A large-scale content analysis of characters in video games was employed to answer questions about their representations of gender, race and age in comparison to the US population. The sample included 150 games from a year across nine platforms, with the results weighted according to game sales. This innovation enabled the results to be analyzed in proportion to the games that were actually played by the public, and thus allowed the first statements able to be generalized about the content of popular video games. The results show a systematic over-representation of males, white and adults and a systematic under-representation of females, Hispanics, Native Americans, children and the elderly. Overall, the results are similar to those found in television research. The implications for identity, cognitive models, cultivation and game research are discussed.
This study explores the personal experience of pro-ana bloggers, members of an online community for people with eating disorders. Using Erving Goffman's work on stigma, this study explores the motivations, benefits, and drawbacks of blogging about a stigmatized mental illness, as taken from the bloggers' own perceptive. We conducted 33 interviews with bloggers from seven different countries via phone, Skype, and e-mail. Participants were motivated to blog because they found social support, a way to cope with a stigmatized illness, and means of self-expression. Participants described blogging as a cathartic experience and perceived the social support they received from other members of the pro-ana community as a benefit. The fear that the eating disorder will be revealed if the blog is exposed and the concern that the blog encourages disordered eating were the perceived negative consequences of maintaining such a blog. Thus, blogging about anorexia serves to both alleviate and trigger anxiety about living with this stigmatized illness. Recommendations for future research are made.
The 150 top-selling video games sold in the U.S. across nine platforms were content analyzed to study representations of female bodies. All human females in the games were captured via screenshot and body parts measured. These measurements were then compared to actual anthropometric data drawn from a representative sample of 3,000 American women. The results show that female video game characters at low levels of photorealism are systematically larger than the average American woman whereas female characters at the highest level of photorealism are systematically thinner. This study also found that games rated for children featured females that are thinner than characters in games rated for adults. These findings are discussed in terms of cultivation theory.
A longitudinal panel survey of 396 White and Black preadolescent boys and girls was conducted to assess the long-term effects of television consumption on global self-esteem. The results revealed television exposure, after controlling for age, body satisfaction, and baseline self-esteem, was significantly related to children’s self-esteem. Specifically, television exposure predicted a decrease in self-esteem for White and Black girls and Black boys, and an increase in self-esteem among White boys. The findings are discussed in terms of cultivation theory and social identity theory.
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