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1.
The 150 top-selling video games were content analyzed to study representations of male bodies. Human males in the games were captured via screenshot and body parts measured. These measurements were then compared to anthropometric data drawn from a representative sample of 1120 North American men. Characters at high levels of photorealism were larger than the average American male, but these characters did not mirror the V-shaped ideal found in mainstream media. Characters at low levels of photorealism were also larger than the average American male, but these characters were so much larger that they appeared cartoonish. Idealized male characters were more likely to be found in games for children than in games for adults. Implications for cultivation theory are discussed.  相似文献   

2.
As growing numbers of youth in the United States play video games, potential effects of game playing are being considered. We focused on gender-related aspects of gaming in a study of 206 college students. Men were significantly more likely than women to play video games two or more hours a week and to indicate that video game playing interfered with sleeping and with class preparation. A greater proportion of women than men complained about the amount of time their significant other played video games. Participants rated female video game characters as significantly more helpless and sexually provocative than male characters and as less likely to be strong and aggressive. Gender differences in participation and character portrayals potentially impact the lives of youth in a variety of ways.  相似文献   

3.
Christopher E Near 《Sex roles》2013,68(3-4):252-269
Content analysis of video games has consistently shown that women are portrayed much less frequently than men and in subordinate roles, often in “hypersexualized” ways. However, the relationship between portrayal of female characters and videogame sales has not previously been studied. In order to assess the cultural influence of video games on players, it is important to weight differently those games seen by the majority of players (in the millions), rather than a random sample of all games, many of which are seen by only a few thousand people. Box art adorning the front of video game boxes is a form of advertising seen by most game customers prior to purchase and should therefore predict sales if indeed particular depictions of female and male characters influence sales. Using a sample of 399 box art cases from games with ESRB ratings of Teen or Mature released in the US during the period of 2005 through 2010, this study shows that sales were positively related to sexualization of non-central female characters among cases with women present. In contrast, sales were negatively related to the presence of any central female characters (sexualized or non-sexualized) or the presence of female characters without male characters present. These findings suggest there is an economic motive for the marginalization and sexualization of women in video game box art, and that there is greater audience exposure to these stereotypical depictions than to alternative depictions because of their positive relationship to sales.  相似文献   

4.
Edward Downs  Stacy L. Smith 《Sex roles》2010,62(11-12):721-733
This study examined male and female sexuality in video game characters. The top 20, best selling console (Microsoft Xbox, Sony PlayStation2, and Nintendo GameCube) video games from the U.S. market for fiscal year 2003 were content analyzed. The 60 video games yielded a total of 489 separate characters with an identifiable sex for coding. Chi-square analyses indicated that female characters (n?=?70) were underrepresented in comparison to their male counterparts (n?=?419) as hypothesized. In comparison to male characters, females were significantly more likely to be shown partially nude, featured with an unrealistic body image, and depicted wearing sexually revealing clothing and inappropriate attire as also predicted. Implications for these findings are discussed using social cognitive theory as a theoretical anchor.  相似文献   

5.
The content of games is an understudied area in social scientific research about video games. The purpose of the present study is to contribute to the understanding of the portrayal of gender and race in games. Previous research on game content has revealed that stereotypical masculine characters dominate video games and that those characters are generally White. Nowadays, quite a few video games have women in leading parts; Tomb Raider’s Lara Croft is the prototypical example. In our study we investigated the so-called ‘Lara phenomenon,’ that is, the appearance of a competent female character in a dominant position. We also studied the portrayal of men and the race of both male and female characters. We did a content analysis on the introductory films of 12 contemporary video games. Our results show that female characters appeared as often in leading parts as male characters did. They were portrayed with a sexualized emphasis on female features. Most game characters belonged to the dominant White race, the heroes exclusively so.  相似文献   

6.
A content analysis of top-selling video game magazines (Study 1) and of 149 video game covers (Study 2) demonstrated the commonality of overt racial stereotyping. Both studies revealed that minority females are virtually absent in game representations. Study 1 revealed that, in video game magazines, minority males, underrepresented generally, were more likely to be portrayed as athletes or as aggressive, and less likely to be depicted in military combat or using technology, than White males. Study 2 also showed evidence of the “dangerous” minority male stereotype in video game covers. Again, underrepresented overall, minority males were overrepresented as thugs, using extreme guns, and also as athletes. Study 3, an experiment, exposed players to both violent and nonviolent games with both White and Black characters. Participants were faster at classifying violent stimuli following games with Black characters and at classifying nonviolent stimuli following games with White characters, indicating that images of popular video game characters evoke racial stereotypes.  相似文献   

7.
Dietz  Tracy L. 《Sex roles》1998,38(5-6):425-442
Using content analysis, this research examinesthe portrayal of women and the use of violent themes ina sample of 33 popular Nintendo and Sega Genesis videogames. It is proposed that video games, like other media forms, impact the identity ofchildren. This analysis reveals that traditional genderroles and violence are central to many games in thesample. There were no female characters in 41% of the games with characters. In 28% of these, womenwere portrayed as sex objects. Nearly 80% of the gamesincluded aggression or violence as part of the strategyor object. While 27% of the games containedsociallyacceptable aggression, nearlyhalf included violencedirected specifically at others and 21% depictedviolence directed at women. Most of the characters inthe games were Anglo.  相似文献   

8.
This study tested the hypothesis that violent video games are especially likely to increase aggression when players identify with violent game characters. Dutch adolescent boys with low education ability (N=112) were randomly assigned to play a realistic or fantasy violent or nonviolent video game. Next, they competed with an ostensible partner on a reaction time task in which the winner could blast the loser with loud noise through headphones (the aggression measure). Participants were told that high noise levels could cause permanent hearing damage. Habitual video game exposure, trait aggressiveness, and sensation seeking were controlled for. As expected, the most aggressive participants were those who played a violent game and wished they were like a violent character in the game. These participants used noise levels loud enough to cause permanent hearing damage to their partners, even though their partners had not provoked them. These results show that identifying with violent video game characters makes players more aggressive. Players were especially likely to identify with violent characters in realistic games and with games they felt immersed in.  相似文献   

9.
Two studies were conducted to determine if playing a video game that emphasized the body would increase negative body-image. Both studies [study 1 (N?=?51); college-aged males from the Midwestern USA; and study 2 (N?=?32); college-aged females from the Midwestern USA] had participants complete body image measures, play a video game that displayed muscular or thin characters for 15 min, and then complete post-game body image measures. Results showed that participants in both studies had significantly lower body esteem after video game play. Further, these findings were independent of the time spent playing video games and body mass index. This suggests that video games have a negative influence on the body-image of players.  相似文献   

10.
This study examined gendered perceptions of relational and physical aggressive behaviors and personal experiences with both types of aggression. Prior research suggested that physical aggression by males and relational aggression by females would be perceived most negatively. College students (186 female, 128 male) rated the acceptability and harmfulness of aggression in scenarios in which type of aggression and perpetrator and target gender were varied. As predicted, relational aggression by female characters and physical aggression by male characters were rated as less acceptable and more aggressive/harmful than the same behavior by the other gender. Thus, expectations regarding the gender-appropriateness of aggression appear to affect perceptions of such acts. Despite popular conceptions that females use and are harmed by relational aggression more than males, there was no gender difference in experience with relational aggression, nor were female targets viewed as more harmed by such aggression than their male counterparts.  相似文献   

11.
These two studies examined how therapist sex-role behaviors and subject sex roles influence perceptions of cotherapists conducting marital therapy. As hypothesized, ratings of therapist competence, strength, and impact varied directly with verbal dominance. Contrary to expectations, this effect was not stronger for female therapists than for male therapists. However, verbally dominant females were seen as less in charge than verbally dominant males. Reversal of traditional instrumental and expressive sex-role styles was more salient for male therapists than for females. Nontraditional therapist sex-role styles were seen as providing a greater learning experience than traditional styles. As predicted, androgynous subjects rated male and female therapists equal in competence and strength, and were equally comfortable with each. Sex-typed males and females demonstrated a preference for the female therapist, rating her higher in competence and strength. These studies suggest that cotherapists' attention to the models they present should encompass sex-role behaviors and styles.An earlier draft of this article was presented as a paper at the annual meeting of the American Psychological Association, Toronto, August 1978.  相似文献   

12.
Two hundred twenty-five console video game covers obtained from online retail sites were examined for portrayals of men and women. We hypothesized that males would be portrayed more often, but that females would be portrayed in a more hyper-sexualized manner. Male characters were almost four times more frequently portrayed than female characters and were given significantly more game relevant action. However, in spite of their less frequent appearance, female characters were more likely to be portrayed with exaggerated, and often objectified, sexiness. Further, violence and sexiness was paired more frequently for female characters than violence and muscular physiques for the male characters. The potential influence these negative portrayals could have on gamers is discussed.  相似文献   

13.
Video games vary in terms of the emotional states they elicit from players. These differences in emotional reactions, in turn, help account for differential preferences of individual games. The three independent dimensions of pleasure-displeasure, arousal-nonarousal, and dominance-submissiveness were used to assess emotional impacts of individual games. In addition, a preference measure was constructed to evaluate attraction toward, versus avoidance of, specific games. In Study One, a group of subjects provided data on emotional responses to 22 common arcade video games and a different group rated their preferences for the same games. The emotional impact of video games was highly unpleasant, moderately arousing, and moderately dominance-inducing; thus, the predominant emotional response to these games was aggression, anger, or hostility. I n Study Two, subjects visiting a video game arcade were recruited and assigned to play two games each and to report their reactions to each game immediately after playing the game. Results showed that greater feelings of pleasure, and separately of arousal, while playing video games resulted in higher preferences for the games and that greater dominance (significant only for males) also led to higher preferences. It may be beneficial, therefore, to experiment with more arousing and more dominance-inducing game designs which are not necessarily unpleasant or which definitely yield high pleasure.  相似文献   

14.
The objective of this study was to test the effect of individual differences on appeal and use of video games. Participants were 299 adolescent boys from lower and higher secondary schools in the Netherlands and Belgium. In general, boys were most attracted to violent video games. Boys that scored higher in trait aggressiveness and lower in empathy were especially attracted to violent games and spent more time playing video games than did boys lower in trait aggressiveness. Lower educated boys showed more appreciation for both violent and nonviolent games and spent more time playing them than did higher educated boys. The present study showed that aggressive and less empathic boys were most attracted to violent games. The fact that heavy users of violent games show less empathy and higher aggressiveness suggests the possibility of desensitization. Other studies have shown that playing violent games increases aggressiveness and decreases empathy. These results combined suggest the possibility of a violence cycle. Aggressive individuals are attracted to violent games. Playing violent games increases aggressiveness and decreases empathy, which in turn leads to increased appreciation and use of violent games.  相似文献   

15.
Krisanne Bursik 《Sex roles》1992,27(7-8):401-412
This study assessed the influence of two subject variables, gender and gender role, and one contextual variable, power of the harasser, on perceptions of sexual harassment in an academic context. Fifty-one white males and 73 white females evaluated a series of vignettes depicting a range of behavioral interactions. When the harasser was a higher power individual, vignettes were more likely to be viewed as examples of sexual harassment, male characters were perceived more negatively, and female characters were perceived more favorably. Female respondents rated the male characters less favorably than did the male respondents, although there were no gender differences in the number of vignettes interpreted as sexual harassment. Subtle differences in the way males and females interpret harassment behaviors are examined and discussed.Portions of this paper were presented at the meeting of the Eastern Psychological Association, Boston, Massachusetts, April 1992.  相似文献   

16.
采用Stunkard等人编制的9点女性体形评定图片,使用排序法、评分法、评估法以及选美和选搭档的情景题目,对女性体形、吸引力与能力之间的关系进行了探索.各种方法一致发现吸引力与能力均和体形之间存在倒U形关系,但最具能力的体形和最具吸引力的体形并不一致,人们倾向认为偏瘦体形人物最具吸引力,但中等体形人物能力最强,存在分离现象.此外,女性虽不能正确知觉男性眼中最有吸引力的体形,但能正确知觉男性眼中最有能力的体形.本研究进一步发现,男性的分配观念可为女性不惜牺牲能力评价而热衷减肥的行为提供一定的解释.本研究的结果有助于人们认清体形吸引力与体形所展现出来的能力的分离关系,帮助女性更加理性地认识自己的体形.同时,该研究结果还可为有效减少女性盲目减肥提供科学依据.  相似文献   

17.
The purpose of the present study was to assess the effects of exposure to nonviolent rap music on African American adolescents' perceptions of teen dating violence. African American male and female subjects were exposed to nonviolent rap videos (which contained images of women in sexually subordinate roles) or they saw no videos. They read a vignette that involved teen dating violence perpetrated by a male. The results indicated that there was a significant interaction between gender and video exposure. More specifically, acceptance of the use of violence did not vary as a function of exposure for male subjects. Conversely, female subjects who were exposed to the videos showed greater acceptance of the violence than females who were not exposed. Possible basis and implications for these findings are discussed.To whom reprint requests should be addressed at Department of Psychology, The University of North Carolina at Wilmington, 601 South College Road, Wilmington, NC 28403-3297.  相似文献   

18.
Research in decision making often assumes that corresponding dimensions or features of choices are compared. At the same time, recent models of similarity comparison stress the importance of structural alignment and associated inference processes. The present studies integrate these perspectives by examining feature listings and choices for pairs of video games varying in their comparability. In the first study, one group of participants simply compared pairs of games and listed commonalities and differences. Another group made selections between games and provided justifications for their decisions. We observed close correspondences between justifications and feature listings across wide variation in comparability. In addition, the justifications systematically favored comparable over noncomparable properties. Features also seemed to be created or inferred to promote alignability. The second study manipulated the comparability of individual properties. Here, justifications were more likely to include a property when it was comparable than when it was noncomparable. These observations suggest a constructive alignment process common to similarity and choice.  相似文献   

19.
Video game characters are icons in youth popular culture, but research on their role in gender socialization is rare. A content analysis of images of video game characters from top-selling American gaming magazines showed male characters (83%) are more likely than female characters (62%) to be portrayed as aggressive. Female characters are more likely than male characters to be portrayed as sexualized (60% versus 1%), scantily clad (39% versus 8%) and as showing a mix of sex and aggression (39 versus 1%). A survey of teens confirmed that stereotypes of male characters as aggressive and female characters as sexually objectified physical specimens are held even by non-gamers. Studies are discussed in terms of the role media plays in socializing sexism.  相似文献   

20.
Evelyn G. Hall 《Sex roles》1990,23(1-2):33-41
An equal number of male and female subjects (N=48), ranging in age from 17 to 26, were randomly assigned to compete in three competitive video games against a male or female opponent. All subjects were given bogus feedback that they had lost two out of three video games by a standard margin. Initial performance expectancies, as well as postcompetition expectancies, of all subjects were recorded. Initial performance expectancy scores recorded prior to competition were analyzed in a 2 (subject gender)×2 (opponent gender) analysis of covariance (ANCOVA) design with initial skill level on a preliminary game as the covariate. No significant gender differences in initial expectancy scores were found. A 2 (subject gender)×2 (opponent gender) ANCOVA design was utilized to analyze the postcompetition expectancy scores with initial performance expectancy as the covariate. The analysis revealed no significant differences. These findings did not support Corbin's (1981) data suggesting that females express significantly less self-confidence than males for future performance after competing against and losing to a superior opponent on a video task. Initial performance expectancies in the present study were significantly correlated (p.05) to skill level, indicating that performance expectancies may be more related to skill level than to gender. Thus, a realistic perception about one's initial skill level on a particular task may be the most salient determinant of performance expectancies.  相似文献   

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