Shay Xuejing Yao
Biographic Data
| ID | 6482552 |
|---|---|
| NAME | Shay Xuejing Yao |
| GIVEN NAMES | Shay Xuejing |
| FAMILY NAME | Yao |
| SIGNATURE | YAO S X |
| AFFILIATIONS | Georgia State University |
| ORCID | 0000-0003-2664-7462 |
| VERIFIED | Yes |
| TOTAL WORKS | 13 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 13 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2022 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Lifetime video game exposure and career interest in STEM: Gender differences among adolescent girls and boys in the U.S
This study examined associations among adolescents’ lifetime video game exposure, STEM-related gender stereotypes, and interest in pursuing STEM careers through the lens of cultivation theory. A cross-sectional survey of 625 U.S. adolescents aged 13–17 assessed lifetime video game exposure, STEM-related sexist beliefs, STEM-related equity beliefs, and STEM career interest. Greater lifetime video game exposure was associated with stronger STEM-rel…
Lifetime Video Game Exposure is Associated with Internalization of Sexist STEM Beliefs in Women and Men
Video gaming culture and careers in Science, Technology, Engineering, and Math (STEM) are both contexts in which women often experience gender-based harassment, sexualization, and exclusion. Cultivation theory posits that individuals with heavy exposure to mediated content develop a perceived reality that closely aligns with the media world. In the present research, we investigated cultivation effects in the context of video gaming and examined t…
Mindfulness for Better Sleep: How Self-Efficacy and Descriptive Norms Shape Sleep Hygiene Intentions Among College Students
This study investigates the influence of self-efficacy and descriptive norms on college students’ sleep hygiene intentions. A 2 (descriptive norms: positive vs. negative) × 2 (efficacy intervention: task performance vs. control) experiment was conducted with U.S. college students (N = 299) targeting mindfulness as a way to achieve better sleep. No significant difference in mindfulness self-efficacy and subsequent behavioral intentions was found b…
Sex Sells? Two Experiments Testing Exposure to Sexualized Female Video Game Characters on Purchase Intention
Two experiments tested the effects of sexual appeals on video game purchase intention. Study 1 examined the interplay of character gender and sexualization, revealing participants,’ especially women participants,’ stronger purchase intention for a non-sexualized female character than a sexualized one. In Study 2, we utilized the reasoned action approach and found that exposure to a non-sexualized female character was associated with stronger purc…
What you believe matters: Linking behavioural and cognitive factors to college students’ sleep quality and mental health
Objective: Extending previous research on sleep quality and college students’ mental health, this study tested behavioural and cognitive precedents to sleep quality to inform future health interventions and programmes. Design: Cross-sectional surveys. Setting: The study took place in a large US Midwestern university. Method: Data were collected from two cross-sectional online surveys of college students to test the predictive utility of the theor…
Supernatural Enemies Affect Outgroup Attitudes Through Strength of Human Identity: A Conceptual Replication of Ellithorpe et al. (2018)
Previous research investigated how a shared human identity may promote interracial inclusion in the context of mass media ( Ellithorpe et al., 2018 ). The original study found promising results of reduced intergroup prejudice through watching the supernatural genre. However, the original results had mixed support to theory, that is, the Common Ingroup Identity Model (CIIM). To test whether the expected and unexpected results of Ellithorpe et al. …
The partisan pandemic: Applying the reasoned action approach to understand the effects of politicizing a public health crisis
It is well‐established that news outlets cater to audiences with particular political leanings and present news about important events, such as disease outbreaks, differently. However, the mechanisms through which selected media exposure influences behavior are not well established. Two surveys examined the roles of attitudes and social norms as pathways through which political predispositions (political ideology, partisanship) and news media cho…
Underrepresented Rather than Misrepresented? A Content Analysis of Female Characters’ (non)Sexualization in Virtual Reality (VR) Games
Development and validation of the Female Gamer Stereotypes Scale
Female gamers belong to a stereotyped social group. The stereotypes associated with female gamers may be associated with issues such as sexism and gender discrimination in the gaming community. However, few tools exist to properly assess the complex nature of the stereotypes held about this group. The present paper describes the development and validation of the Female Gamer Stereotypes Scale (FGSS), which offers a multifaceted measure of the ste…
Cultivating Adulthood Prejudice Toward Black Americans and Low-Income Individuals Through Childhood Social Media Use: A Retrospective Approach
Previous research has linked lifetime media use with intergroup prejudice. Our studies extend previous findings by linking current intergroup prejudice (race, social class) with retrospectively reported media use in specific life stages (childhood, adolescence, adulthood). Across two surveys (n = 293; n = 369), we found childhood social media use, but not adolescence or adulthood social media use, significantly predicted participants’ current pre…
Trust and Coping Beliefs Contribute to Racial Disparities in Covid-19 Vaccination Intention
Racial disparities in intention to obtain the COVID-19 vaccination have been noted in academic and popular press reports. The present study sought to identify cognitive and affective factors that contribute to the observed lack of acceptance of COVID-19 vaccination, even before a vaccine was made publicly available, among Black and White Americans through a national survey (N = 487; 50.6% female, 24.8% Black). Our findings are consistent with pre…
Gamer Girl vs. Girl Gamer: Stereotypical Gamer Traits Increase Men's Play Intention
Protecting a Positive View of the Self: Female Gamers’ Strategic Self-Attribution of Stereotypes
No prominent works on this page.
Trust and Coping Beliefs Contribute to Racial Disparities in Covid-19 Vaccination Intention
Racial disparities in intention to obtain the COVID-19 vaccination have been noted in academic and popular press reports. The present study sought to identify cognitive and affective factors that contribute to the observed lack of acceptance of COVID-19 vaccination, even before a vaccine was made publicly available, among Black and White Americans through a national survey (N = 487; 50.6% female, 24.8% Black). Our findings are consistent with pre…
Gamer Girl vs. Girl Gamer: Stereotypical Gamer Traits Increase Men's Play Intention
Protecting a Positive View of the Self: Female Gamers’ Strategic Self-Attribution of Stereotypes
Development and validation of the Female Gamer Stereotypes Scale
Female gamers belong to a stereotyped social group. The stereotypes associated with female gamers may be associated with issues such as sexism and gender discrimination in the gaming community. However, few tools exist to properly assess the complex nature of the stereotypes held about this group. The present paper describes the development and validation of the Female Gamer Stereotypes Scale (FGSS), which offers a multifaceted measure of the ste…
Cultivating Adulthood Prejudice Toward Black Americans and Low-Income Individuals Through Childhood Social Media Use: A Retrospective Approach
Previous research has linked lifetime media use with intergroup prejudice. Our studies extend previous findings by linking current intergroup prejudice (race, social class) with retrospectively reported media use in specific life stages (childhood, adolescence, adulthood). Across two surveys (n = 293; n = 369), we found childhood social media use, but not adolescence or adulthood social media use, significantly predicted participants’ current pre…
The partisan pandemic: Applying the reasoned action approach to understand the effects of politicizing a public health crisis
It is well‐established that news outlets cater to audiences with particular political leanings and present news about important events, such as disease outbreaks, differently. However, the mechanisms through which selected media exposure influences behavior are not well established. Two surveys examined the roles of attitudes and social norms as pathways through which political predispositions (political ideology, partisanship) and news media cho…
Underrepresented Rather than Misrepresented? A Content Analysis of Female Characters’ (non)Sexualization in Virtual Reality (VR) Games
Mindfulness for Better Sleep: How Self-Efficacy and Descriptive Norms Shape Sleep Hygiene Intentions Among College Students
This study investigates the influence of self-efficacy and descriptive norms on college students’ sleep hygiene intentions. A 2 (descriptive norms: positive vs. negative) × 2 (efficacy intervention: task performance vs. control) experiment was conducted with U.S. college students (N = 299) targeting mindfulness as a way to achieve better sleep. No significant difference in mindfulness self-efficacy and subsequent behavioral intentions was found b…
Sex Sells? Two Experiments Testing Exposure to Sexualized Female Video Game Characters on Purchase Intention
Two experiments tested the effects of sexual appeals on video game purchase intention. Study 1 examined the interplay of character gender and sexualization, revealing participants,’ especially women participants,’ stronger purchase intention for a non-sexualized female character than a sexualized one. In Study 2, we utilized the reasoned action approach and found that exposure to a non-sexualized female character was associated with stronger purc…
What you believe matters: Linking behavioural and cognitive factors to college students’ sleep quality and mental health
Objective: Extending previous research on sleep quality and college students’ mental health, this study tested behavioural and cognitive precedents to sleep quality to inform future health interventions and programmes. Design: Cross-sectional surveys. Setting: The study took place in a large US Midwestern university. Method: Data were collected from two cross-sectional online surveys of college students to test the predictive utility of the theor…
Supernatural Enemies Affect Outgroup Attitudes Through Strength of Human Identity: A Conceptual Replication of Ellithorpe et al. (2018)
Previous research investigated how a shared human identity may promote interracial inclusion in the context of mass media ( Ellithorpe et al., 2018 ). The original study found promising results of reduced intergroup prejudice through watching the supernatural genre. However, the original results had mixed support to theory, that is, the Common Ingroup Identity Model (CIIM). To test whether the expected and unexpected results of Ellithorpe et al. …
Lifetime video game exposure and career interest in STEM: Gender differences among adolescent girls and boys in the U.S
This study examined associations among adolescents’ lifetime video game exposure, STEM-related gender stereotypes, and interest in pursuing STEM careers through the lens of cultivation theory. A cross-sectional survey of 625 U.S. adolescents aged 13–17 assessed lifetime video game exposure, STEM-related sexist beliefs, STEM-related equity beliefs, and STEM career interest. Greater lifetime video game exposure was associated with stronger STEM-rel…
Lifetime Video Game Exposure is Associated with Internalization of Sexist STEM Beliefs in Women and Men
Video gaming culture and careers in Science, Technology, Engineering, and Math (STEM) are both contexts in which women often experience gender-based harassment, sexualization, and exclusion. Cultivation theory posits that individuals with heavy exposure to mediated content develop a perceived reality that closely aligns with the media world. In the present research, we investigated cultivation effects in the context of video gaming and examined t…
Psychology (11 works) · Social Psychology (9 works) · Video game (6 works) · Computer Science (5 works) · Digital Games and Media (4 works) · Media Influence and Health (4 works) · Media, Gender, and Advertising (4 works) · Multimedia (4 works) · Child Development and Digital Technology (3 works) · Developmental psychology (3 works)