Dysfunctional appearance beliefs have been identified as important risk factors in the development of body dissatisfaction and disordered eating behaviors among early adolescents. The current two‐wave study among 10–14‐year‐olds (N = 1,597, Mage = 11.25, SD = 1.05) aimed to delineate factors that contribute to the endorsement of such beliefs. Results showed that tweens discussed appearance‐related topics with their friends more often when they frequently watched tween television programs (all time 1). Both media exposure and peer conversations (time 1) were related to attributing benefits to attractiveness (time 1), which, in turn, predicted the internalization of appearance ideals (time 1). The internalization of appearance ideals positively predicted the endorsement of dysfunctional appearance beliefs 6 months later.
Although media exposure has been related to cognitive preoccupation with appearance, research rarely investigated adolescents' behavioral self-sexualization. To address this gap, the present study among 12- to 16-year-olds (N = 1527; 50.2% girls) in Austria, Belgium, Spain, and South-Korea (1) investigates whether different types of media use relate to self-sexualization, (2) explores the explanatory value of rewarded appearance ideals, and (3) considers culture and gender as moderating factors. Despite cultural variation, a general trend of increasing self-sexualization with social media use and magazine reading appeared across the countries. Moreover, women's magazine reading and rewards were related to self-sexualization among all the girls across the countries, which suggests that girls may be more vulnerable to the examined effects. Overall, this study provides a better understanding of the unique contribution of specific media genres to youth's self-sexualization and points at the importance of social media use in girls' and boys' engagement in sexualizing appearance behaviors across four countries.
Little is known about the effects of playing sexualizing video games on adolescent boys' and girls' self-objectified body image. Early and middle adolescents (N = 115; Mage = 12.63, SD = 0.85) participated in a between-subjects experiment testing the effect of playing with a sexualized male or female avatar as compared to a control condition. We revealed that playing a video game with a sexualized avatar increased self-objectification among adolescents. This effect occurred regardless of the gender of the adolescent and thus did not support the gender congruency hypothesis. In contrast to the activation frequency hypothesis and video game literature on sexualization, the effect of playing with a female sexualized avatar was not moderated by game frequency. Given the adverse consequences of self-objectification in adolescence, the current study results highlight the need for research on how these effects may be countered.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.