2008
DOI: 10.1016/j.jesp.2008.06.002
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Effects of exposure to sex-stereotyped video game characters on tolerance of sexual harassment

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Cited by 145 publications
(137 citation statements)
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References 26 publications
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“…Accordingly, the alternative models tested and proposed in Ferguson and Donnellan (2017) could be misleading for readers, as they are not theoretically wellanchored and are distant from our original hypotheses. Indeed, our findings are entirely consistent and sustained by previous research in the field of media effects (see Dill et al 2008;Dill and Thill 2007;Fox et al 2013Fox et al , 2014.…”
Section: It Is Easy To Knock Down a Straw Personsupporting
confidence: 91%
See 1 more Smart Citation
“…Accordingly, the alternative models tested and proposed in Ferguson and Donnellan (2017) could be misleading for readers, as they are not theoretically wellanchored and are distant from our original hypotheses. Indeed, our findings are entirely consistent and sustained by previous research in the field of media effects (see Dill et al 2008;Dill and Thill 2007;Fox et al 2013Fox et al , 2014.…”
Section: It Is Easy To Knock Down a Straw Personsupporting
confidence: 91%
“…In fact, a scientific consensus is beginning to emerge around the potentially harmful effects of sexist violent video games on players. For example, one study found that exposure to images of sex-typed video game characters from GTA (vs. images of professional men and women) increased judgments and attitudes supporting aggression against women (Dill et al 2008). Another recent study (Fox et al 2014) found that female participants who played with sexualized characters in a video game reported higher rape myth acceptance scores than participants in other conditions.…”
Section: Is Playing With Sexist Video Games Just Harmless Fun?mentioning
confidence: 99%
“…First, the comparison between the objectification versus control conditions included methodological confounds. For instance, Galdi et al (2013) utilized televised segments of successful women versus scantily dressed women (vs. neutral televised segments) and Dill et al (2008) used real-life professional women as control images versus sexualized avatars in videogames. Hence, sexual objectification was confounded with the women's perceived competence.…”
Section: Sexualized Media and Attitudes Toward Sexual Harassmentmentioning
confidence: 99%
“…Several recent reviews have demonstrated that both women and non-White ethnic groups are under-represented in video games, and when they are featured, they tend to be depicted in highly stereotypical and negative ways (Burgess, Dill, Stermer, Burgess, & Brown, 2011;Deskins, 2013;Dickerman, Christensen, & KerlMcClain, 2008). Furthermore, there is evidence that mere exposure to, as opposed to identification with, depictions of women and non-White ethnicities in video games can lead to negative attitudes towards those groups (Dill, Brown, & Collins, 2008;Dill & Burgess, 2012). Given the evidence that embodiment can lead to a stronger activation of stereotypes than other forms of media (Ash, 2016;Groom et al, 2009), it is important that the portrayal of women, Black, Asian and minority ethnic (BAME) people and members of other disadvantaged social groups is treated as an important issue by game designers.…”
Section: Future Directions: Changing Attitudes Via Embodiment Outsidementioning
confidence: 99%