Video games have become one of the most dominant forms of entertainment, eclipsing major Hollywood productions. With the rise of video game as a medium it has remained a form of entertainment primarily consumed by males. To date there have been few substantial studies exploring the relationship between video game usage and masculine identity. This study proposes to fill in this gap in literature by examining how video game usage is related to male role norms. Participants over the age of 18 completed the following self-report measures: Gender Role Conflict Scale Short Form, Health Behaviors Inventory, Gender role discrepancy and discrepancy stress, Masculine Body Ideal Distress Scale, and a questionnaire designed to assess video game usage....
The purpose of this research was to investigate the link between short-term violent video game play...
This study was designed to investigate the levels of aggression of men and women following exposure ...
When games were first developed for in-home use, they were primarily targeted almost exclusively at ...
Video games have been soundly critiqued for their depiction of gender, and emerging research has sho...
Since coming into mainstream culture in the 1970s, video games have become increasingly popular. Whi...
Research has consistently shown that males play violent video games more frequently than females, bu...
The perpetuation of unrealistic body ideals by popular media has been linked to negative body image ...
Empathy--putting oneself in another's shoes--has been described as the "social glue" that holds soci...
Masculinity is an understudied topic in video games. Traditional literature considered video game as...
While video games are becoming increasingly social, little is known regarding whether games might al...
This study examines the differences in anxiety, self-esteem, and aggression levels between players o...
Despite the rising popularity of video games, the majority of the medium’s audience continues to be ...
Video games are a popular pastime in today\u27s society for both men and women, as approximately one...
Video games are cultural artifacts that promote learning and development. This study sought to exam...
Using the student population at Boise State University, surveys were conducted to gatherinformation ...
The purpose of this research was to investigate the link between short-term violent video game play...
This study was designed to investigate the levels of aggression of men and women following exposure ...
When games were first developed for in-home use, they were primarily targeted almost exclusively at ...
Video games have been soundly critiqued for their depiction of gender, and emerging research has sho...
Since coming into mainstream culture in the 1970s, video games have become increasingly popular. Whi...
Research has consistently shown that males play violent video games more frequently than females, bu...
The perpetuation of unrealistic body ideals by popular media has been linked to negative body image ...
Empathy--putting oneself in another's shoes--has been described as the "social glue" that holds soci...
Masculinity is an understudied topic in video games. Traditional literature considered video game as...
While video games are becoming increasingly social, little is known regarding whether games might al...
This study examines the differences in anxiety, self-esteem, and aggression levels between players o...
Despite the rising popularity of video games, the majority of the medium’s audience continues to be ...
Video games are a popular pastime in today\u27s society for both men and women, as approximately one...
Video games are cultural artifacts that promote learning and development. This study sought to exam...
Using the student population at Boise State University, surveys were conducted to gatherinformation ...
The purpose of this research was to investigate the link between short-term violent video game play...
This study was designed to investigate the levels of aggression of men and women following exposure ...
When games were first developed for in-home use, they were primarily targeted almost exclusively at ...