We analyzed in‐game content from titles released between 1983 and 2014 (n = 571) featuring playable female characters. Results indicate that sexualization has diminished since an observed height in the 1990s. Traditionally male‐oriented genres (e.g. fighting) have more sexualized characters than role‐playing games. Games rated Teen or Mature did not differ in sexualization and featured more sexualization than Everyone games. Despite an increase in games featuring playable female characters, games still depict female characters more often in secondary roles and sexualized them more than primary characters. A positive relationship emerged between the sexualization of female characters and their physical capability. Critical success of games was unrelated to sexualization. We discuss these findings in light of social identity and objectification theories.
How do physical digital inequalities persist as technology becomes commonplace? We consider this question using surveys and focus groups with U.S. college students, a group that has better than average connectivity. Findings from a 748-person nonrepresentative survey revealed that ownership and use of cellphones and laptops were nearly universal. However, roughly 20% of respondents had difficulty maintaining access to technology (e.g., broken hardware, data limits, connectivity problems, etc.). Students of lower socioeconomic status and students of color disproportionately experienced hardships, and reliance on poorly functioning laptops was associated with lower grade point averages. Focus group and open-ended data elaborate these findings. Findings quantitatively validate the technology maintenance construct, which proposes that as access to information and communication technology peaks, the digital divide is increasingly characterized by the (in)ability to maintain access. Data highlight overlooked nuances in digital access that may inform social disparities and the policies that may mitigate them.
In the United States, medical crowdfunding is an increasingly common response to overwhelming healthcare costs. Semi-structured interviews were conducted with 30 individuals crowdfunding for health (e.g. cancer, paralysis, brain injury) on behalf of themselves or others, to better understand this new phenomenon as it informs theory on social support, identity, and privacy. First, findings suggest that crowdfunding is often a resource for both instrumental and emotional social support. Second, many crowdfunders weighed the need for support against perceived privacy risks, which is consistent with and extends privacy calculus theory. Finally, highly vulnerable self-disclosures were often reinterpreted to be empowering, which also supports and extends work on identity shift. Using crowdfunding as a context for inquiry, findings point to new theoretical frameworks to describe how users navigate needs for both privacy and support online and the often positive consequences of that negotiation for identity.
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