Popular media, such as video games, have been criticized for sexualizing the female and male body; they have repeatedly been shown to emphasize the sexual appeal of characters while ignoring their personalities (e.g., Martins et al., 2009). Objectification theory (Fredrickson & Roberts, 1997) hypothesizes that exposure to sexualizing media triggers self-objectification, i.e. the endorsement of an objectified view of one’s own body. Self-objectification, in turn, has been identified as a factor in various mental and physical health risks (Moradi & Huang, 2008). The present study examined the influence of sexualizing video games on adolescents’ state self-objectification. It expands prior research on this topic in four ways. First, while obje...
Women are less dedicated to computer gaming than men. Previous studies show that one reason might be...
The concept of self has become increasingly relevant to understanding the psychological mechanisms o...
Some video-gaming activities feature customizable avatars that enable users to fulfil self-identity ...
Little is known about the effects of playing sexualizing video games on adolescent boys’ and girls’ ...
Content analyses indicate that women and girls are gender-stereotyped and negatively portrayed in vi...
Sexual objectification is a popular media tool to capture the attention of viewers and consumers, fr...
Women are less dedicated to computer gaming than men. Previous studies show that one reason might be...
The malleable nature of the self led researchers to investigate the meaning of virtual identity by e...
Three studies tested findings reported by Yang, Huesmann, and Bushman (2014) that playing a male ava...
Characters in video games, especially female characters, are often designed or depicted to be sexual...
Research on mass media’s impact on body image has mostly been focused on females thus far. Of the li...
In light of the recent Gamergate controversy, the tension between male and female video game players...
Objective: Prior research has documented favorable effects of active and educational videogames amon...
Various social institutions and scholars across numerous academic fields have called attention to th...
Lambe, Jennifer L.This study investigated the effects of player-avatar sex congruity (PASC) on playe...
Women are less dedicated to computer gaming than men. Previous studies show that one reason might be...
The concept of self has become increasingly relevant to understanding the psychological mechanisms o...
Some video-gaming activities feature customizable avatars that enable users to fulfil self-identity ...
Little is known about the effects of playing sexualizing video games on adolescent boys’ and girls’ ...
Content analyses indicate that women and girls are gender-stereotyped and negatively portrayed in vi...
Sexual objectification is a popular media tool to capture the attention of viewers and consumers, fr...
Women are less dedicated to computer gaming than men. Previous studies show that one reason might be...
The malleable nature of the self led researchers to investigate the meaning of virtual identity by e...
Three studies tested findings reported by Yang, Huesmann, and Bushman (2014) that playing a male ava...
Characters in video games, especially female characters, are often designed or depicted to be sexual...
Research on mass media’s impact on body image has mostly been focused on females thus far. Of the li...
In light of the recent Gamergate controversy, the tension between male and female video game players...
Objective: Prior research has documented favorable effects of active and educational videogames amon...
Various social institutions and scholars across numerous academic fields have called attention to th...
Lambe, Jennifer L.This study investigated the effects of player-avatar sex congruity (PASC) on playe...
Women are less dedicated to computer gaming than men. Previous studies show that one reason might be...
The concept of self has become increasingly relevant to understanding the psychological mechanisms o...
Some video-gaming activities feature customizable avatars that enable users to fulfil self-identity ...