The current study content analyzes the 345 most viewed U.S. television shows within 12 separate television seasons spanning the years 1987 to 2009. Using multilevel modeling, the results from this comprehensive content analysis then are used to predict national‐level racial/ethnic perceptions (between the years 1988 and 2008) with data from the American National Election Studies (ANES). Content analysis results reveal severe underrepresentation of Latinos, Asian Americans, and Native Americans, and a tendency to depict ethnic minorities stereotypically (e.g., overrepresentation of hyper‐sexualized Latino characters). Multilevel‐modeling analysis indicates that both the quantity and quality of ethnic media representations contributes to Whites’ racial attitudes.
This study analyzes the frequency and quality of depictions of Latinos during the 2002 primetime television season. Research on cultivation theory and social identity theory provides insight into the potential implications of exposure to these images. Findings suggest that while advances have been made in terms of the quality of depictions of Latinos, many of these images remain tied to a few, longstanding media stereotypes. In addition, the rate at which Latinos are portrayed on television remains dramatically below that of the real-world population.
The present study utilized an experimental design to investigate the short term effects of exposure to sexualized female video game characters on gender stereotyping and female self-concept in emerging adults. Bussey and Bandura's (1999) social cognitive theory of gender development and differentiation was used to explicate this relationship. Undergraduate students (N=328) at a large U.S. Southwestern university participated in the study. Students were randomly assigned to play a "sexualized" heroine, a "non-sexualized" heroine, or no video game; then completed an online questionnaire. Female self-efficacy was negatively affected by game play with the sexualized female character. Results cautiously suggest that playing a sexualized video game heroine unfavorably influenced people's beliefs about women in the real world.
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