2020
DOI: 10.1002/cbm.2138
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Sexualised video games, sexist attitudes and empathy towards victims of rape: Correlational evidence for a relationship is minimal in an online study

Abstract: Background There is continued debate about whether sexualisation in games can influence sexist attitudes and reduced empathy towards women in real life. There is research evidence both supporting and refuting the possibility. Aims Our aim was to examine the relationship between sexualised content in video games and players' sexist attitudes and empathy. Our research question was, do any such relationships exist once other factors including gender and trait aggression are controlled? Methods An online sample of… Show more

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Cited by 9 publications
(5 citation statements)
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“…This may suggest that (counter-stereotypical) content in games should be far less subtle than our study manipulations to elicit any differential effects. In line with Ferguson and Colwell's (2020) observations, perhaps interacting with video game characters who do not fit the stereotypically male profile, who possess heightened sexualised features, and may actually be more evocative and make players more aware of gender-related biases and issues. It is also conceivable that when players engage violently with female characters in-game, they may experience less motivation to engage in such behaviours in a real-life setting.…”
Section: Discussionmentioning
confidence: 64%
See 2 more Smart Citations
“…This may suggest that (counter-stereotypical) content in games should be far less subtle than our study manipulations to elicit any differential effects. In line with Ferguson and Colwell's (2020) observations, perhaps interacting with video game characters who do not fit the stereotypically male profile, who possess heightened sexualised features, and may actually be more evocative and make players more aware of gender-related biases and issues. It is also conceivable that when players engage violently with female characters in-game, they may experience less motivation to engage in such behaviours in a real-life setting.…”
Section: Discussionmentioning
confidence: 64%
“…This is primarily because experimental studies are restricted by short-term exposure to female character representation to test any attitudinal effects, whereas other studies have explored sexism-related experiences regarding real-world gaming contexts (e.g. Ferguson and Colwell, 2020). While the latter approach makes it more difficult to assert control over exposure time and content, it highlights that alternative methods may provide deeper insight into the issues with gender representation in video games.…”
Section: Discussionmentioning
confidence: 99%
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“…Endorsement of masculine norms and social dominance, greater length of time engaged in specific games (e. g., exposure to hostility), and offline sexist beliefs were found predictive of likelihood to engage in sexual harms online in gaming; length of time and frequency of gaming were also associated with increased potential for victimization. Amid general consistency in findings and trends, one study (Ferguson & Colwell, 2020) documented no correlation between the participant's exposure to sexualized content in video games and their sexist attitudes or empathy toward a victim of rape. The authors provided no explanation for this unexpected finding; however, in moderation analysis, they did observe that, among those with higher scores on the trait aggression measure, there was an association between sexualized content and lower sexist belief scores, implying that some inherent or static personal characteristics affect some responses to some exposures.…”
Section: Studies Identifying Predictors and Characteristicsmentioning
confidence: 99%
“…With the advancement of technology, today's mainstream media is now regarded as modern and it has been prevalent not only on television but also on social networking websites (Aksar & Firdaus, 2021;Cabeza-Ramírez et al, 2021;Du, 2022;Karsay et al, 2018;Zakaria & Adnan, 2022). The continuous modernisation of digital technology has made media even more popular than in the 1970s, especially where there is a growth of video games with features that would seem to be impossible before (Beck & Rose, 2018;Ferguson & Colwell, 2020;Karsay et al, 2018;Liu, 2018;Slater et al, 2017). Liu (2018) has highlighted the notable features in the development of present-day video games: (1) Sceneries and cut scenes that are increasingly film-liked and (2) in-game characters and avatars becoming realistic.…”
Section: Introductionmentioning
confidence: 99%