2018
DOI: 10.1080/08824096.2018.1525351
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Effects of Immersive, Sexually Objectifying, and Violent Video Games on Hostile Sexism in Males

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Cited by 9 publications
(19 citation statements)
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References 27 publications
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“…Our results do not concur with previous research reporting that priming with other types of media (e.g., magazines, music videos, films, adverts) increases sexually hostile attitudes (e.g., LaCroix et al, 2018 ; Mallett et al, 2016 ; Ward, 2016 ). However, previous research has often tested media influences using the cultivation model, which explains attitude formation due to a long-term immersion with the media, leading to perceptions that social reality aligns with the media content ( Fox & Potocki, 2016 ; Seabrook et al, 2019 ).…”
Section: Discussioncontrasting
confidence: 99%
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“…Our results do not concur with previous research reporting that priming with other types of media (e.g., magazines, music videos, films, adverts) increases sexually hostile attitudes (e.g., LaCroix et al, 2018 ; Mallett et al, 2016 ; Ward, 2016 ). However, previous research has often tested media influences using the cultivation model, which explains attitude formation due to a long-term immersion with the media, leading to perceptions that social reality aligns with the media content ( Fox & Potocki, 2016 ; Seabrook et al, 2019 ).…”
Section: Discussioncontrasting
confidence: 99%
“…In addition, our study only used text-based stimulus, whereas other priming studies have utilized visual stimuli ( Loughnan et al, 2013 ) or virtual reality videogames ( Driesmans et al, 2015 ; LaCroix et al, 2018 ). Visual images may have a more powerful influence on cognition and emotions over text-based primes ( Domke et al, 2002 ), which could explain why the tweets alone did not have an effect.…”
Section: Discussionmentioning
confidence: 99%
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“…Here, we tested the effects of an often speculated but under‐researched moderator: immersion. Because game immersion amplified the impact of violent video games on aggression (LaCroix et al, 2018; Lull & Bushman, 2016), it might reinforce the effect of immoral game behavior similarly.…”
Section: Introductionmentioning
confidence: 99%
“…With technological advancements, higher controller naturalness and definition images, larger screens, and stereoscopic 3D images are used in video games, increasing spatial presence and eliciting immersive media experiences. Recently, scholars have begun to show interest in exploring the roles of the game features that facilitate immersion and their associated negative effects on aggression (Drummond et al, 2021; LaCroix et al, 2018). On the one hand, several studies have found technological features increase perceptions of game realism and feelings of immersion, which in turn amplify their positive influence on aggressive cognition, and used the mental models and model matching to explain the relationship (Farrar et al, 2006; Ivory & Kalyanaraman, 2007; McGloin et al, 2013; McGloin et al, 2015; McGloin et al, 2016).…”
Section: Introductionmentioning
confidence: 99%