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Exposure to sexist video games predicts benevolent sexism

Bibliographic Data

ID13043759
AuthorsS Paul Stermer (Oklahoma State University, corresponding author), Melissa Burkley (Oklahoma State University)
Year2012
Volume4
Issue1
Pages47-55
Publication date2012-05-21
Peer ReviewedYes
Open AccessNo
TypeARTICLE
VenuePsychology of Popular Media Culture (JOURNAL)
Journal identifiersISSN: 2160-4134 • E-ISSN: 2160-4142
PublisherAmerican Psychological Association (PUBLISHER • US)
DOI10.1037/a0028397
OpenAlexW2328146492
LanguageEN
Citations received27
References cited28

We examined the association between playing sexist video games and sexist attitudes. Undergraduate students (61 men and 114 women) indicated the level of perceived sexism present in their most frequently played video games. Students also completed the Ambivalent Sexism Inventory (Glick & Fiske, 1996), which measures both hostile and benevolent sexism. As predicted, men who played video games perceived to be high in sexism showed higher levels of benevolent sexism, compared with men who did not play such games. This relationship was not evident for women. Importantly, our study provides the first known evidence of a link between long-term exposure to sexist video games and sexist attitudes. Although correlational, these data are consistent with the notion that sexist video games encourage and reinforce sexist attitudes. Our findings have important real-world implications for video game researchers, parents, and game players themselves

Advertising · Digital Games and Media · Gender Roles and Identity Studies · Media, Gender, and Advertising · Psychology · Social Psychology

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Unique citing works27
Citations per year2,7
Citation span2016 - 2026 (11)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 27
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