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电子游戏中对女性的性物化和受害与指责受害者或对受害者产生同理心有关吗?

Is Sexual Objectification and Victimization of Females in Video Games Associated With Victim Blaming or Victim Empathy?

机构信息

University of Wisconsin Oshkosh, USA.

出版信息

J Interpers Violence. 2021 Mar;36(5-6):NP3196-NP3221. doi: 10.1177/0886260518770187. Epub 2018 Apr 21.

DOI:10.1177/0886260518770187
PMID:29683078
Abstract

The goal of this study was to investigate whether the sexual objectification and virtual violence against females in video games increases negative attitudes toward females, when addressing a variety of noted methodological issues. Study participants were randomly assigned to a control group, where participants played Madden NFL 12, or an experimental group, where participants played Grand Theft Auto. In the experimental group, participants played the game with a confederate, who exposed participants to sexual objectification and violence against females. Study results indicated that both the experimental and control groups had equivalently low levels of rape myth acceptance prior to game play. Immediately after game play, there still was no statistically significant difference in rape myth acceptance between groups; however, there was a decrease in rape myth acceptance for the experimental group. The decrease in rape myth acceptance continued and magnified for the experimental group, over time, to the point of creating a statistically significant difference between the two groups for the follow-up measure at the end of the study.

摘要

本研究旨在探讨当解决各种已注意到的方法学问题时,视频游戏中对女性的性物化和虚拟暴力是否会增加对女性的负面态度。研究参与者被随机分配到对照组,参与者在对照组中玩 Madden NFL 12;或实验组,参与者在实验组中玩《侠盗猎车手》。在实验组中,参与者与一名同谋一起玩游戏,该同谋让参与者接触到对女性的性物化和暴力。研究结果表明,在游戏开始之前,实验组和对照组的强奸神话接受程度同样低。游戏结束后,两组在强奸神话接受程度上仍没有统计学上的显著差异;然而,实验组的强奸神话接受程度有所下降。随着时间的推移,实验组的强奸神话接受程度持续下降并放大,以至于在研究结束时的后续测量中,两组之间出现了统计学上的显著差异。

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