Beauty in the Background

Author:

Cox Ashley D.1,Eno Cassie A.2,Guadagno Rosanna E.3

Affiliation:

1. University of Alabama, Tuscaloosa, AL, USA

2. Center for Academic Excellence, Bellevue University, Bellevue, NE, USA

3. National Science Foundation, Arlington, VA, USA

Abstract

This content analysis examined the representation of females in top selling console video games. Based on prior content analyses, the study hypothesized that female characters would be more likely to appear in supporting roles and would be represented as suggestively dressed with sexualized portions of their bodies exposed. It was predicted that female characters would be less likely to engage in violence relative to male characters. The results of the analysis of 538 characters from 48 interactive video game systems supported these predictions and suggest that video games portray stereotypic depictions of women consistent with traditional gender roles. The implications of these findings are presented in the context of social learning theory. Furthermore, the unique features of video game play that may heighten their socializing impact are discussed.

Publisher

IGI Global

Reference54 articles.

1. Ahn, D., Guadagno, R. E., & Ewell, P. J. (2013). How games influence: The effects of and digital role playing on the likelihood of the events on the self. Unpublished Manuscript, University of Alabama.

2. American Psychological Association. (2005). Resolution on violence in video games and interactive media. (2005). Retrieved from http://www.apa.org/releases/resolutiononvideoviolence.pdf

3. American Psychological Association. (2007). Report of the APA task force on the sexualization of girls. Washington, DC: American Psychological Association. Retrieved from http://www.apa.org/pi/wpo/sexualization.html

4. Anderson, C. A. (2003). Violent video games: Myths, facts, and unanswered questions. Psychological Science Agenda, 16(5). Retrieved from http://www.apa.org/science/about/psa/2003/10/anderson.aspx

5. Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.

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1. Who Are You Online?;Research Anthology on Game Design, Development, Usage, and Social Impact;2022-10-07

2. Who Are You Online?;International Journal of Cyber Behavior, Psychology and Learning;2019-07

3. (Un)Doing Gender?;International Journal of Gaming and Computer-Mediated Simulations;2016-10

4. (Un)Doing Gender?;Discrimination and Diversity

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