The present study examines the short-term cognitive effects of playing a sexually explicit video game with female “objectification” content on male players. Seventy-four male students from a university in California, U.S. participated in a laboratory experiment. They were randomly assigned to play either a sexually-explicit game or one of two control games. Participants’ cognitive accessibility to sexual and sexually objectifying thoughts was measured in a lexical decision task. A likelihood-to-sexually-harass scale was also administered. Results show that playing a video game with the theme of female “objectification” may prime thoughts related to sex, encourage men to view women as sex objects, and lead to self-reported tendencies to behave inappropriately towards women in social situations.
Past research has examined the effects of entertainment narratives on story-related behaviors, but most has focused primarily on dramatic genres rather than comedy. The present study examines how the presence or absence of pregnancy-related humor influences viewers' counterarguing, perceived severity, and intentions to engage in unprotected sexual behavior. Results were consistent with expectations in that related humor reduced counterarguing while also trivializing the severity of the consequences of sexual behavior. When the pregnancy storyline was presented in its original humorous context, viewers reported greater intentions to engage in unprotected sex than when pregnancy was presented in a more serious tone. Model testing clarified this finding by revealing the underlying mechanisms. Practical and theoretical implications are discussed.
Previous research has demonstrated a positive influence of cooperative video game play on participants' cooperative strategies (tit-for-tat behaviors) in a modified Prisoner's Dilemma task (Ewoldsen et al., 2012). The current study tested whether these positive effects are applicable to ingroup and outgroup conflict. Eighty participants were assigned to play a violent video game cooperatively or competitively with a confederate posing as an outgroup or ingroup member. The main findings corroborate previous research on the beneficial effects of cooperative game play and suggest playing cooperatively can increase helping behavior. Furthermore, cooperation with an outgroup member can actually reduce aggression. Implications of findings for future research are discussed.
Several studies have shown that exposure to media violence can lead to strong emotional reactions. This may be particularly true for video game violence and anger. Yet, few studies have explored the relationship between video game play and more complex emotions, such as guilt and shame. Further, prior research has not explored how exposure to the narratively rich violence found in role-playing video games may cause feelings of guilt. The research experiment presented here (n = 184) aims to fill this gap in the literature by explaining how the immoral actions of a video game character impact the player’s feelings of guilt. Specifically, results show that playing as a video game character that has committed immoral actions caused players to feel guilty and ashamed, especially if they felt transported or “wrapped-up” in the narrative. Exposure to immoral actions also caused players to show increases in aggressive behavioral tendencies.
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