SeX-Box
Exposure to sexist video games predicts benevolent sexism
Bibliographic Data
| ID | 13043759 |
|---|---|
| Authors | S Paul Stermer (Oklahoma State University, corresponding author), Melissa Burkley (Oklahoma State University) |
| Year | 2012 |
| Volume | 4 |
| Issue | 1 |
| Pages | 47-55 |
| Publication date | 2012-05-21 |
| Peer Reviewed | Yes |
| Open Access | No |
| Type | ARTICLE |
| Venue | Psychology of Popular Media Culture (JOURNAL) |
| Journal identifiers | ISSN: 2160-4134 • E-ISSN: 2160-4142 |
| Publisher | American Psychological Association (PUBLISHER • US) |
| DOI | 10.1037/a0028397 |
| OpenAlex | W2328146492 |
| Language | EN |
| Citations received | 27 |
| References cited | 28 |
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 works | 27 |
|---|---|
| Citations per year | 2,7 |
| Citation span | 2016 - 2026 (11) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 27 |