Sexist Games=Sexist Gamers? A Longitudinal Study on the Relationship Between Video Game Use and Sexist Attitudes

From the oversexualized characters in fighting games, such as Dead or Alive or Ninja Gaiden, to the overuse of the damsel in distress trope in popular titles, such as the Super Mario series, the under- and misrepresentation of females in video games has been well documented in several content analyses. Cultivation theory suggests that long-term exposure to media content can affect perceptions of social realities in a way that they become more similar to the representations in the media and, in turn, impact one's beliefs and attitudes. Previous studies on video games and cultivation have often been cross-sectional or experimental, and the limited longitudinal work in this area has only considered time intervals of up to 1 month. Additionally, previous work in this area has focused on the effects of violent content and relied on self-selected or convenience samples composed mostly of adolescents or college students. Enlisting a 3 year longitudinal design, the present study assessed the relationship between video game use and sexist attitudes, using data from a representative sample of German players aged 14 and older (N=824). Controlling for age and education, it was found that sexist attitudes--measured with a brief scale assessing beliefs about gender roles in society--were not related to the amount of daily video game use or preference for specific genres for both female and male players. Implications for research on sexism in video games and cultivation effects of video games in general are discussed.

[1]  L. Gross,et al.  Living with television: the violence profile. , 1976, The Journal of communication.

[2]  Gregory R. Hancock,et al.  Structural equation modeling : a second course , 2006 .

[3]  P. Bentler,et al.  Cutoff criteria for fit indexes in covariance structure analysis : Conventional criteria versus new alternatives , 1999 .

[4]  Michael Scharkow,et al.  Militaristic Attitudes and the Use of Digital Games , 2013, Games Cult..

[5]  Brian P. Brown,et al.  Effects of exposure to sex-stereotyped video game characters on tolerance of sexual harassment , 2008 .

[6]  Edward Downs,et al.  Keeping Abreast of Hypersexuality: A Video Game Character Content Analysis , 2010 .

[7]  Raynel G. Martis,et al.  The Lara Phenomenon: Powerful Female Characters in Video Games , 2007 .

[8]  Marko M. Skoric,et al.  Cultivation Effects of Video Games: A Longer-Term Experimental Test of First- and Second-Order Effects , 2012 .

[9]  Karen E. Dill,et al.  Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. , 2000, Journal of personality and social psychology.

[10]  James D. Ivory Still a Man's Game: Gender Representation in Online Reviews of Video Games , 2006 .

[11]  Monica K. Miller,et al.  Gender Differences in Video Game Characters’ Roles, Appearances, and Attire as Portrayed in Video Game Magazines , 2007 .

[12]  Karen E. Dill,et al.  Video Game Characters and the Socialization of Gender Roles: Young People’s Perceptions Mirror Sexist Media Depictions , 2007 .

[13]  Gabriel Weimann,et al.  Cultivation revisited: Some genres have some effects on some viewers , 2000 .

[14]  Michael Morgan,et al.  Television and its Viewers: Index , 1999 .

[15]  W. James Potter,et al.  A Critical Analysis of Cultivation Theory , 2014 .

[16]  Michael Morgan,et al.  Living with Television: The Dynamics of the Cultivation Process , 1986 .

[17]  Erica Scharrer Virtual Violence: Gender and Aggression in Video Game Advertisements , 2004 .

[18]  Robert S. Fortner,et al.  The handbook of media and mass communication theory , 2014 .

[19]  Jan Van den Bulck,et al.  Benchmarking the cultivation approach to video game effects: a comparison of the correlates of TV viewing and game play. , 2004 .

[20]  James Shanahan,et al.  Television and its Viewers: Cultivation Theory and Research , 1999 .

[21]  Yves Rosseel,et al.  lavaan: An R Package for Structural Equation Modeling , 2012 .

[22]  Dmitri Williams,et al.  Virtual Cultivation: Online Worlds, Offline Perceptions , 2006 .

[23]  C. Glaubke,et al.  Fair Play? Violence, Gender and Race in Video Games. , 2001 .

[24]  James D. Ivory,et al.  Genetic, Maternal, School, Intelligence, and Media Use Predictors of Adult Criminality: A Longitudinal Test of the Catalyst Model in Adolescence through Early Adulthood , 2013 .

[25]  Michael Morgan,et al.  Cultivation Theory in the Twenty‐First Century , 2014 .

[26]  T. Dietz An Examination of Violence and Gender Role Portrayals in Video Games: Implications for Gender Socialization and Aggressive Behavior , 1998 .

[27]  Donna Brogan,et al.  Measuring Sex-Role Orientation: A Normative Approach. , 1976 .

[28]  Karyn Riddle,et al.  A Content Analysis of the Media Effects Literature , 2007 .

[29]  M. Morgan,et al.  Television and its Viewers: List of figures , 1999 .

[30]  Stephen G. West,et al.  Structural equation models with non-normal variables: Problems and remedies , 1995 .

[31]  James D. Ivory,et al.  The virtual census: representations of gender, race and age in video games , 2009, New Media Soc..

[32]  M. Morgan,et al.  The State of Cultivation , 2010 .

[33]  Jeremy N. Bailenson,et al.  The embodiment of sexualized virtual selves: The Proteus effect and experiences of self-objectification via avatars , 2013, Comput. Hum. Behav..

[34]  Stephen R. Burgess,et al.  Sex, Lies, and Video Games: The Portrayal of Male and Female Characters on Video Game Covers , 2007 .

[35]  Günter Krampen,et al.  Eine Skala zur Messung der normativen Geschlechtsrollen-Orientierung (GRO-Skala) , 1979 .

[36]  Berrin A. Beasley,et al.  Shirts vs. Skins: Clothing as an Indicator of Gender Role Stereotyping in Video Games , 2002 .

[37]  G. Gerbner Cultivation Analysis: An Overview , 1998 .

[38]  S. P. Stermer,et al.  SeX-Box: Exposure to sexist video games predicts benevolent sexism. , 2015 .

[39]  S. Finney Nonnormal and categorical data in structural equation modeling , 2013 .