1 Department of Psychology, University of Cologne , Cologne, Germany .
Cyberpsychol Behav Soc Netw. 2015 Apr;18(4):197-202. doi: 10.1089/cyber.2014.0492. Epub 2015 Apr 6.
From the oversexualized characters in fighting games, such as Dead or Alive or Ninja Gaiden, to the overuse of the damsel in distress trope in popular titles, such as the Super Mario series, the under- and misrepresentation of females in video games has been well documented in several content analyses. Cultivation theory suggests that long-term exposure to media content can affect perceptions of social realities in a way that they become more similar to the representations in the media and, in turn, impact one's beliefs and attitudes. Previous studies on video games and cultivation have often been cross-sectional or experimental, and the limited longitudinal work in this area has only considered time intervals of up to 1 month. Additionally, previous work in this area has focused on the effects of violent content and relied on self-selected or convenience samples composed mostly of adolescents or college students. Enlisting a 3 year longitudinal design, the present study assessed the relationship between video game use and sexist attitudes, using data from a representative sample of German players aged 14 and older (N=824). Controlling for age and education, it was found that sexist attitudes--measured with a brief scale assessing beliefs about gender roles in society--were not related to the amount of daily video game use or preference for specific genres for both female and male players. Implications for research on sexism in video games and cultivation effects of video games in general are discussed.
从格斗游戏中过于性感的角色,如《死或生》或《忍者龙剑传》,到流行游戏中过度使用少女受难者这一情节,如《超级马里奥》系列,视频游戏中对女性的刻画不足和刻画不当已经在多个内容分析中得到了充分的记录。培养理论表明,长期接触媒体内容会以一种影响人们对社会现实的看法的方式影响人们的看法,使他们变得更类似于媒体中的描述,进而影响人们的信念和态度。之前关于视频游戏和培养的研究通常是横断面或实验性的,而该领域有限的纵向研究仅考虑了长达 1 个月的时间间隔。此外,该领域之前的工作主要集中在暴力内容的影响上,并且依赖于自我选择或方便样本,这些样本主要由青少年或大学生组成。本研究采用 3 年纵向设计,利用来自德国年龄在 14 岁及以上的代表性玩家样本(N=824)的数据,评估了视频游戏使用与性别歧视态度之间的关系。在控制年龄和教育程度的情况下,研究发现,性别歧视态度——通过评估社会性别角色信念的简要量表来衡量——与女性和男性玩家的日常视频游戏使用量或对特定类型的偏好无关。文章讨论了视频游戏中性别歧视问题的研究和视频游戏培养效果的影响。