2020
DOI: 10.1037/ppm0000251
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Examining the effects of exposure to a sexualized female video game protagonist on women’s body image.

Abstract: Whether sexualization of female characters in video games impacts women players’ body satisfaction and aggression toward other women remains an issue of debate. In the current study, female players were randomly assigned to play either a more or less sexualized avatar in a Tomb Raider game. Participants also reported on their self-objectification and body dissatisfaction, as well as hostility and aggression toward a female confederate. Results indicated that exposure to a sexualized avatar in a video game did … Show more

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Cited by 9 publications
(3 citation statements)
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“…Other Questions and Outlook While the above examples are among the most prominent, they are by no means the only ones to fall short of conclusive answers. Researchers continue to debate topics such as whether exposure to sexualized (female) game characters affects body image (Lindner et al 2020), the contexts in which gamification is and is not successful (Dicheva et al 2015), whether serious games can be an effective mental health intervention (Abd-Alrazaq et al 2022), and much more.…”
Section: Do Video Games Harm or Improve Wellbeing?mentioning
confidence: 99%
“…Other Questions and Outlook While the above examples are among the most prominent, they are by no means the only ones to fall short of conclusive answers. Researchers continue to debate topics such as whether exposure to sexualized (female) game characters affects body image (Lindner et al 2020), the contexts in which gamification is and is not successful (Dicheva et al 2015), whether serious games can be an effective mental health intervention (Abd-Alrazaq et al 2022), and much more.…”
Section: Do Video Games Harm or Improve Wellbeing?mentioning
confidence: 99%
“…Other Questions and Outlook While the above examples are among the most prominent, they are by no means the only ones to fall short of conclusive answers. Researchers continue to debate topics such as whether exposure to sexualized (female) game characters affects body image (Lindner et al 2020), the contexts in which gamification is and is not successful (Dicheva et al 2015), whether serious games can be an effective mental health intervention (Abd-Alrazaq et al 2022), and much more.…”
Section: Do Video Games Harm or Improve Wellbeing?mentioning
confidence: 99%
“…Literature and drama are the source of villain archetypes (Fahraeus and Yakali Çamoglu, 2011), but archetypes are present in games as well, e.g., the mentally unstable villain Joker in Batman: Arkham Asylum (Rocksteady 2009), or the superior species like the Sectoids in XCOM 2: Enemy Unknown (Fireaxis Games 2016). While the presented archetypes could be applied across genders, age groups, and race, the majority of villains are male (Ivory, 2006), with an observable uptake in female villains (Lindner et al, 2019). In the design of villain character designers show several preferences, such as Classic Villain-TV Tropes (n.d.):…”
Section: Visual Attributes Of Villains and Archetypesmentioning
confidence: 99%