimal evidence that exposure to gender-stereotyped content resulted in differential gender-related attitudes (implicit associations, hostile and benevolent sexism, or rape myth acceptance). However, Study 1 findings showed that individuals who played a first-person shooter with male enemies showed lower endorsement of some (benevolent) sexist attitudes (cf. control) and showed difference in game behaviour (cf. female enemies). Together, our results suggest that short-term exposure to video games containing female characters (sexualised, passive, or otherwise) does not consistently lead to the endorsement of negative gender attitudes.
KW - Attitudes
KW - gender
KW - sexism
KW - stereotyping
KW - video games
UR - http://www.scopus.com/inward/record.url?scp=85124391868&partnerID=8YFLogxK
U2 - 10.1177/14614448221075736
DO - 10.1177/14614448221075736
M3 - Article
AN - SCOPUS:85124391868
SN - 1461-4448
VL - 26
SP - 1648
EP - 1669
JO - New Media and Society
JF - New Media and Society
IS - 3
ER -