当前位置: X-MOL 学术Information, Communication & Society › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Some effects of sexist video games on self-masculinity associations
Information, Communication & Society ( IF 5.054 ) Pub Date : 2021-02-14 , DOI: 10.1080/1369118x.2021.1877770
Elisa Sarda 1 , Oulmann Zerhouni 2 , Douglas A. Gentile 3 , Clémentine Bry 4 , Laurent Bègue 1
Affiliation  

ABSTRACT

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.



中文翻译:

性别歧视电子游戏对自我阳刚协会的一些影响

摘要

在两项实验研究中,我们调查了带有性别歧视内容的视频游戏(即,将女性表示为性对象,将男性表示为超男性化)对女性客观化的短期影响。我们研究了认同一个客观化女性的男性角色是否会增加自我与男性气质的隐性关联,这反过来会增加女性的客观化。参与者(n研究 1  = 69(32 名男性,平均年龄 = 20.83),n研究 2 = 119(61 名男性,平均年龄 = 20.09))玩过性别歧视或非性别歧视的视频游戏。我们随后测量了自我与男性气质、女性客观化(在研究 1 和 2 中用两种不同的测量方法测量)和对电子游戏角色的认同的隐性关联。结果表明,对电子游戏角色的更大认同预示着自我概念与男性气质之间的关联性更强,但与女性的客观化无关。因此,似乎对电子游戏角色的认同可能在电子游戏的影响中发挥重要作用。

更新日期:2021-02-14
down
wechat
bug