2009
DOI: 10.1007/s11199-009-9682-9
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A Content Analysis of Female Body Imagery in Video Games

Abstract: The 150 top-selling video games sold in the U.S. across nine platforms were content analyzed to study representations of female bodies. All human females in the games were captured via screenshot and body parts measured. These measurements were then compared to actual anthropometric data drawn from a representative sample of 3,000 American women. The results show that female video game characters at low levels of photorealism are systematically larger than the average American woman whereas female characters a… Show more

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Cited by 69 publications
(57 citation statements)
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“…Indeed, the lack of aspirational female characters compared to male characters in current video games may indicate that the target audience is assumed to consist mostly of young men (Behm-Morawitz & Mastro, 2009;Burgess et al, 2007;Dill & Thill, 2007;Downs & Smith, 2010;Martins et al, 2009;Ogletree & Drake, 2007;Soukup, 2007;Williams, Martins, et al, 2009). Although it can be argued that this lack of female representation in video games does not deter women from playing (Daviault & Schott, 2013;Reinhard, 2009), it might still limit identification with the gamer label and thus negatively influence women's willingness to perform their gamer identity visibly (Burch & Wiseman, 2015).…”
Section: The Mechanics Behind the Male Gamer Stereotypementioning
confidence: 99%
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“…Indeed, the lack of aspirational female characters compared to male characters in current video games may indicate that the target audience is assumed to consist mostly of young men (Behm-Morawitz & Mastro, 2009;Burgess et al, 2007;Dill & Thill, 2007;Downs & Smith, 2010;Martins et al, 2009;Ogletree & Drake, 2007;Soukup, 2007;Williams, Martins, et al, 2009). Although it can be argued that this lack of female representation in video games does not deter women from playing (Daviault & Schott, 2013;Reinhard, 2009), it might still limit identification with the gamer label and thus negatively influence women's willingness to perform their gamer identity visibly (Burch & Wiseman, 2015).…”
Section: The Mechanics Behind the Male Gamer Stereotypementioning
confidence: 99%
“…The video game industry continues to create content that panders towards the presumed preferences of a young, male, heterosexual audience. These preferences are reflected in both a lack of female video game characters and hyper-sexualization of the female characters that do exist (Behm-Morawitz & Mastro, 2009;Burgess, Stermer, & Burgess, 2007;Dill & Thill, 2007;Downs & Smith, 2010;Martins, Williams, Harrison, & Ratan, 2009;Ogletree & Drake, 2007;Soukup, 2007;Williams, Martins, Consalvo, & Ivory, 2009). The marginalization of women in gaming also receives widespread attention outside the scientific discourse; for example, Anita Sarkeesian's (Sarkeesian, 2013) video series titled "Tropes versus Women in Video Games" criticizes the stereotypical and negative roles of female characters in video games.…”
Section: Introductionmentioning
confidence: 99%
“…For example, Eschholz et al (2002) invoked theories of cognitive effects of exposure to gender role portrayals, Dietz (1998) referenced Gerbner's cultivation theory of perceptual effects of media images, and Milburn et al (2001) cited past research to back the notion that gender stereotyping can affect self-concept, the evaluation of others, and task performance. Other important media effects theories that have served well as bases for content analyses include social cognitive theory (e.g., Cressman et al 2009), agenda setting and priming (e.g., Balmas and Scheafer 2010), framing (e.g., Pan et al 2010), cultivation (e.g., Cressman et al 2009Martins et al 2009), anduses andgratifications (e.g., Ebersole 2000). In sum, theory and past research on message effects may serve as the logical basis for content analyses of suspected influential content.…”
Section: Preparationmentioning
confidence: 99%
“…For example, some studies of online content have focused on what web users actually attend to, unobtrusively recording their web activity (e.g., Danaher et al 2006;Jansen and Spink 2006;Mastro et al 2002). Further, content analyses of video games have adopted the practice of using a set of recorded gaming sessions as the content, rather than a hypothetical population of all potential content for a given game (e.g., Haninger and Thompson 2004;Martins et al 2009;Weber et al 2009). …”
Section: Review Of Past Research and Development Of Measuresmentioning
confidence: 99%
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