Some effects of sexist video games on self-masculinity associations

Across two experimental studies, we investigated the short-term effect of video games with sexist content (i.e,. representing women as sexual objects and men as hyper-masculine) on women's objectification . We examine whether identifying with a masculine character who objectified women can incr...

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Bibliographic Details
Published inInformation, communication & society Vol. 25; no. 12; pp. 1683 - 1698
Main Authors Sarda, Elisa, Zerhouni, Oulmann, Gentile, Douglas A., Bry, Clémentine, Bègue, Laurent
Format Journal Article
LanguageEnglish
Published Abingdon Routledge 10.09.2022
Taylor & Francis Ltd
Taylor & Francis (Routledge)
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Summary:Across two experimental studies, we investigated the short-term effect of video games with sexist content (i.e,. representing women as sexual objects and men as hyper-masculine) on women's objectification . We examine whether identifying with a masculine character who objectified women can increase implicit association of self with masculinity, which in turn would increase objectification of women. Participants (n study 1  = 69 (32 men, mean age = 20.83), n study 2  = 119 (61 men, mean age = 20.09)) played either a sexist or non-sexist video game. We measured subsequently implicit association of self with masculinity, women's objectification (measured with two different measurements in Study1 and 2) and identification with video game character. Results showed that greater identification with video game character predicted stronger association between self-concept and masculinity but not with women's objectification. Thus, it seems that identification with video game character may play an important role in video games' influence.
ISSN:1369-118X
1468-4462
DOI:10.1080/1369118X.2021.1877770