Faculty of Health Sciences, The University of Sydney , Camperdown, Australia .
Cyberpsychol Behav Soc Netw. 2018 Sep;21(9):535-541. doi: 10.1089/cyber.2017.0376. Epub 2018 Aug 22.
This study aims to provide a comprehensive systematic review of the literature relating to the representation of women within video games in consideration of adult female wellbeing. The research question of the study assessed whether the representation of women in video games leads to female self-objectification and negative body image in adult women. The Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) review method was used; comprising a thorough keyword database search, followed by literature screening and data extraction. Adult women were the focus of the study, with video games as the study exposure. Only 2 of the 22 studies directly assessed female wellbeing in relation to video game play. Results showed that women do report self-objectification and low levels of self-efficacy, as a result of exposure to objectified female content within video games, compared with participants exposed to nonobjectified content. Male and female belief in real-life female competence was jeopardized after exposure to objectified content of women within video games. Results demonstrated that female characters within video games are unevenly represented compared with male characters, with female characters mostly shown as subordinate to the male hero of the game, objectified, and hypersexualized with disproportionate body parts. The review also uncovered the propensity for men exposed to objectified and sexualized female characters within video games to hold sexist attitudes toward women in a real-life setting, and being more lenient to accept cultural rape myths.
本研究旨在对与视频游戏中女性形象相关的文献进行全面系统的综述,以考虑成年女性的健康。该研究的研究问题评估了视频游戏中对女性的表现是否会导致成年女性的自我客体化和负面身体形象。该研究采用了首选报告项目的系统评价和荟萃分析(PRISMA)审查方法;包括全面的关键字数据库搜索,然后是文献筛选和数据提取。成年女性是该研究的重点,视频游戏是该研究的暴露因素。在 22 项研究中,只有 2 项直接评估了与视频游戏相关的女性健康。结果表明,与接触非客体化内容的参与者相比,女性确实会因为接触视频游戏中女性客体化内容而自我客体化和自我效能感降低。在接触视频游戏中女性的客体化内容后,男性和女性对现实生活中女性能力的信念受到了威胁。结果表明,与男性角色相比,视频游戏中的女性角色的代表性不均衡,女性角色大多处于从属地位,被客体化,过度性感化,身体部位不成比例。该评论还揭示了男性接触视频游戏中客体化和性感化的女性角色后,在现实生活中对女性持有性别歧视态度,并更宽容地接受文化强奸神话。