UNIVERSITE DE LIEGE
Faculté de Psychologie, Logopédie et Sciences de l’Education
Unité de Recherche en Psychologie et Neuroscience Cognitives
Sexualization and aggression against
women: A focus on sexualized characters in
video games
Jonathan Burnay
Thèse présentée en vue de l’obtention du titre de Docteur en Sciences Psychologiques
Sous la direction du Pr. Frank Larøi
Thèse co-dirigée par le Pr. Brad Bushman
Membres du jury : Pr. Stéphanie Demoulin, Pr. Joël Billieux, Pr. Björn-Olav Dozo, Pr.
Benoît Dardenne, Pr. Brad Bushman, Pr. Frank Larøi
2018-2019
Acknowlegments
‚It’s dangerous to go alone! Take this.‛
When I started my Ph.D., I did not meet an old sage in a cavern and I did not
receive a sword to face the difficulties along the road. Unarmed, I was sure to lose all
my hearts before succeeding in my quest. But it was without counting on all the
fairies I would meet on the way!
1
First, I want to thank Frank Larøi, my advisor, for the confidence he placed in me.
Thank you for your time, patience, thoroughness, and words of encouragements.
You taught me to be obsessive and I sure hope that I took a few pages out of your
book!
I also want to thank Brad Bushman, my co-advisor. Beyond your precious
methodological and theoretical help, you offered me one of the greatest experiences
of my life by inviting me for a research stay in your lab. During that research stay,
you did not treat me as a Ph.D. student, but as a friend.
Thank to my thesis committee, Professor Joël Billieux and Professor Benoît
Dardenne who helped me during the development of this thesis through their
advices and guidance. I also thank Professor Stephanie Demoulin and Professor
Björn-Olav Dozo giving of their time and being part of my jury. I sincerely hope you
will enjoy the reading.
Thanks to all my colleagues for their help, support, and all the good moments
spent during lunchtime: Audrey, Aurélie, Bénédicte, Benjamin, Céline, Christina,
Clara, Coline, Fabienne, Fanny, Hedwige, Julien, Line, Lucie, Maëlle, Marie, Marion,
Murielle, Sylvie, Sylvie, Vincent, and Thierry. There are a few that I would like to
thank particularly. Thank you to Marie Geurten for the many (some might say too
many) geek discussions we had. You reminded me that beyond the PhD, I still have
other passions. I do not have any excuse left not to finish that story! Thank you as
well for your precious statistical assistance. Thank you to Julien Laloyaux, the Great
Methodology Destroyer, without whom my studies would have ever reached half
their current quality. Thank you to Aurélie Wagener for your problem solving skills
and the coffee breaks, in Kawa we trust! Thank you to Clara Della Libera, some
1
If you do not know the reference, the quotation comes from a 1986 video game called The
Legend of Zelda. In that game, your health is represented by hearts you lose every time you
get hit by a monster. Fairies are the best way to recover all your hearts and they can even
resurrect you if you die!
would say you are too loud, I would say you bring more joy to the office. Your
capacity for hard work is a model for me! Thank you to Audrey Krings for being one
of the most smiling and enthusiastic persons I know. No matter the situation, you
never seem down. Thank you to Vincent Marinelli for always finding the most
uncomfortable theoretical questions. You always seem to calculate the best next
moves ahead in everything. Thank you to Bénédicte Thonon for the friendly and
productive atmosphere you create in the office. I want to express my gratitude to
Sylvie Blairy who trusted me in the past and to Sylvie Willems who trusts me for the
future.
I have another large group of people I need to thank: my friends, the old as well as
the new ones. Many thanks to Adriano Tosoni, Amour D’Haene, Damien Schwanen,
Damien Vannespenne, Dimitri Fagnoul, Emilie Casagrande, Gaëlle Cox, Kevin
Debois, Laurence Lecrompe, Loïc Diricken, Mégane Likin, Milo Schoonjans, Robin
Schoonjans, Sarah Denis, Sarah Schroyen, Tangui Horel, and Vanessa Verest. I
particularly want to thank Adriano Tosoni I know, you do not like to be called
Adriano, but I have to make it official for being my initiator to the scientific
method. You taught me that any affirmation should survive multiple sources
verifications before being considered as facts. You punched so many of my beliefs in
the face I hardly recognize who I was before I met you. Thank you to Laurence
Lecrompe, my personal physician, for patching me up every time I needed it. I know
I will remain a faithful customer thanks to your cocktails and barbecues. Thank you
Tangui Horel for all these hours of co-working and for never giving me any excuse
for not going out and taking a break. Thank you to Damien Vannespenne for being
the insomniac confidant everyone needs. Thank you to Sarah Denis, your stalking
skills made you the first close friend I made in college and since then, your subtle
sense of humor remains my favorite. Thank you to Robin Schoonjans for proving that
no one should be afraid of changing career track; you have always been a model of
resilience and valor. Thank you to Kevin Debois for your perpetual good mood, your
jokes always brighten even the worst situations. Thank you to Gaëlle Cox for being
the first who explicitly expressed feminist ideas around me. The idea caught on.
Thank you to Amour D’Haene for the joy you communicate around you with your
everlasting smile. And because no one is too young to appear in the
acknowledgment of a thesis, I want to address a special thank you to the newest
member of our little band, Milo Schoonjans.
I do not really have the words to express how much Charlotte Delleur helped me
during these past four years. Thank you for being such a supportive wife. You stood
by my side during the best and the worst moments. In the darkest time, you were the
one who turned on the light for me and sharing the best moments with you is what
made them real. Every day spent with you makes me a better man.
The final ‚thank you‛ goes to my parents, Murielle Claes and Olivier Burnay. You
have built the foundations that have led to this moment.
Table of Content
PROLOGUE ....................................................................................................................................................... 11
THEORETICAL SECTION ............................................................................................................................. 13
CHAPTER 1: AGGRESSION AGAINST WOMEN .................................................................................... 15
DEFINITION ...................................................................................................................................................... 15
AGGRESSIVE COGNITION AND AFFECTS ......................................................................................................... 16
AGGRESSIVE BEHAVIOR AGAINST WOMEN ..................................................................................................... 16
AGGRESSIVE ATTITUDES TOWARD WOMEN .................................................................................................... 18
SUMMARY ......................................................................................................................................................... 20
CHAPTER 2: AN INTEGRATED MODEL TO EXPLAIN AGGRESSION AGAINST WOMEN: THE
CONFLUENCE MODEL INTEGRATED WITH THE GENERAL AGGRESSION MODEL.............. 21
ONE MODEL TO INTEGRATE THEM ALL .......................................................................................................... 21
Cognitive-Neoassociationistic Theory .......................................................................................................... 21
Social Learning Theory ................................................................................................................................ 22
Script Theory ................................................................................................................................................ 22
Excitation Transfer Theory .......................................................................................................................... 23
Social Interaction Theory ............................................................................................................................. 23
THE GENERAL AGGRESSION MODEL .............................................................................................................. 23
Proximate Causes and Processes .................................................................................................................. 24
Distal Causes and Processes......................................................................................................................... 26
THE CONFLUENCE MODEL .............................................................................................................................. 27
Hostile Masculinity...................................................................................................................................... 27
Promiscuous-Impersonal Sex ....................................................................................................................... 27
THE CONFLUENCE MODEL INTEGRATED INTO THE GENERAL AGGRESSION MODEL ................................... 28
SUMMARY ......................................................................................................................................................... 29
CHAPTER 3: REPRESENTATION OF WOMEN AND MEN IN VIDEO GAMES .............................. 31
DEFININING SEXUALIZATION .......................................................................................................................... 32
THE VIDEO GAME INDUSTRY, THE VIDEO GAME COMMUNITY, AND VIDEO GAME CONTENT AS A HOSTILE
ENVIRONMENT FOR FEMALE PLAYERS ............................................................................................................ 32
Video Game Content Analysis ..................................................................................................................... 33
THE NEED FOR AN OBJECTIVE INSTRUMENT TO EVALUATE VIDEO GAME CONTENT REGARDING
SEXUALIZATION AND STEREOTYPED ROLES .................................................................................................... 40
SUMMARY ......................................................................................................................................................... 42
CHAPTER 4: IMPACT OF FEMALE SEXUALIZED CONTENT ON AGGRESSION AGAINST
WOMEN ............................................................................................................................................................. 45
A BRIEF DESCRIPTION OF PREVIOUS VIDEO GAME CONTENT RESEARCH ..................................................... 45
THEORETICAL ARGUMENTS TOWARD AN IMPACT OF SEXUALIZED FEMALE CONTENT IN VIDEO GAME ON
AGGRESSION AND AGGRESSIVE ATTITUDES TOWARD WOMEN ..................................................................... 47
STATE OF THE ACTUAL EMPIRICAL RESEARCH ABOUT THE IMPACT OF FEMALE SEXUALIZED CONTENT ON
AGGRESSION AGAINST WOMEN ...................................................................................................................... 48
SUMMARY ......................................................................................................................................................... 54
AIMS OF THE THESIS .................................................................................................................................... 55
EXPERIMENTAL SECTION ........................................................................................................................... 57
THE DEVELOPMENT AND VALIDATION OF AN OBJECTIVE MEASURE OF THE
SEXUALIZED CONTENT OF VIDEO GAMES: THE VIDEO GAME SEXUALIZATION
PROTOCOL ....................................................................................................................................................... 59
ABSTRACT ......................................................................................................................................................... 61
INTRODUCTION ................................................................................................................................................ 63
STUDY 1 ............................................................................................................................................................ 64
METHOD ........................................................................................................................................................... 64
Sampling ...................................................................................................................................................... 64
Coding .......................................................................................................................................................... 65
Coder Training ............................................................................................................................................. 66
Statistical Analyses ...................................................................................................................................... 66
RESULTS ............................................................................................................................................................ 66
Intercoder Reliability .................................................................................................................................... 66
Exploratory Factor Analysis (EFA) ............................................................................................................. 67
Descriptive Statistics, Internal Consistency, and Inter-Correlation of the Female and Male Two-factor
Model............................................................................................................................................................ 68
DISCUSSION ...................................................................................................................................................... 69
STUDY 2 ............................................................................................................................................................ 69
METHOD ........................................................................................................................................................... 71
Participants .................................................................................................................................................. 71
Questionnaires ............................................................................................................................................. 72
Sampling ...................................................................................................................................................... 73
Coding .......................................................................................................................................................... 73
Coder Training ............................................................................................................................................. 75
Statistical Analyses ...................................................................................................................................... 75
RESULTS ............................................................................................................................................................ 75
Intercoder Reliability .................................................................................................................................... 75
Exploratory Factor Analysis (EFA) ............................................................................................................. 76
Descriptive Statistics, Internal Consistency, and Inter-Correlation of the Female and Male Three-Factor
Models .......................................................................................................................................................... 77
Convergent Validity ..................................................................................................................................... 78
Regression Analyses ..................................................................................................................................... 78
DISCUSSION ...................................................................................................................................................... 88
EFFECTS OF SEXUALIZED VIDEO GAMES ON ONLINE SEXUAL HARASSMENT ..................... 93
ABSTRACT ......................................................................................................................................................... 95
INTRODUCTION ................................................................................................................................................ 97
Theoretical Foundations of the Present Research ......................................................................................... 98
Objective of the Present Research............................................................................................................... 101
METHOD ......................................................................................................................................................... 102
Participants ................................................................................................................................................ 102
Materials .................................................................................................................................................... 102
Questionnaires ........................................................................................................................................... 104
Procedure ................................................................................................................................................... 104
RESULTS .......................................................................................................................................................... 106
DISCUSSION .................................................................................................................................................... 108
Theoretical and Practical Implications ....................................................................................................... 109
Limitations and Future Research ............................................................................................................... 111
Conclusion.................................................................................................................................................. 112
AN EXAMINATION OF THE POSSIBLE IMPACT OF THE SEXUALIZED CONTENT OF VIDEO
GAMES AND COGNITIVE LOAD ON IMPLICIT EVALUATIONS OF WOMEN ......................... 113
ABSTRACT ....................................................................................................................................................... 115
INTRODUCTION .............................................................................................................................................. 117
METHOD ......................................................................................................................................................... 120
Participants ................................................................................................................................................ 120
Materials .................................................................................................................................................... 120
Questionnaires ........................................................................................................................................... 123
Procedure ................................................................................................................................................... 124
RESULTS .......................................................................................................................................................... 126
Individual Differences ................................................................................................................................ 126
Implicit Responses in Experimental Conditions ........................................................................................ 126
Bayesian Statistics...................................................................................................................................... 129
DISCUSSION .................................................................................................................................................... 130
Theoretical and Practical Implications ....................................................................................................... 130
Limitations and Future Research ............................................................................................................... 132
Conclusion.................................................................................................................................................. 133
IMPACT OF SEXUALIZED VIDEO GAME AND COGNITIVE LOAD ON RAPE MYTH
ACCEPTANCE AND DEHUMANIZATION OF THE PERPETRATOR.............................................. 135
ABSTRACT ....................................................................................................................................................... 137
INTRODUCTION .............................................................................................................................................. 139
METHOD ......................................................................................................................................................... 143
Participants ................................................................................................................................................ 143
Materials .................................................................................................................................................... 143
Questionnaires ........................................................................................................................................... 145
Procedure ................................................................................................................................................... 146
Statistical Analyses .................................................................................................................................... 147
RESULTS .......................................................................................................................................................... 148
DISCUSSION .................................................................................................................................................... 152
EFFECTS OF VIOLENT AND NONVIOLENT SEXUALIZED MEDIA ON AGGRESSION-
RELATED THOUGHTS, FEELINGS, ATTITUDES, AND BEHAVIORS: A META-ANALYTIC
REVIEW ............................................................................................................................................................ 159
ABSTRACT ....................................................................................................................................................... 161
INTRODUCTION .............................................................................................................................................. 163
Nonviolent and Violent Sex in the Mass Media ........................................................................................ 163
Definitions .................................................................................................................................................. 164
Types of Research Designs ......................................................................................................................... 165
Why Do Sexualized and Violent Sexualized Media Increase Aggression? ................................................ 169
Previous Reviews ....................................................................................................................................... 171
Present Review ........................................................................................................................................... 172
METHOD ......................................................................................................................................................... 173
Literature Search Procedures ..................................................................................................................... 173
Inclusion Criteria ....................................................................................................................................... 173
Moderator Variables Coded ........................................................................................................................ 174
Intercoder Reliability .................................................................................................................................. 176
Meta-Analytic Procedures ......................................................................................................................... 177
RESULTS .......................................................................................................................................................... 178
Global Effect of Violent and Nonviolent Media on Aggression ................................................................. 178
Outliers ...................................................................................................................................................... 179
Moderators ................................................................................................................................................. 179
Publication Bias Analyses .......................................................................................................................... 181
DISCUSSION .................................................................................................................................................... 182
Main Findings............................................................................................................................................ 182
Magnitude of Average Effect Sizes ............................................................................................................ 183
Limitations and Future Research ............................................................................................................... 184
Conclusions ................................................................................................................................................ 185
DISCUSSION .................................................................................................................................................. 209
AN OBJECTIVE INSTRUMENT OF EVALUATION OF SEXUALIZED AND ATTITUDE CONTENT OF VIDEO GAME
........................................................................................................................................................................ 212
IMPACT OF SEXUALIZED CONTENT IN VIDEO GAMES ON AGGRESSIVE BEHAVIOR AND ATTITUDES AGAINST
WOMEN .......................................................................................................................................................... 216
A SYSTEMATIC REVIEW ABOUT THE IMPACT OF SEXUALIZED CONTENT ON AGGRESSION ......................... 221
GENERAL DISCUSSION ................................................................................................................................... 223
Theoretical Implications ............................................................................................................................. 223
Directions for Future Studies..................................................................................................................... 228
Practical Implications................................................................................................................................. 230
CONCLUSION.................................................................................................................................................. 232
REFERENCES .................................................................................................................................................. 235
ANNEX .............................................................................................................................................................. 261
ANNEX 1: SUPPLEMENTARY MATERIAL FROM ‚THE DEVELOPMENT AND VALIDATION OF AN OBJECTIVE
MEASURE OF THE SEXUALIZED CONTENT OF VIDEO GAMES: THE VIDEO GAME SEXUALIZATION
PROTOCOL .................................................................................................................................................... 262
ANNEX 2: JOKES USED IN ‚EFFECTS OF SEXUALIZED VIDEO GAMES ON ONLINE SEXUAL HARASSMENT 278
ANNEX 3: SUPPLEMENTARY MATERIALS FROM ‚EFFECTS OF SEXUALIZED VIDEO GAMES ON ONLINE
SEXUAL HARASSMENT ................................................................................................................................. 283
ANNEX 4: SUPPLEMENTARY MATERIALS FROM ‚IMPACT OF SEXUALIZED VIDEO GAME AND COGNITIVE
LOAD ON RAPE MYTH ACCEPTANCE AND DEHUMANIZATION OF THE PERPETRATOR ............................ 285
Prologue
If Pac-Man had affected us as kids, we’d all be running around in dark rooms,
munching pills and listening to repetitive electronic music.
Marcus Brigstocke, English comedian, actor and satirist
Whether you find them stupid and useless or fun and useful, no one can deny that
video games are part of our everyday life and have an impact on our culture. Video
games have created icons known by everybody such as Mario, Pac-Man, Lara Croft,
and Pikachu. Even if you never touched a video game console in your life, you are
probably familiar with these characters. Video games started on computers and
consoles, but they soon invaded movie theaters, TV screens, literature, and the other
forms of media. Currently, Grand Theft Auto V is considered the most profitable
cultural product of all time (Cherney, 2018). In short, video games are everywhere
and even if you do not like them, you have to deal with them.
Video game players are always able to tell you about the positive impact that
video games have had for them. Some may just say that video games are fun and
help them relax. Others may tell you that the story of a certain video game almost
made them cry they definitely cried, but they might never admit it. Video game
players sometimes even explain that video games have taught them important things
(e.g., patience, perseverance, friendship, history). However, if they can admit that
video games had a positive influence on them, they rarely admit that they can have a
negative influence.
Potential negative consequences of video games have always been a worry. More
precisely, the content of video games and its potential impact have raised a lot of
concerns. Recently, awareness has been raised among the general public about the
presence of sexualized and sexist content in video games. Both Anita Sarkeesian (in
the United State) and Mar_Lard (in France) have pointed out that women are poorly
represented in video games, are often represented as damsels in distress or as sex
objects. They also denounce the harassment and discrimination faced by female
players in the video game community.
Despite the many specific examples given by Anita Sarkeesian and Mar_Lard, the
real consequences of sexualized video game content still remain unclear. Scientific
research is needed to determine these consequences. The present thesis focuses on
one main question: can sexualized content from video games impact aggression
against women?
12
Prologue
Five studies will be presented. In the first study, an objective instrument of
evaluation of sexualized content was designed and validated. Three experiments
were then carried to examine the possible impact of sexualized content on sexual
harassment (Study 2), general negative attitudes toward women (Study 3), and
dehumanization and rape myth acceptance (Study 4). Study 4 also evaluated the
impact of sexualized media on aggression in video games but also in other forms of
media.
Theoretical Section
Chapter 1: Aggression against Women
The concept of aggression is paradoxically both simple and complex. Aggression
is simple because most acts of aggression are easily identified, such as by witnesses.
Yet, aggression is complex for two reasons. First, the term aggression is used
differently by lay people and researchers. For example, during a heated argument,
one might be qualified as aggressive because he used a stronger voice. Second,
aggression includes a large variety of behaviors and involves several moderators.
Definition
Among researchers, aggression is defined as any behavior intended to harm
another person who does not want to be harmed (Baron & Richardson, 1994). This
definition includes four important features (Bushman, 2017). First, aggression is an
external and visible behavior (e.g., swearing, hitting, slapping and so on). Even if
aggressive thoughts and emotions exist (see below regarding ‚aggressive cognition
and affects‛), they cannot be qualified as aggression. Second, aggression involves at
least two people, which means that acts of self-harm do not qualify as aggression.
Third, aggression is intentional rather than accidental. For example, painful actions
that help rather than hurt the person (e.g., emergency stitches) are not considered
aggressive behaviors. Fourth, the victim wants to avoid being harmed. Sado-
masochistic practices are therefore excluded from aggression. Finally, it is important
to note that failing to harm another while intending to, is still considered as an act of
aggression. For example, throwing a stone at someone is aggressive, regardless of
whether the stone hits the victim. Based on this definition, the previous example is
not aggressive. The person that raised his voice is only trying to give more weight to
his point of view without intending to harm anybody.
According to this definition, aggression includes a wide variety of behavior that
can range from mild (e.g., dirty look) to extreme violence (e.g., mass shooting).
Aggression must be distinguished from violence. Violence can be defined as any
behavior intended to cause extreme physical harm, such as injury or death, to
another person who does not want to be harmed (Bushman, 2017). For example,
pushing someone to get him out of the way will be considered as aggression, but not
violence, whereas intentionally pushing someone down the stairs would be an act of
violence. All acts of violence are aggression, but not all acts of aggression are
violence.
16
Chapter 1: Aggression against Women
Aggressive Cognition and Affects
Aggressive cognition and aggressive affect are important precursors to aggression
(J. J. Allen & Anderson, 2017). Aggressive cognition is defined as thoughts,
memories, and ideas that are associated with aggression and violence. Aggressive
cognition includes aggressive beliefs and attitudes (e.g., believing that it is acceptable
for a husband to hit his wife), aggressive perceptual schemata (e.g., the tendency to
perceive ambiguous situations in a hostile manner, such as believing that your wife is
angry because she is quiet), aggressive expectation schemata (e.g., expecting
aggressive comments from a feminist friend), aggressive behavioral scripts (e.g.,
thinking that it is necessary to play rough to sexually turn a woman on), and hostile
attribution bias (e.g., interpreting the intention of others as aggressive, Anderson &
Bushman, 2002). Aggressive affect includes feelings of anger, hostility, and irritability
(Anderson & Bushman, 2002).
Both aggressive cognition and aggressive affect cannot be considered as
aggression because they are not external and visible behaviors. However, their
presence increases the probability of emitting aggressive behavior (J. J. Allen &
Anderson, 2017). Indeed, those that have easily accessible aggressive cognition tend
to perceive their surrounding as more hostile and to find aggressive solutions for
their interpersonal conflicts. Similarly, aggressive affect can be caused by various
situations (e.g., provocation), and will facilitate aggressive behavior. In other words,
aggressive cognition and aggressive affect are mediators of aggressive behavior
(Anderson & Bushman, 2002). However, neither aggressive cognition, nor aggressive
affect are necessary or sufficient conditions to cause aggressive behavior. For
example, someone can leave a provocative situation even if they have aggressive
thoughts and feel angry inside. Similarly, aggressive behavior can occur without the
presence of aggressive affect or cognition (e.g., acts of torture). Such kind of
aggressive behavior is called instrumental aggression.
Aggressive Behavior against Women
In western society, several aggressive and violent acts mostly target women
compared to men. At the top of the list come all types of sexual aggression. In the
United States, women are four times more likely to be sexually assaulted and twice
more likely to be sexually harassed than men (Stop Street Harassment, 2018).
Prevalence numbers show that around 63% of women have been sexually harassed
once in their life (FRA, 2014; Stop Street Harassment, 2018). Violence and sexual
violence by an intimate partner (22%) accounts for two thirds of the global violence
Theoretical Section
17
and sexual violence committed against women (31.8%; FRA, 2014). During their
lifetime, around 18.3% of women have been raped compared to 1.4% of men (CDC,
2010). European reports are more encouraging, but are still discouraging 1 out of
20 women have been raped during their lifetime (FRA, 2014). Among all victims of
human trafficking in Europe and North America, 76.5% are women or girls and
mostly for sexual exploitation (UNODC, 2016).
Non-sexual violence against women includes a higher risk of violence in an
intimate environment. For example, homicides tend to affects men four times more
often than women, except for intimate partner/family-related homicides where two
thirds of the victims are women (UNODC, 2013). Around 20% of women have
experienced violence from a partner in Europe and North America, compared to
around 12% of non-partner violence (WHO, 2013). Concerning online harassment,
men and women are globally equally vulnerable to insults, bullying and physical
treats. However, stalking and sexual harassment occurs 2 to 3 times more often to
women than men (Pew Research Center, 2014).
Although it cannot be qualified as aggression (i.e., because we do not know if the
motives are to hurt women), it is important to mention that women also suffer direct
discrimination in various environments. Women are less likely than men to access
senior and middle management positions and, for equivalent job positions, they
usually earn significantly less than men (Blau & Kahn, 2016; United Nations Statistics
Division, 2015). Access to some type of job is more difficult for women because they
are considered as less competent than men for those jobs, for example, less than 30
percent of the world’s researchers are women (Computer Science, 2018) and men are
four times more likely to be hired in technology jobs (Brown, 2018). Further, some of
these discriminations are even institutionalized. Indeed, 155 countries have at least
one law discriminating on basis of gender (World Bank Group, 2016). In most
countries, women have to pay more than men for similar products. This phenomena
is called the pink tax and concern several product that cost more for women (e.g.,
toiletries, toys, clothing; Cone, 2019).
This list of aggressive behaviors against women is not exhaustive, but
demonstrates the importance of studying the phenomenon. Aggression against
women is an important societal problem. Despite obvious consequences such as
injuries and death, violence and sexual violence by a partner causes sexual health
problems (e.g., STDs), mental health difficulties (e.g., higher risk of depression,
anxiety, PTSD, alcohol use disorders), and even suicide (WHO, 2013). Each of these
behaviors have a cost due to increased demand in medical care, health care, police
18
Chapter 1: Aggression against Women
intervention, diminution of the victim quality of life and productivity. For example,
in the United States, rape alone has an estimated cost for society of $129 billion per
year (National Institute of Justice, 1996).
Aggressive Attitudes toward Women
Attitudes can be defined as general evaluations that people hold about
themselves, other people, objects, and issues (Petty & Cacioppo, 1986). Among the
various aggressive attitudes toward women, four seem particularly important for
predicting aggression against women: sexism, rape myth acceptance,
dehumanization, and sexual objectification.
Sexism is probably one of the most studied aggressive attitudes in the literature.
Sexism can be defined as ‚a multidimensional construct that encompasses two sets of
sexist attitudes: hostile and benevolent sexism‛ (Glick & Fiske, 1996). Hostile sexism
can be defined as all aspects of sexism that correspond to hostility and prejudice
toward women. Hostile sexism is based on a hostile form of sexuality and on the idea
that men are superior and more dominant than women (Dardenne, Delacollette,
Grégoire, & Lecocq, 1996). Examples of hostile sexism include sexual harassment,
sexist comments or jokes, and physical violence. Benevolent sexism is often wrongly
perceived as being a positive form for the perceiver. This set of interrelated attitudes
tend to elicit outwardly pro-social or intimacy-seeking behaviors, but still places
women in an inferior position by viewing them in a stereotypical manner and in
restricted roles. An example of benevolent sexism would be helping a woman to
carry something heavy, which implies that she is too weak to do it herself.
Benevolent sexism can be separated into three main forms that are: protective
paternalism (i.e., women should be loved, protected and cherished because they are
too weak to protect themselves), complementary gender differentiation (i.e., women
complement men because of their purity, sensitivity, culture and moral sense), and
heterosexual intimacy (i.e., men and women are incomplete without each other).
Rape myth acceptance can be defined as any belief that will cause to trivialize and
minimize the act of rape, or to hold the victims partially or fully responsible for being
raped (Burt, 1980; Lonsway & Fitzgerald, 1994; Loughnan, Pina, Vasquez, & Puvia,
2013). Such beliefs can concern the rape, the rape victim, or the rapist. Rape myths
take many forms but can be generally grouped into four main categories (McMahon
& Farmer, 2011): (1) the victim had it coming (e.g., her outfit was immodest and has
caused the sexual desire of the perpetrator), (2) the rape cannot be considered as such
(e.g., the victim did not clearly say ‚no‛ to the perpetrator), (3) the perpetrator
Theoretical Section
19
cannot be hold responsible (e.g., he was too drunk to understand what he did), (4)
the victim lied about the rape (e.g., she cheated on her boyfriend so she pretended to
be raped). A recent example of rape myth acceptance occurred during a trial in
Ireland (BBC, 2018). A perpetrator was acquitted because his victim a 17-year-old
adolescent was wearing a thong at the time of the rape. The thong was used as a
proof for the victim consent.
Dehumanization is a process through which a person is treated as an animal, an
object, or not completely human (Gervais, Bernard, Klein, & Allen, 2013; Haslam,
2006). The dehumanized person is delegitimized as a human being and morally
excluded (i.e., moral values do not apply to that person). By dehumanizing others,
one disengages himself/herself from moral self-sanction (Bandura, 2002). For
example, a rapist might dehumanize his victim, which means that he will not feel
guilt or remorse because usual moral values do not apply to the victim. Two main
forms of humanness can be denied the person (Haslam, 2006): human uniqueness
and human nature. Human uniqueness includes characteristics that distinguish
human and other related categories of animals. Among these characteristics are
social learning, refinement, civility, moral sensibility, rationality, logic, and maturity.
Human nature includes characteristics that can be found among other species, but
that are still fundamental and shared by all humans. For example, creativity might
not be unique to human, but is an essential attribute of humanity. Such
characteristics are emotional responsiveness, interpersonal warmth, cognitive
openness, agency, individuality, and depth. The denial of these two forms of
humanness corresponds to two forms of dehumanization. Denial of human
uniqueness is called animalistic dehumanization and denial of human nature is
called mechanistic dehumanization. More concretely, those that are animalistically
dehumanized are perceived as being more animal than human. In other words, they
are perceived as being immoral and immature, and their behavior appears to be
driven by instincts, motives, and appetites, instead of mediated by cognition. Those
that are mechanistically dehumanized are perceived as objects or automaton. They
are seen as lacking in depth, as being cold, rigid, superficial, incapable of agency,
interchangeable, and passive. Their behaviors are interpreted as the consequence of
causal events instead of their own will. Even if dehumanization is not specifically an
aggressive attitude toward women, dehumanizing women causes aggressive
behavior toward them, such as sexual aggression, sexual harassment, and
objectifying gazes (Gervais et al., 2013; Rudman & Mescher, 2012).
20
Chapter 1: Aggression against Women
Objectification can be considered as a specific form of dehumanization. When
applied to women, one of the most common forms of objectification is sexual
objectification. Sexual objectification occurs when a woman become instrumental and
is not seen as an entire human being because one focuses on someone’s physical
attributes or sexual function, instead of focusing on his/her face and other non-
observable attributes, such as thoughts, feelings, and desires (Loughnan et al., 2010;
Vaes, Paladino, & Puvia, 2011). In other words, when women are objectified, their
sexual body parts or functions are separated from their person (Gervais et al., 2013).
Sexual objectification provokes a large variety of behaviors that range from
inappropriate compliments and sexual gaze on the one hand, to sexual assault,
exploitation and trafficking on the other hand. Concrete examples of sexual
objectification can be found among the clients of strippers and prostitutes.
In the literature, a large variety of attitudes toward women exists. However, these
attitudes are often more specific forms or mixed forms of sexism, rape myth
acceptance, dehumanization, and sexual objectification. As example of a specific
form of hostile sexism is attitudes toward women as a manager (Peters, Terborg, &
Taynor, 1974), which designates the attitudes about women’s right and abilities in a
business setting. An example of rape myth acceptance and hostile sexism combined
is adversarial sexual beliefs, which refers to the expectation that sexual relationships
are fundamentally exploitative, that each party to them is manipulative, sly, cheating,
opaque to the other's understanding, and not to be trusted (Burt, 1980). All of these
aggressive attitudes toward women interact with each other and can facilitate
aggression.
Summary
Aggression is a concept that includes a wide range of behaviors from minor acts
(e.g., name calling) to severe ones (e.g., murder). Aggression is influenced by several
mediators, including aggressive attitudes, cognition, and affect. Women are the
prime victims of several specific aggressive behaviors. Compared to men, women are
more often the victims of sexual aggression, sexual harassment, violence committed
by a partner, murder by a partner, stalking, and discrimination. These acts of
aggression are particularly influenced by four aggressive attitudes toward women,
namely sexism, rape myth acceptance, dehumanization, and sexual objectification.
Chapter 2: An Integrated Model to Explain Aggression
against Women: The Confluence Model Integrated with the
General Aggression Model
Two models are particularly relevant to explain aggression against women: the
General Aggression Model (GAM; Anderson & Bushman, 2002, 2018) and the
Confluence Model (Malamuth, Linz, Heavey, Barnes, & Acker, 1995). The first model
is a meta-theory that describes the general underlying mechanisms of aggression.
The second model focuses on the various factors that can specifically predict male-
on-female sexual aggression. Both models have been integrated together to predict
aggression against women (Anderson & Anderson, 2008). This chapter will first
briefly describes the five theories that have been integrated together to create the
original GAM (Anderson & Bushman, 2002), then describe the revised GAM
(Anderson & Bushman, 2018), the Confluence Model (Malamuth et al., 1995), and the
Confluence Model integrated into the GAM that was designed by Anderson and
Anderson (2008).
One Model to Integrate Them All
The original version of the GAM (Anderson & Bushman, 2002) was designed to
integrate and synthetize the five most used theory of aggression and learning at the
time: cognitive-neoassociationistic theory, social learning theory, script theory,
excitation transfer theory, and social interaction theory. It also extends these theories
in important ways and has four advantages compare to individual theories. First, the
GAM offers a more parsimonious theoretical framework. Second, it better explains
aggressive behaviors that are based on multiple motives (e.g., instrumental and
affect-based aggression). Third, the GAM aid for a better understanding of
aggression development across time.
Cognitive-Neoassociationistic Theory
According to cognitive-neoassociationistic theory (Berkowitz, 1990), aversive
events (e.g., provocation, frustration, loud noises) can produce negative affect that
will stimulate thoughts, memories, expressive motor reactions (i.e., ‚automatic
reactions that occur in conjunction with specific emotions, largely in the face‛,
Anderson & Bushman, 2002), and physiological responses associated with fight and
flight tendencies. Cognitive-neoassociationistic theory is based on the idea that
memory consists of a network of concepts and of links between these concepts (A. M.
Collins & Loftus, 1975). Each individual concept can be represented as a node, and
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Chapter 2: An Integrated Model to Explain Aggression against Women: The
Confluence Model Integrated with the General Aggression Model
each relation between these concepts can be represented as links. Strongly related
nodes become knowledge structures that can include emotions, behavioral
responses, and beliefs. Nodes can be activated through priming, which leads to the
activation of these knowledge structures. For example, a man who holds attitudes of
hostile sexism and rape myth acceptance might associate together concepts such as
‚sexualized women‛ and ‚sexually available‛. If he tries to seduce a woman that
represents such concepts for him and is turned down, his frustration, associated with
the idea that women like to play ‚hard to get‛, might lead to sexual aggression.
Social Learning Theory
According to social learning theory, direct experience and observation are the two
main ways to learn aggression-related behaviors, attitudes, expectations, beliefs, and
perceptual schemata (Bandura, 1983, 2001; Mischel & Shoda, 1995). Such learning can
occur in a number of different contexts such as direct social interactions, watching
television or movies, or playing video games. Further, the learner not only observes
the behavior itself but also whether the behavior is rewarded or punished. Therefore,
a form of aggressive behavior might have been learned through observation, but the
probability of performing the behavior will depend on whether it was rewarded or
punished (Bandura, 1965; Bandura, Ross, & Ross, 1961). For example, one might
observe a peer performing sexual harassment behavior in the street, but avoid
performing it himself due to the presence of the police. However, later, when the risk
of punishment has vanished (e.g., the police have left), he might perform the
aggressive behavior in order to obtain the approval of his peers.
Script Theory
Scripts are well-learned, well-rehearsed, and highly associated concepts in mind,
which often involve an understanding of causation, goals, and plans of action
(Abelson, 1981; Schank & Abelson, 1977). Scripts are an important part of one’s
learning because they are used to organize knowledge, guide behaviors and define
situations. When facing a situation, a person first selects a corresponding script and
then assumes a role in the script. For example, a restaurant script helps one know
what to expect when going to a restaurant (i.e., enter restaurant, wait for a host, host
seats you at a table and gives you a menu, waiter/waitress takes your order, cook
prepares your order, waiter/waitress brings your food to the table, eat food, ask
waiter/waitress for a check, pay for food, exit restaurant). Therefore, scripts can be
considered as a group of strongly linked concepts in memory that become a unitary
concept. The more a script is rehearsed, the more accessible it becomes in memory.
Rehearsal increases the number of paths through which a script can be activated and
Theoretical Section
23
the strength of the path themselves (e.g., one might find really difficult to travel by
plane the first time, but the ‚airport script will become stronger after going to an
airport several times). Scripts can guide every kind of behavior, including aggressive
behaviors. For example, being exposed to aggression through media can create
scripts that involve aggressive behaviors (Huesmann, 1998).
Excitation Transfer Theory
According to excitation transfer theory (Zillmann, 1988), when two events occur
within a short amount of time, the arousal caused by the first event might be
misattributed to the second event, even if both events do not share the same hedonic
value. Therefore, if a first event causes arousal (e.g., exercising), and a second event
causes joy (e.g., receiving some good news), then the arousal of both events will add
up to cause even more joy. In the context of aggression, the arousal from a first event
(e.g., having a car accident) can add up with the arousal from an event that caused
anger (e.g., being provoked by the other driver). Further, if the arousal is consciously
attributed to anger, anger can last for long periods of time, leaving the person more
prone to aggression even after the dissipation of the initial arousal. The anger can
also be prolonged through rehearsing the event in memory.
Social Interaction Theory
Social interaction theory is particularly appropriate when trying to explain goal-
motivated aggression (Tedeschi & Felson, 1994), also called ‚instrumental
aggression.‛. In this theory, aggression is defined as a social influence behavior (i.e.,
aggression can be used to cause changes in the victim’s behavior). For example,
aggression can be used to obtain valuables (e.g., sex, services, money, information),
to retaliate against a perceived injustice, or to bring about desired social and self-
identities (e.g., appear manly, competent, tough).
The General Aggression Model
The core of the General Aggression Model (GAM) has remained the same since it
was first proposed (Anderson & Bushman, 2002). However, slight modifications
have occur over time (e.g., Anderson & Bushman, 2018).
The General Aggression Model (GAM; Anderson & Bushman, 2002, 2018; Figure
1) is a model that describes each step leading to behavioral aggression. When facing a
situation that can potentially result in aggression, proximate and distal causes and
processes interact together to determine behavior. The core of the model proximate
causes and processes describe an episode of social interaction. During that episode,
24
Chapter 2: An Integrated Model to Explain Aggression against Women: The
Confluence Model Integrated with the General Aggression Model
the interaction between the characteristics of a person and the features of the
situation influence the present internal state. Modification of the present internal
state will influence a process of appraisal of the situation that might result in
aggression. The distal causes and processes described by the model are all the long-
term influences that have modified the personality of the person, which influences
the characteristics that a person brings into a social interaction.
Figure 1. General Aggression Model.
Proximate Causes and Processes
The core of the GAM is the proximate causes and processes consist of three main
parts: (1) person and situation variables, (2) present internal state, and (3) appraisal
and decision processes (Anderson & Bushman, 2018).
Person and situation variables. Aggression can be influenced by two types of
input variables: personal and situational variables. Personal variables are all the
characteristics that the person brings into the situation, such as gender, age, race, IQ,
biological dispositions, personality traits, beliefs, attitudes, values, scripts, long-term
goals, etc. Situational variables are all the features of the environment that can
Theoretical Section
25
influence aggression, such as presence of a weapon, a frustrating event, exposure to
violent and/or sexualized media, a provocation, drug and alcohol use, aggressive
peers, etc. Together, personal and situational variables can influence the individual’s
present internal state.
Present internal state. The present internal state is composed of three main routes
that interact with each other: cognition, affect, and arousal (Anderson & Bushman,
2002). Input variables (i.e., personal and situational variables) can prime or activate
aggressive thoughts, schemata, and scripts in memory. For example, playing a
violent sexualized video game might activate hostile thoughts against women in
memory. Affect corresponds to the negative or aggressive mood and emotions that
can be directly influenced by input variables, which can thereafter influence
behaviors (e.g., my car is damaged because of an accident, which makes me angry
and more aggressive toward the other driver). The last route is arousal, which can
initiate a person to be more ready to act (high arousal) or to inhibit (low arousal)
behavior. For example, it has been shown that when someone is aroused through
exercise, that person may act more aggressively (Zillmann, Katcher, & Milavsky,
1972). Each of these routes can either influence behavior directly or through their
interactions. For example, affect and cognition can interact with each other through
mood-congruent cognitions and mood-dependent memory (Buckley & Anderson,
2006). Mood-congruent cognition is a phenomenon in which a person’s mood
increases the processing of information that is affectively similar (e.g., depressed
people have more difficulty to disengage their attention from sad faces than other
expressions; Sears, Thomas, Lehuquet, & Johnson, 2010). Mood-dependent memory
is the finding that information learned in a particular mood is best retrieved in that
mood (e.g., depressed people better recall faces with a negative facial expression than
faces with a positive facial expression; Ridout, Astell, Reid, Glen, & O’Carroll, 2003).
In other words, people tend to pay more attention to mood-matching information
and are more likely to store it in memory.
Appraisal and decision processes. The last step before the apparition of
aggressive behavior is the appraisal and decision processes. The modification of the
internal state caused by the inputs will provoke an immediate appraisal of the
situation. Such automatic (i.e., effortless, occurring without awareness)
interpretations of the situation can result in an impulsive behavior. For example,
after being angered by his wife, a man could slap her. However, if the immediate
appraisal is judged to be unsatisfactory and if the person has sufficient time and
cognitive resources, then the situation might be reappraised and may lead to a
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Chapter 2: An Integrated Model to Explain Aggression against Women: The
Confluence Model Integrated with the General Aggression Model
thoughtful action (e.g., revising the initial judgment). For example, if the man does
not want to hit his wife the outcome is unsatisfactory he might choose to storm
out of the room instead. However, the result of an immediate appraisal is not
automatically aggression (e.g., facing a harasser, the impulsive reaction of a woman
might be to flee). Similarly, the reappraisal process leads to a thoughtful action that
might be aggressive (e.g., the same woman might find it unsatisfactory to flee in
front of a harasser and therefore might choose to retaliate). Whether or not the
immediate appraisal and reappraisal lead to an aggressive behavior is dependent on
all the preceding mechanisms (i.e., person and situation inputs, and changes to the
present internal state).
Distal Causes and Processes
The distal causal factors of aggression refer to stable factors that influence the
development of personality (Anderson & Bushman, 2018). Distal factors include both
biological and environmental modifiers. Biological modifiers include all the
biological elements of a person that can influence aggressiveness such as impulsivity
deficits, Attention Deficit Disorder/Attention Deficit Hyperactivity Disorder, various
genetic risk factors, hormones, etc. Similarly, environmental modifiers include all the
long-term influences caused by one’s environment such as poor parenting, antisocial
peers, growing up in a violent neighborhood, repeated exposure to violent media,
etc. Each of these variables creates and reinforces beliefs, attitudes, perceptual
schema, expectation schema, behavior scripts, and affective components that are part
of one’s personality.
The GAM can be seen as a closed circle in which distal and proximate causal
factors influence each other. The distal aspects of personality will influence the
various elements that one brings into the proximal personal variable, as well as the
interpretation of proximal situational variables. For example, a man that has
developed hostile sexism through repeated exposure to pornography can more easily
activate such beliefs when discussing with a feminist, which can lead to the
activation of hostile sexist thoughts. In return, each social encounter causes learning,
and the repetition of learning can lead to the modification of the personality. For
example, someone living in a nonviolent neighborhood can expect people in the
street to be nice and helpful. However, if the same person moves into a violent
neighborhood, situations of aggression might occur more often and each of these
social encounters might create the expectation schema that the street is a dangerous
place where one can be assaulted at any moment.
Theoretical Section
27
The Confluence Model
The Confluence Model (Malamuth, 2003; Malamuth et al., 1995; Vega &
Malamuth, 2007) was initially designed to specifically explain sexual aggression. The
confluence model includes two main groups of variables that predict sexual
aggression against women: hostile masculinity and promiscuous-impersonal sex.
Hostile Masculinity
Hostile masculinity can be described as a personality profile that combines (1)
hostility, distrust, insecurity, defensive, and hypersensitive attitudes toward women,
and (2) willingness to control and dominate women. High hostile masculinity is
related to fear of rejection by women, anxiety about romantic relationship, and
feelings of threat, especially by women in positions of power. In this context,
dominance is a way to maintain control over women.
Further, hostile masculinity accounts for two individual differences: masculine
gender role expectations and general hostility. Stress associated with the traditional
masculine role may cause men to believe that women can challenge their role
fulfillment. In other words, in order to be a ‚real man‛, one must embrace masculine
roles defined by society and culture such as seeking power, toughness, dominance,
aggressiveness and competitiveness. In contrast, stereotypically feminine qualities
must be rejected, such as softness, empathy, and sensitivity. Displaying traditionally
feminine qualities for a hostile masculine male might be associated with loss of male
identity and lead to dominating and/or aggressive behavior in order to recover
masculine superiority. The second individual difference that was accounted for in
hostile masculinity is general hostility. General hostility is a predictor of more
general aggression against women (Malamuth et al., 1995). Indeed, general hostility
appears to be a good predictor of nonsexual aggression, whereas hostile masculinity
is a good predictor of sexual aggression.
Promiscuous-Impersonal Sex
Promiscuous-impersonal sex is defined as the tendency to have a noncommittal,
game-playing orientation in sexual relations (Malamuth et al., 1995). The
promiscuous-impersonal sex concept is similar to the sociosexuality concept, which
corresponds to individual differences in willingness to engage in sexual relations
without closeness or commitment (Gangestad & Simpson, 1990; Simpson &
Gangestad, 1991). Individuals that are high in promiscuous-impersonal sex are more
likely to report having sex earlier in their relationships, more than one current sexual
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Chapter 2: An Integrated Model to Explain Aggression against Women: The
Confluence Model Integrated with the General Aggression Model
relationship, many different sexual partners in the past, partners with whom they
had sex only once, and expecting to have many different partners in the future. Such
attitudes toward sexuality and sexual partners have been associated with sexual
aggression and distress in marital relationships (i.e., men with a sociosexual
orientation tend to be less monogamous, which creates tensions in their current
relationship).
The Confluence Model Integrated into the General Aggression Model
The Confluence Model was initially independent from the General Aggression
Model. However, both models have benefits and limitations. The General Aggression
Model has been proven to be highly relevant to predict all kinds and forms of
aggression (Anderson & Bushman, 2002, 2018), but might lack specificity, especially
in its ability to predict more specific forms of aggression such as aggression against
women. In contrast, the Confluence Model proposes various factors that can predict
aggression against women but neglects situational factors such as provocation and
the intermediate psychological processes (i.e., cognition, affects, and arousal;
Anderson & Anderson, 2008). Thus, Anderson and Anderson (2008) integrated the
Confluence Model into the GAM, and found that the integrative version of the model
is highly relevant to predict aggression against women.
All the variables that are proposed as predictors of aggression in the Confluence
Model can be considered as person input variables in the GAM (Anderson &
Anderson, 2008) (Figure 2). When designing the model that integrates the Confluence
Model into the GAM, seven variables have been shown to predispose men to aggress
against women: (1) general hostility, (2) general aggressiveness, (3) violent attitudes,
(4) hostility to women, (5) impersonal-dominant sex, (6) aggressiveness to women,
and (7) violent attitudes to women. The integration of both models has also allowed
the identification of three particularly important situational variables: (1)
provocation, (2) gender of the target, and (3) aggression opportunity. Such variables
may influence one’s present internal state. Further, the Confluence Model adds to the
potential choice of aggressive or non-aggressive behaviors by influencing the two
types of appraisal processes described in the General Aggression Model. Indeed, the
various personal variables proposed by the Confluence Model suggest that different
paths might influence the choice of using verbal, physical, and sexual aggression. For
example, if a man holds hostile attitudes toward women (person input), he might feel
more depreciated and angered (present internal state) by a woman who has rejected
his sexual advances. He might choose to follow her (thoughtful action) and later
Theoretical Section
29
assault her when she is alone (situational variable). Similarly, if the same man has
less control over his reaction (e.g., he is drunk), he might immediately insult her
(impulsive action).
Figure 2. Confluence Model integrated into the General Aggression Model (Anderson
& Anderson, 2008).
Summary
Two models that are particularly relevant to explain aggression against women
are the General Aggression Model (GAM; Anderson & Bushman, 2002, 2018) and the
Confluence Model (Malamuth, 2003; Malamuth et al., 1995; Vega & Malamuth, 2007).
The GAM is a meta-theory that was initially design to regroup and integrate
mechanisms issued from cognitive-neoassociationistic theory, social learning theory,
script theory, excitation transfer theory, and social interaction theory. According to
30
Chapter 2: An Integrated Model to Explain Aggression against Women: The
Confluence Model Integrated with the General Aggression Model
the GAM, situation and person inputs cause changes in the person’s present internal
state, which, in turn, can lead to aggressive behavior after either an automatic or
controlled appraisal process. The Confluence Model is a more specific model that
predicts aggression against women using variables issued from two main paths:
hostile masculinity and promiscuous-impersonal sex. Recent work has integrated the
Confluence Model into the General Aggression Model (Anderson & Anderson, 2008).
Indeed, the individual factors described by the Confluence Model can be integrated
as person inputs in the social encounter component of the GAM. According to this
integrated model (Anderson & Anderson, 2008), the person inputs that predict the
best aggression against women are: general hostility, masculine gender role stress,
impersonal sex, hostile masculinity, and violent attitudes toward women.
Chapter 3: Representation of Women and Men in Video
Games
Aggression against women is a problem in our society and the roots of this
problem are complex and multi-determined. The causes of aggression against
women can be examined at a societal, dyadic, individual and situational level (Krahé,
2017). For example, aggression against women is more likely in societies that
promote patriarchal values (i.e., societal explanation). Low marital satisfaction is one
of the best predictor of partner violence (i.e., dyadic explanation). Individual level
risk factors of aggression against women are being younger, less educated, and less
affluent. Examples of situational precipitators of violence against women are alcohol
and drug consumption.
A recent situational precipitator might be sexualized and sexist video games.
Indeed, video games are a recent media that started in the early seventies and is
continuously growing since to become a billion dollar industry (WePc, 2018). In
Western society, video games are played by around 64% of the population
(Interactive Software Federation of Europe, 2018; Nielsen Games, 2017; UKIE, 2018).
When picturing the stereotypical video game players, one typically imagines a young
male. However, several surveys reveal that adolescents and young adults (i.e.,
between 16 and 24 years of age) only represent 26% of players, and that almost as
many women play video games as men (Interactive Software Federation of Europe,
2018; UKIE, 2018). Despite this equivalent number of female and male players, video
games are often described as being a hostile environment for female players (Gray,
2012a, 2012b; Kuznekoff & Rose, 2013). By consequence, video game exposure is
regularly suggested as a potential cause of aggression against women (Dill, Brown, &
Collins, 2008; Driesmans, Vandenbosch, & Eggermont, 2015; Fox & Potocki, 2016;
Yao, Mahood, & Linz, 2010).
This chapter provides definitions of sexualization, examines why video games
might be considered a hostile environment for women, and how this representation
might influence aggression against women. First, a description of the way women
are treated by the video game community and industry is provided. Second, current
content analyses will be described to better understand how male and female
characters are represented in video games. Third, it will be argued that content
analyses have significant limits and that a new objective and accurate classification
system is necessary in order to efficiently evaluate sexualization and roles in video
games.
32
Chapter 3: Representation of Women and Men in Video Games
Definining Sexualization
Two main definitions of sexualization have been proposed in the scientific
literature. Among these, one is a general one, the other is a multi-dimensional one.
The general definition of sexualization states that sexualization occurs when a
person is held to a standard that equates physical attractiveness (narrowly defined)
with being sexy‛ (R. L. Collins, Lamb, Roberts, & Ward, 2010, p. 1). A second
definition of sexualization adds more precision to the first one by defining it as ‚a
number of complex, interacting factors, such as the extent of nudity and revealing
clothing and poses that are suggestive of sexual activity or availability‛ (Pacilli et al.,
2017). In this thesis, we will use the second definition of sexualization as it allows a
more precise operationalization of the concept of sexualization.
The Video game industry, the Video Game Community, and Video Game Content
as a Hostile Environment for Female Players
Video games in general convey negative attitudes toward women (Stermer &
Burkley, 2012). Attitudes such as objectification, dehumanization, sexism, and rape
myth acceptance can be found both in the video game industry, in the video game
community (Brehm, 2013), and in the video games themselves (Stermer & Burkley,
2012).
Few studies have focused on the video game industry. However, some authors
have suggested that sexualization and objectification of women in video game are
used as a selling point (Jansz & Martis, 2007; Near, 2013; Scharrer, 2004). For
example, one study found that that female sexualization in video game covers is
related to the financial success of the game (Near, 2013). In general, the video game
industry is dominated by males, which has caused an overall masculine culture in
the video game industry (Williams, 2006). In other words, video games are created
by men for men and with the stereotypical idea of what men want in a video game.
Many anecdotal examples of the consequences of such a culture range from the
objectification and dehumanization of female characters in advertisements (e.g., an
advertisement from PlayStation presented a woman’s bust with breasts on both sides
with the text: ‚Psvita, two tactile interfaces, twice more sensations‛) to objectification
and even sexual harassment of real women (e.g., video game conventions often hire
‚babes,‛ which are women wearing revealing outfits to staff the booths). All these
elements convey the idea that male players are the dominating population in video
games (Williams, 2006).
Theoretical Section
33
This overall idea that video games are essentially a male activity designed for men
has led to consider female players as a minority that suffers the consequences
(Brehm, 2013; Gray, 2012a; Kuznekoff & Rose, 2013). One online study (Brehm, 2013)
examined in detail the sexist behavior of players in World of Warcraft, a massively
multiplayer online role-playing game. The study used both multiple choice questions
and open-ended question. Using both kinds of questions, participants were able to
communicate if they had personally experienced sexism or if they had witnessed
another player experiencing sexism, and to describe the sexist event. Based on the
data collected from 294 participants, male video game players expressed both hostile
and benevolent sexist attitudes toward women. Female video game players
experienced both hostile (e.g., verbal aggression, sexual harassment, discrimination)
and benevolent (e.g., some male players offer gifts to obtain favors from female
players, and often treat them as if they are precious and delicate) sexist related
behaviors. Negative attitudes sometimes even involved rape myth acceptance with
the common use of rape jokes by male video game players.
A regularly suggested cause of these aggressive behaviors against women is the
physical and the role representation of male and female video game characters (Dill
et al., 2008; Driesmans et al., 2015; Fox & Potocki, 2016; Yao et al., 2010). Indeed,
female and male video game characters are often depicted in stereotypical ways,
both physically and in terms of their roles within the game.
Video Game Content Analysis
Usually, content analyses are used to examine the representation of male and
female characters in video games. Six content analyses are particularly important.
Two of them described the evolution of the portrayal of female characters over time
(Lynch, Tompkins, van Driel, & Fritz, 2016; Summers & Miller, 2014), two used the
same classification system for both male and female characters, thus giving the
possibility of comparing both studies (Burgess, Stermer, & Burgess, 2007; Downs &
Smith, 2010), and two were the only ones to focus only on male characters (Martins,
Williams, Ratan, & Harrison, 2011; M. K. Miller & Summers, 2011). Each content
analysis is briefly described below.
Of the two content analyses that described the evolution of female characters over
time, one examined the years 1983 to 2014 (Lynch et al., 2016) whereas the other
examined the years 1988 to 2007. Both examined the sexualization of female
characters, but focused on different attitudes. One focused on the capacities of female
characters (Lynch et al., 2016) whereas the other focused on benevolent sexist
34
Chapter 3: Representation of Women and Men in Video Games
attributes endorsed by female characters (Summers & Miller, 2014). They also used
different sampling methods.
More precisely, the 1983 to 2014 content analysis focused on the evolution of
sexualization and competence of playable female protagonists (Lynch et al., 2016).
They excluded video games that contained non-anthropomorphized characters,
erotic video games, and video games that contained characters from pre-existing
media franchises to only focus on characters exclusively created for video games.
Their sampling method resulted in 571 video games, which were analyzed for a
randomly selected 5-minute of gameplay. Sexualization of female characters was
analyzed by coding if bare skin was exposed for breasts, buttocks, waists, and legs, if
certain areas (i.e., breasts, buttocks, and waist-to-hips ratio) had a disproportionate
size compared to the body, and if certain areas (i.e., breasts and buttocks) were
accentuated by garments or artistic styling (e.g., shadings). They also coded for
sexualized movement, described as ‚unnecessary undulation or jiggling that drew
attention to their body in a sexual manner‛. Finally, they coded for physical capacity
(i.e., ‚if they engaged in feats of physical strength or agility aside from routine
activities such as walking or picking up objects‛) and degree of violent portrayal (i.e.,
‚if they engaged in threats of physical force or use of such force against an animate
being or group of beings‛). The conclusions from this study were that sexualization
first increased (from 1983 to 2006) then started decreasing in 2007. Further, secondary
female characters were more sexualized than primary characters, and that sexualized
female characters were more capable.
The 1988 to 2007 content analysis examined articles from magazines that included
at least one full page of text and one picture that clearly described the video game
character. Using the text or the picture, coders rated (on 8-point scales): how sexy,
helpless, and innocent the character was, how revealing her clothing was, whether
she was a princess, and whether she was being rescued. A total of 223 female
characters from 175 game magazines articles were coded. Results showed that
attributes associated with benevolent sexism (i.e., needing rescue, helplessness,
innocence) tended to diminish over time, but not the overall presence of a princess.
However, attributes associated with sexualization (i.e., sexiness, revealing clothes)
tended to increase over time.
Both studies have similar limits. Indeed, the sampling method of both studies
might have biased their conclusion. The 1983 to 2014 content analysis (Lynch et al.,
2016) only focused on video games featuring a playable female character. By
choosing such a sampling method, the researchers excluded all video games
Theoretical Section
35
featuring a male character as the only playable character. This sampling method
excluded many video games in which female characters are not playable characters
(e.g., Grand Theft Auto V). The 1988 to 2007 content analysis (Summers & Miller, 2014)
only coded articles from magazines that described a female character. Therefore, the
female game character had to be sufficiently of interest to appear in a magazine
article along with a full page of text. This sampling method excluded several video
games in which female characters are of less interest. Another limit of both studies is
related to the degree of inaccuracy and subjectivity. For example, Summers and
Miller (2014) described innocence as ‚looking or acting innocent or sweet‛. Such a
description is too inaccurate and subject to the interpretation of each coder. Although
it can be concluded that Lynch et al. (2016) are precise concerning their evaluation of
sexualized content, their description of sexualized movement and physical capacity
are too subjective. For instance, concerning physical capacity, which activity can be
considered as a routine activity or not? Because of these limits, no clear conclusion
can be drawn about the evolution of female sexualization. Further, both studies
cannot be compared with each other because they used different classification
systems. Despite their limits, the authors of both content analyses concluded that
female characters are sexualized, and that their role seems to have evolved from
being submissive, helpless, and innocent, to being more capable and strong.
Several content analyses have included both male and female characters (Burgess
et al., 2007; Downs & Smith, 2010; Ivory, 2006; M. K. Miller & Summers, 2007; Near,
2013), which allows for a comparison between genders. Two of them appear to be
particularly relevant because they used similar sampling methods and classification
systems (Burgess et al., 2007; Downs & Smith, 2010). The earlier one used a thorough
classification system to analyze objectification (Burgess et al., 2007). First, a
distinction was made between objectification role and physical objectification.
Objectification role was coded using five variables: (1) being portrayed without
action, (2) being in a submissive role, (3) being a reward to others, (4) appearing
unnecessary to the goal of the game, and (5) requiring rescue without any clear
attempts to help oneself. Physical objectification was analyzed using any
combinations of five variables: (1) being portrayed in a sexy way, (2) having an
exaggerated bust (groin area for male characters), (3) wearing vulgar or tight clothing
that accentuates body parts, (4) wearing a revealing dress, and (5) only being
portrayed as part of a body without showing the face. They also evaluated the breast
size of female characters and the degree of muscularity of male characters. Breast size
was evaluated using three categories: normal, busty (i.e., ‚having breasts larger than
normal, but not unnaturally so‛) and super-busty (i.e., ‚unnaturally large breasts
36
Chapter 3: Representation of Women and Men in Video Games
that, due to size and/or shape, were not natural‛). Similarly, muscularity was
evaluated using three categories: normal, muscular (‚healthy body that had muscles
clearly evident; the muscles were not emphasized but readily visible‛), and super-
muscular (i.e., ‚specific muscle groups being visible, unnaturally large muscles,
and/or a muscle group larger than another part of the body that should not normally
be comparable‛). The authors analyzed the portrayals of female and male characters
depicted on video game covers. Results showed that male characters were twice
more likely to be represented on video game covers than female characters. Female
characters were significantly more likely to be role objectified (33%) than male
characters (1%). Similarly, female characters were more likely to be physically
objectified (47%) than male characters (14%). Further, female characters were more
likely to be busty or super-busty (49%) than male characters were to be shown
muscular or super-muscular (26%). Limits of this study include inaccuracy,
subjectivity and poor choice of sampling method. First, instead of using a score to
evaluate role and physical objectification, authors only coded the presence or absence
of these variables. Therefore, a character that had multiple physical objectification
variables (e.g., wearing a revealing dress, having an exaggerated bust, and being
portrayed in a sex way) was considered as equally physically objectified compared to
a character with only one of these physical objectification variables. Further, their
categories were highly subjective. For example, breast size was coded using vague
categories such as: ‚normal‛, ‚busty,‛ and ‚super-busty‛. Busty was defined as
‚having breasts larger than normal, but not unnaturally so‛, super-busty was
defined as ‚unnaturally large breasts that, due to size and/or shape, were not
natural‛. All other types of breasts were defined as being ‚normal‛. This
operationalization of breast size is clearly subjective as well as potentially culturally-
based. What is considered as a ‚normal‛ or a ‚large breast size‛ can potentially vary
greatly from person to person, and from country to country. Finally, their sampling
method was not adapted for some variables. Indeed, the sample only contained
stationary images (i.e., video game covers), which is not suitable for analyzing
variables such as role objectification (i.e., being portrayed without action, being in a
submissive role, being a reward to others, appearing unnecessary to the goal of the
game, requiring rescue without any clear attempts to help oneself). That last
limitation was addressed in the second content analysis (Downs & Smith, 2010),
which analyzed the 60 top-rated games of the three main game consoles popular at
the time. The authors used two types of sampling units: (1) images of video game
characters, and (2) video segments from the video game itself. Specifically, images of
video game characters were used to analyze physical aspects of the characters,
Theoretical Section
37
whereas 20-minute gameplay videos were used to analyze character roles. Eight
variables were coded from videos of gameplay: (1) revealing clothing, (2) nudity, (3)
body proportion, (4) appropriateness of attire, (5) breast size, (6) waist size, (7)
presence of sex talk, and (8) presence of sexual behavior. Results showed that male
characters were overrepresented compared to female characters, and were more
often the primary character. Further, female characters were more likely than male
characters to be sexualized (i.e., wearing revealing clothing, exposing partial or full
nudity, having unrealistic body proportions, and having a small waist). Sex talk and
sexual behavior were not analyzed due to their infrequent occurrence, and breast size
was only evaluated for female characters. Like other content analyses, the
classification system was too inaccurate and subjective. For example, body
proportion ‚was gauged by the propensity of characters to resemble an average male
or female human‛. However, what resemble and average male or female human
would be highly dependent from one coder to another. These two studies underscore
the importance of an accurate and objective system of classification and sampling
method.
The two last content analyses are particularly relevant to this thesis because they
focused on the representation of male characters. One of them included precise
measures of muscularity (Martins et al., 2011), and the other described the evolution
of male video game characters over time (Miller & Summers, 2011). In the first
content analysis (Martins et al., 2011), the 150 top-selling video games were
examined. Of these, the games that included adult male human characters were
analyzed, which included 1074 male characters. Each character was 3D modeled by a
professional computer graphic artist. All the 3D models were scaled to the same
height. Muscularity was determined by measuring head, chest, waist and hips. These
measures were compared to a similar 3D model based on the average
anthropometric data provided by the CAESAR (Civilian American and European
Surface Anthropometry Resource; Harrisson & Robinette, 1998). Results showed that
in general male video game characters have significantly larger head, chest, waist
and hips than the average American man. Further, they have a significantly smaller
V-shape proportion compared to the average American man. In other word, male
video game characters are larger than the average man, but are not especially more
muscular. Further, video game characters were compared based on age rating of the
video game. Male video game characters have a larger V-shape proportion in games
rated E 10+ or younger than in games rated T or older. Based on these results, the
authors concluded that hypermuscularity is mostly present among video games
rated for children than among video games rated for adults. The measurement
38
Chapter 3: Representation of Women and Men in Video Games
method (i.e., comparing characters that are scaled to the same height) is the only one
that computes a score for muscularity which, if reproduced could help compare
various sample of video games. However, that method might be difficult to replicate
because it requires the involvement of a professional computer graphic artist.
The second content analysis (Miller & Summers, 2011) used magazine articles
from 1988 to 2007 as the sampling material. Masculinity was coded using six
characteristics associated with masculinity that are powerful, danger-seeking, anti-
social, unsympathetic, successful, and muscular. These characteristics were coded on
an 8-point scale. Other coded variables were: sexiness, attractiveness, innocence,
helpless, mad, happy, afraid, carefree, presence or absence of abilities and weapons.
Results showed that, across time, male characters have become more muscular,
attractive, sexy, and mad, but became also less happy, carefree, and innocent. Again,
inaccuracy and subjectivity were the main limitations of this content analysis.
Conclusions from both studies are not similar, with one study concluding male
characters are more muscular (Miller & Summers, 2011) and the second one showing
that male video game character are larger, but not especially more muscular, than the
average male population (Martins et al., 2011). This stresses the necessity for a
classification system that uses an objective measurement system similar to the one
used by Martins et al. (2011). Indeed, such a measurement method create a precise
score that can be used for statistical analyzes and eventual comparisons between
studies.
Physical representations of female and male characters in video games. Based on
the previous content analyses, several conclusions about the representation of male
and female characters can be drawn. First, female characters are globally
underrepresented in video games. Indeed, there are at least twice as many male
characters as female characters on video game covers and reviews (Ivory, 2006; Near,
2013; Stermer & Burkley, 2015), and over seven times more male characters as female
characters in gameplay footage (Downs & Smith, 2010). Further, all content analyses
concluded that female characters are sexualized. Indeed, female characters frequently
have large breasts and buttocks, small waist-to-hips ratios, large amounts of exposed
skin, often dressed in revealing clothing (e.g., revealing cleavage or midriff) that are
inappropriate for the task at hand, and are portrayed as sexy and attractive (Burgess
et al., 2007; Downs & Smith, 2010; Ivory, 2006; Lynch et al., 2016; M. K. Miller &
Summers, 2007; Near, 2013).
Concerning the physical representation of male characters, muscularity is the main
physical feature analyzed by content analyses. With one exception (Martins et al.,
Theoretical Section
39
2011), all content analyses have found that male video game characters are muscular,
especially compared to female characters (Burgess et al., 2007; Miller & Summers,
2007, 2011).
Role representations of female and male characters in video games. Female and
male video game characters mainly engage in stereotypical roles. Female characters
assume three main roles (Summers & Miller, 2014). The first role is described by
Summers and Miller (2014) as a benevolent sexist role and corresponds to being
portrayed as needing rescue, and being helpless and innocent. In other words, female
characters often adopt the role of a ‚damsel in distress‛. Further, they are often
passive and secondary characters (i.e., they are usually not playable characters,
possess less capacities than male characters, are not central in the game, and are
unnecessary to the goal of the game; Ivory, 2006; Miller & Summers, 2007; Near,
2013). The second role is being a sex object. Female characters are often objectified
(e.g., the cover of a video game showing only parts of the female bodies; Burgess et
al., 2007). They act as a reward for the player (e.g., in Resident Evil 5, when the players
finish the game, they are rewarded by being allowed to change the outfit of the
female character to a more sexualized outfit) or are sex objects (e.g., the strippers and
prostitutes in Grand Theft Auto V, Burgess et al., 2007). The third role combines three
characteristics: sexy, strong, and secondary (Lynch et al., 2016). An example of such a
character would be Mad Moxxi in the video game Borderlands. Mad Moxxi is
described as sadistic and dangerous (i.e., strong), is a non-playable character that is
the hostess of a fighting arena (i.e., secondary), and is wearing a highly sexualized
outfit that reveals her cleavage, thighs, and undergarments.
In video games, male characters assume two main roles. The first role is being the
main protagonists in the game. Most heroes in video games are male, and most
playable characters are male (Burgess et al., 2007; Downs & Smith, 2010; Ivory, 2006;
M. K. Miller & Summers, 2007). The second that can pair with the first one is
being hyper-masculine. Hyper-masculinity can be defined as an exaggeration of
‚macho‛ characteristics, where displays of emotion are considered a weakness,
where physical aggressiveness is a fundamental part of what it is to be masculine,
and where belittling women, engaging in romantic relations, and exhibiting risk-
taking behavior are also typical male characteristics (Scharrer, 2004). Indeed, male
characters are more aggressive, ‚mad‛ (i.e., have an angry appearance or try to hurt
someone), display more weapons and abilities, display more competence, and are
more powerful than female characters (Burgess et al., 2007; M. K. Miller & Summers,
2007, 2011). Male characters are also less happy and carefree (i.e., sweet and caring,
40
Chapter 3: Representation of Women and Men in Video Games
law abiding) and less innocent in most recent video games compared to less recent
video games (Miller & Summers, 2011).
Furthermore, these male and female roles are the expression of negative attitudes
toward women (i.e., sexism, dehumanization and objectification, rape myth
acceptance). Benevolent sexism is represented by the role of the damsel in distress
among females (Summers & Miller, 2014) and male characters often assume the role
of the hero that attempts to save her (e.g., in Super Mario Bros, the whole objective of
the video game is to save the Princess Peach). Hostile sexism is represented by two
roles, the role of the sexy and strong secondary female character (Lynch et al., 2016)
and the hyper-masculine male character (Miller & Summers, 2007, 2011). Indeed, the
sexy, strong and secondary female character is the female that threatens male
masculinity by seeking to control men, often through sex (Matthews, Lynch, &
Martins, 2016), and the hypermasculine male character exhibits violent macho
characteristics (M. K. Miller & Summers, 2007, 2011; Scharrer, 2004). For example, in
God of War 3, Kratos is a hyper-masculine male character that meets Aphrodite, the
goddess of love (a sexy, strong/powerful, and secondary character). During their
interactions, Aphrodite trades sex for information (i.e., controlled Kratos), and Kratos
is aggressive during their sexual intercourse. Female characters are dehumanized
and objectified when they assume the role of a sex object or reward for players
(Burgess et al., 2007; Stermer & Burkley, 2012). Although we could find no content
analyses that examined rape myth acceptance in video games, some anecdotal
example can be found (e.g., in God of War 3, Aphrodite enjoyed the rough sexual
intercourse). In summary, video game content often conveys negative attitudes and
beliefs toward women.
The Need for an Objective Instrument to Evaluate Video Game Content Regarding
Sexualization and Stereotyped Roles
It is practically impossible to compare the results of the different content analyses
in the literature, and therefore impossible to draw clear conclusions about the
evolution of both the stereotypical appearance and the roles of male and female
characters due to the variability of sampling methods and the inadequacy of most
classification systems. Sampling methods vary mostly in terms of four characteristics:
(1) examined material (e.g., video game covers, magazines, gameplay), (2) selection
of video games (e.g., including the 60 top-rated video games that have sold at least
10,000 copies), (3) type of characters analyzed (e.g., only female, only male, both male
and female; playable vs. non-playable characters), and (4) the age rating of the video
Theoretical Section
41
game. The variability of the sampling method is highly dependent on the main
objective of the authors. For example, in one study (Near, 2013), the objective was to
determine the relation between video game sales and sexualization. Therefore, the
sampling method only included video game covers because it is one of the most
important selling features of a video game in a store. Further, the authors focused on
video games sold mostly to young males, games rated T (for Teens 13+) or M (for
Mature players 17+) according to the ESRB (2018) system. The results of such a
sampling method meets its objective, however, it does not provide a clear picture of
the current state of the sexualized content of a large number of video games rated
appropriate for younger players (i.e., rated eC to E 10+), and also does not examine
the actual content of the video game (e.g., the cover of Batman: Arkham Asylum only
represents male characters and excludes Harley Queen, a sexualized female
antagonist). Other content analyses only focused on video games with female
playable characters (Lynch et al., 2016). Thus, no conclusions can be drawn about the
real evolution of female characters in video games. Indeed, most of the video games
featured a male character as the only playable character. For instance, in Darksiders,
the only playable character is the male character War. However, the video game still
pictured Uriel, a sexualized female character wearing skin-tight armor. Such video
game would be excluded using Lynch et al.’s sampling method and therefore, the
sexualized female character is not coded.
Further, the classification systems used by previous content analyses often contain
a number of limitations such as: high levels of inaccuracy, high degree of subjectivity,
and narrow focus. When carrying out a content analysis, one must first define the
concept that one wishes to operationalize. Some authors lack accuracy in their
description of the concept. For example, one study did not define ‚muscularity‛ a
concept they wanted to evaluate among male video game characters (M. K. Miller &
Summers, 2007). Most of the content analyses have used highly subjective
evaluations. For instance, one analysis (Near, 2013) coded sexualization if the female
character was represented with disproportionately large breasts, clothes prominently
showing the midriff or cleavage, clothing similar to swimwear, dress revealing any
undergarments, or a suggestive pose. In this coding, the meaning of
‚disproportionately large‛, ‚prominently‛, ‚similar to‛, and ‚suggestive pose‛
depend on each coder’s estimation. In two other content analyses, all evaluations
were made on a culturally-based training ‚how a typical person in the US would
view the character‛ (M. K. Miller & Summers, 2007; Summers & Miller, 2014). Yet,
what can be considered as a typical person in the US remains unclear. The last limit
of most classification systems is their narrow focus. Usually, only a limited number
42
Chapter 3: Representation of Women and Men in Video Games
of variables are analyzed. For instance, in one analysis (Martins et al., 2011) only
muscularity was analyzed to determine how male characters are physically
represented in video games. In another analysis (Near, 2013), only sexualization was
coded and only for female characters.
Therefore, there is a clear need for an appropriate and objective instrument to
evaluate the actual sexualized and role content of video games. Such a classification
system should address the limits of previous content analyses by possessing a certain
number of elements, including defining a clear sampling method, specifying accurate
and objective concepts, and keeping a broad focus. First, a clear sampling method
should be defined. Based on previous content analyses, images should be used to
evaluate the physical features of characters, and videos (e.g., trailers, gameplay
recording) should be used to evaluate player roles. Second, the conceptualization of
each coded concepts should be accurate, objective, and free of any risk of cultural
interpretation. For example, body proportion could be evaluated using a direct
measurement instead of a vague estimation. Finally, the focus of the classification
system should be large and include both male and female video game characters. In
addition, similar concepts should be evaluated for male and female characters (e.g.,
body proportion, sexualized clothing, and muscularity). Such an evaluation
instrument should help researchers to create a score of sexualized content and role
for each character in a game. This would allow the direct comparison of studies and
would allow relating sexualization and stereotyped roles to any other variable of
interest, such as aggression and negative attitudes toward women.
Summary
Despite an equivalent number of female and male players, video games represent
a hostile environment for women. The video game industry and the video game
community are aggressive against women. Indeed, female players are often the
victims of sexual and gender harassment (i.e., hostile sexism), including rape jokes
(i.e., rape myth acceptance). They are often treated as if they were delicate, fragile,
and need protection (i.e., benevolent sexism), and they are surrounded by
dehumanization and objectification (e.g., booth babes and advertisements).
These negative representation and attitudes toward women are also directly
present in the content of video games. Representations of female and male video
game characters are often stereotyped. Female characters in video games are often
globally underrepresented, sexualized, and conform to stereotyped roles (i.e., a
damsel in distress, a sex object, or a strong character but sexy and secondary). Male
Theoretical Section
43
characters are usually muscular, hyper-masculine (i.e., aggressive, dominant,
powerful, mad), playable characters, and game heroes.
Representations of male and female video game characters have been evaluated
by content analyses. However, these content analyses have limits that prevent one
from drawing clear and definitive conclusions about the current state of
sexualization and roles endorsed by video game characters. These limitations are a
high degree of inaccuracy and subjectivity, a limited focus, and an inadequate
sampling method. There is thus a need for an instrument of evaluation that
addresses these limits.
Chapter 4: Impact of Female Sexualized Content on
Aggression against Women
Questions have been raised about the potential impact of video game content on
behaviors and attitudes. Most of the previous work has focused on the impact of
violent video game content on aggressive behavior (Anderson et al., 2010;
Greitemeyer & Mügge, 2014; Prescott, Sargent, & Hull, 2018), and on the impact of
prosocial video game content on prosocial behavior (Greitemeyer & Mügge, 2014).
Recently, attention has been drawn on the potential impact of sexualized content on
aggression and negative attitudes toward women. As it has been shown by previous
content analyses (Lynch et al., 2016; Martins et al., 2011; M. K. Miller & Summers,
2011; Stermer & Burkley, 2012; Summers & Miller, 2014), video game players are
exposed to several types of contents that include female sexualization, female
stereotyped roles, and dominating males. In addition, if they play an online game,
they might be exposed to negative attitudes toward women expressed by members
of the video game community (Brehm, 2013). Presently, it is difficult to affirm
whether video content is the cause of aggressive behavior and attitudes or whether
video games have adapted their content in order to please their community.
However, based on the Confluence Model integrated into the GAM (Anderson &
Anderson, 2008), female sexualized content from video games might theoretically
lead to aggression against women.
A Brief Description of Previous Video Game Content Research
Until recently, research about the impact of video game content focused on two
areas: (1) the impact of violent video game content on aggression and aggression-
related outcomes, as well as feelings of empathy and prosocial behavior, and (2) the
impact of prosocial video games on prosocial behaviors.
The impact of violent video game content has been largely debated among
scholars during the past years. While a consensus appears to be reached about a
positive impact of violent video game content on aggression (Anderson et al., 2010;
Bushman, Gollwitzer, & Cruz, 2015; Bushman & Huesmann, 2014; Greitemeyer &
Mügge, 2014; Krahé, 2014; Warburton, 2014), some researchers argue that the impact
of violent video game on real-world aggressive behavior is overstated (Elson &
Ferguson, 2013; Ferguson, 2007, 2008, 2009, 2010, 2015a, 2015b; Ferguson & Kilburn,
2009). Other researchers note that there is a link between exposure to violent video
46
Chapter 4: Impact of Female Sexualized Content on Aggression against Women
games and violent criminal behavior, but the magnitude of the effect is smaller
(Bushman & Anderson, 2015).
Two meta-analyses (Anderson et al., 2010; Greitemeyer & Mügge, 2014) have
provided with arguments in favor of a positive impact of violent video game content
on aggression. The first meta-analysis (Anderson et al., 2010) was conducted on 136
research papers with 130,296 participants published prior to 2009. This meta-analysis
showed that violent video game content had a causal impact on increased aggressive
behavior, aggressive cognition, aggressive affect, and arousal. Further, playing
violent video games also had a negative impact on feelings of empathy and on
prosocial behavior. The second meta-analysis (Greitemeyer & Mügge, 2014) was
conducted on 98 studies published from 2009 to 2014 with 36,965 participants
(Greitemeyer & Mügge, 2014). The objective of this second meta-analysis was to
replicate the results of the first one (Anderson et al., 2010) and to analyze the impact
of prosocial video game content on prosocial outcomes. Results showed a positive
impact of violent video game content on aggressive behavior, thoughts and feelings,
and a negative impact of violent video game content on prosocial behavior, thoughts,
and feelings. Both meta-analyses thus present coherent results despite analyzing
studies from different time periods. In both meta-analyses, the impact of video game
content was present for all methodological designs (i.e., cross-sectional,
experimental, and longitudinal), for both males and females of all ages, and no
presence of a publication bias was found.
However, some authors have argued that these effects were invalid and raised
four main criticisms relating to video game content research (Ferguson, 2009, 2010,
2015a, 2015b; Ferguson & Kilburn, 2009). First, video game researches rarely use
measures of overt aggression. Indeed, several studies, especially experimental
studies, used ‚nonserious‛ aggression measures for ethical reasons (e.g., the
competitive reaction time task or the hot sauce paradigm; (Epstein & Taylor, 1967;
Lieberman, Solomon, Greenberg, & McGregor, 1999). Second, studies did not include
important covariates such as gender, trait aggression, family/parenting, and negative
life events. Therefore, the effect could be attributed to a third variable relationship in
transversal and longitudinal studies. Third, when only the studies that have
addressed the two first criticisms are included in a meta-analysis, a publication bias
might exist in favor of studies showing a relation between violent video game play
and aggression. Forth, even if the reported effect sizes are significant, the effects are
usually weak. According to the same authors, when all these criticisms are
addressed, studies showed an absence of effect of violent video game content. For
Theoretical Section
47
example, three longitudinal studies have shown an absence of effect of violent video
game content on overt aggression (Ferguson, 2011; Ferguson, Garza, Jerabeck,
Ramos, & Galindo, 2013; Ferguson, Miguel, Garza, & Jerabeck, 2012).
A recent meta-analysis (Prescott et al., 2018) addressed these criticisms by only
including studies that have assessed the relation between exposure to violent video
game content and overt physical aggression. More specifically, 24 studies were
included with over 17,000 participants. Studies included were longitudinal with a
time lag ranging from 3 months to 4 years and controlled for trait aggression as well
as other covariates of interest. Results showed that violent video game play increased
overt physical aggression, even when trait aggression was controlled for. Further, the
effect remained even after controlling for all covariates included in each study.
Finally, the meta-analysis used three different publication bias methods that all
showed an absence of publication bias. In other words, this meta-analysis addressed
three out of four of the main criticisms raised against studies about the impact of
violent video game content on aggression.
In summary, there has been proof that video game content can influence
behaviors. Indeed, violent video game content has been shown to increase behavioral
aggression, and prosocial video game content has been shown to increase prosocial
behavior (Anderson et al., 2010; Greitemeyer & Mügge, 2014; Prescott et al., 2018).
However, few studies have examined the potential impact that sexualized video
game content might have on aggression against women.
Theoretical Arguments toward an Impact of Sexualized Female Content in Video
Game on Aggression and Aggressive Attitudes toward Women
Recall from Chapter 2 that the GAM is a model designed to predict aggressive
behavior. According to the GAM, aggressive behavior is the result of several factors
that interact together. When a person is in a situation that can potentially result in
aggressive behavior, the first elements that can influence the behavior are the
features of the environment (i.e., situational variables) and the features of the person
(i.e., personal variables). The interaction between situational variables and personal
variables influence the present internal state that includes affect, cognition, and
arousal. Modification of the present internal state influence appraisal and decision
processes. First an immediate appraisal of the situation occurs which, if not
reappraised, can lead to an impulsive (i.e., automatic) behavior. However, if the
person judges the initial appraisal as unsatisfactory and if the person has sufficient
time and cognitive resources, he might reappraise the situation, which could lead to
48
Chapter 4: Impact of Female Sexualized Content on Aggression against Women
a more thoughtful behavior. The result of all the interactions between the
components of the GAM might be an aggressive behavior.
The GAM is a useful theoretical framework to analyze the impact of media content
on aggressive behavior (Anderson & Bushman, 2018). Indeed, the GAM has already
been proved useful to predict aggressive behavior by exposure to violent content of
media in general and by exposure to violent content of video games (Bushman,
2017). According to the GAM, media content can be considered as a situational
variable. In this context, sexualized content from video games would act as a
situational variable and interact with personal variables to modify the present
internal state. In other words, sexualized content from video games might increase
aggressive thoughts, feelings, and physiological arousal levels. Further,
modifications of the present internal state are predicted to influence appraisal and
decision processes. Video games might have a stronger impact on the appraisal and
decision processes than other more passive forms of media (e.g., television, film,
videos). Because of their interactive nature, video games consume more cognitive
resources than passive forms of media (such as film and television; Lin, 2013).
According the GAM, such a higher consumption of cognitive resources might
interfere with the reappraisal process and therefore lead to a more impulsive action
(i.e., a more automatic behavior) instead of a thoughtful action. If sexualized content
did influence the present internal state and the appraisal and decision processes, the
result of the GAM cycle might be an aggressive behavior against women.
Further, the Confluence Model integrated into the GAM (Anderson & Anderson,
2008) postulates that the aggressive outcome should be more likely if several specific
personal variables and situational variables are present. The personal variables
identified by the integrated model are general hostility, general aggressiveness,
violent attitudes, hostility toward women, impersonal-dominant sex, aggressiveness
to women, and violent attitudes to women. The situational variables identified are
provocation, a female target, and an aggressive opportunity.
State of the Actual Empirical Research about the Impact of Female Sexualized
Content on Aggression against Women
If sexualized content from video games can theoretically cause aggression against
women, empirically, only a handful of studies have tried to analyze the impact of
sexualized content from video games on aggression against women. To the best of
our knowledge, only four studies have manipulated sexualization alone (Behm-
morawitz & Mastro, 2009; Driesmans et al., 2015; Fox, Ralston, Cooper, & Jones, 2015;
Theoretical Section
49
Read, Lynch, & Matthews, 2018). In those studies, sexualization was manipulated by
modifying the outfit of the character or the character itself. Further, four other studies
are of interest concerning the potential impact of video games on aggression against
women (Breuer, Kowert, Festl, & Quandt, 2015; Dill et al., 2008; Fox & Potocki, 2016;
Yao et al., 2010), but have limits or too broad a focus concerning the impact of
sexualized content.
Among the four studies that manipulated sexualized content alone, one focused
on hostile sexist attitudes (Behm-morawitz & Mastro, 2009), one on rape myth
acceptance (Fox et al., 2015), one on both rape myth acceptance and tolerance toward
sexual harassment (Driesmans et al., 2015), and one on both hostile sexism and rape
myth acceptance (Read et al., 2018). None focused on actual aggressive behavior.
The first study (Behm-morawitz & Mastro, 2009) examined the impact of a
sexualized video game on gender stereotyping. To evaluate the impact of sexualized
content, participants were separated into three groups. One group was exposed to a
sexualized video game Tomb Raider: Legend with the classic character that wears
revealing clothing. A second group was exposed to a non-sexualized version of the
same video game with a fully clothed character (i.e., the character wore a snow suit).
The third group was a control group that did not play any video game. Four
different types of gender stereotypes were measured using the Attitudes Toward
Women Scale (Spence & Helmreich, 1972): (1) female cognitive capacity, (2) female
physical capacity, (3) career and domestic labor (i.e., men’s and women’s
responsibilities related to household chores and childrearing, and appropriateness of
their roles in professional and manual labor jobs), and (4) appearance (i.e., gender
expectation about how women should maintain their bodies and appearance for
others). Results showed that playing a sexualized video game compared to no video
games at all significantly increased the belief that women are less cognitively
capable. No significant differences were found between the sexualized video game
and the non-sexualized video game. Further, results showed that women in the
sexualized condition significantly considered that women were less physically
capable than females in the non-sexualized condition. All other comparisons were
found to be non-significant. Therefore, there was no effect of video game condition
on career and domestic labor and on appearance.
The objective of the second study (Fox et al., 2015) was to determine the impact of
a sexualized characters on self-objectification and rape myth among female
participants. Using the video game Second Life, the authors created two sexualized
and two non-sexualized characters (i.e., Second Life gives a lot of freedom in the
50
Chapter 4: Impact of Female Sexualized Content on Aggression against Women
customization of avatars). The sexualized characters were rated to be significantly
sexier and suggestively dressed than the non-sexualized characters by an
independent sample of participants. Participants played either with a sexualized
character or with a non-sexualized character. State self-objectification was measured
using the Twenty Statements Test (Fredrickson, Roberts, Noll, Quinn, & Twenge,
1998), and rape myth acceptance was measured using the Rape Myth Acceptance
Scale (Burt, 1980). Results showed no direct effect of sexualized condition on rape
myth acceptance. However, self-objectification significantly mediated the relation
between sexualization exposure and rape myth acceptance. Specifically, exposure to
a sexualized avatar increased self-objectification, which, in turn, led to greater rape
myth acceptance.
The third study (Driesmans et al., 2015) recruited adolescent between 12 and 15
years of age. They played the video game The Story of Arado with either a sexualized
female character or with a non-sexualized male character. After gameplay, tolerance
toward sexual harassment was measured using the Tolerance for Sexual Harassment
Inventory (Lott, Reilly, & Howard, 1982), and rape myth acceptance was measured
using the Rape Myth Scale (Lonsway & Fitzgerald, 1995). The wording of both scales
was adapted to the age group of the study. Results showed that sexualized content
from the video game significantly increased rape myth acceptance and tolerance
toward sexual harassment among adolescents.
The last study that focused on sexualized content alone also manipulated
cognitive load (Read et al., 2018). Their objective was to investigate how task demand
and avatar sexualization influence rape myth acceptance and hostile sexism. First,
participants were played a sexualized or a non-sexualized video game. Sexualization
was manipulated using the same video game: The Elder Scrolls V: Skyrim. The
sexualized female character was wearing an outfit that left sexual regions nude and
accentuated. Her body featured exaggerated body proportions with large breasts, a
small waist, and full hips. The non-sexualized female character wore armor that
covered her torso in such a way that her chest size and hip-to-waist ratio was
proportionate to her body. Further, cognitive load was also manipulated during
gameplay. Participants were asked to retain symbols (7 in the high condition, 2 in the
low condition) that would be used at the end of the game to open a door. In this
study, rape myth acceptance was measured using the Short Form of the Illinois Rape
Myth Acceptance Scale (D. L. Payne, Lonsway, & Fitzgerald, 1999), and hostile
sexism was measured using the Ambivalent Sexism Inventory (Glick & Fiske, 1996).
Results showed that sexualization significantly interacted with cognitive load.
Theoretical Section
51
Specifically, when high sexualized content was combined with high cognitive load,
both rape myth acceptance and hostile sexism were lower than when cognitive load
was low.
Results from these studies showed mixed conclusions about the impact of
sexualized content on aggressive attitudes toward women. First, one study showed
that sexualization might increase tolerance toward sexual harassment (Driesmans et
al., 2015). Further, another study showed that women are considered as less
cognitively capable when exposed to a sexualized video game content compared to
no video game at all (Behm-morawitz & Mastro, 2009). The same study showed that
among female participants, playing a sexualized video game diminished the belief
that women are physically capable compared to playing a non-sexualized video
game or not playing any video game at all. One study (Read et al., 2018) showed that
aggressive attitudes toward women (i.e., hostile sexism and rape myth acceptance)
diminished when exposed to sexualized video game content, but only if participants
experienced cognitive load. However, that study is in opposition with two others
that have shown that sexualized video game can directly increase rape myth
acceptance (Driesmans et al., 2015) or indirectly increase rape myth acceptance
through an increase of self-objectification (Fox et al., 2015). In summary, results tend
to show that sexualized video game increase aggressive attitudes toward women, but
that various variables (e.g., self-objectification and cognitive load) might need to be
accounted for in order to better understand the exact nature of that relation. One
main limitation can be addressed to these four studies. All of them used trait
measures of aggressive attitudes toward women. Specifically, the Attitudes toward
women Scale (Spence & Helmreich, 1972), the Ambivalent Sexism Inventory (Glick &
Fiske, 1996), the Tolerance for Sexual Harassment Inventory (Lott et al., 1982), the
Rape Myth Scale (Lonsway & Fitzgerald, 1995), the Short Form of the Illinois Rape
Myth Acceptance Scale (D. L. Payne et al., 1999), and the Rape Myth Acceptance
Scale (Burt, 1980). Such measures are supposed to be stable across time and
situations. Therefore, it is uncertain whether the difference of results is obtained
because of the different sexualization conditions or by chance.
Other studies, although not directly relevant to this dissertation, reported
interesting results. One study showed that being exposed to sexualized images from
video games compare to images of female politicians did not significantly influence
rape myth acceptance but significantly increased tolerance toward sexual harassment
(Dill et al., 2008). This study also used a trait measure to evaluate rape myth
acceptance, but was the first to use a state evaluation of tolerance toward sexual
52
Chapter 4: Impact of Female Sexualized Content on Aggression against Women
harassment. Participants read an ambiguous story of sexual harassment perpetrated
by a male college professor against a female student. After reading, participant
answered six questions about the event: (1) whether the incident constituted sexual
harassment, (2) how serious the event was (3) the degree of damage caused by the
event, (4) blame of the victim, (5) empathy for the victim, and (6) choice of
punishment for the perpetrator. Compared to trait measures of tolerance toward
sexual harassment, state measures evaluate an immediate judgment about the
situation. One main limit of this study is its lack of ecological validity. Indeed,
participants were only exposed to sexualized images from video games instead of
being exposed to actual video game content.
Another study (Yao et al., 2010) focused on the impact of a sexually explicit video
game on the occurrence of sexual thoughts, sexual objectification of women, and self-
reported tendency of sexually harassing a woman. Participants played either the
sexually explicit game Leisure Suit Larry: Magna Cum Laude or one of two non-
sexually explicit control games (i.e., The Sims II, PacMan II). Leisure Suit Larry: Magna
cum Laude is a sexually suggestive video game that contains sexualized female
characters, sexist attitudes and sexuality. After gameplay, participants completed a
Lexical Decision Task to measure sexual thoughts. That task measured how quickly
participants could distinguish real words that were either sexual words (e.g., sex,
penis, etc.), neutral words (e.g., door, bank, etc.), or scrambled words. A Lexical
Decision Task was also used to measure sexual objectification of women, the words
used were sexually objectifying of women (e.g., slut, whore, bitch), neutral words (e.g.,
sister, nurturer, niece), or scrambled words. The last measure was the Likelihood to
Sexually Harass Scale, which measures how participants would act in 10 scenarios
depicting situation in which they have the opportunity to sexually harass a woman.
Results showed that playing the sexually explicit video game, compared to the
neutral ones, significantly increased the occurrence of sexual thoughts, increase the
tendency for men to view women as being sex objects, and increased their self-
reported tendency to sexually harass a woman. In this study, one main limit is that
sexualization was confounded with other factors including: the presence of sexism
(i.e., negative remarks about women) and sexuality (i.e., presence of a sexual act).
Finally, two studies (Breuer et al., 2015; Fox & Potocki, 2016) used overall
consumption of video games to predict hostile sexism and rape myth acceptance.
One study (Fox & Potocki, 2016) carried a transversal study and found a positive
indirect effect of time spent playing video games on rape myth acceptance through
an increase of interpersonal aggression and hostile sexism. The second study (Breuer
Theoretical Section
53
et al., 2015) was longitudinal and did not find any impact of video game
consumption on hostile sexism. Obviously, these two studies are difficult to interpret
because they did not separate consumption of sexualized video games from overall
consumption of video games.
These previous studies have several limitations. First, one study (Dill et al., 2008)
lacked ecological validity by using static images of video games. Video games are
interactive by nature. Future studies should have participants play a video game
instead. A second limitation is the presence of confounding variables. For example,
one study used a sexually explicit video game that contained sexualization, sexism,
and sexuality (Yao et al., 2010). By using such a video game, it is impossible to
determine to which variable the effect can be imputed. Confounding variables need
to be avoided in control conditions too. Another study (Dill et al., 2008) used images
of female politicians as a control. However, pictures of politicians might have primed
various concepts in memory (e.g., competence, authority, justice, etc.). It is unclear
whether the impact is due to an increase of tolerance toward sexual harassment after
exposure to sexualized video game character, or whether it is due to a diminution of
tolerance toward sexual harassment after exposure to politicians. Future studies need
to avoid any manipulation that does not concern only sexualization in order to
clearly conclude about its impact on aggressive behavior and attitude toward
women. A third limit of previous studies is having a too broad a focus. For example,
two studies in particular have tried to predict aggressive attitudes toward women
using time spent playing video games (Breuer et al., 2015; Fox & Potocki, 2016). Such
a method might lead to diluted results because video games are a complex media
with a lot of various contents. One last limitation is the use of trait measure as
dependent variables in experimental studies (Behm-morawitz & Mastro, 2009; Dill et
al., 2008; Driesmans et al., 2015; Fox et al., 2015; Read et al., 2018). All of these limits
need to be addressed in future studies.
The second reason for which no clear conclusion about the impact of sexualized
video game can be reached yet is that studies need to vary the aggressive variables
examined. Based on the confluence model integrated into the GAM (Anderson &
Anderson, 2008), sexualized content might theoretically influence aggressive
behavior, cognition and affect. However, most studies have focused on aggressive
attitudes toward women. Only two studies have evaluated the impact of sexualized
content on aggressive cognition. One study measured the thoughts of participants
about a sexual harassment situation (Dill et al., 2008), whereas the other study
measured the accessibility of sexually objectifying thoughts (Yao et al., 2010). None
54
Chapter 4: Impact of Female Sexualized Content on Aggression against Women
of the previous studies have analyzed the impact of sexualized content on actual
aggressive behavior against women, or on aggressive affect. There is a clear need for
future studies about the consequences of sexualized content from video game.
Summary
Female sexualized content from video game has identified as a potential cause of
aggression against women. Theoretically, the confluence model integrated into the
General Aggression Model (Anderson & Anderson, 2008) predicts that female
sexualized content might lead to aggressive behavior and attitudes toward women.
Empirically, no conclusion can be drawn yet about the impact of the sexualized
content of video games on attitudes toward women. Indeed, the existing studies are
both scarce and often have major limitations (i.e., lack of ecological validity, using a
sexualized stimulus that is confounded with other factors, having a too broad focus,
using trait measures as dependent variables). Further, there is a lack of studies that
examined the impact of sexualized content from video game on actual aggressive
behavior against women.
There is a real need for further studies that aim to determine the actual effect of
the sexualized content of video games on aggressive behavior and attitudes toward
women. These future studies should try to avoid the limits of previous studies. First,
experimental research on video games should use an ecological means of exposure to
sexualized content by asking participant to actually play the video game. Second,
studies about the impact of sexualized content should try to avoid confounding
variables in order to clearly determine the cause attributed to sexualization. Finally,
in the case of experimental studies, the dependent variable should be adequately
evaluated using a state measure.
Aims of the Thesis
The present thesis has three main aims:
1) To develop an instrument of evaluation of sexualized and stereotyped role
content of video games. Such an instrument of evaluation should be based on a
classification system that is objective, reliable, and valid. Both male and female video
game characters should be evaluated indiscriminately. The instrument of evaluation
should be sufficiently clear and precise to be used by any researcher regardless of
their degree of video game experience. Furthermore, the predictive validity of such a
classification system concerning negative attitudes toward women will also be
investigated.
2) To explore the impact of female sexualized content on aggressive behavior and
attitudes toward women. Studies on this topic are scarce and there is therefore a need
for more studies that examine various forms of aggression against women. Such
studies need to address the limit of previous ones by being ecologically valid,
avoiding the presence of other confounding variables, and using state measures of
aggressive behavior and attitudes.
3) To draw a clearer picture of the actual impact of sexualized content on
aggression, regardless of the media and/or whether or not this is specific to certain
types of media. No recent quantitative review exists about the impact of any visual
sexualized media on aggressive behavior, cognition, affects and attitudes. A meta-
analysis will therefore be carried out with the aim of providing a better
understanding of how sexualized content of media influences aggressive behavior,
cognition, affect, and attitudes.
Experimental Section
The Development and Validation of an Objective Measure of
the Sexualized Content of Video Games: the Video Game
Sexualization Protocol
Jonathan Burnay
a
, Brad J. Bushman
b
, Hedwige Dehon
a
, Aurélien Cornil
c
, Frank
Larøi
a,d,e
a
Psychology and Neuroscience of Cognition Research Unit, Faculty of Psychology, Speech
and Language Therapy, and Education, University of Liège
b
School of Communication and Department of Psychology, The Ohio State University,
Columbus
c
Laboratory for Experimental Psychopathology (LEP), Psychological Science Research
Institute, Université catholique de Louvain, Louvain-la-Neuve, Belgium
d
Department of Biological and Medical Psychology, Faculty of Psychology, University of
Bergen
e
NORMENT Norwegian Center of Excellence for Mental Disorders Research, University
of Oslo
Abstract
Sexualization is an integral part of many video games. Based on content analyses,
female characters often have large breasts and buttocks, a small waist, and usually
wear revealing clothes. Male characters often have big muscles with less revealing
clothes. However, there is no objective instrument to measure sexualized content in
video games. The objective of this study was to develop and validate such an
instrument, which is called the ‚Video Game Sexualization Protocol‛ (VGSP). In
Study 1, the initial two-factor (male / female) VGSP was created. The VGSP
possessed good inter-coder validity and internal consistency. Study 2 had two
objectives: (1) to make the measures of female and male sexualization more uniform,
and (2) to determine whether the VGSP can predict negative attitudes toward
women. A three-factor structure (‚sexualized body‛ / ‚muscularity‛ / ‚revealing
outfit‛) was observed for both female and male characters. This revised version of
the VGSP also had a good internal consistency and good inter-coder validity. Results
showed that exposure to various features of video game characters predicted
negative attitudes toward women. Benevolent sexism was predicted positively by
exposure to female characters wearing revealing outfits, and negatively by exposure
to female characters with sexualized bodies. Hostile sexism was predicted positively
by exposure to male characters with muscular bodies, and negatively by the
interaction between exposure to female characters wearing revealing outfits and to
female characters with muscular bodies. Rape myth acceptance was predicted by
exposure to male characters with revealing outfits, but positively when interacting
with exposure to male muscularity and negatively when interacting with exposure to
male characters wearing a sexualized outfit. These findings indicate that, in order to
predict negative attitudes toward women using sexualized video games, it is
necessary to analyze various features of that media.
Introduction
Video games are an important type of media in Western society. According to
several surveys, video games are played by around 64% of the Western population
(Interactive Software Federation of Europe, 2018; Nielsen Games, 2017; UKIE, 2018).
Further, almost as many women as men play video game (Interactive Software
Federation of Europe, 2018; UKIE, 2018).
Frequent video game exposure may have a number of consequences, including
reinforcing stereotyped male and female roles in society (Dill et al., 2008; Driesmans
et al., 2015; Fox & Potocki, 2016; Yao et al., 2010). More specifically, sexualized
content from video games has already been shown to increase negative attitudes
toward women. For example, one study (Dill et al., 2008) showed that being exposed
to images of sexualized content from video games increased tolerance toward sexual
harassment. Another study (Driesmans et al., 2015) showed that playing a sexualized
video game (compared to a non-sexualized video game) increased rape myth
acceptance among adolescents.
Sexualization is an integral feature of many video games. Female characters are
often portrayed with large breasts and buttocks, a small waist, a large amount of
exposed skin, and revealing clothes (Downs & Smith, 2010; Lynch et al., 2016;
Summers & Miller, 2014). In contrast, male characters are often portrayed as being
very muscular (e.g., large arm- or chest muscles) and wearing less revealing clothes
(Dill & Thill, 2007; Downs & Smith, 2010; Scharrer, 2004). The degree of sexualization
of video game characters has been evaluated in previous studies, albeit via a number
of different methods. Further, each content analysis has its own classification system,
without a clear consensus between them. Also, these classification systems are
subject to a high degree of inaccuracy, subjectivity, and a narrow focus.
Some classification systems are too inaccurate. For instance, some studies do not
even take into account the content of video games (Breuer et al., 2015; Fox & Potocki,
2015). Instead, they use time spent playing video games as an evaluation of sexism.
Another limitation of some classification systems is that they are too subjective.
Often, the coding categories and the instructions to the coders were not clearly
defined (Burgess et al., 2007; M. K. Miller & Summers, 2007; Summers & Miller,
2014). For instance, one classification system evaluates breast size using vague
categories such as normal‛, ‚busty‛ and ‚super-busty‛ (Burgess et al., 2007).
However, a ‚normal‛ breast size will vary from one person to another. In two studies
64
The Development and Validation of an Objective Measure of the Sexualized
Content of Video Games: the Video Game Sexualization Protocol
(M. K. Miller & Summers, 2007; Summers & Miller, 2014), coders were ‚trained to
code based on how a typical person in the US would view the character‛. Yet, what
can be considered as a typical person in the US remains unclear. The consequence of
such a high degree of subjectivity makes the results from content analyses difficult to
replicate.
Finally, some classification systems have a limited focus. For example, one
classification system only focused on clothing and breast size (Beasley & Collins
Standley, 2002). More variables need to be coded if one is to evaluate the presence of
sexualization in an adequate manner. As another example, some classification
systems exclude male characters (Summers & Miller, 2014). Even systems that
include both male and female characters placed more emphasis on female characters.
In theory, both male and female video game characters can influence stereotyped
attitudes about males and females in the real world.
A classification system that addresses these limitations is urgently needed. It
should be based on accurate, precise, and objective measurements that can be easily
replicated. Further, a classification system should assess sexualization in video
games for both genders. Such an instrument is essential for researchers who wish to
study the potential effects of video game characters on stereotypes regarding male
and female roles in society.
Study 1
The objectives Study 1 were twofold. First, to create an objective, reliable and valid
classification system that can be used by researchers regardless of their degree of
video game experience. Second, to examine the psychometric properties of this new
instrument.
Method
Sampling
Participants were 99 adolescents (54 male, 42 female) 12 to 18 years old (M = 15.26,
SD = 1.86) from various secondary schools in Belgium. Participants listed their 5 most
recently played video games. They played video games for an average of 9.8 hours a
week (SD = 11.11, range 1-72 hours).
After duplicates were eliminated, the sample contained 195 unique video games.
The final sample included video games from each of the five Pan European Game
Information (PEGI, 2018) age categories (i.e., 3+, 7+, 12+, 16+, 18+) and from each
Experimental Section
65
genre based on Entertainment Software Rating Board (ESRB, 2018) classification (e.g.,
Action, Role Play Gaming, Puzzle, Simulation, Adventure, Strategy, Racing, Sports).
Appendix 1
2
contains a list of the 195 video games included in the sample. In order to
code the degree of sexualization of the video game characters, 4 pictures of
humanoid main characters were used for each game (if the game contained
characters). Preferentially, the 4 pictures had to include two males (the main
protagonist and the main antagonist) and two females (the main protagonist and the
main antagonist).
Coding
Sexualization of female characters. Four observation scores were assigned to
female characters: (1) breast, (2) hips, (3) uncovered body parts, and (4) clothing. To
avoid variation due to image size, the measurements for breasts and hips were
proportions.
Breast. Breast size was measured by dividing the width of the bust (largest point)
by the width of the waist (smallest point).
Hips. Hip size was measured by dividing the belt width (smallest point) by the
width of the waist (smallest point).
Uncovered body parts. One point was given for each of five possible naked body
areas: (1) shoulders, (2) belly and/or the back, (3) neckline and/or the breast, (4)
buttocks, and (5) thighs. Thus, points could range from 0 to 5.
Clothing. Points (0 to 5) were also given for sexualized clothes. The following
clothes were coded 1 point: mini-skirt, shorts, top neckline, bottom neckline, slit
dress, high boots, fishnet stockings, and tattoo. The following clothes were coded 2
points: bikini bottom, bikini top, swimsuit, bra, underpants, corset, and garters.
Naked characters or characters where the breasts or buttocks were fully revealed
were coded 5 points. Skin-tight clothes (e.g., leather) that revealed body shapes were
coded according to the body parts concerned. For example, a leather pant would be
coded two because it concerns the buttocks and the thighs.
Sexualization of male characters. Four observation scores were assigned to male
characters: (1) shoulder span, (2) biceps, (3) uncovered body parts, and (4) clothing.
To avoid variation due to image size, the measurements for shoulder span and biceps
were proportions.
2
Appendix 1 can be found in Annex 1
66
The Development and Validation of an Objective Measure of the Sexualized
Content of Video Games: the Video Game Sexualization Protocol
Shoulder span. Shoulder span was measured by dividing the width of the
shoulders (largest point) by the width of the head (largest point), using the bottom of
the eyes as a guide for the ruler.
Biceps. Biceps were measured by dividing the width of the biceps (largest point)
by the width of the head (largest point), using the bottom of the eyes as a guide for
the ruler.
Uncovered body parts. One point was given for each of five possible naked body
areas: (1) shoulders, (2) biceps, (3) abdominal muscles and/or the back, (4) pectoral
muscles, and (5) buttock.
Clothing. Points (0 to 5) were also given for sexualized clothes. The following
clothes were coded 1 point: shorts and tattoo. The following clothes were coded 2
points: underpants, sleeveless shirt, open shirt. Naked characters or characters where
the torso or buttocks were fully revealed were coded 5 points. Skin-tight clothes (e.g.,
leather) that revealed body shapes were coded according to the body parts
concerned.
Coder Training
Two coders (undergraduate University students) coded all the images extracted from
the video games. One coder was a man that described himself as a video game
player, the other coder was a woman that described herself as having little
knowledge about video games.
Statistical Analyses
An exploratory factor analysis was used to determine the factor structure of the
‚Video Game Sexualization Protocol‛ (VGSP). Oblimin rotation was used because
we expected our factors to be correlated with each other (Sass & Schmitt, 2010; Yong
& Pearce, 2013). Pearson’s correlations were then conducted to evaluate the
relationship between the various factors of the VGSP. According to Cohen (1988), a
‚small‛ correlation is .10, a ‚medium‛ correlation is .30, and a ‚large‛ correlation is
.5.
Results
Intercoder Reliability
Pearson’s correlations were used for measures that involved proportions (i.e.,
breast, hips, shoulder span, and biceps), and intraclass correlations were used for
categories (i.e., female and male uncovered body parts and clothing). As can be seen
Experimental Section
67
in Table 1, intercoder reliability was excellent for coded dimensions for both female
and male characters.
Table 1
Intercoder Reliability using Pearson’s correlations and intraclass correlations
Measure
Pearson’s
correlation
Intraclass
correlation
Breast
.968
Hips
.864
Female uncovered body parts
.963
Female clothing
.939
Biceps
.938
Shoulder Span
.943
Male Uncovered Body Parts
.974
Male Clothing
.956
Exploratory Factor Analysis (EFA)
Two exploratory factor analyses were used to determine the best model for
sexualization of female video game characters and sexualization of male video game
characters. For the sexualized female video game characters, the EFA with Oblimin
rotation suggested extracting two factors (Table 2), which accounted for 92.38% of
the variance (eigenvalue = 0.99). Breasts and hips loaded on Factor 1, and uncovered
body parts and clothing loaded on Factor 2.
Table 2
Corrected Item-Total Correlation and Factor Loadings from EFA for measures related to
female characters
Items
Corrected
item-total
correlation
Factor 1
Loading
Factor 2
Loading
Breasts
.833
.952
Hips
.833
.962
Female Uncovered Body Parts
.862
.960
Female Clothing
.862
.969
68
The Development and Validation of an Objective Measure of the Sexualized
Content of Video Games: the Video Game Sexualization Protocol
For the sexualized male video game characters, the EFA with Oblimin rotation
suggested extracting two factors (Table 3), which accounted for 94.93% of the
variance (eigenvalue = 1.27). Biceps and shoulder size loaded on Factor 1, and
uncovered body parts and sexualized clothing loaded on Factor 2.
Table 3
Corrected Item-Total Correlation and Factor Loadings from EFA for measures related to male
characters
Items
Corrected
item-total
correlation
Factor 1
Loading
Factor 2
Loading
Biceps
.859
.964
Shoulder size
.859
.972
Male uncovered body parts
.920
.992
Male clothing
.920
.966
Descriptive Statistics, Internal Consistency, and Inter-Correlation of the Female
and Male Two-factor Model
Descriptive results, internal consistency, and intercorrelations between all factors of
both two-model factors of the VGSP are reported in Table 4. Internal consistency was
evaluated with Cronbach’s α coefficient, which ranged from .91 to .96. Many
methodologists recommend a minimum coefficient of .65. Thus, these coefficients
were very high.
Table 4
Descriptive statistics, internal consistency and inter-correlations of all facets of the VGSP
Factors
M (SD)
Cronbach
α
1
2
3
1 - Female Sexualized Body
2.30(1.08)
.91
-
-
-
2 - Female Sexualized Outfit
3.19(3.45)
.92
.46***
-
-
3 - Male Sexualized Body
4.11(1.56)
.93
.13
.23***
-
4 - Male Sexualized Outfit
2.83(3.68)
.96
.20**
.51***
.34***
**p < .01; ***p < .001
Experimental Section
69
Discussion
The first objective of Study 1 was to create and validate a classification system that
evaluates the degree of sexualization of male and female video game characters,
called the Video Game Sexualization Protocol (VGSP). The VGSP was designed to be
as objective, reliable, and valid as possible, and to be used independently from the
coder’s video game experience. The second objective was to examine the inter-coder
reliability, internal structure, and internal validity of the VGSP.
Exploratory factor analysis revealed that a 2-factor structure best explained
variances for both male and female video game characters. These two factors can be
described as ‚Sexualized Body and ‚Sexualized Outfit‛. All facets possessed
excellent internal consistency (Cronbach α’s > .91). Finally, all facets were
intercorrelated except for ‚male sexualized body‛ and ‚female sexualized body‛.
Results also revealed that the VGSP possesses good intercoder reliability,
suggesting that the VGSP is sufficiently precise and objective. Recall that coder 1 was
an experienced male video game player, whereas coder 2 was a female with little
video game experience. Yet agreement between them was very high, which suggests
that codings were not influenced by video game experience.
Although the results are generally promising, a number of improvements are
required in order for the VGSP to be an even better instrument. First, the protocol
could be more uniform when comparing male and female video game characters. For
example, skirt was coded for female video game character, but not for male video
game characters. If a male video game character would have worn a kilt, it would not
have been coded as being sexualized clothing. Second, the structure of the protocol
should be replicated with more video games. Study 1 only contained 195 video
games, with a total of 167 female characters and 192 male characters analyzed.
Finally, future studies should try to determine if the VGSP possesses predictive
validity. For example, can the VGSP predict negative attitudes toward women? A
second study was conducted to overcome these limitations.
Study 2
Study 1 provided evidence that the Video Game Sexualization Protocol (VGSP) is
a valid measure of the sexualized content of video games. Study 2 aims to improve
the VGSP further and to examine if it can be used to predict negative attitudes
toward women.
70
The Development and Validation of an Objective Measure of the Sexualized
Content of Video Games: the Video Game Sexualization Protocol
Although the results from Study 1 were promising, the VGSP was improved in
Study 2. First, the protocol was made uniform for some variables between male and
female video game characters. For example, although the outfits were different
between male and female characters, the same outfit wore by a man or a woman
should be considered as being equally sexualized. Second, a measure of a sexualized
body had been added for men. Indeed, all sexualized body measures concerned the
muscularity of the male character. However, one measure the V-shape is rarely
evaluated in content analyses even though is an important measure of sexualization.
Indeed, the V-shape in men is more associated with a high degree of male sexual
desirability than large biceps and a large shoulder span (Braun & Bryan, 2006).
Therefore, the V-shape could be seen as an even more suited measure of
sexualization of male characters. Similarly, muscularity of female characters was
included. Muscular female video game characters might be perceived as stereotype
inconsistent information and might interact with sexualization to predict attitudes.
Second, the VGSP might be useful to predict negative attitudes toward women.
Theoretically, sexualized content in video games could impact negative attitudes
toward women. Based on the General Aggression Model (GAM; Anderson &
Bushman, 2018; Bushman, 2017; Figure 1), sexualized content in video games could
act as a situational variable that will influence one’s internal state, including negative
attitudes toward women. However, this hypothesis has not been adequately tested
because there is no instrument that examines, in a precise and valid manner, the
sexualized content of video games. Previous studies (Breuer et al., 2015; Fox &
Potocki, 2016; Stermer & Burkley, 2015) that have tried to relate video game content
to negative attitudes toward women, but have used inadequate measures, leading to
inconsistent results. For example, two studies used time spent playing video games
as a predictor of negative attitudes toward women, and found either no results
(Breuer et al., 2015) or an indirect effect on hostile sexism and rape myth acceptance
(Fox & Potocki, 2016). Another study used the subjective evaluation of sexist content
by male players themselves (Stermer & Burkley, 2015), and found a relationship for
benevolent sexism but not for hostile sexism.
The first objective of Study 2 was to further improve upon the VGSP. The second
objective of Study 2 was to determine whether the VGSP could predict negative
attitudes toward women. Study 2 explored how different characteristics of video
game characters, and their interactions, will predict hostile sexism, benevolent
sexism, trait aggressiveness, and rape myth acceptance. Further, rape myth
acceptance has been shown to be influenced by the indirect effects of video game
Experimental Section
71
consumption through interpersonal aggression and hostile sexism (Fox & Potocki,
2016). Therefore, a mediating effect of these two variables, and benevolent sexism on
rape myth acceptance, will be analyzed. To test more efficiently the effect of our
objective variables, we will control for subjective sexualization exposure (i.e., the
degree of sexualization perceived by the participants). Further, since our dependent
variable are hostile attitudes, we will control for subjective violence exposure (i.e.,
the degree of violence perceived by the participant).
Figure 1. The General Aggression Model. Source. Anderson and Bushman (2002),
Krahé (2013).
Method
Participants
Participants were 574 video game players (63.94% male) between ages 18 and 51
(M = 24.49, SD = 5.57) that were recruited on social media for an online study.
Participants spent between 0 and 120 hours per week playing video games (M =
13.49, SD = 14.27).
72
The Development and Validation of an Objective Measure of the Sexualized
Content of Video Games: the Video Game Sexualization Protocol
Questionnaires
Demographic information and video game consumption. Participants reported
their gender, age, and the average number of hours they spend playing video games
per week.
Subjective sexualization exposure. An adapted version of the Video Game
Questionnaire (Anderson & Dill, 2000) was used to measure self-reported
sexualization of the video games they played. Participants listed the three games
they played the most the past year, and indicated the extent to which the female and
the male characters in each game were sexualized (1 = Not at all to 7 = Extremely).
Participants also reported how often they played each game (1 = Rarely to 7 = Often).
The sexualized evaluation was multiplied by the frequency of play. All scores were
added together then pondered by the number of cited video games.
Subjective Violence exposure. The Video Game Questionnaire (Anderson & Dill,
2000) was used to measure participant’s exposure to violent video game content.
Participants rated how violent each game they listed was (1 = Not at all to 7 =
Extremely). The violence evaluation was multiplied by the frequency of play. All
scores were added together then pondered by the number of cited video games.
Ambivalent sexism. Participants completed a French version (Dardenne et al.,
1996) of the Ambivalent Sexism Inventory (ASI; Glick & Fiske, 1996), which contains
an 11-item hostile sexism subscale (e.g., ‚Most women interpret innocent remarks as
sexist; Cronbach α = .92), and an 11-item benevolent sexism subscale (e.g., ‚Women
should be cherished and protected by men‛; Cronbach α = .84). All items were scored
using a 6-point scale (0 = Totally disagree to 5 = Totally agree).
Rape myth acceptance. The Updated Illinois Rape Myth Acceptance Scale
(McMahon & Farmer, 2011) was translated and back translated to create a French
version for the purpose of this study
3
. This scale contains 19 items (e.g., ‚If a girl is
raped while she is drunk, she is at least somewhat responsible for letting things get
out of hand.‛; Cronbach α = .84) that are scored using a 5-point response scale (1 =
3
The French version of the Illinois Rape Myth Acceptance scale was validated using a
Confirmatory Factor Analysis. Three items were dropped because they lowered the internal
consistency of the sub-factor ‚He Didn’t Mean To‛. The four-factor model of the French
Illinois Rape Myth Acceptance Scale was validated in a sample of 268 participants. The
model possessed an excellent fit, χ
2
(148) =1331.31, p < .001; RMSEA = .037; CFI = .994; AGFI
= .720; NFI = .979; NNFI = .993.
Experimental Section
73
Strongly Agree to 5 = Strongly Disagree). For all statistical analyses, the score of the
Updated Illinois Rape Myth Acceptance Scale was reversed so that higher scores
indicate stronger rape myth beliefs.
Trait aggression. Participants completed a French version (Genoud &
Zimmermann, 2009) of the Aggression Questionnaire (AQ; Bryant & Smith, 2001),
which contains 12 items (e.g., ‚I have threatened people I know‛; Cronbach α = .71)
that are scored using a 6-point response scale (1 = Not at all like me to 6 = Completely
like me).
Sampling
After elimination of the duplicates, the sample of video games resulted in 447
video games that contained a total of 610 female characters and 692 male characters.
The final sample included video games from each of the different Pan European
Game Information (PEGI, 2018) age rating categories (i.e., 3+, 7+, 12+, 16+, 18+) and
from each genre based on the Entertainment Software Rating Board (ESRB, 2018)
classification (e.g., Action, Role Play Gaming, Puzzle, Simulation, Adventure,
Strategy, Racing, Sports). Appendix 2
4
contains a list of 447 video games included in
the sample. In order to code the degree of sexualization of the video game characters,
4 pictures of humanoid main characters were used for each game (if the game
contained characters). Preferentially, the 4 pictures had to include two males (the
main protagonist and the main antagonist) and two females (the main protagonist
and the main antagonist).
Coding
Female character evaluation. Six observation scores were observation scores were
assigned to female characters: (1) breast, (2) hips, (3) shoulder span, (4) Biceps, (5)
uncovered body parts and (6) Clothing. To avoid variation due to image size, the
measurements for breasts, hips, shoulder span and biceps were proportions.
Breast. Breast size was measured by dividing the width of the bust (largest point)
by the width of the waist (smallest point).
Hips. Hip size was measured by dividing the belt width (smallest point) by the
width of the waist (smallest point).
4
Appendix 2 can be found in Annex 1
74
The Development and Validation of an Objective Measure of the Sexualized
Content of Video Games: the Video Game Sexualization Protocol
Shoulder span. Shoulder span was measured by dividing the width of the
shoulders (largest point) by the width of the head (largest point), using the bottom of
the eyes as a guide for the ruler.
Biceps. Biceps were measured by dividing the width of the biceps (largest point)
by the width of the head (largest point), using the bottom of the eyes as a guide for
the ruler.
Uncovered body parts. One point was given for each of five possible naked body
areas: (1) shoulders, (2) belly and/or the back, (3) neckline and/or the breast, (4)
buttocks, and (5) thighs. Thus, points could range from 0 to 5.
Clothing. Points (0 to 5) were also given for sexualized clothes. The following
clothes were coded 1 point: mini-skirt, shorts, top neckline, bottom neckline, slit
dress, high boots, fishnet stockings, and tattoo. The following clothes were coded 2
points: bikini bottom, bikini top, swimsuit, bra, underpants, corset, garters, sleeveless
shirt, open shirt. Naked characters or characters where the breasts or buttocks were
fully revealed were coded 5 points. Skin-tight clothes (e.g., leather) that revealed
body shapes were coded according to the body parts concerned. For example, a
leather pant would be coded two because it concerns the buttocks and the thighs.
Male character evaluation. Five observation scores were assigned to male
characters: (1) shoulder span, (2) biceps, (3) V-Shape, (4) uncovered body parts and
(5) clothing. To avoid variation due to image size, the measurements for shoulder
span, biceps and V-shape were proportions.
Shoulder span. Shoulder span was measured by dividing the width of the
shoulders (largest point) by the width of the head (largest point), using the bottom of
the eyes as a guide for the ruler.
Biceps. Biceps were measured by dividing the width of the biceps (largest point)
by the width of the head (largest point), using the bottom of the eyes as a guide for
the ruler.
V-Shape. V-shape was measured by dividing the width of the shoulder (largest
point) by the width of the (waist smallest point).
Uncovered body parts. One point was given for each of six possible naked body
areas: (1) shoulders, (2) biceps, (3) abdominal muscles and/or the back, (4) pectoral
muscles, (5) thighs, and (6) buttock.
Experimental Section
75
Clothing. Points (0 to 5) were also given for sexualized clothes. The following
clothes were coded 1 point: mini-skirt, shorts, top neckline, bottom neckline, slit
dress, high boots, fishnet stockings, and tattoo. The following clothes were coded 2
points: bikini bottom, bikini top, swimsuit, bra, underpants, corset, garters, sleeveless
shirt, open shirt. Naked characters or characters where the breasts or buttocks were
fully revealed were coded 5 points. Skin-tight clothes (e.g., leather) that revealed
body shapes were coded according to the body parts concerned. For example, a
leather pant would be coded two because it concerns the buttocks and the thighs.
Coder Training
Two coders (undergraduate University students) coded all the images extracted
from the video games. One coder was a man that described himself as a video game
player, the other coder was a woman that described herself as having little
knowledge about video games. After evaluating the inter-coder reliability, a third
coder was use to resolve any eventual differences of coding. The third coder was a
male that described himself as a video game player.
Statistical Analyses
An exploratory factor analysis was used to determine the factor structure of the
‚Video Game Sexualization Protocol‛ (VGSP). Oblimin rotation was used because
we expected our factors to be correlated with each other (Sass & Schmitt, 2010; Yong
& Pearce, 2013). Pearson’s correlations were then conducted to evaluate the
relationship between the various factors of the VGSP. According to Cohen (1988), a
‚small‛ correlation is .10, a ‚medium‛ correlation is .30, and a ‚large‛ correlation is
.50. Finally, regression analysis was used to determine the extent to which the VGSP
predicts hostile sexism, benevolent sexism, interpersonal aggression and rape myth
acceptance.
Results
Intercoder Reliability
Pearson’s correlations were used for measures that involved proportions (i.e.,
breast, hips, shoulder span, biceps and V-shape), and intraclass correlations were
used for categories (i.e., female and male uncovered body parts and clothing). As can
be seen in Table 5, intercoder reliability was excellent for coded dimensions for both
female and male characters.
76
The Development and Validation of an Objective Measure of the Sexualized
Content of Video Games: the Video Game Sexualization Protocol
Table 5
Intercoder Reliability using Pearson’s correlations and intraclass correlations
Measure
Pearson’s correlation
Intraclass correlation
Breasts
.929
Hips
.958
Female shoulder span
.987
Female biceps
.907
Female uncovered body parts
.975
Female clothing
.967
Male biceps
.975
Male shoulder span
.996
V-shape
.975
Male uncovered body parts
.983
Male clothing
.989
Exploratory Factor Analysis (EFA)
Two exploratory factor analyses were used to determine the best model for the
sexualization of female video game characters and the sexualization of male video
game characters. For the sexualized female video game characters, the EFA with
Oblimin rotation suggested extracting three factors (Table 6), which accounted for
83.06% of the variance (eigenvalue = 1.10). Breasts and hips leaded on Factor 1,
female shoulder span and female biceps loaded on Factor 2, and female uncovered
body parts and female clothing.
Table 6
Corrected Item-Total Correlation and Factor Loadings from EFA for measures related to the
female characters
Items
Corrected
item-total
correlation
Factor 1
Loading
Factor 2
Loading
Factor 3
Loading
Breasts
.632
.890
Hips
.632
.903
Female shoulder span
.686
.840
Female biceps
.686
.856
Female uncovered body parts
.876
.968
Female clothing
.876
.963
For the sexualized male video game characters, the EFA with Varimax rotation
suggested extracting three factors (Table 7), which accounted for 94.12% of the
Experimental Section
77
variance (eigenvalue = 0.72). V-shape loaded on Factor 1, male shoulder span and
male biceps loaded on Factor 2, and male uncovered body parts and male clothing.
Table 7
Corrected Item-Total Correlation and Factor Loadings from EFA for measures related to the
male characters
Items
Corrected
item-total
correlation
Factor 1
Loading
Factor 2
Loading
Factor 3
Loading
V-shape
/
.993
Male biceps
.828
.969
Male shoulder size
.828
.935
Male uncovered body parts
.859
.975
Male clothing
.859
.947
Descriptive Statistics, Internal Consistency, and Inter-Correlation of the Female
and Male Three-Factor Models
Descriptive results, internal consistency, and intercorrelations between all factors
of both three-model factors of the VGSP are reported in Table 8. Internal consistency
was evaluated with Cronbach’s α coefficient, which ranged from .77 to .93. Many
methodologists recommend a minimum coefficient of .65. Thus, these coefficients
were high.
Table 8
Descriptive statistics, internal consistency and inter-correlation of all facets of the VGSP
Factors
M (SD)
Cronbach
α
1
2
3
4
5
1 - Female Sexualized
Body
1.84(1.34)
.77
2 - Female Muscularity
1.71(1.71)
.81
.15***
3 - Female Sexualized
Outfit
2.32(2.99)
.93
.38***
.22***
4 - Male Sexualized Body
1.29(0.81)
/
.41***
.20***
.19***
5 - Male Muscularity
3.05(2.07)
.91
.22***
.57***
.24***
.48***
6 - Male Sexualized Outfit
1.51(2.86)
.92
.19***
.16***
.37***
.26***
.30***
Note. For mean and standard deviation, brut measures were used to compute all factors. For
the inter-correlation, standardized measures were used to compute all factors.
***p < .001
78
The Development and Validation of an Objective Measure of the Sexualized
Content of Video Games: the Video Game Sexualization Protocol
Convergent Validity
Correlations were used to determine the degree of the relation between our
objective (VGSP) and subjective measures (Table 9). Subjective violence, female
sexualization and male sexualization were correlated with all our objective measures
for both the first and the second selected character from the video game. All factors
were computed using standardized measures.
Table 9
Pearson’s correlations between all objective and subjective measures of video game content (N
= 1680)
Subjective
Female
Sexualization
Subjective
Male
Sexualization
Subjective
Violence
First character
Female Sexualized Body
.29***
.24***
-.02
Female Sexualized Outfit
.38***
.28***
.13***
Female Muscularity
.39***
.34***
.30***
Male Sexualized Body
-.01
-.01
-.06*
Male Sexualized Outfit
.24***
.22***
-.09***
Male Muscularity
.36***
.31***
.12***
Second character
Female Sexualized Body
.14***
.11***
-.03
Female Sexualized Outfit
.40***
.27***
.01
Female Muscularity
.14***
.16***
.19***
Male Sexualized Body
.20***
.15***
.01
Male Sexualized Outfit
.35***
.25***
.06*
Male Muscularity
.35***
.28***
.07**
*p<.05; ***p < .001
Regression Analyses
To evaluate the global exposure to sexualized video game content, a score for each
factor of the VGSP was created, as was done for the Video Game Questionnaire
(Anderson & Dill, 2000). This score was computed by first standardizing each factor
and adding a constant so that each score remains positive. Second, each score was
multiplied by the time spent playing the video game. Third, each score was weighted
by the number of characters evaluated in the video game. Finally, for each factor, the
scores of all the video games listed by the participant were added together, weighted
by the number of games. Correlations between objective measures of sexualization,
Experimental Section
79
subjective measures of sexualization, trait aggression, rape myth acceptance, hostile
sexism, and benevolent sexism are presented in Table 10.
Using regression analyses, we computed two models (Figure 2). In the first model,
rape myth acceptance was the outcome variable, exposure to female sexualized body
was the predictor variable, and hostile sexism, benevolent sexism and trait
aggression were mediators, and both exposure to female muscularity sexualized
bodies and exposure to a female sexualized clothing were the moderators between
the outcome variable and both the predictor variable and the mediators. The second
model is similar to the first one, except that the predictor variable was exposure to
male sexualized body and the moderators were exposure to male muscularity
sexualized bodies and exposure to a male sexualized clothing. In both models,
subjective measures of video game violence, sexualization of female characters and
sexualization of male characters were used as covariates.
Table 10
Pearson’s correlations between all measure of exposure to sexualized and violent video games,
trait aggression, hostile and benevolent sexism, and rape myth acceptance
1
2
3
4
5
6
7
8
9
10
11
12
1 EFSB
-
2 EFM
.98***
-
3 EFSO
.97***
.97***
-
4 EMSB
.63***
.62***
.63***
-
5 EMM
.70***
.69***
.70***
.86***
-
6 EMSO
.70***
.69***
.72***
.87***
.98***
-
7 SV
.55***
.57***
.52***
.49***
.52***
.50***
-
8 SFS
.69***
.69***
.69***
.43***
.50***
.49***
.54***
-
9 SMS
.63***
.63***
.62***
.42***
.49***
.49***
.55***
.84***
-
10 TA
.07
.07
.08
.05
.12**
.11**
.04
.07
.06
-
11 BS
.03
.05
.06
.09*
.12**
.12**
-.01
-.03
.00
.15***
-
12 HS
.06
.06
.08
.09*
.11**
.10*
.05
-.01
.01
.24***
.49***
-
13 RMA
.04
.04
.04
.06
.08*
.08
.03
.03
.03
.11**
.39***
.63***
*p<.05; **p < .01; ***p < .001
Note. EFSB = Exposure to Female Sexualized Body; EFSO = Exposure to Female Sexualized
Outfit; EFM = Exposure to Female Muscularity; EMSB = Exposure to Male Sexualized Body;
EMSO = Exposure to Male Sexualized Outfit; EMM = Exposure to Male Muscularity; SV =
Subjective Violence; SFS = Subjective Female Sexualization; SMS = Subjective Male
Sexualization; RMA = Rape Myth Acceptance; HS = Hostile sexism; BS = Benevolent Sexism;
TA = Trait Aggression.
80
The Development and Validation of an Objective Measure of the Sexualized
Content of Video Games: the Video Game Sexualization Protocol
Figure 2. Proposed model whereby the relation between Exposure to a Female/Male
Sexualized Body (EFSB/EMSB) and Rape Myth Acceptance (RMA) is mediated by
Hostile sexism, Benevolent Sexism, and Trait Aggression. All relations are moderated
by Exposure to a Female/Male Sexualized Outfit (EFSO/EMSO) and Exposure to
Female/Male Muscularity (EFM/EMM).
In the first model (Table 11), benevolent sexism was predicted by exposure to
female characters with sexualized bodies (b = -0.70), exposure to a female characters
with sexualized clothing (b = 0.56), and subjective female sexualization (b = -0.17).
Hostile sexism was predicted by the interaction between exposure to female
characters with sexualized clothing and exposure to muscular female characters
(Table 12; Figure 3). Rape myth acceptance was predicted by hostile (b = 0.59) and
benevolent sexism (b = 0.12). None of the indirect paths were significant.
Experimental Section
81
Table 11
Path coefficients, indirect effects and 95% bias-corrected Confidence Intervals for multiple
mediation analysis and moderation analysis. Effects of exposure to a female sexualized body
on rape myth acceptance through hostile sexism, benevolent sexism and trait aggression, and
effect of both exposure to female muscularity and exposure to a female sexualized outfit as a
moderator between these variables
F
p
Path
SE
t
p
95% CI
Lower
Upper
RMA (Y)
.417
30.84
<.001
Direct effect
EFSB (c’)
-.123
.197
-0.63
.532
EFSO (D1)
.193
.161
1.20
.230
EFM (D2)
-.072
.218
-0.33
.740
Interaction (c’ X D1)
-.048
.208
-0.23
.755
Interaction (c’ X D2)
.111
.165
1.20
.230
Interaction (D1 X D2)
-.062
.199
-0.31
.755
Interaction (c’ X D1 X D2)
.019
.016
1.23
.218
HS
-.591
.038
-15.58
<.001
BS
-.122
.038
-3.26
.001
TA
.055
.034
1.63
.104
SV
.022
.042
0.51
.610
SFS
-.124
.067
-1.86
.063
SMS
.044
.063
0.69
.489
HS (M1)
.026
1.48
.143
EFSB (a1)
-.366
.253
-1.45
.148
EFSO (d1)
.324
.206
1.57
.116
EFM (d4)
.145
.281
0.52
.607
Interaction (a1 X d1)
.481
.267
1.80
.073
Interaction (a1 X d4)
.050
.212
0.24
.812
Interaction (d1 X d4)
-.558
.255
-2.19
.029
Interaction (a1 X d1 X d4)
.002
.020
0.08
.934
SV
.063
.055
1.16
.248
SFS
-.134
.086
-1.56
.118
SMS
.032
.081
0.40
.693
BS (M2)
.035
2.05
.027
EFSB (a2)
-.703
.251
-2.80
.005
EFSO (d2)
.565
.205
2.75
.006
EFM (d5)
.260
.280
0.93
.353
Interaction (a2 X d2)
.190
.266
0.71
.476
Interaction (a2 X d5)
.195
.211
0.93
.355
Interaction (d3 X d5)
-0.42
.254
-1.64
.101
Interaction (a2 X d2 X d5)
.00
.020
0.09
.930
SV
-.030
.054
-0.56
.576
SFS
-.173
.085
-2.03
.043
SMS
.100
.081
1.24
.214
82
The Development and Validation of an Objective Measure of the Sexualized
Content of Video Games: the Video Game Sexualization Protocol
Table 11 (continued)
F
p
Path
SE
t
p
95% CI
Lower
Upper
TA (M3)
.016
0.94
.495
EFSB (a3)
-.083
.154
-0.33
.744
EFSO (d3)
.270
.207
1.30
.193
EFM (d6)
-.129
.283
-0.46
.648
Interaction (a3 X d3)
.344
.269
1.28
.201
Interaction (a3 X d6)
-.077
.213
0.36
.717
Interaction (d5 X d6)
-.378
.257
-1.47
.141
Interaction (a2 X d3 X d6)
-.013
.020
-0.67
.503
SV
.017
.055
.302
.763
SFS
.050
.086
0.58
.563
SMS
-.011
.082
-0.13
.894
Indirect effects
a1b1
-.001
.018
-.041
.022
a2b2
-.000
.004
-.009
.005
a3b3
-.001
.002
-.005
.001
Note. RMA = Rape Myth Acceptance; HS = Hostile sexism; BS = Benevolent Sexism; TA = Trait
Aggressiveness; EFSB = Exposure to a female sexualized body; EFSO = Exposure to a female
Sexualized Outfit; EFM = Exposure to female Muscularity; SV = Subjective Violence; SFS = Subjective
Female Sexualization; SMS = Subjective Male Sexualization.
Table 12
Conditional effects of exposure to a female sexualized outfit on hostile sexism
Muscularity
p
95% CI
One SD below mean
0.06
.889
-.089, 0.96
At the mean
-0.50
.357
-1.56, 0.56
One SD above mean
-1.06
.136
-2.45, 0.34
Experimental Section
83
Figure 3. Interaction between exposure to female sexualized outfit and exposure to
female muscularity on hostile sexism.
In the second model (Table 13), trait aggression was predicted by exposure to
sexualized male bodies (b = -0.19). Hostile sexism was predicted by exposure to
muscular male characters (b = 0.50). Rape myth acceptance was predicted by trait
aggression (b = -0.07), benevolent sexism (b = 0.11), hostile sexism (b = 0.59), the
interaction between exposure to a male characters with sexualized bodies and
exposure to muscular male characters (see Table 14, Figure 4), and the interaction
between exposure to male characters with sexualized bodies and exposure to male
characters wearing sexualized clothing (see Table 14, Figure 5).
84
The Development and Validation of an Objective Measure of the Sexualized
Content of Video Games: the Video Game Sexualization Protocol
Table 13
Path coefficients, indirect effects and 95% bias-corrected Confidence Intervals for multiple
mediation analysis and moderation analysis. Effects of exposure to male sexualized body on
rape myth acceptance through hostile sexism, benevolent sexism and trait aggression, and
effect of both exposure to male muscularity and exposure to male sexualized outfit as a
moderator between these variables
F
p
Path
SE
t
p
95% CI
Lower
Upper
RMA (Y)
.424
31.69
<.001
Direct effect
EMSB (c’)
-.025
.070
0.36
.720
EMSO (D1)
.377
.197
-1.91
.056
EMM (D2)
-.327
.194
1.69
.093
Interaction (c’ X D1)
-.543
.196
2.78
.006
Interaction (c’ X D2)
.654
.199
-3.29
.001
Interaction (D1 X D2)
-.092
.072
1.27
.203
Interaction (c’ X D1 X D2)
-.008
.018
0.45
.655
HS
.599
.038
-15.81
<.001
BS
.113
.037
-3.02
.003
TA
-.067
.034
1.98
.048
SV
-.029
.042
0.69
.490
SFS
.091
.062
-1.48
.141
SMS
-.038
.062
0.62
.534
HS (M1)
.031
1.81
.056
EMSB (a1)
-.028
.091
-0.31
.759
EMSO (d1)
-.355
.253
-1.40
.161
EMM (d4)
.495
.250
1.98
.048
Interaction (a1 X d1)
-.002
.253
-0.01
.995
Interaction (a1 X d4)
-.171
.257
-0.67
.504
Interaction (d1 X d4)
.128
.093
1.38
.168
Interaction (a1 X d1 X d4)
.009
.023
0.40
.689
SV
.026
.054
0.48
.635
SFS
-.109
.080
-1.37
.171
SMS
.006
.080
0.80
.937
Experimental Section
85
Table 13 (continued)
F
p
Path
SE
t
p
95% CI
Lower
Upper
BS (M2)
.034
1.97
.034
EMSB (a2)
-.067
.090
-0.74
.462
EMSO (d2)
.229
.253
0.90
.366
EMM (d5)
.047
.249
0.19
.851
Interaction (a2 X d2)
-.149
.252
-0.59
.556
Interaction (a2 X d5)
.085
.256
0.33
.740
Interaction (d3 X d2)
.020
.093
0.21
.831
Interaction (a2 X d2 X d5)
-.003
.023
-0.13
.898
SV
-.071
.084
-1.31
.191
SFS
-.156
.080
-1.96
.051
SMS
.061
.080
0.77
.441
TA (M3)
.033
1.90
.043
EMSB (a3)
-.192
.091
-2.12
.034
EMSO (d3)
.134
.253
1.17
.243
EMM (d6)
.134
.249
0.54
.591
Interaction (a3 X d3)
-.188
.253
-0.74
.457
Interaction (a3 X d6)
.300
.256
1.17
.243
Interaction (d3 X d6)
-.060
.093
-0.65
.516
Interaction (a2 X d3 X d6)
.005
.023
0.23
.822
SV
-.022
.054
-0.41
.684
SFS
.064
.080
0.81
.419
SMS
-.031
.080
-0.39
.700
Indirect effects
a1b1
-.006
.013
-.030
.022
a2b2
.000
.003
-.006
.006
a3b3
.000
.002
-.003
.005
Note. RMA = Rape Myth Acceptance; HS = Hostile sexism; BS = Benevolent Sexism; TA =
Trait Aggressiveness; EMSB = Exposure to a Male Sexualized Body; EMSO = Exposure to a
Male Sexualized Outfit; EMM = Exposure to Male Muscularity; SV = Subjective Violence; SFS
= Subjective Female Sexualization; SMS = Subjective Male Sexualization.
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The Development and Validation of an Objective Measure of the Sexualized
Content of Video Games: the Video Game Sexualization Protocol
Table 14
Conditional effects of exposure to a male sexualized body on rape myth acceptance
Exposure to Male Muscularity
p
95% CI
One SD below mean
0.32
.131
-0.09, 0.73
At the mean
0.99
.009
0.25, 1.73
One SD above mean
1.66
.004
0.54, 2.78
Exposure to a Male Sexualized Outfit
p
95% CI
One SD below mean
-0.70
.001
-1.12, -0.28
At the mean
-1.23
<.001
-1.96, -0.51
One SD above mean
-1.76
.002
-2.84, -0.68
Figure 4. Interaction between exposure to male sexualized outfit and exposure to
male sexualized body on rape myth acceptance.
Experimental Section
87
Figure 5. Interaction between exposure to male sexualized outfit and exposure to
male muscularity on rape myth acceptance.
Age rating differences. Using an ANOVA (Table 15), the six factors of the VGSP
were compared based on the official age rating of each of the games (PEGI, 2018).
Results showed that sexualized content is the highest in video games rated PEGI 12
except for female sexualized body, which is the highest in video game rated PEGI 16.
Table 15
Main effect of PEGI ratings on the six factors of the VGSP
Factor
N
F
p
PEGI 3
M(SE)a
PEGI 7
M(SE)b
PEGI 12
M(SE)c
PEGI 16
M(SE)d
PEGI 18
M(SE)
FSB
594
13.74
<.001
5.18(0.20)
6.24(0.22)a
6.59(0.13)a
5.99(0.16)a
5.50(0.13)c
FSO
594
9.22
<.001
1.44(0.22)c
1.80(0.24)c
2.74(0.14)
2.27(0.18)
1.77(0.14)c
FM
594
4.40
<.001
5.31(0.19)
5.09(0.21)
6.92(0.12)a,b,d
7.70(0.15)a,b,c
7.18(0.12)a,b
MSB
674
11.77
<.001
1.77(0.10)
2.14(0.13)
2.58(0.07)a
2.23(0.08)a,c
2.07(0.07)c
MSO
674
4.00
.003
1.20(0.21)
1.04(0.25)
1.68(0.14)
1.22(0.16)
0.90(0.14)c
MM
674
31.48
<.001
3.21(0.19)
3.24(0.22)
5.15(0.13)a,b
5.04(0.15)a,b
4.92(0.13)a,b
Note. Each age rating has a subscript attributed to it, if that subscript appears in another case, there is a
significant 2-by-2 difference.
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The Development and Validation of an Objective Measure of the Sexualized
Content of Video Games: the Video Game Sexualization Protocol
Discussion
There were two objectives to this study. The first objective was to improve the
VGSP. The second objective was to determine if the VGSP could predict negative
attitudes toward women. Both objectives were met.
Using an EFA on the second version of the VGSP, results showed that the models
that explained the most variance contained three factors, for both male and female
video game characters. These three factors were ‚Sexualized Body‛, ‚Sexualized
Clothing‛ and ‚Muscularity‛. All three factors were internally consistent (all
Cronbach α’s > .77). Furthermore, all three factors were intercorrelated.
Compared with the first version of the VGSP, the second version of the VGSP
contained more parallel measures for male and female video game characters (i.e., V-
shape for male characters and breasts and hips for female characters, muscularity for
both male and female characters). The second version, like the first, had excellent
psychometric properties. Finally, the objective and subjective measures of sexualized
video game content were associated, which shows convergent validity. All
associations were small, suggesting that our objective measure and the subjective
measure evaluate similar but not identical concepts. In summary, Study 2 met its first
aim to create an objective evaluation protocol to examine the degree of sexualized
content of video games.
Concerning the second aim, Study 2 tried to predict benevolent and hostile sexism,
trait aggression and rape myth acceptance using the VGSP, after controlling for
subjective evaluations of female and male sexualization, and violent video game
content. Two models were computed, one using the objective measures for female
characters and one using the objective measures for male characters.
In the female model, benevolent sexism was positively predicted by exposure to
female characters in sexualized clothing. Surprisingly, benevolent sexism was
negatively predicted by exposure to female characters with sexualized bodies (and
also by the subjective female sexualization covariate). Hostile sexism was negatively
predicted by exposure to muscular female characters in sexualized clothing.
In the male model, hostile sexism was positively predicted by exposure to
muscular male characters. Further, rape myth acceptance was positive predicted by
exposure to muscular male characters, especially if they also wore sexualized
clothing.
Experimental Section
89
To our knowledge, Study 2 is the first study to evaluate the impact of sexualized
male and female video game characters on negative attitudes toward women using
an objective instrument. Previous studies used either subjective instruments or did
not distinguish between male and female video game characters.
Based on the GAM (Anderson & Bushman, 2018; Bushman, 2017), sexualized
video game content is supposed to influence trait aggression and negative attitudes
toward women. However, results from the present study are not as clear and
straightforward as expected. The results from past studies on the sexualized content
of video games showed that benevolent sexism was influenced by subjectively
perceived sexism (Stermer & Burkley, 2015) and sexualization (Behm-morawitz &
Mastro, 2009). The present study showed that benevolent sexism was positively
predicted by exposure to female characters in sexualized clothing, which is coherent
with previous research (Behm-morawitz & Mastro, 2009; Pacilli et al., 2017).
However, the fact that benevolent sexism was negatively predicted by exposure to
female characters with sexualized bodies is surprising. The opposite effect of two
types of sexualization could be explained by the fact that they are not associated with
the same concepts in people’s mind. First, it has been shown that when women wear
sexualized outfits, they are perceived as being less agentic, more vulnerable to sexual
aggression, and more sexually open (Blake, Bastian, & Denson, 2016). Because
women wearing sexualized clothing are perceived as being vulnerable and taking
risks, this could foster the benevolent sexist idea that they need to be protected. In
contrast, body shape especially the waist-to-hips ratio has been shown to be
associated with attractiveness, cognitive ability, health, and self-efficacy (Chang &
Kim, 2015; Kościński, 2014). Women with these attributes could be perceived as
being more confident and, therefore, less vulnerable and less in need of protection.
Hostile sexism was negatively predicted by exposure to muscular female
characters in sexualized clothing. This could be explained by the fact that tight,
sexualized clothing tends to accentuate muscles. Muscularity among women can be
seen as stereotypically inconsistent information that could lead to a diminution of
hostile sexism. For example, female athletes have reported that they were often
perceived as different from ‚normal girls‛ (Krane, Choi, Baird, Aimar, & Kauer,
2004). Further, hostile sexism was positively predicted by exposure to muscular male
characters. This result is consistent with the hyper-masculine attitudes conveyed by
muscular male characters in video games. Hyper-masculinity can be described as an
exaggeration of ‚macho‛ characteristics, with tendencies to consider displays of
emotion as a weakness, to consider physical aggressiveness as part of male nature, to
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The Development and Validation of an Objective Measure of the Sexualized
Content of Video Games: the Video Game Sexualization Protocol
belittle women and romantic relations, and to exhibit risk-taking behavior (Scharrer,
2004). Hyper-masculine male video game characters are often hyper-muscular (Dill
& Thill, 2007; M. K. Miller & Summers, 2007).
Trait aggression was negatively predicted by exposure to male characters with
sexualized bodies. The V-shape in a man activates concepts of health, desirability,
and safety but not of dominance (Braun & Bryan, 2006). Therefore, instead of
priming aggressiveness, the male V-shape might prime feelings of safety.
Rape myth acceptance was positively predicted by exposure to muscular male
characters in sexualized clothing, but was negatively predicted by exposure to male
characters with sexualized bodies and clothes. This opposite result might be
explained by the priming of different concepts. As explained earlier, V-shape among
men tends to prime health and desirability (Braun & Bryan, 2006) and a more
sexualized outfit might be associated with sexual availability rather than
aggressiveness. However, Exposure to a V-shape combined with muscularity, would
prime concepts of hyper-masculinity and aggressiveness. Another explanation of the
interaction between exposure to a male sexualized body and exposure to a male
character in sexualized clothing is highest in video games rated 12+ and is lowest in
video games rated 18+. Video games rated 18+ are far more violent than video games
rated 12+. Thus, when players are exposed to male characters in sexualized clothing,
they are also exposed to less violent content.
In general, Study 2 provided some interesting results. First, sexualization of
female characters alone does not seem to predict negative attitudes toward women.
Indeed, only benevolent sexism was positively predicted by exposure to female
characters in sexualized outfits. Other attributes of women either did not predict
negative attitudes toward women (e.g., rape myth acceptance) or predicted it
negatively (e.g., benevolent and hostile sexism). Second, male character attributes are
important variables to consider in future studies. Exposure to sexualized and
muscular male characters predicted hostile sexism and rape myth acceptance. This is
a rather unique finding. In contrast, the majority of previous studies about the impact
of sexualized or muscular male characters in video games have focused on self-
esteem and body image (Matthews et al., 2016; Sylvia, King, & Morse, 2014;
Vandenbosch, Driesmans, Trekels, & Eggermont, 2017).
Study 2 had two main limitations that should be addressed in future studies. First,
our measure of sexualization exposure might not be sufficiently precise and
exhaustive. Indeed, our measures focused on two male and two female characters for
Experimental Section
91
each video game. Video games usually include more characters, which could also be
sexualized. Further, even if we tried to use images that depicted the character with its
most used outfit, some characters change their outfit often during the duration of the
video game. Also, body proportions and outfits might not be sufficient to evaluate
sexualization. Other authors have used suggestive pose, sexualized movement, or
presence of sex talk as examples of a sexualized content (Downs & Smith, 2010;
Lynch et al., 2016; Near, 2013). A second limitation is that attitudes about the
characters were not evaluated. Indeed, sexualization alone did not seem to be the
best predictor of negative attitudes toward women. Measuring the attitude of the
characters would have been interesting. For example, muscularity among male
characters might not have had the same impact if the character acts in a dominant
and aggressive manner, compared to a passive and submissive way. Similarly, a
sexualized woman might not prime negative attitudes if she is portrayed as being a
strong and dominant character. Undoubtedly, these limitations warrant further
research.
In conclusion, Study 2 developed the VGSP, which allows the measurement of
sexualized body, sexualized outfits, and muscularity of both male and female
characters in video games. This assessment protocol provides important knowledge
about how different physical features of female and male video game characters can
potentially influence attitudes toward women. Our results revealed a more complex
and less straightforward impact of exposure to sexualized game characters. For
example, benevolent sexism was positively predicted by exposure to female
characters in sexualized outfits, but negatively predicted by exposure to female
characters with sexualized bodies. Future studies are needed to better understand the
impact of sexualized video game content on negative attitudes toward women. But
the VGPS is the most objective protocol for measuring sexualized video game
content.
Effects of Sexualized Video Games on Online Sexual
Harassment
Jonathan Burnay
a
, Brad J. Bushman
b
, Frank Larøi
a,c,d
a
Psychology and Neuroscience of Cognition Research Unit, Faculty of Psychology, Speech
and Language Therapy, and Education, University of Liège
b
School of Communication and Department of Psychology, The Ohio State University,
Columbus
c
Department of Biological and Medical Psychology, Faculty of Psychology, University of
Bergen
d
NORMENT Norwegian Center of Excellence for Mental Disorders Research, University
of Oslo
Author Note
The data are publicly available on Figshare and Dataverse.
Published in Aggressive Behavior (2019), 45, 214-223. DOI: 10.1002/ab.21811
Abstract
Negative consequences of video games have been a concern since their inception.
However, one under-researched area is the potential negative effects of sexualized
video game content on players. This study analyzed the consequences of sexualized
video game content on online sexual harassment against male and female targets. We
controlled for a number of variables that might be related to online sexual
harassment (i.e., trait aggressiveness, ambivalent sexism, online disinhibition).
Participants (N = 211) played a video game with either sexualized or non-sexualized
female characters. After gameplay, they had the opportunity to sexually harass a
male or a female partner by sending them sexist jokes. Based on the General
Aggression Model integrated with the Confluence Model of Sexual Aggression
(Anderson & Anderson, 2008), we predicted that playing the game with sexualized
female characters would increase sexual harassment against female targets. Results
were consistent with these predictions. Sexual harassment levels toward a female
partner were higher for participants who played the game with sexualized female
characters than for participants who played the same game with non-sexualized
characters. These findings indicate that sexualization of female characters in a video
game can be a sufficient condition to provoke online sexual harassment toward
women.
Introduction
“#METOO:
If all the women who have been sexually harassed or assaulted wrote “Me too” as a status,
we might give people a sense of the magnitude of the problem.”
“There’s too many incidents to put out here. Being told I must suck because I’m a girl,
being told that I should be on my knees giving oral sex to my man because that’s my place,
being told that I should be in the kitchen making food for my man and not on WoW (World of
Warcraft).
The first quote was written on Twitter by Alyssa Milano. After that tweet,
thousands of women used the hash tag #MeToo as a way to denounce sexual
harassment and assault. The second quote came from a female video game player
during a study about gender harassment during a massively multiplayer online role
playing game (Brehm, 2013).
In our society, sexual harassment is a serious problem faced by many women.
Eighty-one percent of women have been sexually harassed or assaulted in their
lifetime and 4 out of 10 women have experienced online sexual harassment (Stop
Street Harassment, 2018). In particular, video game settings are hostile toward
women (Gray, 2012a; Salter & Blodgett, 2012). A well-known example of online
moral and sexual harassment from a video game community is the case of Anita
Sarkeesian, who is a video-blogger that denounced sexism in video games in a video.
After publishing her video, she received many death and rape threats, sexist insults,
and pictures of her transformed into pornographic images. When women play video
games, they are often the target of insults, sexist commentaries, and sexist (and even
rape) jokes (Brehm, 2013; Tang & Fox, 2016). All of these acts of behavior, even the
more subtle ones such as offensive or sexist jokes, are considered forms of sexual
harassment (McDonald, 2012; O’Hare & O’Donohue, 1998; Pina & Gannon, 2006).
Sexual harassment refers to a various forms of behavior that can be classified into
three main forms: gender harassment, unwanted sexual attention, and sexual
coercion (O’Hare & O’Donohue, 1998; Pina & Gannon, 2006). Gender harassment
refers to a situation in which a person is subjected to offensive, gender-related, or
sexual comments. Unwanted sexual attention refers to repeated attempts to establish
a romantic relationship despite refusal, such as unwanted touching, sexual
imposition, or assault. Sexual coercion refers to blackmail or rewards for sexual
cooperation. However, it remains unclear what specific features of the video game
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Effects of Sexualized Video Games on Online Sexual Harassment
environment contribute to online sexual harassment. One potential feature could be
the sexualized content in some video games. In video games, female characters are
often portrayed as sexualized. For example, they are often depicted with large
breasts, small waists, a large amount of exposed skin, and revealing clothing (Beasley
& Collins Standley, 2002; Burgess et al., 2007; Downs & Smith, 2010; Summers &
Miller, 2014). In theory, sexualized content in video games could increase sexual
harassment.
Theoretical Foundations of the Present Research
Two theoretical models are especially relevant for explaining the short-term
impact of sexualized video games on sexual harassment, namely the General
Aggression Model (GAM; Anderson & Bushman, 2002) and the Confluence Model of
Sexual Aggression (Malamuth et al., 1995; Vega & Malamuth, 2007). In fact, both
models have been integrated together (Anderson & Anderson, 2008). Before
describing the integrated model, we briefly describe each model separately.
In the General Aggression Model (GAM; Anderson & Bushman, 2002) two types
of input variables can influence aggression: (1) primary person variables, and (2)
primary situation variables. Primary person variables include all the internal factors
that can influence aggression. Primary situation variables include all the external
factors that can influence aggression. Person and situation variables jointly influence
the person’s internal state, which includes aggressive thoughts, angry feelings, and
physiological arousal (e.g., skin conductance, heart rate, blood pressure). Thus, there
are three possible routes to aggression through aggressive thoughts, angry
feelings, and physiological arousal. However, the three routes are not mutually
exclusive or even independent. For example, someone who has aggressive ideas
might also feel angry inside and have elevated blood pressure. These internal states
can influence appraisal and decision processes, such as whether ambiguous harmful
behavior was intentional. The decisions and appraisals people make can influence
their behavior, including whether they behave in an aggressive manner.
According to the Confluence Model of Sexual Aggression (Malamuth et al., 1995;
Vega & Malamuth, 2007), two main paths can facilitate sexual aggression: (1)
‚impersonal sex,‛ and (2) ‚hostile masculinity.‛ Impersonal sex is characterized by a
promiscuous, non-committal, game-playing orientation toward sexuality. Hostile
masculinity is a personality profile that combines insecurity, hostility, and distrust,
especially toward women.
Experimental Section
99
The Confluence Model of Sexual Aggression, when integrated with the GAM
(Anderson & Anderson, 2008), adds several specific individual differences as
predictors of sexual aggression by creating hostile thoughts or feelings toward
women (Figure 1). Two individual differences that appear to be particularly relevant
to sexual harassment are trait aggressiveness (Coombs & Holladay, 2004; Thompson
& Morrison, 2013) and ambivalent sexism (LeMaire, Oswald, & Russell, 2016; Russell
& Oswald, 2016). The present research includes measures of both of these variables.
Figure 1. Integrated Confluence Model of Sexual Aggression and General Aggression
Model (Anderson & Anderson, 2008) .
Three other more specific theoretical models are also relevant to the present
research because they explain the creation of preexisting knowledge structures
100
Effects of Sexualized Video Games on Online Sexual Harassment
relevant to sexual harassment and sexualized video games: (1) Expectation State
Theory (Berger, Cohen, & Zelditch, 1972), (2) Social Cognitive Theory of Gender
Development and Differentiation (Bussey & Bandura, 1999), and (3) Objectification
Theory (Fredrickson & Roberts, 1997). According to Expectation State Theory,
cultural norms dictate how men and women are supposed to act. Cultural norms
help people anticipate the behavior of others during social interactions. In many
societies, women still possess a lower status than men. Therefore, women are
expected to act in a submissive and nonaggressive manner, whereas men are
expected to act in a dominant and aggressive manner. In addition, the more men
conform to these cultural norms, the more likely they are to sexually harass women
(Pryor, 1987; Sinn, 1997).
Cultural norms about males and females can be learned by observing real people
and by observing media characters, such as those in video games. The present
research used sexualized video games to convey cultural norms about women.
According to Social Cognitive Theory of Gender Development and Differentiation
(Bussey & Bandura, 1999), media messages can influence gender-based attitudes and
behavior. In video games, most of the main characters are men (Dill & Thill, 2007; M.
K. Miller & Summers, 2007). In addition, most video games are created by men
(Australian Bureau of Statistics, 2017), and are designed to appeal to heterosexual
males (Shaw, 2011; Williams, Martins, Consalvo, & Ivory, 2009). Video games often
convey messages about male dominance and female submissiveness (Dill & Thill,
2007; Jansz & Martis, 2007; M. K. Miller & Summers, 2007; Summers & Miller, 2014).
In addition, many video games that contain female characters sexually objectify
them (Lynch et al., 2016; Summers & Miller, 2014). Sexual objectification occurs when
a person’s body parts or functions are separated from the person, reduced to the
status of instruments, or regarded as capable of representing the entire person
(Gervais et al., 2013). According to Objectification Theory (Fredrickson & Roberts,
1997), sexual objectification is a form of gender oppression. Further, sexual
objectification is a specific case of dehumanization, which is described as a process in
which a person is denied their humanness (e.g., treated like animals or objects;
Bernard, Gervais, Allen, Delmée, & Klein, 2015). The more a person sexually
objectifies and dehumanizes women, the more likely that person is to accept attitudes
toward sexual harassment (Rudman & Mescher, 2012).
Within these theories, sexual harassment, male dominance, female
submissiveness, and sexual objectification seem to be interrelated concepts. Such
preexisting knowledge structures can be brought to a social encounter by an
Experimental Section
101
individual before they even play a video game. During gameplay, sexualized images
can prime or activate concepts related to sexual harassment in the minds of game
players.
Collectively, these theories provide a firm foundation for the present research.
Based on these theories, the present study tests the hypothesis that exposure to
sexualized female video game characters will increase sexual harassment toward real
females.
Objective of the Present Research
The objective of the present study was to determine the effect that playing a
sexualized video game has on online sexual harassment behavior. Previous research
has shown that sexualized content of video games can increase tolerance of sexual
harassment (Dill et al., 2008; Driesmans et al., 2015; Yao et al., 2010). However,
considering our specific objective, we made three changes from previous studies.
First, we had participants actually play a sexualized video game. For example,
participants in one study were only exposed to screen shots of sexualized avatars
(Dill et al., 2008). Second, we experimentally manipulated sexualization (i.e., wearing
revealing clothes and exposing a large amount of skin vs. wearing modest clothing
with little skin exposed). In previous studies, sexualization is often confounded with
other factors. For example, participants in one study played either a neutral video
game or a sexualized video game that contained other confounding factors, namely,
sexuality (i.e., presence of a sexual act) and sexism (i.e., negative remarks about
women, Yao et al., 2010). Such a design makes it impossible to isolate the influence of
only one of these features on sexual harassment. Third, we used a measure of
observable behavior of sexual harassment. Previous studies have used measures of
attitudes toward sexual harassment (Dill et al., 2008; Driesmans et al., 2015; Yao et al.,
2010). Fourth, we controlled for several individual variables such as trait
aggressiveness and sexism, as suggested by the Confluence Model. Further, online
disinhibition may be a specific predictor of sexual harassment in an online video
game environment. Online interactions are easily disinhibited due to structural
characteristics such as anonymity and perceived lack of repercussions for antisocial
behavior (Udris, 2014). By controlling for these individual differences, we can better
isolate the impact of sexualized video games on sexual harassment.
Our first hypothesis is that the level of online sexual harassment behavior,
especially toward women, will increase after playing a sexualized video game (i.e.,
we expected a two-way Sexualization X Partner Gender interaction). Furthermore,
based on previous research (Dill & Thill, 2007; Yao et al., 2010) and based on the
102
Effects of Sexualized Video Games on Online Sexual Harassment
Confluence Model of Sexual Aggression (Malamuth et al., 1995; Vega & Malamuth,
2007), our second hypothesis is that male players should be more likely than female
players to sexually harass a real female after playing a sexualized video game (i.e.,
we expected a three-way Sexualization X Partner Gender X Participant Gender
interaction).
Method
Participants
Participants were 211 students (49% male) 18 to 37 years old (M = 21.87, SD = 2.94)
recruited from a Belgian university. Among the 211 participants, 114 identified
themselves as video game players, and spent between 0 and 60 hours per week
playing video games (M = 11.35, SD = 11.43). None of the participants had previously
played the video game used in the present study.
5
Materials
Video games. All participants played the same video game (Ultra Street Fighter
IV). Sexualization was manipulated by changing the outfit of the characters (Figure
2). In the highly sexualized condition, both characters wore a revealing swimsuit,
whereas in the non-sexualized condition, both characters wore non-revealing outfits.
Sexual harassment task. The sexual harassment task was similar to the computer
harassment task used in previous studies (Galdi, Maass, & Cadinu, 2014; Siebler,
Sabelus, & Bohner, 2008), except that sexist jokes instead of pornographic images
were sent to a partner
6
. This measure of behavioral sexual harassment has been
validated previously (Tang, 2016). In this task, participants were presented with 16
PowerPoint slides. Each slide contained a pair of jokes written in French. Odd-
numbered slides contained two nonsexist jokes (e.g., ‚Why do sharks swim in salt
water? Because pepper would make them sneeze!‛), and even-numbered slides
contained one sexist joke and one nonsexist joke. Sexist jokes were gender specific.
That is, female sexist jokes were used for female partners (e.g., ‚Why is it called
PMS? Because ‘Mad Cow Disease’ was already taken.‛), whereas male sexist jokes
were used for male partners (e.g., ‚What do you call a man who has lost his
5
Using the Tukey fences method, we determined that 26 participants were outliers in terms
of time spent playing video games. When these participants were excluded, the pattern of
results was the same, except that the main effect of participant gender was no longer
significant.
6
All jokes can be found in Annex 2
Experimental Section
103
intelligence? A widower‛). Participants had to decide which of the two jokes to send
their partner using a Skype chat.
Figure 2. The top image is a screenshot of the sexualized video game condition, and
the bottom image is a screenshot of the non-sexualized video game condition.
The measure of online sexual harassment was the number of sexist jokes the
participant sent to their partner, which could range from 0 to 8. When the participant
sent their partner a sexist joke, the partner sent a negative scripted response (e.g., ‚I
don’t like this joke‛), and these responses became more negative every time a new
sexist joke was sent (e.g., ‚This joke is disgusting‛). When the participant sent the
partner a non-sexist joke, the partner sent a positive scripted response (e.g., ‚lol ≦≦‛,
‚Haha, not bad!‛). Sexual harassment thus occurs when the participant continues to
send sexist jokes despite explicit disapproval from their partner.
Sexist jokes were chosen to be hostile and critical of a person based on their
gender, whereas non-sexist jokes did not mention a person’s gender. Both sexist and
non-sexist jokes were chosen to be humorous. All jokes were translated from
previously-used English jokes (Tang, 2016), except for jokes that did not make sense
in French. A pilot study showed that the jokes within each pair did not differ in
104
Effects of Sexualized Video Games on Online Sexual Harassment
terms of how humorous they were, that sexist jokes were rated as more sexist than
nonsexist jokes, and that male and female sexist jokes did not differ in terms of how
sexist they were (see Supplementary Materials
7
).
Questionnaires
Demographic information and video game consumption. Participants reported
their gender and age. They also reported the average number of hours they spent
playing video games each week, and their familiarity with the video game used in
the present study.
Ambivalent sexism. Participants completed a French version (Dardenne et al.,
1996) of the Ambivalent Sexism Inventory (ASI; Glick & Fiske, 1996), which contains
an 11-item hostile sexism subscale (e.g., ‚Most women interpret innocent remarks as
sexist; Cronbach α = .92), and an 11-item benevolent sexism subscale (e.g., ‚Women
should be cherished and protected by men‛; Cronbach α = .84). All items are scored
using a 6-point response scale ranging from 0 = Totally disagree to 5 = Totally agree.
Trait aggressiveness. Participants completed a French version (Genoud &
Zimmermann, 2009) of a short form of the Aggression Questionnaire (AQ; Bryant &
Smith, 2001), which contains 12-items (e.g., ‚I have threatened people I know‛) that
are scored using a 6-point response scale ranging from 1 = Not at all like me to 6 =
Completely like me (Cronbach α = .71).
Online disinhibition scale. Participants completed a French version of the Online
Disinhibition Scale (Udris, 2014), which contains 11-items (e.g., ‚The internet is
anonymous so it is easier for me to express my true feelings or thoughts‛) that are
scored using a 6-point response scale ranging from 1 = Strongly disagree to 6 = Strongly
agree (Cronbach α = .60). The scale was translated into French using the back-
translation procedure.
Procedure
After giving informed consent, participants were told that they will participate in
two separate studies about the impact of entertainment on psychological states one
on video games, and one on humor. First, they completed questions about
demographics and video game consumption. Next, they were randomly assigned to
play the sexualized or the non-sexualized version of the video game Ultra Street
Fighter IV for 15 minutes. The video game was played on a desktop computer with a
24-inch (61-cm) screen and an Xbox controller. After gameplay, participants rated
7
Supplementary material can be found in Annex 3.
Experimental Section
105
how difficult, fun, frustrating, exciting, competitive, realistic, and violent the video
game was (1 = Not at all to 10 = Very much). The games did not significantly differ on
any of these dimensions (see Table 1).
Table 1
t-test between the sexualized and the non-sexualized condition for video game experience
Ms
SDs
Mns
SDns
T
P
d
Difficulty
6.18
2.06
6.24
2.10
0.19
.848
0.03
Fun
4.42
2.08
4.53
2.31
0.36
.718
0.05
Frustration
6.48
2.74
6.49
2.47
0.04
.968
0.01
Excitation
4.17
2.26
4.01
2.30
-0.52
.607
0.07
Competition
6.74
2.46
6.27
2.49
-1.38
.169
0.19
Realism
1.98
1.32
2.25
1.58
1.32
.188
0.18
Violence
7.07
1.98
7.00
2.22
-0.23
.818
0.03
Note. df = 209; s = Sexualized; ns = Non-Sexualized, d = Cohen’s standardized mean difference d.
Next, participants were told that they would participate in the second study on
humor with a partner. The ‚partner‛, who was in a different room, was actually an
accomplice pretending to be another participant. The second study was used to
measure whether the type of video game participants played influenced their sexual
harassment of their ‚partner‛. The sexual harassment task was implemented using a
Skype chat window, with the camera turned off. The participant had one Skype
account. Two other Skype accounts were created for this study, one for the first
experimenter (who interacted with the participant) and one for the accomplice who
played both the partner and the second experimenter (who interacted with the
partner). Manipulation of partner gender was carried out using the Skype pseudo.
The female partner was called ‚Alexandra‛ (a common French female name) and the
male partner was called ‚Alexandre‛ (a common French male name). The procedure
consisted of five steps. First, participants were asked for their first name, which
served as their Skype pseudo. Second, using the Skype chat, the experimenter
pretended to ask the second experimenter if he had already randomly selected which
of the two participants was to be the sender of the jokes and which was to be the
receiver of the jokes. Through a rigged lottery, the real participant was always
‚selected‛ to be the sender of the jokes by the second experimenter, whereas the
partner was ‚selected‛ to be the receiver of the jokes. Participants were then told that
their role was to send the jokes to their partner, and that we were only interested in
their partner’s response to the jokes. Third, to make the chat more realistic,
participants were provided with five questions to ask their partner (i.e., ‚What is
106
Effects of Sexualized Video Games on Online Sexual Harassment
your gender?‛, ‚What is your age?‛, ‚What are you studying at the university?‛,
‚Why did you choose this major?‛, and ‚What’s your favorite TV show?‛). The
accomplice gave the standardized answers and asked the same questions to the
partner. The gender question reinforced the name manipulation. Fourth, the
participant was then shown the 16 slides, one at a time, and asked to send one of the
two jokes to the partner on each trial. There were 16 trials, but only 8 of these trials
contained a pair with a sexist joke. Thus, the number of sexist jokes sent could range
from 0 to 8. Fifth, the participant completed the personality questionnaires (i.e., the
Ambivalent Sexism Inventory, the Aggression Questionnaire, and the Online
Disinhibition Scale, in that order). A debriefing followed. During the debriefing, the
experimenter probed to determine whether the participant was suspicious.
Results
The first hypothesis was that the level of online sexual harassment behavior,
especially toward women, will increase after playing a sexualized video game. Thus,
we expected a two-way interaction between the type of video game participants
played and the gender of their partner. This hypothesis was tested using a 2
(Sexualized video game vs. Non-sexualized video game) X 2 (Male vs. Female
Participant) X 2 (Male vs. Female Partner) Analysis of Covariance (ANCOVA).
Covariates included trait aggressiveness, hostile and benevolent sexism, and online
disinhibition (Table 2)
8
. The ANCOVA revealed a significant main effect of
participant gender and a significant main effect of partner gender. Male participants
sent significantly fewer sexist jokes (M = 2.29, SE = 0.15) than female participants (M =
2.74, SE = 0.15). Male partners received significantly more sexist jokes (M = 2.13, SE =
0.15) than female partners (M = 2.89, SE = 0.15). This main effect was qualified by the
predicted significant two-way interaction between type of video game and partner
gender on sexist jokes (Figure 3). Planned contrasts revealed that being exposed to
the sexualized video game (rather than the non-sexualized video game) significantly
increased the number of sexist jokes sent to women, [t(199) = 2.28, p = .024, d = 0.44],
but did not significantly influence the number of sexist jokes sent to men [t(199) = -
1.22, p = .222, d = 0.24]. Thus, the first hypothesis was supported.
8
The experimental manipulation (sexualized vs nonsexualized video game content) did not
influence any of the covariates. However, a main effect of participant gender was found for
benevolent sexism, with males having higher scores than females. Further, a main effect of
online disinhibition was found for partner gender, with participants feeling less disinhibited
when their partner was a woman compared to when their partner was a man.
Experimental Section
107
A three-way interaction was used to test our second hypothesis, but it was not
significant (see Table 3 for descriptive statistics for the experimental conditions).
Thus, the second hypothesis was not supported.
Hostile sexism was the only covariate that had a significant influence on sexual
harassment [F(1, 199) = 7.02, p = .009, ηp
2
= .034, r = .19]. All other main effects and
interactions were non-significant.
9
,
10
Table 2
ANCOVA on number of sexist jokes while controlling for general aggression, online
disinhibition, hostile and benevolent sexism
Source
F
Df
p
ηp
2
Sexualization
0.56
1
.455
.003
Partner Gender
12.85
1
<.001
.061
Participant Gender
4.37
1
.038
.021
Sexualization*Partner Gender
6.13
1
.014
.030
Sexualization*Participant Gender
0.26
1
.612
.001
Partner Gender*Participant Gender
0.15
1
.694
.001
Sexualization*Partner Gender*Participant Gender
0.17
1
.678
.001
Hostile Sexism
7.02
1
.009
.034
Benevolent Sexism
2.16
1
.144
.011
Trait Aggression
1.84
1
.176
.009
Online Disinhibition
3.81
1
.052
.019
Error
199
9
Eleven participants expressed suspicion about the study, but the results did not change
when they were excluded, except that the main effect of participant gender was no longer
significant. Thus, we included all participants.
10
We observed a ‚floor effect,‛ with a median of 2 sexist jokes. The distribution was skewed
to the right. However, the pattern of results was similar when the data were transformed to
reduce skewness (using a logarithm method and a box-cox transformation), except that the
main effect of participant gender was no longer significant. The results were also similar
when we used nonparametric statistics (Mann-Whitney test) as when we used parametric
statistics (ANCOVA). Thus, the results were quite robust. We report the untransformed data
in this manuscript because the unit of measure is more intuitive. We also used parametric
statistics rather than nonparametric statistics because they are more familiar to readers.
108
Effects of Sexualized Video Games on Online Sexual Harassment
Figure 3. Interaction between exposure to sexualized media content and partner
gender on the number of sexist jokes participants sent to their partner. Capped
vertical bars denote 1 standard error.
Table 3
Descriptive statistics for the experimental conditions
Sexualization Condition
Non
Sexualized
Sexualized
Participant
Gender
Partner
Gender
M (SE), n
M (SE), n
Male
Male
2.81 (0.29), 27
2.43 (0.30), 26
Female
1.71 (0.30), 25
2.19 (0.30), 26
Female
Male
3.32 (0.29), 26
2.98 (0.30), 26
Female
1.89 (0.28), 28
2.75 (0.29), 27
Discussion
This study examined the specific impact of sexualized content of video games on
online sexual harassment. To the best of our knowledge, only one other unpublished
study has examined online sexual harassment using a behavioral measure (Tang,
2016). The present study also controlled for several individual differences that could
Experimental Section
109
be related to online sexual harassment, namely, hostile and benevolent sexism, trait
aggressiveness, and online disinhibition.
Consistent with the first hypothesis, online sexual harassment was influenced by
sexualization in video games. The significant two-way interaction showed that
female sexualized video game content influenced online sexual harassment, but only
toward female targets. These results remained significant even after controlling for
individual differences in hostile and benevolent sexism, trait aggressiveness, and
online disinhibition. The second hypothesis was not supported (i.e., the effects were
not larger for male participants than female participants). Both male and female
participants sexually harassed a female partner more after they had played a
sexualized video game.
Theoretical and Practical Implications
The observed results are consistent with the integrated General Aggression Model
(GAM) and Confluence Model (Anderson & Anderson, 2008). Sexualized content in
video games is a sufficient situational variable to increase sexual harassment
behavior. Female submissiveness might have been among the activated concepts
related to both sexualization and sexual harassment. In addition, sexualization might
have primed perceived humanness and agency. Previous research has found that
when women are sexualized, they are also often dehumanized (Bernard, Gervais, et
al., 2015; Puvia & Vaes, 2013, 2015; Vaes et al., 2011). One cause of dehumanization is
a lack of perceived agency (Lebowitz & Ahn, 2016; Li, Leidner, & Castano, 2014;
Morera, Quiles, Correa, Delgado, & Leyens, 2016; Tipler & Ruscher, 2014).
Furthermore, perceived agency and humanness of women are known to mediate the
relationship between exposure to sexual media and sexually aggressive attitudes
(Blake et al., 2016; Rudman & Mescher, 2012). Consistent with Expectation State
Theory (Berger et al., 1972) and the Social Cognitive Theory of Gender Development
and Differentiation (Bussey & Bandura, 1999), the activation of stereotyped roles of
women can explain the higher levels of sexual harassment of women. When the
partner is a woman, participants will be more likely to sexually harass them due to
the activation of concepts relating to female dehumanization, submission, and
diminution of perceived agency.
An important contribution of these results to the video game research literature is
that online sexual harassment behavior was provoked by exposure to sexualized
female video game characters. This finding supports a number of studies that have
found that sexualization, sexism, and sexuality in video games can influence sexual
harassment (Dill et al., 2008; Driesmans et al., 2015; Yao et al., 2010). In addition, this
110
Effects of Sexualized Video Games on Online Sexual Harassment
study clarifies the results of past studies. Specifically, these results suggest that the
sole presence of sexualized female characters (without the confounding influences of
sexism or sexuality that were often involved in previous studies) is a sufficient
condition to provoke online sexual harassment against females. Knowing that
sexualization can influence negative behavior toward females is of primary
importance, especially considering the large number of video games that contain
female sexualized content (Beasley & Collins Standley, 2002; Burgess et al., 2007;
Downs & Smith, 2010; Summers & Miller, 2014).
To the best of our knowledge, this study is the first to examine sexual harassment
toward men following exposure to sexualized female characters in video games.
Sexualization of female characters does not seem to influence online sexual
harassment toward men. Further, as shown by our main effect on partner gender,
more sexist jokes were sent to men than to women. This unexpected result might be
explained by the fact that men, as the dominant group, are not usually targets of
sexual harassment and thus may be more tolerant of sexual harassment (Pina &
Gannon, 2006). Therefore, sexist jokes sent to men might be less likely to be identified
as sexual harassment compared to sexist jokes sent to women.
Another unexpected result in this study was that female participants sent
significantly more sexist jokes than male participants. This might be due to the fact
that sexual harassment is perceived as usually committed by men, and toward
women (Stop Street Harassment, 2018). Therefore, among our participants, women
are likely to have experienced sexual harassment. Therefore, when sent to the in-
group (i.e., another woman), it might be perceived as a simple joke, but when sent to
a man, it might be perceived as a form of retaliation. Sexual harassment has been an
important topic of discussion lately, notably with the #MeToo movement. This may
have increased awareness among men, which may have caused them to send fewer
sexist jokes. Indeed, prevention campaigns about sexual harassment has been shown
to reduce such behavior (Diehl, Glaser, & Bohner, 2014).
Results from this study have important practical implications. We observed that
exposure to sexualized females in video games increases online sexual harassment
against female targets after the game is turned off. Sexual harassment is known to
have deleterious consequences on women, such as reducing psychological well-
being, satisfaction, commitment, and performance of the activity involving the
harassment (Cantisano, Domínguez, & Depolo, 2008; Pina & Gannon, 2006).
Experimental Section
111
Because sexualization might increase video game sales (Near, 2013), and because
the video game industry is dominated by males, it is unlikely that the sexualized
content of video games will be decreased in the near future. It is therefore important
to educate players about the possible effect of exposure to sexualized female
characters in video games on online sexual harassment. Parents should also limit the
exposure of children and adolescents to video games with sexualized content.
Further, prevention programs about the suffering of sexual harassment victims could
be included in online video game environments. Indeed, such prevention strategies
have been shown to reduce the likelihood of sexual harassment (Diehl et al., 2014).
Limitations and Future Research
The results of the present study raise several questions that should be addressed
in future studies. The main objective of this study was to examine the influence of
sexualized female characters on sexual harassment. Women are most often the
targets of sexual harassment (Stop Street Harassment, 2018). However, it would be
very valuable if future studies also included male sexualized characters in order to
examine how video game content influences sexual harassment against both men
and women.
Further, we do not know why participants sent sexist jokes to their partner. Future
studies should assess such motivations. Especially in cases of more subtle forms of
sexual harassment, the participant might not actually intend to sexually harass their
partner. Motivations behind sexual harassment in general should be more researched
because studies on this topic are scarce (McDonald, 2012). This study focused on
online sexual harassment but it would be equally important to examine the extent to
which observations from the present study also generalize to offline sexual
harassment.
This study aimed to measure online sexual harassment behavior by using sexist
jokes. However, this measure evaluated a specific form of gender harassment, rather
than its global form. Future studies should try to replicate these results by evaluating
the two other forms of sexual harassment, namely, unwanted sexual attention and
sexual coercion.
One limitation of the present study is that it did not measure internal states.
According to the GAM (Anderson & Anderson, 2008; Anderson & Bushman, 2002),
the effects we observed should be mediated by internal states. For instance, one
study found that playing a sexualized video game increased the occurrence of
immediate sexual thoughts (Yao et al., 2010). Future studies could identify other such
112
Effects of Sexualized Video Games on Online Sexual Harassment
potential mediators related to the internal state evoked by sexualized video games,
such as affects, arousal or other cognitions (e.g., perceived degree of agency and
degree of humanness). Further, according to both the GAM and the Confluence
Model of Sexual Aggression (Anderson & Anderson, 2008), a large number of
primary person variables can influence sexual aggression against women. The
present study controlled for several of these individual differences (i.e., hostile and
benevolent sexism, trait aggressiveness, and online disinhibition). However,
Individual differences in gendered-stereotyped attitudes, such as a dominant or
submissive attitude, should also be considered in future studies.
By only manipulating sexualization, this study succeeded in suppressing
confounding variables often found in other studies such as sexism and sexuality.
However, one limitation of this study is that both the sexualized and non-sexualized
video games contained violence, which could be considered to be a confounding
variable. Future studies might address this limitation by explicitly distinguishing
between sexualized content and violent content.
Conclusion
These results help to contribute to a better understanding of the impact of
sexualized video game characters on online sexual harassment toward women. Our
results show that playing a video game with sexualized female characters increases
online sexual harassment toward women. Sexual and general harassment are major
problems in society, and video games depicting sexualized characters might be
among the important underlying causes.
An Examination of the Possible Impact of the Sexualized
Content of Video Games and Cognitive Load on Implicit
Evaluations of Women
Jonathan Burnay
a
, Frank Larøi
b,c
a
Psychology and Neuroscien1ce of Cognition Research Unit, Faculty of Psychology, Speech
and Language Therapy, and Education, University of Liège
b
Department of Biological and Medical Psychology, Faculty of Psychology, University of
Bergen
c
NORMENT Norwegian Center of Excellence for Mental Disorders Research, University
of Oslo
Abstract
Video games are an important part of today’s everyday life and there are concerns
about their possible negative consequences. One under-researched area is the
potential negative effects of sexualized video game content on attitudes toward
women. The objective of the present research was to examine the consequences of
sexualized video game and cognitive load on implicit attitudes towards women.
Participants (N = 137) played a video game with either sexualized or non-sexualized
female characters. Cognitive load was manipulated by setting the difficulty of the
game on a low or high level of difficulty. After gameplay, an Affect Misattribution
Procedure (AMP; B. K. Payne, McClernon, & Dobbins, 2007) was used to measure the
implicit evaluation of women, whereby two kinds of targets were used (fully-clothed
women and partially-clothed women). Based on the General Aggression Model
(GAM; Anderson & Bushman, 2018; Bushman, 2017), we predicted that playing the
game with sexualized female characters would diminish participants’ positive
implicit evaluations of women, especially regarding sexualized women and under
conditions of high cognitive load. Results were not consistent with these predictions.
Based on both inferential and Bayesian statistics, sexualization and cognitive load
did not significantly influence implicit evaluations of women. However, among
women participants, the partially-clothed women were perceived significantly more
negatively than the fully-clothed women. Based on these results and results from
similar studies, sexualization seems to influence both cognition and attitude, but
does not seem to influence affects. Therefore, the GAM might not be an entierly
suitable theoretical model in the context of the impact of video game sexualized
content.
Introduction
In our society, women are generally still considered as inferior to men. They are
often the victim of negative behaviors and attitudes. For example, women are more
likely than men to be sexually harassed or aggressed (World Health Organization,
2017). Women are less likely than men to access senior and middle management
positions and, for equivalent job positions, they usually earn significantly less than
men (Blau & Kahn, 2016; United Nations Statistics Division, 2015). Various attitudes
and beliefs such as sexism (Glick & Fiske, 1996), rape myths, or beliefs about violence
against women (Burt, 1980) may underlie such inequalities.
The General Aggression Model (GAM; Anderson & Bushman, 2018; Bushman,
2017) provides an explanation of the development of aggressive behavior and
attitudes toward women via the repetition of social encounters. In particular, it
claims that negative affect (e.g., hostility toward women) can be caused by an
interaction between personal (e.g., sexist attitudes) and situational (e.g., sexualized
video game content) variables. The modified affect, in interaction with cognition and
arousal (i.e., together, these three interconnected routes represent the present internal
state), will generate an immediate appraisal of the situation (e.g., general negative
evaluation of women). If the immediate appraisal is judged to be unsatisfactory and
if the person has sufficient time and cognitive resources, then the situation might be
reappraised and may lead to a thoughtful action (e.g., revising the initial evaluation).
On the other hand, if the person judges the immediate appraisal to be satisfactory
(e.g., it aligns with the person’s sexist attitudes) and/or if the person does not have
sufficient time and/or cognitive resources available at the moment (e.g., by
performing a cognitively demanding activity such as video game), this may lead to
an impulsive behavior (Figure 1).
Being exposed to video games with a sexualized content may be considered an
example of a situational variable that may influence a person’s current internal state
and, more particularly, his/her affects. According to social cognitive theory of gender
development and differentiation (Bussey & Bandura, 1999), media messages can
influence gender-based attitudes, norms, conducts and behaviors. Among popular
forms of media, video games seem particularly relevant in this context. Indeed, video
games are played by a large variety of players of every age and gender. Video games
are played by around 64% of the Western population for an average of 7 hours a
week (Interactive Software Federation of Europe, 2018; Nielsen Games, 2017; UKIE,
2018). Further, statistics relating to the video game industry have shown that almost
118
An Examination of the Possible Impact of the Sexualized Content of Video
Games and Cognitive Load on Implicit Evaluations of Women
as many women as men play video games (Interactive Software Federation of
Europe, 2018; UKIE, 2018). Despite this comparable gender distribution, female
characters in video games are objectified (i.e., treated like objects instead of humans)
and, by consequence, are dehumanized (Burgess et al., 2007; Summers & Miller,
2014). Indeed, in video games, female characters are either a damsel in distress, a
reward, a sex object, or a sexy and aggressive character (Burgess et al., 2007;
Summers & Miller, 2014). Furthermore, one of the most common general
characteristic is that female video game characters are often sexualized. That is, that
they wear sexually revealing clothing (they are only partially-clothed with large
amounts of skin left exposed) and have unrealistic body proportions (Lynch et al.,
2016; Summers & Miller, 2014). In other words, in the context of video games,
sexualization is already associated with stereotyped gender roles (i.e., female
characters in video games are perceived as submissive and/or sex objects, and/or
aggressive, etc.). One can gradually acquire negative attitudes toward women by
constantly being exposed to these associations.
Figure 1. The General Aggression Model.
Experimental Section
119
It remains, however, unclear whether or not video games may be involved in
causing a general negative attitude toward women. Only a handful of studies have
examined this issue, showing that a sexualized content of video games may have
negative consequences on attitudes toward women such as tolerance toward sexual
harassment, rape myth acceptance, and sexism (Behm-morawitz & Mastro, 2009; Dill
et al., 2008; Driesmans et al., 2015; Yao et al., 2010). In addition to being a small
number of studies, they also possess a certain number of limits, such as possessing
poor levels of ecological validity, the inclusion of a number of confounding variables,
and an absence of implicit measures. For example, in one study that showed that
sexualized content can increase tolerance toward sexual harassment (Dill et al., 2008),
participants were only exposed to screen shots of sexualized avatars instead of
asking participant to play the video game itself. Other studies (e.g., Yao et al., 2010)
have failed to control for confounding factors such as sexuality (i.e., the presence of a
sexual act) and sexism (i.e., negative remarks about women). Finally, previous
studies have used measures that are highly transparent whereby participants can
control their answers relatively easily. Using an implicit measure would, for
example, allow these issues to be addressed and are furthermore good predictors of
attitudes and behaviors in everyday life.
Video games are also at the same time an uncharacteristic media in that they
consume more cognitive resources than other forms of media (such as film and
television) as the player needs to concentrate on, and interact, with the media (Lin,
2013). Therefore, it can interfere with the appraisal and decisional processes
described in the GAM. Indeed, when less cognitive resources are available,
stereotype-consistent information is processed in a more optimal manner compared
to stereotype-inconsistent information (Bartholow, Dickter, & Sestir, 2006; Kononova,
2013; Macrae, Milne, & Bodenhausen, 1994). By consequence, when exposed to a
stereotyped and sexualized woman, players might automatically develop a negative
evaluation of women and be unable to suppress that negative evaluation due to a
higher cognitive load. The role of cognitive load in the context of a sexualized video
game has, however, never been examined previously.
The objective of the present study was thus to examine this issue while at the same
time taking into account the limits of previous studies. Specifically, we wished to
examine whether the sexualized content of video games and higher cognitive load
may have an impact on having a general depreciation of women. Furthermore, we
wished to examine how these characteristics might impact one’s attitude on an
implicit level. Therefore, and based on the GAM, our hypothesis is that exposure to
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An Examination of the Possible Impact of the Sexualized Content of Video
Games and Cognitive Load on Implicit Evaluations of Women
sexualized female video game characters will diminish positive implicit evaluations
of women (higher depreciation of women), especially of sexualized women, and
especially when the video game is more cognitively demanding.
Method
Participants
One hundred and thirty-seven college students (49.63% male) between 18 and 33
years of age (M = 22.24, SD = 2.93) were recruited from a Belgian university. The
recruitment period lasted from November 2016 to June 2016. Among the 137
participants, 43 identified themselves as video game players, and spent between 1
and 5 hours per week playing video games (M = 2.58, SD = 1.69).
Materials
Video games. All participants played the same video game (Ultra Street Fighter
IV). This video game was chosen because the clothes of the characters were easy to
modify. Two variables were manipulated in this study: sexualization and cognitive
load. Sexualization was manipulated by changing the outfit of the characters (Figure
2). In the highly sexualized condition, both characters were partially-clothed,
whereas in the non-sexualized condition, both characters were fully-clothed.
Cognitive load was manipulated by modifying the action of the computerized
opponent. In the low cognitive load condition, the opponent was programmed to
never fight back at the player, while in the high cognitive load condition, the
opponent was programmed to fight back. In both conditions, participants were asked
to learn the action provoked by each button and their combination.
Both cognitive load conditions were pre-tested using a dual-task methodology
(Brünken, Steinbacher, Plass, & Leutner, 2002; Marcus, Cooper, & Sweller, 1996; Paas
& Van Merrienboer, 1994). We used an objective and a subjective method to measure
cognitive load: respectively an auditory 2-back task that the participant had to
perform while playing the video game, and a mental effort scale presented after
playing the video game. Participants were instructed to primarily focus on the video
game while at the same time paying attention to the auditory 2-back task. In the
auditory 2-back task, participants are presented with an audio recording of 300
numbers that were presented with a 1s interval. Participants had to use a verbal
signal when the number heard (i.e., the target) was the same as the second to last
one. In this N-back task, 20 % of the numbers were a target. Omissions and false
alarms were recorded. The mental-effort scale consisted of a single item ranging from
Experimental Section
121
1 (very low mental effort) to 9 (very high mental effort). When answering each item,
participants were asked to only consider the mental effort provoked by the video
game and not to consider the mental effort provoked by the secondary task.
Figure 2. The top image is a screenshot of the sexualized video game condition, and
the bottom image is a screenshot of the non-sexualized video game condition.
Nineteen participants were randomly assigned to either the high cognitive load
condition (N=10) or the low cognitive load condition (N=9). According to
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An Examination of the Possible Impact of the Sexualized Content of Video
Games and Cognitive Load on Implicit Evaluations of Women
expectations, participants in the high cognitive load condition, compared to
participants in the low cognitive load condition, committed significantly more
omissions during the verbal 2-back task (t(17) = -2.48; p<.05) and rated the mental
effort provoked by the video game as significantly higher (t(7) = -2.20; p<.05).
Affect misattribution procedure. The Affect Misattribution Procedure (AMP; B.
K. Payne, Govorun, & Arbuckle, 2008; B. K. Payne et al., 2007) is a procedure that
evaluates the misattribution of an affective reaction to a different source than the
initial one, when the conditions are ambiguous (B. K. Payne et al., 2008). In the
present study, this procedure was adapted to evaluate the misattribution of the
affective reaction toward sexualized women. Participants were told that various
Chinese pictographs will be presented to them. Their task was to press
‚Beautiful/Pleasant‛ if they found a pictograph to be more pleasant than average and
to press ‚Not Beautiful/Unpleasant‛ if they found a pictograph to be less pleasant
than average. Moreover, participants were told that the images of women will
sometimes precede the apparition of the pictographs but that they had to do their
best not to let these images influence their judgment of the pictographs.
In this version of the AMP, we wanted to evaluate the implicit affective answers of
participants to sexualized women, compared to non-sexualized women. Therefore,
six pictures were used as primes. Three of them represented models who were fully-
clothed and the three others represented the same models albeit partially-clothed
(Figure 3). All images were pre-tested by asking (N = 49), on a scale ranging from 1 =
Not at all to 10 = A lot, how beautiful the woman on the picture was and how
sexualized she was. Using a repeated ANOVA, all women in the pictures were
judged as equally beautiful, F(5, 44) = 1.70, p = .136, η
2
p = .034, but the sexualized
images (partially-clothed) were judged as significantly more sexualized than the non-
sexualized images (fully-clothed), F(5, 44) = 112.57, p < .001, η
2
p = .701. During each
trial, the prime was presented for 75 ms, then a blank screen for 125 ms, followed by
a Chinese pictograph for 100 ms and finally a mask was presented that remained on
the screen until the participant made a judgment (Figure 4). Participants completed
72 trials whereby 24 trials were primed by a sexualized picture, 24 trials were primed
by a non-sexualized picture, and 24 trials were without a prime.
Experimental Section
123
Figure 3. Example of primes used in the AMP (a non-sexualized example on the left
and a sexualized example on the right).
Figure 4. Schematic representation of one AMP trial
Questionnaires
Demographic information and video game consumption. Participants reported
their gender and age. They also reported the average number of hours they spend
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Games and Cognitive Load on Implicit Evaluations of Women
playing video games each week, and their familiarity with the video game (i.e., Ultra
Street Fighter IV) that was used in the present study.
Ambivalent sexism. Participants also completed a French version (Dardenne et
al., 1996) of the Ambivalent Sexism Inventory (ASI; Glick & Fiske, 1996), which
contains an 11-item hostile sexism subscale (e.g., ‚Most women interpret innocent
remarks as sexist; Cronbach α = .92), and an 11-item benevolent sexism subscale (e.g.,
‚Women should be cherished and protected by men‛; Cronbach α = .84). All items
were scored using a 6-point response scale ranging from 0 = Totally disagree to 5 =
Totally agree.
Rape myth acceptance. The Updated Illinois Rape Myth Acceptance Scale
(McMahon & Farmer, 2011) was translated and back translated to create a French
version for the purpose of this study. This scale contains 21-items (e.g., ‚If a girl is
raped while she is drunk, she is at least somewhat responsible for letting things get
out of hand.‛) that are scored using a 5-point response scale ranging from 1 =
Strongly Agree to 5 = Strongly Disagree. This questionnaire possesses one global
factor and four second-order factors: (1) ‚She Asked For It‛, (2) ‚He Didn’t Mean
To‛, (3) ‚She Lied‛ and (4) ‚It Wasn’t a Rape‛. The French version possess good
levels of internal consistency (α>.70), except for the second order factor ‚It Wasn’t a
Rape‛ (α = .66). For all statistical analyses, the score of the Updated Illinois Rape
Myth Acceptance Scale was reversed in order to avoid confusion during the
interpretation of the results.
Trait aggression. Finally, participants completed a French version (Genoud &
Zimmermann, 2009) of the Aggression Questionnaire (AQ; Bryant & Smith, 2001),
which contains 12-items (e.g., ‚I have threatened people I know‛) that are scored
using a 6-point response scale ranging from 1 = Not at all like me to 6 = Completely like
me (Cronbach α = .71).
Procedure
Upon arrival, participants gave their informed consent and were told that they
will participate in a study about the impact of video games on physical attraction.
First, they completed questions about demographics and video game consumption.
Next, they were led in front of a computer with a 24‛ screen and trained to use the
Affect Misattribution Procedure. After that, they were randomly assigned to one of
the two sexualization conditions (i.e., sexualized vs. non-sexualized) and one of the
two cognitive load conditions (i.e., high cognitive load vs. low cognitive load).
Participants played the video game for 15 minutes using an Xbox controller for
Experimental Section
125
computer. After gameplay, participants rated how difficult, fun, frustrating, exciting,
competitive, realistic, and violent the video game was (1 = Not at all to 10 = Very
much). Participants found the game to be significantly funnier and more exciting for
the sexualized condition than for the non-sexualized condition. No significant
difference was found for difficulty, frustration, competition, rhythm, realism, and
violence. In the high cognitive load condition, the game was considered as being
significantly more difficult, frustrating, competitive, and rhythmic (see Table 1)
compared to the low cognitive load condition. No significant difference was found
for fun, excitation, realism and violence.
Table 1
Main effect of sexualization and cognitive load for video game experience
Source
F
df
p
Mh
SDh
Ml
SDl
Difficulty
Sexualization
0.33
1
.563
4.95
0.23
4.76
0.24
Cognitive Load
163.27
1
<.001
6.99
0.23
2.71
0.24
Fun
Sexualization
5.65
1
.019
4.23
0.26
5.15
0.27
Cognitive Load
0.71
1
.401
4.85
0.27
4.53
0.28
Frustration
Sexualization
0.601
1
.440
6.10
0.30
5.77
0.31
Cognitive Load
18.332
1
<.001
6.85
0.30
5.03
0.30
Excitation
Sexualization
7.04
1
.009
3.57
0.26
4.58
0.27
Cognitive Load
7.74
1
.006
4.60
0.27
3.54
0.27
Competition
Sexualization
2.02
1
.157
4.28
0.29
4.88
0.30
Cognitive Load
97.34
1
<.001
6.66
0.30
2.50
0.30
Rhythm
Sexualization
0.50
1
0.48
5.59
0.29
5.88
0.30
Cognitive Load
27.25
1
<.001
6.81
0.29
4.66
0.29
Realism
Sexualization
0.00
1
.979
2.48
0.21
2.46
0.22
Cognitive Load
0.09
1
.863
2.50
0.21
2.45
0.22
Violence
Sexualization
2.91
1
.090
6.85
0.26
6.21
0.27
Cognitive Load
2.52
1
.114
6.82
0.26
6.23
0.27
Note. df error = 134; h = high sexualization or cognitive load; l = low sexualization or cognitive
load.
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An Examination of the Possible Impact of the Sexualized Content of Video
Games and Cognitive Load on Implicit Evaluations of Women
Thereafter, the Affect Misattribution Procedure was administered. After the
participants completed the 72 trials, they answered the Ambivalent Sexism
Inventory, the Aggression Questionnaire and the Updated Illinois Rape Myth
Acceptance Scale - in that order. A debriefing followed, whereby the experimenter
probed to determine whether the participant was suspicious.
Results
Individual Differences
AMP responses were scored as a relative preference score by subtracting the
percentage of pleasant responses on the sexualized trials from the pleasant responses
on the non-sexualized trials (B. K. Payne et al., 2008, 2007) This produces a score for
each participant, with higher values reflecting more positive responses towards
sexualized women relative to non-sexualized women. Correlational analyses were
carried out between the new AMP score and the individual variables (Table 2).
Table 2
Correlations between AMP score and individual variables separated for male and female
participants
Variables
R
Male
Female
Age
.04
.24*
Years of education
.03
.27*
Hours per week spent on video games
-.06
-.08
Hostile sexism
.31*
.09
Benevolent sexism
.31**
-.04
Physical aggression
.40**
.09
Verbal aggression
.18
.03
Anger
-.01
.05
Hostility
.13
.06
She asked for it
.28*
.08
He didn’t mean to
.15
.03
She lied
-.01
.06
It wasn’t a rape
.25*
.05
Note. *p<.05, **p<.01, ***p<.001.
Implicit Responses in Experimental Conditions
AMP responses were scored by computing the percentage of pleasant responses
on trials with sexualized women and non-sexualized women (B. K. Payne et al., 2008,
Experimental Section
127
2007). Our hypothesis was that exposure to sexualized female video game characters
will diminish positive implicit evaluations of women, especially of sexualized
women and when the video game is more cognitively demanding. Thus, we
expected a three-way interaction between type of AMP target, sexualized characters
in the video game and cognitive load caused by the video game. This hypothesis was
tested using a repeated analysis of covariance with AMP scores as a within-subjects
factor (Partially-clothed vs. Fully-clothed), Sexualization (Sexualized vs. Non-
sexualized video game), Cognitive Load (High vs. Low) and Sex (Male vs. Female) as
between-subject factors, and hostile and benevolent sexism, as covariates. Results
show a main effect of AMP score, F(1, 127) = 30.03, p < .001, η
2
p = .191, indicating a
significant difference between fully-clothed women (M = 57.57, SD = 1.82), and
partially-clothed women (M = 50.92, SD = 1.76). This was qualified by an interaction
between AMP score and Sex, F(1, 127) = 9.78, p = .002, η
2
p = .072, an interaction
between AMP score and sexualization, F(1, 127) = 5.09, p = .026, η
2
p = .039, and an
interaction between AMP score, Sexualization and Cognitive Load, F(1, 127) = 4.48, p
= .036, η
2
p = .034. All other main effects and interactions were non-significant, all F
3.42, p .066, η
2
p .026 (see Table 3 for descriptive statistics for the experimental
conditions). All interactions were decomposed with two-by-two comparisons using a
Tukey’s HSD. In the interaction between AMP target and sex, the partially-clothed
women were judged more negatively by women (M = 47.59, SD = 2.64) than the fully-
clothed women (M = 57.47, SD = 2.55, p < .001). The only other difference was that
partially-clothed women, when evaluated by women, were judged more negatively
than the fully-clothed women, when evaluated by men (M = 57.67, SD = 2.65, p =
.034). Concerning the interaction between AMP targets and sexualization, the two-
by-two comparison only showed an influence of the main effect with the fully-
clothed women being judged more positively than the partially-clothed women in
both the sexualized and the non-sexualized conditions. Finally, concerning the
interaction between AMP targets, sexualization, and cognitive load, two-by-two
comparisons showed that this interaction is mostly due to statistical differences, in
the high cognitive load group, between Sexualized AMP and Non-sexualized AMP
in both the sexualized (p = .004) and non-sexualized (p = .011) condition; and a
statistical difference, in the high cognitive load group, between Sexualized AMP and
Non-sexualized AMP in the Non-sexualized condition (p = .004), but not in the
Sexualized condition (p = .914). Based on all the other non-significant two-by-two
comparisons (All p .377) and the graphic (Figure 5), this interaction is based on a
slight non-significant increase of sexualized AMP and a slight non-significant
decrease of non-sexualized AMP.
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An Examination of the Possible Impact of the Sexualized Content of Video
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Table 3
Descriptive statistics for the experimental conditions
Sexualized
condition
Participant
gender
Cognitive
load
AMP score
Fully-clothed
Target
Partially- clothed
Target
M (SD)
M (SD), n
Non-Sexualized
Male
High
56.56 (5.16)
51.08 (5.00), 17
Low
61.12 (5.39)
54.83 (5.22), 16
Female
High
61.85 (5.36)
53.07 (5.19), 16
Low
59.46 (5.18)
44.58 (5.01), 17
Sexualized
Male
High
60.40 (5.26)
56.81 (5.10), 18
Low
52.61 (5.18)
54.32 (5.02), 17
Female
High
51.70 (4.91)
41.34 (4.75), 19
Low
56.86 (5.24)
51.37 (5.08), 17
Figure 5. Interaction between AMP target, exposure to sexualized media content and
cognitive load. The Y-axis represents the AMP score. Capped vertical bars denote 1
standard error.
Experimental Section
129
Bayesian Statistics
In light of these unexpected results, we wanted to make sure that our model was
better than the null hypothesis. For that, we computed the same model using
Bayesian statistics (Table 4).
Table 4
Bayesian analysis of effects for Sex, Sexualization, Cognitive Load, Hostile Sexism and
Benevolent Sexism
Effects
P(Incl)
P(incl|data)
BFinclusion
AMP
.886
1.000
1.209e
7
Sex
.886
0.965
3.507
Sexualization
.886
0.691
0.288
Cognitive Load
.886
0.485
0.121
SH
.500
0.321
0.472
SB
.500
0.329
0.491
AMP*Sex
.503
0.938
14.893
AMP*Sexualization
.503
0.442
0.782
AMP*Cognitive Load
.503
0.096
0.105
Sex*Sexualization
.503
0.267
0.361
Sex*Cognitive Load
.503
0.170
0.202
Sexualization*Cognitive Load
.503
0.140
0.161
AMP*Sex*Sexualization
.120
0.038
0.292
AMP*Sex*Cognitive Load
.120
0.008
0.062
AMP*Sexualization*Cognitive Load
.120
0.013
0.098
Sex*Sexualization*Cognitive Load
.120
0.017
0.126
AMP*Sex*Sexualization*Cognitive Load
.006
3.897e
-5
0.006
In Bayesian statistics, P(Incl) represents the theoretical probability of inclusion of
the effect; P(incl|data) represents the actual probability of inclusion of that effect
when comparing all the models that contain the effect with all the models that do not
contain the effect; BFinclusion compares the theoretical probability with the actual
probability. The higher the score, the more likely an effect is important in the model.
If the score is inferior to one, the null hypothesis (absence of effect) is more likely to
be true. In our model, only three effects have a strong probability of inclusion: AMP,
Sex and the interaction between them. Concretely, it means these effects and this
interaction is not due to any kind of sample bias and can be generalized outside of
our sample. On the contrary, the mixed ANCOVA showed an interaction between
AMP target and sexualization, and an interaction between AMP target, sexualization
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An Examination of the Possible Impact of the Sexualized Content of Video
Games and Cognitive Load on Implicit Evaluations of Women
and cognitive load. Based on Bayesian statistics, these results cannot be trusted and
should be rejected because the BFinclusion is inferior to 1.
Discussion
The objective of this study was to examine the potential impact of sexualized
content of video games on implicit attitudes toward women. To the best of our
knowledge, this study is the first to use an implicit measure of attitudes toward
women in the context of video game exposure. Further, this study is one of the first
to have analyzed the potential impact of cognitive load in the context of a sexualized
video game.
The results from this study did not support the hypothesis that exposure to
sexualized female and cognitive load diminishes positive implicit evaluations of
women. This conclusion was drawn by using both inferential statistics and Bayesian
statistics. First, inferential statistics showed a main effect of AMP, an interaction
between AMP target and sex, an interaction between AMP target and sexualization,
and an interaction between AMP target, sexualization, and cognitive load. However,
for both the interaction between AMP target and sexualization, and the interaction
between AMP target, sexualization and cognitive load, the two-by-two comparison
did not show any differences beyond the main effect of AMP stimuli. Further, when
the full model (i.e., AMP target X Sexualization X Cognitive Load X Sex) was tested
using Bayesian statistics, the impact of Sexualization, Cognitive Load (or the
interaction of both variables with AMP target) on negative evaluation of women
were considered as more probable to be rejected than the null hypothesis (i.e., an
absence of effect). In other words, the only results that can be considered as certain
are the main effect of AMP target and the interaction between AMP target and sex.
Theoretical and Practical Implications
This study is the first to evaluate how sexualized content of video game can
influence affects toward women. The results are not in line with other studies that
examined the negative consequences of sexualized video game on women. Indeed,
sexualized content of video games usually increases negative cognitions, attitudes
and behaviors concerning or toward women. For example, sexualized content
increases tolerance toward sexual harassment (Dill et al., 2008; Driesmans et al., 2015;
Yao et al., 2010), sexual cognition (Yao et al., 2010), rape myth acceptance (Dill et al.,
2008; Driesmans et al., 2015) and sexism (Behm-morawitz & Mastro, 2009).
Experimental Section
131
For the first time, cognitive load was manipulated while playing a video game.
However, during the data collection period of this study, one study was published
that used a similar methodology (Read et al., 2018). In their study, participants were
asked to play the same video game and manipulated several conditions both in the
video game environment and in the laboratory environment (i.e., character
sexualization, cognitive load, and interactivity). Sexualization was manipulated by
using either a character wearing a revealing outfit or a fully-clothed character.
Cognitive load was manipulated by asking participants to retain symbols (7 in the
high condition, 2 in the low condition) that would be used at the end of the game to
open a door. Finally, interactivity was manipulated by asking the participants to play
or watch the video game. Results were similar to ours. Indeed, sexualization and
cognitive load did not influence a state measure such as self-objectification.
However, differences were found for the trait measure. Men who played with a
sexualized avatar when cognitive load was high, showed less hostile sexism.
Similarly, rape myth acceptance was lower in the high sexualized condition when
cognitive load was high.
This study is the first to use an implicit measure (AMP) of affective evaluation of
women with both fully-clothed and partially-clothed targets. The AMP, compared to
other implicit measures, was particularly adapted to our reasearch interests because
it used visual stimuli. Further, the AMP was chosen as it has been shown to have
good internal validity, to be a good predictor of behavior and attitudes, and to
measure automatic processes that are difficult to control by the participant (B. K.
Payne, Cheng, Govorun, & Stewart, 2005; B. K. Payne et al., 2008, 2007). Despite the
absence of results, the AMP used in the present study seems to possess a good level
of external validity among male participant. Indeed, the relative preference score
showed a positive association with hostile sexism, benevolent sexism, physical
violence and two factors from the rape myth acceptance measure. This means that
the more male participants showed a preference for a sexualized woman (compared
to a non-sexualized woman), the more they are sexist, physically violent, tend to
think that a woman would be responsible for her rape, and that a woman might lied
about being raped for her own interest. Further, similar studies generally report a
correlation of .20 between AMP and explicit measures of attitudes (Cameron, Brown-
Iannuzzi, & Payne, 2012), which is similar to what we found in the present study.
The observed results are not consistent with the General Aggression Model (GAM,
Anderson & Bushman, 2018; Bushman, 2017). First, sexualized video game content
did not cause a general depreciation of women. According to the GAM, sexualized
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An Examination of the Possible Impact of the Sexualized Content of Video
Games and Cognitive Load on Implicit Evaluations of Women
content should have acted as a situational variable, which in turn would have
influenced the affect measured by the Affect Misattribution Procedure (AMP).
Further, the presence or absence of cognitive load should have influenced appraisal
decisional processes. Indeed, the affects that were previously supposed to be
influenced by the sexualized content should have created an immediate evaluation
of the situation. In the high cognitive load condition, the reappraisal of the situation
should not have been possible due to limited cognitive resources. Our results did not
support the hypothesis that sexualized content interacts with cognitive load in order
to influence affective evaluation of sexualized and non-sexualized women. However,
we found a significant main effect of AMP, with sexualized women being considered
as less pleasant than non-sexualized women. This main effect was confirmed by a
significant interaction between type of AMP stimulus and the gender of the
participants. This result was explained by one significant difference between two
sub-groups: women found sexualized women to be less pleasant than non-sexualized
women.
In summary, we observed an absence of effet of sexualization or the interaction
between sexualization and cognitive load on the affective evaluation of women. The
absence of effect of sexualization is not consistent with studies evaluating sexual
cognition or negative attitudes toward women (Dill et al., 2008; Driesmans et al.,
2015; Yao et al., 2010). However, the absence of effect of the interaction between
sexualization and cognitive load is consistent with the only other study (Read et al.,
2018) that has evaluated this issue. In other words, sexualization seemed to influence
both cognition and attitude, but did not seem to influence affects. Therefore, the
GAM might not be entierly adapted to explain the impact of video game sexualized
content.
Limitations and Future Research
The main objective of this study was to examine the influence of sexualized video
game content and cognitive load on general evaluations of women when using an
implicit measure. In this study, an implicit measure (the AMP) was used with fully-
clothed women targets and partially-clothed women targets. The AMP is considered
to be a good predictor of behavior and attitude. However, when evaluating prejudice
effects such as racism, the AMP has been shown to be less sensitive a measure (Teige-
Mocigemba, Becker, Sherman, Reichardt, & Klauer, 2017). This might also be true in
the case of sexism. Our study did not find a main effect of sexualization and the
interaction between AMP stimuli and sexualization is questionable according to
Bayesian statistics. This might be due to the choice of the stimuli. Indeed, knowing
Experimental Section
133
that the AMP has little/poor sensitivity for evaluating prejudice, using sexualized
and non-sexualized women as stimuli might not be sufficiently discriminating.
Future studies could try to create more distinct categories, for example, by using
pictures of both women and men.
Further, the AMP might not be a sufficiently discriminating task to use with the
GAM. Indeed, this study focused on affect, which is a component of the present
internal state. The present internal state regroups three interconnected routes: affect,
cognition, and arousal. However, according to some studies (Blaison, Imhoff, Hess, &
Banse, 2012), the AMP might involve semantic processes instead of affect. In other
words, it is unclear if the AMP evaluates affect or cognitions. In future studies, it
might be relevant to evaluate general depreciation of women by using both implicit
and explicit measures in order to externally validate the impact on affects.
Finally, this study tried to hold as many potential confounding variables constant
as possible. For that, we chose a video game in which the clothes were easy to modify
(i.e., Ultra Street Fighter). However, in that video game, muscularity of the female
characters was more perceptible in the sexualized condition than in the non-
sexualized condition. A sexualized and muscular female video game character might
not have provoked the same priming effect as a sexualized non-muscular character.
Indeed, sexualization is a stereotype-consistent type of information about women
and therefore is probably treated more easily than muscularity, which is a
stereotype-inconsistent type of information (Bartholow et al., 2006; Bodenhausen,
1988; Bodenhausen & Lichtenstein, 1987; Kononova, 2013; Macrae, Hewstone, &
Griffiths, 1993; Macrae et al., 1994; D. T. Miller & Turnbull, 1986; Stangor & Duan,
1991; Stangor & McMillan, 1992).
Conclusion
In conclusion, this study provides new knowledge about the impact of sexualized
video game content on affective reactions toward women. Our results show that
playing a video game with sexualized female characters did not influence general
positive or negative evaluations of women. This study needs to be replicated in order
to confirm the absence of an impact of sexualized content on implicit attitudes
toward women.
Impact of Sexualized Video Game and Cognitive Load on
Rape Myth Acceptance and Dehumanization of the
Perpetrator
Jonathan Burnay
a
, Frank Larøi
a,b,c
a
Psychology and Neuroscience of Cognition Research Unit, Faculty of Psychology, Speech
and Language Therapy, and Education, University of Liège
b
Department of Biological and Medical Psychology, Faculty of Psychology, University of
Bergen
c
NORMENT Norwegian Center of Excellence for Mental Disorders Research, University
of Oslo
Abstract
The potential negative impact of sexualized video game on attitudes toward women
has been a concern since the inception of video games. The two objectives of the
present research were (1) to examine the consequences of sexualized video game and
cognitive load on rape myth acceptance, and (2) to examine the mediating effect of
dehumanization of the victim and the perpetrator. Participants (N = 142) played a
video game with either sexualized or non-sexualized female characters. Cognitive
load was manipulated by setting the difficulty of the game on a low or high level.
After gameplay, participants read a rape date story, and then were asked to judge the
victim and the perpetrator’s responsibility and dehumanization. Based on the
General Aggression Model (GAM; Anderson & Bushman, 2002, 2018; Bushman,
2017), we predicted that playing the game with sexualized female characters would
increase the responsibility attributed to the victim and diminish the responsibility
attributed to the perpetrator. Further, dehumanization of the victim and the
perpetrator should mediate that relation. Results were partially consistent with these
predictions. Playing a video game that contained sexualized female characters
increased rape victim blame when cognitive load was high, but did not predict
dehumanization toward the victim. Concerning the perpetrator, video game
sexualization did not influence responsibility, but partly influenced dehumanization.
Introduction
In Europe, 215 000 violent sexual crimes were reported to the police in 2015. A
large majority of the victims were women, and 99% of the perpetrators were men
(Eurostat, 2015). In spite of such high figures, sexual violence is often trivialized, also
even sometimes by the victims of sexual violence themselves. For instance, 24.4% of
assaulted women in one survey reported that the violence they had experienced was
no longer considered by them as being serious (Amnesty International, 2014).
Trivialization of sexual violence is an example of a rape myth. Rape myth
acceptance (RMA) involves any belief that minimizes the act of rape or leads to
victim blame, where the victim is seen as partially or fully responsible for being
raped (Burt, 1980; Lonsway & Fitzgerald, 1994; Loughnan et al., 2013). Such beliefs
vary but can be categorized into four main groups (McMahon & Farmer, 2011): (1)
the woman provoked her own rape (e.g., she wore sexualized clothing or acted too
suggestively or was drunk), (2) the rape was not really a rape (e.g., the woman did
not fight back enough or was unclear when wanting to refuse the sexual act), (3) men
are not responsible for a rape (e.g., men cannot control their sexual needs or may
have been too drunk to understand that it was a rape) and (4) women can lie about
the rape (e.g., she lied to protect herself or as an act of revenge).
Further, rape and its trivialization leads to victims being denied their humanness
(Moradi, 2015 in Gervais et al.). This process is called dehumanization and occurs
when a person is treated as an animal, an object, or in a more subtle way as not
completely human (Gervais et al., 2013; Haslam, 2006). Two main forms of
humanness can be denied of the person (Haslam, 2006): human uniqueness and
human nature. Human uniqueness corresponds to attributes that are seen as
distinguishing humans from other animals and reflects social learning and
refinement. Its denial is called animalistic dehumanization and refers to the fact that
the person is considered as more animal than human. Human nature, on the other
hand, corresponds to features of humanity that are fundamental and shared by all
humans, such as emotionality, agency, warmth, and cognitive flexibility (Haslam,
2006). Its denial is termed mechanistic dehumanization, meaning that the person is
considered to be an object or an automaton. Dehumanization has already been
related to RMA in various studies. One such study (Rudman & Mescher, 2012)
showed that attitudes toward rape victims are predicted by the implicit association
between women and animals. Further, the implicit association between woman and
both animals and objects predicted the probability of raping someone (based on a
140
Impact of Sexualized Video Game and Cognitive Load on Rape Myth Acceptance
and Dehumanization of the Perpetrator
self-report measure). Another study (Blake et al., 2016) showed that when women are
denied of their specific human qualities such as agency, they are considered as more
likely to be sexually aggressed.
According to the General Aggression Model (GAM; Anderson & Bushman, 2002,
2018; Bushman, 2017; Figure 1), the development of such aggressive attitudes as
RMA or the dehumanization of women can be learned through social encounters. In
particular, the model claims that aggressive behaviors will arise through an
interaction between personal (e.g., sexist attitudes or trait aggression) and situational
(e.g., sexualized video game content) variables. The interaction between these two
kinds of variables will influence the present internal state (i.e., three interconnected
routes that are aggressive thoughts, angry feelings, and psychological arousal),
which will generate an immediate appraisal of the situation (e.g hold the victim (and
not the perpetrator) partially or fully responsible for being raped). If the immediate
appraisal is judged to be unsatisfactory and if the person has sufficient time and
cognitive resources, then the situation might be reappraised and may lead to a
thoughtful action (e.g., revising the initial judgment). However, if the person judges
the immediate appraisal to be satisfactory (e.g., it aligns with the person’s sexist
attitudes) and/or if the person does not have sufficient time and/or cognitive
resources available at the moment (e.g., by performing a cognitively demanding
activity such as video game), this may lead to an impulsive behavior.
Being exposed to video games with a sexualized content can be considered to be a
situational variable that may influence a person’s current internal state and, by
consequence, influence their behavior. Video games are played by around 64% of the
Western population for an average of 7 hours a week (Nielsen, 2017; ISFE, 2018; Ukie,
2018). Further, statistics relating to the video game industry have shown that almost
as many women as men play video games (ISFE, 2018; Ukie, 2018). Despite this
comparable gender distribution, female characters in video games are objectified (i.e.,
treated like objects instead of humans) and, by consequence, dehumanized (Summer
& Miller, 2014; Burgess et al., 2007). Indeed, in video games, women are either a
damsel in distress, or a reward, or a sex object. Furthermore, one of the most
common general characteristics is that female video game characters are often
sexualized. That is, that they wear sexually revealing clothing, have unrealistic body
proportions, and large amounts of skin are often exposed (Lynch et al., 2016;
Summers & Miller, 2014). In other words, in the context of video games, studies have
already shown that sexualization is associated with dehumanization and rape myth
acceptance. By constantly being exposed to these associations, exposure to sexualized
Experimental Section
141
media can cause dehumanization of women in real life and the development of rape
myths.
Figure 1. The General Aggression Model ; Source. Anderson and Bushman (2002),
Krahé (2013).
It remains unclear, however, whether video games can cause dehumanization,
RMA, or both. Concerning dehumanization, studies have shown that sexualized
women are dehumanized (Blake et al., 2016; Loughnan et al., 2013; Puvia & Vaes,
2013; Vaes et al., 2011). However, these studies are rare and none of them were
carried in the context of an actual video game (e.g., images were used). Concerning
rape myth acceptance, the results are mixed. Several studies have shown that
sexualized content of video games can directly increase RMA (Driesmans et al.,
2015). Another study showed that video games indirectly increased RMA through
increases in self-objectification (Fox & Potocki, 2016). Finally, two studies showed no
effect of sexualization on RMA (Beck, Boys, Rose, & Beck, 2012; Dill et al., 2008).
However, these studies have two main limitations. First, they all used a trait measure
of rape myth acceptance. By consequence, it is unclear whether or not their results
are due to their manipulation of sexualized content or due to a sample bias. Second,
some of them possessed poor ecological validity. For example, in one study (Beck et
al., 2012), participants watched another person play the video game instead of
playing it themselves.
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Impact of Sexualized Video Game and Cognitive Load on Rape Myth Acceptance
and Dehumanization of the Perpetrator
This last limitation is particularly important in light of a particular characteristic of
video games, namely, the expenditure of cognitive resources. Indeed, video game
players consume more cognitive resources than other forms of media because the
player needs to concentrate on, and interact, with the media (Lin, 2013). Quantity of
available cognitive resources can moderate the relation between sexualization and
both dehumanization and RMA. Indeed, according to the GAM, one needs cognitive
resources in order to reappraise a situation (e.g., to hold the victim or the perpetrator
partially or fully responsible for the rape). Empirically, only one study (Read et al.,
2018) has examined the potential moderating effect of cognitive load between
sexualization and RMA. In this study, participants were exposed to sexualized or
non-sexualized video game characters. Further, their cognitive load was manipulated
by asking them to retain either two or seven symbols. Results showed that being
exposed to a video game with a sexualized content, in addition to having few
available cognitive resources, caused a diminution of RMA. However, this study also
used a trait measure of RMA. Further, cognitive load was manipulated by asking
participants to memorize and recall symbols during gameplay. However, gameplay
itself can influence cognitive load and therefore, even participants in the low
cognitive load condition might have lacked in sufficient available cognitive resources
when trying to reappraise the situation.
The objective of the present study was thus to examine the impact of sexualized
content of video games on RMA and the moderating effect of cognitive load, while at
the same time addressing the limitations of previous studies and bring new
innovations. A state (and not trait) rape myth acceptance measure was used
(participants were asked to read a rape date story). Further, participants were asked
to emit a judgment on both the rape victim and its perpetrator in order to evaluate all
aspects of RMA. Finally, the mediating effect of dehumanization (of both the victim
and the perpetrator) was examined concerning the relation between sexualized
content of video game and RMA (which, to the best of our knowledge, will be done
for the first time in the context of a sexualized video game).
Based on the GAM, our hypotheses are: (1a) when exposed to a sexualized video
game, participants will hold the victim (and not the perpetrator) partially or fully
responsible for being raped (rape victim blame), especially under conditions of high
cognitive load; (1b) dehumanization will mediate the relation between sexualization
and rape victim blame; (2a) when exposed to a sexualized video game, rape
perpetrator blame will diminish, especially under conditions of high cognitive load;
Experimental Section
143
and (2b) dehumanization will mediate the relation between sexualization and rape
perpetrator blame.
Method
Participants
Participants were 142 students (50% male) between 18 and 27 years old (M = 21.66,
SD = 1.53) recruited from a Belgian university. The recruitment period lasted from
November 2016 to June 2016. Among the 142 participants, 65 identified themselves as
video game players. These 65 participants spent between 1 and 20 hours per week
playing video games (M = 7.92, SD = 5.24).
Materials
Video games. All participants played the same video game (Ultra Street Fighter
IV). This video game was chosen because the clothing of the characters is easy to
modify. Two variables were manipulated in this study: sexualization and cognitive
load. Sexualization was manipulated by changing the outfit of the characters (Figure
2). In the highly sexualized condition, both characters wore a revealing swimsuit (top
panel), whereas in the non-sexualized condition, both characters were fully clothed
(bottom panel).
Cognitive load was manipulated by modifying the actions of the computerized
opponent. In the low cognitive load condition the opponent was programmed to
never fight back, whereas in the high cognitive load condition the opponent was
programmed to fight back. In both conditions, participants were asked to learn the
action evoked by each button and their combination.
Both cognitive load conditions were pre-tested using a dual-task methodology
(Brünken et al., 2002; Marcus et al., 1996; Paas & Van Merrienboer, 1994). We used an
objective and a subjective method to measure cognitive load: respectively an
auditory 2-back task that the participant had to perform while playing the video
game, and a mental effort scale presented after playing the video game. Participants
were instructed to primarily focus on the video game but to still pay attention to the
auditory 2-back task. In the auditory 2-back task, participants are presented with an
audio recording of 300 numbers that were presented with a 1s interval. Participants
had to use a verbal signal when the number heard (i.e., the target) was the same as
the second to last one. In this N-back task, 20 % of the numbers were a target.
Omissions and false alarms were recorded. The mental-effort scale consisted of a
single item ranging from 1 (very low mental effort) to 9 (very high mental effort). When
144
Impact of Sexualized Video Game and Cognitive Load on Rape Myth Acceptance
and Dehumanization of the Perpetrator
answering each item, participants were asked to only consider the mental effort
provoked by the video game and not to consider the mental effort provoked by the
secondary task.
Figure 2. The top image is a screenshot of the sexualized video game condition, and
the bottom image is a screenshot of the non-sexualized video game condition.
An independent group of 19 participants were randomly assigned to either the
high cognitive load condition (n = 10) or the low cognitive load condition (n = 9).
According to expectations, participants in the high cognitive load condition
(compared to those in the low cognitive load condition) committed significantly
more omissions during the verbal 2-back task (t(17) = -2.48; p < .05, d = 1.13) and rated
the mental effort significantly higher (t(7) = -2.20; p < .05, d = 1.01).
Experimental Section
145
Date rape judgment task. This task consisted of a scenario describing a college
party
11
. At the party, a man and woman meet for the first time and start flirting
together. At some point in the story, the man becomes more sexually insistent,
whereas the woman pulls back. The story ends up with man having sex with the
woman without her consent. The scenario involved several elements that evoke rape
myths. Both characters were drunk, the woman was flirting with the man, she was
described as provocatively-dressed, and the perpetrator showed a ‚moderate‛ level
of aggression (e.g., grabbing, pushing, restraining). Originally that scenario was
separated in two parts (Hull, Hull, & Sheplavy, 2016), one in which the story was
told from the woman’s perspective, and one from the man’s perspective. We made
two modifications to this scenario. First, we united the two perspectives by
describing the thoughts of both characters. Second, we renamed the characters with
more common Belgian names (i.e., Sophie and Arnaud). After reading that scenario,
participants answered different questions concerning the responsibility of the female
and the male characters.
Questionnaires
Victim and perpetrator blame. Victim and perpetrator blame were assessed using
four items from a previous study (Bernard, Loughnan, Marchal, Godart, & Klein,
2015): (1) ‚How much do you think Sophie/Arnaud should blame herself/himself for
what happened?‛, (2) ‚How much control do you think Sophie/Arnaud had over the
situation?‛, (3) ‚Do you think this incident could have been avoided by
Sophie/Arnaud?‛, and (4) ‚How much do you think that Sophie/Arnaud is
responsible for the way things turned out?‛. Items were answered using a 7-point
scale (1 = Not at all to 7 = Completely or totally). Internal consistencies were high for
both victim and perpetrator blame (Cronbach α = .83 and .75, respectively).
Humanness scale. To assess humanness of the victim and of the perpetrator,
participants were given a list of 20 traits that included five positive human
uniqueness traits (e.g., broad-minded, thorough, polite), five negative human
uniqueness traits (e.g., disorganized, ignorant, rude), five positive human nature
traits (e.g., active, curious, friendly), and five negative human nature traits (e.g.,
impatient, impulsive jealous) (Bastian & Haslam, 2010; Haslam, Bain, Douge, Lee, &
Bastian, 2005). Participants were asked if these traits could be attributed to the victim
or the perpetrator using a 7-point scale (1 = Strongly disagree to 7 = Strongly agree).
11
The scenario of the rape date story can be found in Annex 4.
146
Impact of Sexualized Video Game and Cognitive Load on Rape Myth Acceptance
and Dehumanization of the Perpetrator
Demographic information and video game consumption. Participants reported
their gender and age. They also reported the average number of hours they spend
playing video games each week, and their familiarity with the video game used in
the present study (i.e., Ultra Street Fighter IV).
Rape myth acceptance. The Updated Illinois Rape Myth Acceptance Scale
(McMahon & Farmer, 2011) was translated and back translated to create a French
version for the purpose of this study. This scale contains 21-items (e.g., ‚If a girl is
raped while she is drunk, she is at least somewhat responsible for letting things get
out of hand.‛; Cronbach α = .89) that are scored using a 5-point scale (1 = Strongly
Agree to 5 = Strongly Disagree).
Ambivalent sexism. Participants also completed a French version (Dardenne et
al., 1996) of the Ambivalent Sexism Inventory (ASI; Glick & Fiske, 1996), which
contains an 11-item hostile sexism subscale (e.g., ‚Most women interpret innocent
remarks as sexist; Cronbach α = .92), and an 11-item benevolent sexism subscale (e.g.,
‚Women should be cherished and protected by men‛; Cronbach α = .84). All items
are scored using a 6-point scale (0 = Totally disagree to 5 = Totally agree).
Trait aggression. Finally, participants completed a French version (Genoud &
Zimmermann, 2009) of the short Aggression Questionnaire (AQ; Bryant & Smith,
2001), which contains 12-items (e.g., ‚I have threatened people I know‛; Cronbach α
= .71) that are scored using a 6-point scale (1 = Not at all like me to 6 = Completely like
me).
Procedure
Upon arrival, participants gave their informed consent and were told that they
will participate in a study about the impact of various media format on judgment of
agency. First, they completed questions about demographics and video game
consumption. Next, they were told that they could potentially play 10 video games,
but that the experiment would be too long. Therefore, participants had to choose two
numbers between 1 and 10. In reality, only two video games were available
regardless of the number they chose. Immediately after, they were led in front of a
computer with a 24‛ screen and randomly assigned to one of the two sexualization
conditions (i.e., sexualized vs. non-sexualized) and one of the two cognitive load
conditions (i.e., high cognitive load vs. low cognitive load). Participants played the
video game for 15 minutes using an Xbox controller for computer. Next, they read
the rape date story and answered the questions about victim and perpetrator blame,
then about the victim and the perpetrator humanness. After that, participants
Experimental Section
147
completed the Aggression Questionnaire, the Ambivalent Sexism Inventory and the
Illinois Rape Myth Acceptance Scale, in that order. A debriefing followed. During the
debriefing, the experimenter probed to determine whether the participant was
suspicious.
Statistical Analyses
To test all our hypotheses, we used regression analyses. We computed two models
(Figure 3). The first model used victim blame as a outcome variable, sexualization as
the predictor variable, all four humanness of the victim evaluation as mediators, and
cognitive load as a moderator variable. The second model is similar to the first one,
except that the outcome variable is perpetrator blame, and the mediators are the four
measures of humanness. In both models, sexualization was coded -1 for low
sexualization and 1 for high sexualization. Similarly, cognitive load was coded -1 for
low cognitive load and 1 for high cognitive load. Rape myth acceptance, gamer
identification, benevolent sexism and general aggression were included as covariates
for both models. All variables were standardized.
Figure 3. Proposed model, whereby the relation between Sexualization and
Responsibility is mediated by degree of Humanness (Positive Human Uniqueness,
Negative Human Uniqueness, Positive Human Nature and Negative Human
Nature), and the relations between Sexualization and Responsibility and between
Sexualization and degree of Humanness are moderated by Cognitive Load.
148
Impact of Sexualized Video Game and Cognitive Load on Rape Myth Acceptance
and Dehumanization of the Perpetrator
Results
In the first model, cognitive load was examined as a moderator of the relation
between sexualization and victim blame, and as a moderator of the relation between
sexualization and degree of humanness attributed to the victim (Table 1). The only
statistically significant moderation was between sexualization and responsibility of
the victim. The slope in the low cognitive load condition was not statistically
significant, b = -.055, SE = .099, p = .578, whereas the slope in the high cognitive load
condition was statistically significant, b = .272, SE = .100, p = .008. Further results
showed that victim blame was significantly predicted by positive human uniqueness,
rape myth acceptance, and gamer identification. Positive human uniqueness was
predicted by gamer identification. Negative human uniqueness was predicted by
gamer identification and rape myth acceptance. Positive human nature was
predicted by rape myth acceptance and benevolent sexism. Negative human nature
was predicted by game identification. Further, the first model proposed a relation
between sexualization and victim blame that is mediated by the degree of
humanness of the victim. None of the indirect paths were significant.
Table 1
Path coefficients, indirect effects and 95% bias-corrected Confidence Intervals for multiple
mediation analysis (bootstrap of 20000 resamples) and moderation analysis. Effects of
sexualization on victim blame through degree of humanness attributed to the victim (positive
human uniqueness, negative human uniqueness trait, positive human nature, and negative
human nature) and effect of cognitive load as a moderator between these variables
F
p
Path
b
SE
t
p
95% CI
Lower
Upper
Victim blame (Y)
.392
7.63
<.001
Direct effect
Sexualization (c’)
.108
.070
1.54
.125
Cognitive load (D)
.001
.070
0.02
.984
Interaction (c’ X D)
.164
.071
2.31
.023
PHU (b1)
-.173
.081
-2.13
.035
NHU (b2)
.119
.084
1.41
.160
PHN (b3)
.112
.081
1.39
.167
NHN (b4)
.062
.078
0.80
.427
RMA
-.487
.079
-6.14
<.001
GI
.151
.075
2.01
.047
GA
.031
.073
0.43
.667
BS
-.014
.080
-0.17
.863
Experimental Section
149
Table 1 (continued)
F
p
Path
b
SE
t
p
95% CI
Lower
Upper
PHU (M1)
.053
1.07
.386
Sexualization (a1)
.046
.086
0.54
.590
Cognitive load (d1)
-.023
.085
-0.27
.789
Interaction (a1 X d1)
-.053
.086
-0.62
.539
RMA
.018
.094
0.19
.851
GI
-.022
.089
-0.25
.802
GA
-.208
.087
-2.38
.019
BS
.011
.095
0.12
.906
NHU (M2)
.161
3.67
.001
Sexualization (a2)
.062
.081
0.77
.443
Cognitive load (d2)
-.051
.080
-0.63
.527
Interaction (a2 X d2)
-.091
.081
-1.12
.264
RMA
-.201
.088
-2.28
.024
GI
-.258
.083
-3.10
.002
GA
.106
.082
1.29
.201
BS
.077
.089
0.86
.390
PHN (M3)
.069
1.42
.201
Sexualization (a3)
.073
.085
0.86
.393
Cognitive load (d3)
.090
.085
1.07
.288
Interaction (a3 X d3)
.058
.085
0.68
.499
RMA
-.184
.093
-1.98
.049
GI
-.065
.088
-0.74
.459
GA
-.085
.086
-0.98
.328
BS
-.217
.094
-2.31
.023
NHN (M4)
.048
.955
.467
Sexualization (a4)
.077
.084
0.89
.372
Cognitive load (d4)
-.112
.086
-1.31
.192
Interaction (a4 X d4)
-.007
.086
-0.08
.935
RMA
-.065
.086
-0.69
.490
GI
-.184
.094
-2.07
.040
GA
.014
.089
0.16
.874
BS
-.059
.095
-0.62
.535
Indirect effects
a1b1
.034
-.028
.119
a2b2
.028
-.114
.010
a3b3
.026
-.016
.101
a4b4
.017
-.050
.028
Note. Interaction = Interaction between Sexualization and Cognitive Load; PHU = Positive
Human Uniqueness; NHU = Negative Human Uniqueness; PHN = Positive Human Nature;
NHN = Negative Human Nature; RMA = Rape Myth Acceptance; GI = Gamer Identification;
GA = General Aggression; BS = Benevolent Sexism.
150
Impact of Sexualized Video Game and Cognitive Load on Rape Myth Acceptance
and Dehumanization of the Perpetrator
In the second model, cognitive load was examined as a moderator of the relation
between sexualization and perpetrator blame, and as a moderator of the relation
between sexualization and degree of humanness attributed to the perpetrator (Table
2). The only statistically significant moderation effect was between sexualization and
positive human nature. The slope in the low cognitive load condition was not
statistically significant, b = -.179, SE = .117, 95% CI [-.411, .054], while the slope in the
high cognitive load condition was statistically significant, b = .271, SE = .120, 95% CI
[.034, .507]. Further results showed that perpetrator blame was significantly
predicted by positive human uniqueness, negative human uniqueness, and rape
myth acceptance. Positive human uniqueness attributed is predicted by rape myth
acceptance. Negative human uniqueness is predicted by rape myth acceptance and
gamer identification. Positive human nature is predicted by the interaction between
sexualization and cognitive load, and rape myth acceptance. Negative human nature
is predicted by cognitive load. Further, the second model proposed a relation
between sexualization and perpetrator blame that is mediated by the degree of
humanness attributed to the perpetrator. One of the indirect paths was significant.
There is a significant indirect effect of sexualization on responsibility of the
perpetrator through positive human nature. However, this indirect effect is
moderated by cognitive load. The slope in the low cognitive load was not statistically
significant, b = -.029, SE = .028, 95% CI [-.112, .006], while the slope in the high
cognitive load was statistically significant, b = .043, SE = .029, 95% CI [.003, .125].
Although the indirect effect between of sexualization on perpetrator blame through
negative human uniqueness was found to be non-significant, it was moderated by
cognitive load. The slope in the low cognitive load was statistically significant, b =
.056, SE = .033, 95% CI [.007, .144], while the slope in the high cognitive load was not
statistically significant, b = -.008, SE = .029, 95% CI [.-.072, .046].
Experimental Section
151
Table 2
Path coefficients, indirect effects and 95% bias-corrected Confidence Intervals for multiple
mediation analysis (bootstrap of 20000 resamples) and moderation analysis. Effects of
sexualization on perpetrator blame through degree of humanness attributed to the perpetrator
(positive human uniqueness, negative human uniqueness trait, positive human nature, and
negative human nature) and effect of cognitive load as a moderator between these variables
F
p
Path
b
SE
t
p
95% CI
Lower
Upper
Perpetrator
blame (Y)
.279
4.58
<.001
Direct effect
Sexualization (c’)
.034
.078
-2.47
.668
Cognitive load (D)
.046
.079
2.79
.561
Interaction (c’ X D)
-.068
.081
1.78
.399
PHU (b1)
-.215
.087
1.04
.015
NHU (b2)
.238
.085
0.43
.006
PHN (b3)
.160
.090
0.58
.077
NHN (b4)
.088
.085
-0.85
.302
RMA
.251
.088
2.86
.005
GI
-.087
.080
-1.09
.276
GA
.093
.082
1.13
.259
BS
-.069
.085
-0.82
.416
PHU (M1)
.078
1.63
.132
Sexualization (a1)
.076
.085
0.90
.368
Cognitive load (d1)
.124
.084
1.47
.143
Interaction (a1 X d1)
-.039
.085
-0.46
.646
RMA
-.244
.093
-2.64
.009
GI
-.052
.087
-0.59
.553
GA
-.114
.086
-1.32
.189
BS
-.021
.094
-0.22
.825
NHU (M2)
.172
3.98
<.001
Sexualization (a2)
.102
.102
1.27
.206
Cognitive load (d2)
-.085
-.085
-1.06
.289
Interaction (a2 X d2)
-.136
-.136
-1.69
.094
RMA
.244
.244
2.78
.006
GI
-.083
.083
-1.00
.318
GA
.324
.082
3.98
<.001
BS
-.028
.089
-0.31
.754
152
Impact of Sexualized Video Game and Cognitive Load on Rape Myth Acceptance
and Dehumanization of the Perpetrator
Table 2 (continued)
F
p
Path
b
SE
t
p
95% CI
Lower
Upper
PHN (M3)
.098
2.09
.049
Sexualization (a3)
.046
.084
0.55
.582
Cognitive load (d3)
.119
.083
1.42
.157
Interaction (a3 X d3)
.225
.084
2.68
.008
RMA
-.202
.092
-2.20
.030
GI
.058
.086
0.67
.501
GA
-.097
.085
-1.13
.259
BS
-.033
.093
-0.36
.720
NHN (M4)
.122
2.65
.013
Sexualization (a4)
-.135
.083
-1.63
.105
Cognitive load (d4)
-.237
.082
-2.89
.005
Interaction (a4 X d4)
-.094
.083
-1.14
.257
RMA
.151
.091
1.67
.096
GI
-.123
.085
-1.44
.151
GA
.109
.084
1.29
.198
BS
-.145
.091
-1.58
.116
Indirect effects
a1b1
.017
.041
-.055
.117
a2b2
-.064
.045
-.176
.004
a3b3
.072
.048
.006
.198
a4b4
-.017
.024
-.098
.011
Note. Interaction = Interaction between Sexualization and Cognitive Load; PHU = Positive
Human Uniqueness; NHU = Negative Human Uniqueness; PHN = Positive Human Nature;
NHN = Negative Human Nature; RMA = Rape Myth Acceptance; GI = Gamer Identification;
GA = General Aggression; BS = Benevolent Sexism.
Discussion
This study examined the impact of sexualized video games on rape victim and
perpetrator blame. It is the first study to examine the mediating effect of humanness
in the context of a video game, and only one other study has previously examined
the moderating effect of cognitive load (Read et al., 2018). In other word, the present
study is one of the first to try to manipulate the cognitive resources, which is
supposed to influence the automatic appraisal of the situation by the player
according to the GAM (Anderson & Bushman, 2002).
Consistent with the first hypothesis (1a), victim blame was significantly more
likely to occur when the participant was exposed to a sexualized video game, but
only under conditions of high cognitive load. The second hypothesis (1b) was not
Experimental Section
153
supported. The impact of sexualization on victim blame was not mediated by
dehumanization. Further, the third hypothesis (2a) was not supported. Results did
not show a direct effect of sexualized content on perpetrator blame. Moreover,
cognitive load did not moderate the relation between sexualized content and
perpetrator blame. Finally, the fourth hypothesis (2b) was partially verified. Indeed,
the relation between exposure to a video game with a sexualized content and
perpetrator blame was mediated by positive human nature. Specifically, exposure to
sexualized content indirectly increased perpetrator blame, through more attribution
of positive human nature (i.e., positive traits that distinguish the perpetrator from
objects, machines or automaton). A second significant mediation effect was found
with negative human nature of the perpetrator, but only in the condition of low
cognitive load. In that condition, sexualization increased negative human
uniqueness, which itself increased perpetrator blame. These results showed that
sexualization indirectly influenced perpetrator blame through two mediation effects,
namely, positive human nature and negative human uniqueness. However, the
relations did not go in the expected direction. Indeed, we predicted that, in the high
sexualized condition, perpetrator blame would decrease.
Only one study has analyzed the potential moderating effect of cognitive load on
rape myth acceptance (Read et al., 2018), and they observed opposite results
compared to the results from the present study. Certain differences between these
studies may explain this. First, a state RMA measure was used in the present study,
whereas the other study used a trait measure the Illinois Rape Myth Acceptance
Scale (IRMA). By using the IRMA, it is unclear whether their results are caused by
their manipulation or by a sample bias. Furthermore, results from that study are not
entirely comparable to the results from the present study. Indeed, the state measure
used in the present study separated the victim and perpetrator blame. In contrast, in
their study only used the global score of the IRMA and not its sub-factors, which
means that the IRMA evaluates victim and perpetrator blame together in addition to
including several other factors (i.e., the women lied about her rape, she wanted to be
raped, rape only happens to ‚bad‛ women). Therefore, there might be an effect of
sexualized content on some sub-factors that are closer to the responsibility of the
victim such as ‚she asked for it‛ (i.e., she is responsible for her rape).
Further, cognitive load seems to be an important variable to account for because it
moderates the impact of sexualization on victim blame. Except for Read et al. (2018),
none of the previous studies, that have tried to measure the impact of sexualized
content from video games on RMA, has measured cognitive load. However,
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Impact of Sexualized Video Game and Cognitive Load on Rape Myth Acceptance
and Dehumanization of the Perpetrator
cognitive load might be the key to understand the inconsistent results yielded by the
other studies. Indeed, when a study used a manipulation that is susceptible to cause
high cognitive load (e.g., by asking participant to actually play a video game;
Driesmans et al., 2015), such study showed an impact of sexualized content from
video games on RMA. In contrast, other studies (Beck et al., 2012; Dill et al., 2008)
used conditions that are not susceptible to cause high cognitive load (e.g., showing
images from video games or asking participant to watch another person play the
video game), sexualized content from video game did not influenced RMA. The
present study used both conditions (a low cognitive load condition and a high
cognitive load condition) and showed results that are coherent with both type of
studies (i.e., an effect of sexualization on RMA in the high cognitive load condition
and an absence of effect in the low cognitive load condition).
In regards to the second hypothesis, dehumanization did not mediate the impact
of sexualized content on victim blame. First, this result is not in line with previous
studies about the dehumanization of sexualized women. In these studies (Blake et al.,
2016; Loughnan et al., 2013; Puvia & Vaes, 2013; Vaes et al., 2011), when a woman is
sexualized, she was also dehumanized. For example, one study (Blake et al., 2016)
showed that participants exposed to a sexualized image of a woman tended to deny
agency (i.e., a human nature trait) to that woman, when compared to being exposed
to the image of the same woman albeit in a non-sexualized form. However, in these
studies, participants had to judge the degree of humanness of only one woman that
was either sexualized or non-sexualized, whereas in the present study, participants
were exposed to sexualized or non-sexualized video game characters and had to
judge the degree of humanness attributed to a rape victim. In other words, in
previous studies, degree of humanness was attributed to the sexualized prime, while
in the present study, degree of humanness was attributed to a woman that was
distinct from the sexualized prime. Further, in the present study, even if exposure to
a sexualized content did not influence the degree of humanness of a rape victim,
victim blame was influenced by dehumanization. Indeed, a direct effect was found
between positive human uniqueness attributed to the victim and victim blame,
which is coherent with previous studies (Blake et al., 2016; Rudman & Mescher,
2012). In other terms, when a victim is animalistically dehumanized (i.e., denied the
positive characteristics that distinguish her from animals), the victim was considered
as more responsible for her rape.
Further, the present study is the first to analyze the impact of sexualized video
game content on perpetrator blame. The results did not confirm our third hypothesis.
Experimental Section
155
Indeed, neither a direct impact of sexualization nor a moderated effect by cognitive
load was found on perpetrator blame. To the best of our knowledge, only one study
analyzed the impact of sexual objectification on rapist blame (Bernard, Loughnan, et
al., 2015). That study showed that exposure to sexual objectification (using a picture)
decreases the responsibility of the perpetrator in a stranger rape context. The
difference of result between that study and the present study might be due to the
context of the rape. In that study, the perpetrator is a stranger he was not
personalized. No descriptions were provided about his attitude during the situation
and his perception of the situation. The present study used a rape date story that
gives information about the perpetrator (i.e., information about the perpetrator’s
personality, his attitude, his perception of the situation). In the context of the rape
date story used in the present study, the perpetrator was personalized. In a different
study (Bernard, Legrand, & Klein, 2016), more personalized details were provided
about a perpetrator of sexual harassment. That study did not showed any effect of
sexualization on perpetrator blame. Therefore, giving details about a perpetrator
might cause more identification to the perpetrator or the development of empathy.
Indeed, according to a study about the degree of humanness attributed to sex
offenders (Viki, Fullerton, Raggett, Tait, & Wiltshire, 2012), the quality of contact
developed by a person with a sex offenders is related to less dehumanization and
more support for rehabilitation. In future study, it might be important to evaluate
these variables as potential moderator of the relation between sexualization and
perpetrator blame.
The last hypothesis concerned the mediation by humanness of the relation
between sexualization and perpetrator blame. This hypothesis was partially verified.
Two sub-factors of degree of humanness (i.e., positive human nature and negative
human uniqueness) mediated the relation between sexualization and perpetrator
blame, but not in the expected direction. First, when participants were exposed to a
sexualized content, they would tend to attribute positive human nature traits to the
perpetrator. That increase of positive human nature causes an increase of perpetrator
blame. Further, this indirect effect seemed to be present only when cognitive load is
high. Similarly, another indirect effect was found, but only when cognitive load is
low. Indeed, when exposed to sexualized content, participant would tend to attribute
less negative human uniqueness trait to the perpetrator. However, negative human
uniqueness is positively related to perpetrator blame. In other word, these two
mediations mean that sexualization negatively influenced negative human nature
and positively influenced positive human nature. Through these influences,
156
Impact of Sexualized Video Game and Cognitive Load on Rape Myth Acceptance
and Dehumanization of the Perpetrator
sexualization increased indirectly perpetrator blame (which was not expected).
However, effect sizes of these mediations are very small (b = .043 and .056) and a
replication of this study should be done before interpreting these results.
In contrast, a direct effect of human uniqueness (positive and negative) was found
on perpetrator blame. Perpetrator blame seems to decrease when the perpetrator is
attributed more positive human uniqueness traits and, in contrast, seems to increase
when he is attributed more negative human uniqueness traits. In other word,
animalistic dehumanization influenced perpetrator blame. These results are coherent
with one study that had examined the degree of humanness attributed to sex
offender (Viki et al., 2012). In that study, they showed that higher animalistic
dehumanization of a sex offender is related to less support of their rehabilitation and
recommendation of higher sentences.
Further, our manipulation had an influence on some sub-factor of dehumanization
of the perpertrator. Indeed, the positive human nature attributed to the perpetrator
was the highest when both sexualized content and cognitive load were high. Further,
negative human nature attributed to the perpetrator was the lowest in high cognitive
load condition. In other word, sexualization and cognitive load diminish the
mechanistic dehumanization of the perpetrator.
In general, the results are consistent with the General Aggression Model (GAM,
Anderson & Bushman, 2018; Bushman, 2017). First, sexualized content in video game
acts like a situational variable as expected and increases aggressive attitude
toward women. Further, cognitive load moderates the impact of sexualization, which
means that the cognitive resources consumed by a video game interact with the
appraisal decision processes leading to a more impulsive judgment of a rape victim.
However, the exact temporality of this relation remains unclear. Indeed, in this
study, the video game directly caused cognitive load. Whether cognitive load
influence directly the appraisal of the victim responsibility, or it impacts only the
decision to express that opinion is unclear. Future studies should try to decompose
that temporality (e.g., by creating cognitive load after exposure to sexualized
content).
One main contribution of these results is that it confirms the particular role of
video games compared to other media. Indeed, in this study, cognitive load was
directly caused by features from the video game (i.e., degree of difficulty of the video
game). However, which exact characteristics of video game can cause cognitive load
remains unclear. Future studies should try to identify clear features such as
Experimental Section
157
interactivity (e.g., the number of button needed to play the game), reactivity (e.g., the
number of actions asked by the video game) or the immersion in the video game
(e.g., by using virtual reality). Further, it would be pertinent to manipulate some of
these characteristics in other media (e.g., film and television) to check if the impact is
similar than with video games. Also, the degree of experience of the player with
video games should also be considered to determine if the effect will still be present
with experienced players.
Some limitations are present in this study. First, the video game chosen allowed
manipulating sexualization by modifying outfits. However, Ultra Street Fighter IV is
a fighting video game, the female character possessed features that are stereotype-
inconsistent with the usual submissive role of female character in video game.
Indeed, this video game presents fighting female characters and, compared to our
non-sexualized condition, muscularity was more apparent for the sexualized
character. Such stereotype-inconsistent information might act as confounding
variable and prime other concept such as agentivity, which is known to mediate the
relation between sexualization and risk of sexual aggression (Blake et al., 2016). This
agentivity of the female sexualized characters might also explain why our
manipulation did not prime dehumanization. Future studies should try to avoid such
stereotyped-inconsistent information or try to determine their specific impact by
using a different genre of video game. Finally, male sexualization should be included
in future studies to evaluate its impact on perpetrator blame.
In conclusion, these results are of importance to better understand the impact of
sexualized video game characters on rape victim blame. Our results show that
playing a video game that contains sexualized female characters increases rape
victim blame. Further, results from this study promote the idea that video games
might have a stronger impact on attitude because of its interactive nature. Negative
attitudes toward women in general and, more specifically, rape myth acceptance are
an important problem in our society and one of its underlying causes might be
sexualized video game.
Effects of Violent and Nonviolent Sexualized Media on
Aggression-Related Thoughts, Feelings, Attitudes, and
Behaviors: A Meta-Analytic Review
Jonathan Burnay
a
, Sven Kepes
b
, Brad J. Bushman
c
a
Psychology and Neuroscience of Cognition Research Unit, Faculty of Psychology, Speech
and Language Therapy, and Education, University of Liège, Belgium
b
School of Business, Virginia Commonwealth University, USA
c
School of Communication and Department of Psychology, The Ohio State University, USA
Author Notes
We would like to thank Soetkin Beun for her help coding studies.
Abstract
Women are often depicted as sex objects rather than as human beings in the media.
Theoretically, the depiction of women as sex objects could lead to negative attitudes
and even aggressive behavior toward women in the real world. Using the General
Aggression Model (GAM, Anderson & Bushman, 2002) as a theoretical framework,
this meta-analysis tests the effects of violent and nonviolent sexualized media
content on aggressive thoughts, angry feelings, negative attitudes, and aggression.
This meta-analysis included 97 independent studies involving 49,553 participants.
Results showed a ‚small‛ to ‚moderate‛ sized average correlation between exposure
to sexualized media and aggressive thoughts, negative attitudes, and aggressive
behavior. Significant correlations were found in experimental, cross-sectional, and
longitudinal studies, indicating a triangulation of evidence. Effects were similar for
college students and non-students. Effects were stable over time. Effects were
stronger for violent sexualized media than for nonviolent sexualized media, although
the effects of nonviolent sexualized media were still significant and non-trivial in
size. Moreover, the effects of violent sexual media are greater than the effects of
violent media on aggression obtained in previous meta-analyses. These findings
suggest that violent and sex are a ‚double whammy‛ when it comes to negative
outcomes for females. Effects were stronger for male participants. These results have
practical implications and showed that exposure to sexualized content and,
especially, the combination of violence and sexualized content has negative effects on
women, and especially on what males think about females and how aggressively
they treat them.
Introduction
Women are often sexualized in the media, and this sexualization might influence
how women are perceived and treated in the real world. For decades, researchers
have studied these effects in television studies (Paik & Comstock, 1994),
pornography studies (Oddone-Paolucci, Genuis, & Violato, 2000; Wright, Tokunaga,
& Kraus, 2016) and, recently, video game studies (Dill et al., 2008; Driesmans et al.,
2015; Fox & Potocki, 2016; Yao et al., 2010). The present meta-analysis combines the
results from scientific studies to test whether exposure to violent and nonviolent
sexualized media is related to aggression and violence. We also look at factors that
might moderate and mediate this relationship. Possible moderators include media
format, amount of clothing worn by the model, sex of the target of violence<
Possible mediators include aggressive thoughts, angry feelings, and hostile attitudes
toward women.
Nonviolent and Violent Sex in the Mass Media
The "pornography industry" was described by Covenanteyes as an $8 billion
industry in the United States in 2012 (Spencer, 2012). The revenue of the
pornography industry has declined since then, principally because of the abundance
of free pornography on the Internet. Regardless of whether people pay for it,
pornography is highly used worldwide. In 2017, Pornhub, the most popular
pornographic website, has an average of 81 million visits every day (Pornhub, 2017).
For comparison, the quantity of data transferred by Pornhub every 5 minutes is
equivalent to the entire contents of the New York Public Library’s 50 million books.
In 2017 alone, it represents a total of 3,772 petabytes of data, which is enough data to
fill the memory of every iPhone currently used around the world.
Consumers of pornography are mostly male. For example, one study reported that
males are 6 to 42 times more likely than females to consume pornography (Carroll,
Busby, Willoughby, & Brown, 2016).
Women are often sexualized in the mass media. In pornographic movies, for
example, women are more likely than men to be treated as sex objects (Brosius,
Weaver III, & Staab, 1993; Cowan, Lee, Levy, & Snyder, 1988; Jensen & Dines, 1998).
A recent report from the Women Media Center (WWC) found that about 33% of
female characters are sexualized (i.e., scantily clad or nude) on screens (i.e., film,
television; WMC, 2017). Further, 13-20 years old females are just as likely as 21-39
years old female to be sexualized in the media. In 2005, the Kaiser Family Foundation
(KFF, 2005) analyzed the sexual content of 959 programs distributed on the top 10
164
Effects of Violent and Nonviolent Sexualized Media on Aggression-Related
Thoughts, Feelings, Attitudes, and Behaviors: A Meta-Analytic Review
television channels in the United States (US). Out of the 959 programs, 68% contained
sex talks and 35% contained sexual behavior. Sex in the mass media appears to be
waxing rather than waning. For example, the 2004 programs contained significantly
more sexual behavior (35%) compared to the 1998 programs (23%). Often sex and
violence occur together in the mass media. Content analyses show that violence is a
common theme in ‚adult‛ books, movies, magazines, and Internet sites (e.g., Barron
& Kimmel, 2010; Malamuth & Briere, 1986). In addition, the music industry often
associates sex and violence. For example, a recent study found that 103 out of 279
(37%) popular songs contained references to sexual activity, and 65% of those
contained references to degrading sexual acts (Primack, Gold, Schwarz, & Dalton,
2008). Finally, video games are a typical example of the association between
sexualized content and violence. Recent content analyses show that women are
portrayed as sexualized and passive while male’s characters are portrayed as hyper
muscular and aggressive (Downs & Smith, 2010; Lynch et al., 2016; Summers &
Miller, 2014).
In the present review, we use meta-analytic procedures to integrate the empirical
literature on the effects of violent and nonviolent sexual and sexualized media on
aggression-related thoughts, feelings, and behaviors.
Definitions
In this section, we define the key terms used in this review. Both conceptual and
operational definitions are given.
Sexualized Media. Sexualization occurs when ‚a person is held to a standard that
equates physical attractiveness (narrowly defined) with being sexy (R. L. Collins et
al., 2010, p. 1). Sexualized media portray characters as physically attractive, ranging
from advertisements picturing scantily clad women to hardcore pornography.
In all of the studies included in this review, participants were exposed to at least
one of the three types of media. The following comparisons were analyzed: (a)
sexualized and violent media versus violent media, (b) sexualized and violent media
versus neutral media, and (c) sexualized media versus neutral media. Other meta-
analytic reviews have analyzed the violent versus control media comparison (e.g.,
Bushman, 2016; Bushman & Anderson, 2001; Hogben, 1998; Paik & Comstock, 1994;
Wood, Wong, & Chachere, 1991). Each study was coded as to whether the different
types of media were matched in terms of excitement content and physiological
Experimental Section
165
arousal, the sexualized and non-sexualized violent media were matched in terms of
violent content.
We also coded several characteristics of the sexualized media, although some of
these characteristics could not be analyzed because there were too few studies.
Researchers have used different media formats, including films, slides, photographs,
and video games. Films have varied in length from a few minutes to several hours.
Researchers have manipulated several characteristics associated with the sexual
classification of the media, including the amount of clothing worn by models, the
gender of models, whether both models gave their consent for the sexual interaction,
and whether demeaning acts were depicted in the media (e.g., calling the person a
bitch, using abusive language or ejaculating in a person’s face).
Violent Media. Violent media are those that depict intentional attempts by
individuals to inflict harm on others (Anderson & Bushman, 2001, p. 354). We also
coded several characteristics of the violent media, including the gender of the
aggressor and the victim, whether the aggressor and victim were acquaintances or
strangers, and whether the victim was depicted as enjoying the violence.
Aggression and Violence. We used the same definitions of aggression and
violence that Anderson and Bushman (2001) used in their meta-analysis of violent
video game effects. Aggression is behavior intended to harm another individual who
is motivated to avoid that harm. It is not an emotional response or an aggressive
thought, plan, or wish. This definition excludes accidental acts that lead to harm,
such as losing control of an automobile and accidentally killing a pedestrian, but
includes behaviors intended to harm even if the attempt failed, such as when a bullet
fired from a gun misses its human target. Violence refers to aggressive behavior
intended to cause extreme physical harm, such as injury or death. All violent acts are
aggression, but only extreme acts of physical aggression are violent.
Types of Research Designs
The present review integrates the results from both experimental and cross-
sectional correlational studies. In an experimental study, participants are randomly
assigned to view either sexual or nonsexual media and are later assessed for
aggression. This work establishes a causal link between exposure to sexually explicit
media and subsequent aggression. In a cross-sectional correlational study,
consumption of sexually explicit media and violent behavior are assessed at one
point in time. This work establishes a link between sexually explicit media and real
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Effects of Violent and Nonviolent Sexualized Media on Aggression-Related
Thoughts, Feelings, Attitudes, and Behaviors: A Meta-Analytic Review
world aggression and violence. For ethical and practical reasons, experimental
studies generally measure aggressive behavior, whereas correlational studies
generally measure violent behavior.
In the experimental studies included in this review, researchers used both physical
and verbal measures of aggression. The aggression machine paradigm (Buss, 1961),
has been the primary laboratory procedure used to measure physical aggression,
although a few alternative procedures have been used (e.g., Galdi et al., 2014; Galdi,
Maass, & Cadinu, 2017; McKenzie-Mohr & Zanna, 1990; Sprankle, End, & Bretz,
2012). In the aggression machine paradigm, a participant and an accomplice
(pretending to be another participant) are told that the study is concerned with the
effects of punishment on learning. Using a rigged lottery, the real participant is
selected to be the teacher and the accomplice is selected to be the learner. The
participant presents stimulus materials to the accomplice who attempts to learn
them. In some studies, the accomplice provokes the participant before the learning
task begins. When the accomplice makes an incorrect response on a learning trial, the
participant punishes them by means of electric shock. By using different buttons, the
participant controls the intensity and duration of shock given to the accomplice.
Some researchers have used noxious stimuli other than electric shocks, such as noise
blasts delivered through a pair of headphones (Zillmann, Bryant, Comisky, &
Medoff, 1981) or excessive pressure from a blood pressure apparatus (Zillmann,
Bryant, & Carveth, 1981; Zillmann, Bryant, Comisky, et al., 1981).
In experimental studies that use verbal aggression measures, an accomplice or
experimenter first angers the participant. Later, the participant is given a chance to
retaliate against the provocateur by evaluating them in a negative manner. The
participant is led to believe that a negative evaluation will harm the provocateur in
some way. In one study (Ramirez, Bryant, & Zillmann, 1982), for example, male
participants were angered by an obnoxious male graduate student experimenter who
unfairly accused them of being uncooperative. After the experiment was over, the
participant was told that in accord with a new university requirement, he would be
asked to complete a form for the ‚Committee for Research Subjects.‛ The
experimenter’s name was printed on the form. The experimenter told the participant
that his responses were completely anonymous and that they should be placed in a
sealed envelope and dropped in a ballot-type, padlocked box. Several of the
questions on the form were supposedly going to be used to aid the departments in
determining stipends for research assistantships. For example, one item on the form
was: ‚In your opinion, should this student be reappointed as a research assistant?‛
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The participant could therefore harm the experimenter’s chances for funding by
evaluating him in a negative manner.
Most of the correlational studies included in this review used the FBI definition of
violent crime (i.e., murder, rape, aggravated assault, robbery). We also include
studies that measured violent acts even if the person was not actually arrested or
convicted for committing the acts. For example, one study correlated pornography
use with harassment behaviors such as making unwanted sexual advances (Mikorski
& Szymanski, 2017).
Aggressive Attitudes. An attitude is a global evaluation, such as being in favor or
opposed to some issue (e.g., Petty & Cacioppo, 1986, p. 4). Although the link between
attitudes and behavior is not perfect, it can be strong if both the attitude and the
behavior are measured at a specific level (e.g., Ajzen & Fishbein, 1977). For example,
attitudes about violence against women should relate to aggression and violence
against women. In studies on sexual media, the three most evaluated attitudes are
sexism, rape myth acceptance, and Violence beliefs. Usually, a distinction is made
between hostile and benevolent sexism (Glick & Fiske, 1996). Sexism has usually
been evaluated using the Attitude Toward Women Scale (ATWS; Spence &
Helmreich, 1972). Hostile sexism is exemplified by what feminists labeled as ‚male
chauvinist pigs‛ who view women in a derogatory manner. Some sample items from
the ATWS used to measure hostile sexism are ‚Once a woman gets a man to commit
to her, she usually tries to put him on a tight leash‛ and ‚Women are too easily
offended.‛ Benevolent sexism is exemplified by chivalrous men who open doors for
women and insist on paying for dinner. Benevolent sexism seems to paint a favorable
view of women, but it is also grounded in gender stereotypes. Some sample items
from the ATWS used to measure benevolent sexism are ‚A good woman should be
set on a pedestal by her man‛ and ‚Many women have a quality of purity that few
men possess.‛ The two forms of sexism tend to be correlated. Most of the studies
confound these two kinds of sexism, therefore only sexism will be coded in this
meta-analysis.
Rape myth acceptance can be defined as false beliefs about rape, rape victims, and
rapists that create a climate hostile to rape victims, and is most commonly measured
using the Rape Myth Acceptance Scale (Burt, 1980). Sample items from this scale
include ‚Women who get raped while hitchhiking get what they deserve‛ and
‚Many women have an unconscious wish to be raped, and may then unconsciously
set up a situation in which they are likely to be attacked.‛ Researchers have also
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measured negative attitudes toward rape victims by presenting participants with real
or hypothetical rape cases and having them indicate how responsible the victim was
for the rape and how serious the penalty should be for the rapist (e.g., Loughnan et
al., 2013).
Violence beliefs have typically been measured using self-reported questionnaire
such as the Attitude Supportive of Violence against Women (ASI; Burt, 1980), which
includes items such as ‚Being roughed up is sexually stimulating to many women‛
or ‚A wife should move out of the house if her husband hits her (reverse coded)‛.
Other common measures include subscales from the Conformity to Masculine
Norms Inventory (CMNI; Parent & Moradi, 2011) and the Male Role Norm
Inventory-Revised (MNRI-R; Levant & Richmond, 2007).
Two other attitudes have been more recently conceptualized and measured: (1)
objectification, and (2) dehumanization. Objectification occurs when person’s body
parts or functions are separated from the person, reduced to the status of
instruments, or regarded as capable of representing the entire person (Gervais et al.,
2013). Objectification is usually measured using self-reports scales that include items
such as ‘‘Sexually active girls are more attractive partners’’ and ‘‘There is nothing
wrong with boys being interested in a women only if she is pretty’’ (Peter &
Valkenburg, 2007). Researchers have also used a Lexical Decision Task to measure
objectification, by measuring how quickly participants can distinguish real words
that are either objectifying of women (e.g., slut, whore, bitch) or more neutral (e.g.,
sister, nurturer, niece) from scrambled non-words (Yao et al., 2010). Dehumanization is
described as a process in which a person is denied humanness (e.g., treated like
animals, objects, treated as not completely human; Bernard, Gervais, Allen, Delmée,
& Klein, 2015). Dehumanization has been measured by asking participants if a
character (in a story or in pictures) or a partner possess some typically human
qualities or capacities such as various intellectual competences (i.e., wishing,
panning, reasoning, abstract thinking, etc.), culture, value, tradition, etc. (Jansma,
Linz, Mulac, & Imrich, 2016; Loughnan et al., 2013; Vaes et al., 2011).
Aggressive Cognition. Aggressive cognition is a term that refers to thoughts,
memories, and ideas that are associated with aggression and violence. Violent media
can prime or activate aggressive thoughts in memory (e.g., Berkowitz, 1984), which
can also increase the likelihood of aggressive behavior (e.g., Anderson & Bushman,
2002). In the studies included in this meta-analysis, aggressive cognition was mostly
evaluated by researchers using self-report tendency to act in an aggressive or
Experimental Section
169
sexually aggressive manner. In one experimental study (Galdi et al., 2014), for
example, male participants were exposed to TV clips that portrayed women as sexual
object, in professional roles, or a neutral material (i.e., a nature documentary). After
watching the clip, participants were then asked to fill the Likelihood of Sexual
Harassment scale (LSH; Pryor, 1987), which assesses men’s intention to engage in
sexual harassment. This scale describes several hypothetical scenarios in which a
male character acts in a sexual harassing manner with a female character. Male
participants imagine themselves as the male character in the scenario, and indicate
the likelihood that they would act similarly to the male character if they were assured
that no negative consequences would result from their actions. In another study
(Foubert, Brosi, & Bannon, 2011), male participants were asked to report their
consumption of mainstream pornography (i.e., graphic sex acts shown or describes in
video, movies, magazines, books or online), sado-masochistic pornography (i.e.,
bondage, whipping and spanking but without an explicit lack of consent portrayed
in video, movies, magazines, books or online) and rape porn (i.e., sexually explicit
rape depictions in which force is used with explicit lack of consent). This
consumption was correlated with self-reported likelihood of raping or sex assaulting
women using the Attraction to Sexual Aggression Scale (Malamuth, 1981). Some
researchers have used cognitive stimuli other than self-reported likelihood of
engaging in different behavior, such as cognitive sexism or coding thought fantasies
for aggressive content (Fisher & Grenier, 1994; McKenzie-Mohr & Zanna, 1990).
Aggressive Affect. The term aggressive affect refers to a feeling state consisting of
anger or hostility. Like aggressive cognition, aggressive affect plays a mediating or
intervening role in some theories of aggression (e.g., Anderson & Bushman, 2002;
Berkowitz, 1993). Aggressive affect usually is measured by a self-report mood scale,
such as the Hostility scale of the Multiple Affect Adjective Checklist (Zuckerman &
Lubin, 1965), which contains adjectives such as annoyed, enraged, furious, hostile,
and irritated. Participants are instructed to check those adjectives that describe how
they feel at the present moment. Sometimes, a single item is used to measure
aggressive affect. In one study (Peterson & Pfost, 1989), for example, participants
watched a rock video with content that was sexual and violent, sexual but not
violent, violent but not sexual, or neutral. After viewing the video, participants rated
how angry they felt.
Why Do Sexualized and Violent Sexualized Media Increase Aggression?
Why does exposure to violent sexualized media increase aggression and violence?
The General Aggression Model (Anderson & Bushman, 2002) provides a useful
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framework for understanding media effects (Anderson & Bushman, 2018). In the
model, behavior is largely based on the learning, activation, and application of
related knowledge structures such as scripts stored in memory. These knowledge
structures can be learned by direct experience or by observing others (e.g., parents,
siblings, peers, mass media characters). For example, exposure to sexualized media
can lead to the world view that women are objects for the sexual gratification of men.
Once a script has been stored in memory, it may be retrieved at some later time and
used as a guide for behavior. The media contain many examples of how men should
treat a sexualized woman. For example, the television show ‚How I met your
Mother‛ presents a character named Barney that often treats women like sexual
objects. Barney often lies to women to sleep with them, interpret rejection by a
woman as a challenge, is insistent and never calls them back after having sex with
them. Such television programs might create the learning of a script about how to
treat women in order to obtain sexual favors. As these knowledge structures are
rehearsed, they become more complex, differentiated, and resistant to change.
Through repeated exposure to violent and/or sexualized media, the person can
become more habitually aggressive.
The General Aggression Model focuses on the ‚person in the situation,‛ called an
episode, consisting of one cycle of an ongoing social interaction (see Figure 1). The
four main foci of the model are: (a) person and situation inputs, (b) cognitive,
affective, and arousal routes though which these input variables have their impact,
(c) appraisal processes, and (d) behavioral outcomes.
Inputs. Factors that facilitate aggression can be categorized as features of the
situation or as features of the person in the situation. Situational factors include any
important features of the situation, such as presence of a sexual or an aggressive cue
(e.g., violent sexually explicit media). Person factors include all the specific things
that a person brings to the situation, such as personality traits, attitudes, and genetic
predispositions. This meta-analysis focuses on one situational variable (i.e., exposure
to sexual media with or without violence) and one personal variable (i.e., participant
gender).
Routes. Personal and situational input variables influence aggressive behavior
through their impact on the person's present internal state, represented by cognitive,
affective, and arousal variables. For example, violent sexualized media increase
aggression in the short term by teaching individuals how to aggress, by priming
aggressive or sexual thoughts, by increasing feelings of anger and hostility (in
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171
general or toward females in particular), and by increasing arousal levels. Attitudes
fall within the affective category. This meta-analysis focuses on aggressive cognition
and hostile attitudes toward women.
Figure 1. The General Aggression Model. Source. Anderson and Bushman (2002),
Krahé (2013).
Appraisals. Modifications of the internal state will cause the person to appraise
the situation and act according to this appraisal (e.g., when being pushed by
someone in the street, one might interpret the ambiguous action as a provocation and
respond aggressively).
Outcomes. The final outcomes are aggressive or nonaggressive responding. The
outcome selected depends, in part, on the person's present internal state. A person
who is angry, is thinking aggressive thoughts, and is physiologically aroused is
predisposed to respond with aggression in the situation. Hostile appraisals can also
increase the likelihood of aggression. This meta-analysis focuses on aggressive and
violent behavior as outcome variables.
Previous Reviews
There are two general approaches to conducting a literature review: the narrative
(or qualitative) approach and the meta-analytic (or quantitative) approach. In the
traditional narrative review, the reviewer uses "mental algebra" to integrate the
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findings from a collection of studies, and summarizes the results in a narrative
manner. In the meta-analytic review, the reviewer uses statistical procedures to
integrate the findings from a collection of studies, and summarizes the results using
numerical effect size estimates. Traditional narrative reviews are more likely than
meta-analytic reviews to depend on the subjective judgments, preferences, and biases
of the reviewer (e.g., Bushman & Wells, 2001; Cooper & Rosenthal, 1980). The present
article uses a meta-analytic approach.
This is not the first meta-analysis to examine the effects of sexually explicit media
on aggressive attitudes and behaviors (see M. Allen, Emmers, Gebhardt, & Giery,
1995; Oddone-Paolucci et al., 2000; Paik & Comstock, 1994; Wright et al., 2016). For
example, in their meta-analysis of violent media and aggression, Paik and Comstock
(1994) showed that the television program that combine violence and erotica had the
biggest effect on real-life aggression compared to violent media and other media.
Another meta-analytic review (M. Allen, D’Alessio, & Brezgel, 1995) found that both
nonviolent and violent sexually explicit media increased aggression, but the effects
were larger for violent sexually explicit media. Allen and his colleague found similar
effects for rape myth beliefs (M. Allen, Emmers, et al., 1995). More recently, a meta-
analytic review by Oddone-Paolucci et al. (2000) found that exposure to pornography
was related to sexual deviancy, sexual perpetration, and sexually aggressive
attitudes. Collectively, these previous reviews show that exposure to sexually explicit
media have a substantial impact on aggressive attitudes and behaviors. Finally, the
most recent meta-analysis showed that both violent and non-violent pornography
were related to actual act of sexual aggression (Wright et al., 2016).
Present Review
The present meta-analytic review uses the General Aggression Model as a
theoretical framework for understanding violent and nonviolent sexualized media
effects. It is hypothesized that both types of media increase aggression-related
thoughts, feelings, attitudes, and behaviors. Effects are expected to greater for violent
than for nonviolent sexualized media. We also examine potential mediators of
sexualized media effects.
With one exception (Wright et al., 2016), all previous meta-analyses examined
studies that were conducted more than 20 years ago (i.e., the oldest studies were
from 1995). A lot of new studies have been published since then, and a new meta-
analysis is clearly needed. The present meta-analysis also has a broader focus than
previous meta-analyses. It examines the effects of sexual media on aggressive
Experimental Section
173
cognition, aggressive attitudes (i.e., rape myth acceptance, sexism, objectification,
dehumanization, violence beliefs), and on actual aggressive behavior.
Method
Literature Search Procedures
Both published and unpublished studies were included in the review to reduce
publication bias (e.g., Begg & Mazumdar, 1994). Formal and informal channels were
used to search the literature. Formally, the PsycINFO computer data base was
searched (1806-2017) using the following terms in titles: erotic* or obscen* or sex* or
explicit* or porn* or objectif*; and the following terms in abstract: media* or film* or
show* or book* or TV or televis* or Internet or website* or novel* or anime* or comic* or
magazine* or photo* or picture* or cartoon* or video* or game* or videogame* or clip* or
advertis* or movie* or music* or webpage* or deep web.‛ The asterisk option retrieves
words containing the letter string with all possible endings (e.g., the term porn*
retrieves studies that used the terms porn, pornography, or pornographic). The search
was restricted to peer-reviewed, empirical studies involving human participants. The
search retrieved 24711 research reports. Reference sections of reviews and books on
the effects of violent and nonviolent sexualized media also were combed (M. Allen,
D’Alessio, et al., 1995; M. Allen, Emmers, et al., 1995; Donnerstein & Linz, 1986; Linz,
Donnerstein, & Penrod, 1987; Malamuth & Briere, 1986; Malamuth & Donnerstein,
1982, 1984; Malamuth & Impett, 2001; Malamuth et al., 1995; Masterson, 1984;
Oddone-Paolucci et al., 2000; Paik & Comstock, 1994; Wright et al., 2016). The
reference sections of all retrieved studies and review articles also were searched.
Unpublished datasets were obtained by contacting authors who had published a
research report on the topic. Eleven research reports were retrieved by those means.
Of the 24729 research reports, 97 were included in the final sample (see PRISMA
diagram in Figure 2).
Inclusion Criteria
For a study to be included in the review, it needed to include a manipulation or
measure of exposure to sexually explicit media and it needed to include a measure of
aggression-related thoughts, feelings, attitudes, or behaviors. We excluded studies
that focused on physiological and sexual arousal (see Murnen & Stockton, 1997), for a
meta-analytic review of this literature).
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Figure 2. PRISMA Flow Diagram (Moher, Tetzlaff, Altman, & The PRISMA Group,
2009).
Moderator Variables Coded
We coded several moderators that were specific to sexual media, specific to violent
media and specific to the methodology. Moderators that appeared in too few studies
(k<5) are not presented in the results.
Moderators specific to sexual media.
Media format. We coded the type of media participants were exposed to (i.e.,
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175
print, film, video game, combination of different types of media). Active forms of
media (e.g., video games) consume more cognitive resources than passive ones (e.g.,
print and film, Lin, 2013). Based on the GAM (Anderson & Bushman, 2002), lower
availability of cognitive resources might lead to more impulsive behavior, including
aggressive behavior.
Amount of clothing. We also coded the amount of clothing worn by the model in
the sexualized media (i.e., scantily clothed, nude with genitalia not visible, nude with
genitalia visible). Most of previous meta-analysis have focus only on the impact of
pornography involving nude models with genitalia visible (M. Allen, D’Alessio, et
al., 1995; Oddone-Paolucci et al., 2000; Wright et al., 2016). Based on the GAM
(Anderson & Bushman, 2002), we have hypothesized that sexualized content in
general might impact aggression. This moderator will serve to test if the degree of
sexualized content influenced the outcome.
Consent for the sexual interaction. We coded whether every character had given
their full consent for the sexual acts. Sex was coded as nonconsensual when at least
one of the characters has not given consent. This moderator was coded because
nonconsensual sex is a violent crime (i.e., rape) and has been shown to be a predictor
of aggression (Willan & Pollard, 2003).
Presence of demeaning action. We coded whether the media depicted any
demeaning action (e.g., calling the person abusive names or ejaculating in a person’s
face). Such content has been showed to be frequent in modern pornography (Bridges,
Wosnitzer, Scharrer, Sun, & Liberman, 2010; Sun, Bridges, Wosnitzer, Scharrer, &
Liberman, 2008), and some authors have suggested that it could impact acceptance of
violence against women and objectification of women (Wright & Tokunaga, 2016).
Moderators specific to violent media.
Gender of the aggressor. We coded the gender of the perpetrator of aggression.
Most perpetrators of sexual violence are males (CDC, 2010; Stop Street Harassment,
2018). Therefore, being exposed to a male or a female perpetrator might modify the
outcomes.
Gender of the victim. We coded the gender of the victim of aggression. Most
victims of sexual violence are females (CDC, 2010; Stop Street Harassment, 2018).
Therefore, being exposed to a male or a female victim might modify the outcomes.
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Relationship between the aggressor and victim. We coded whether the models
were acquaintances or strangers. This moderator is important because in most case of
sexual aggression, the victims know the perpetrators (CDC, 2010; Stop Street
Harassment, 2018).
Enjoyment of the violence by the victim. We coded whether the victim was
depicted as enjoying the sexual relation. This moderator is important because it is a
common rape myth belief that women find being roughed up sexually stimulating
(Burt, 1980).
Methodological moderators.
Year of publication. We coded the year the data were collected (or the year the
report was published if the report did not specify when the data were collected). We
coded this variable to see if effects were stable over time.
Publication Outlet. We coded whether the study was published in a peer-
reviewed journal article. This moderator was coded to test for potential publication
bias.
Population sampled. We coded whether participants were college students. This
moderator was coded because concerns have been raised about the generalization of
results in psychological research involving college student samples (Hanel & Vione,
2016).
Age of the sample. We coded the average age of participants. This moderator was
coded to test for potential age differences.
History of sexual violence. We coded whether participants had a known history of
sexual violence (e.g., convicted pedophiles). We predicted stronger effects for
participants with a known history of sexual violence (Mancini, Reckdenwald,
Beauregard, & Levenson, 2014).
Type of design. We coded the type of design researchers used (i.e., experimental,
cross-sectional, longitudinal). We coded this variable to test whether there is a
triangulation of evidence across different methods (Bushman & Anderson, 2015).
Intercoder Reliability
All of the studies were coded by both raters. To assess intercoder reliability, the
intraclass coefficient was used for continuous characteristics and the kappa
Experimental Section
177
coefficient was used for categorical characteristics (Orwin & Vevea, 2009). The
reliability coefficients ranged from .90 to 1.00, with a median of .97. Disagreement
among the coders was resolved by discussion.
Meta-Analytic Procedures
Conceptually, both exposure to sexual media and aggression are continuous
variables. Thus, we used the correlation coefficient as the effect-size index. Because
the distribution of the correlation coefficient is not normally distributed unless the
population correlation coefficient equals zero, Fisher’s z transformation was applied
to each correlation coefficient before pooling them. Each z-score was weighted by the
inverse of its variance (i.e., N-3). Thus, larger studies get more weight when effect-
size estimates are pooled.
We used random-effects meta-analytic procedures for all analyses. Random-effects
models assume that effect sizes differ from population means by both subject-level
sampling error and also study-level variability (Borenstein, Hedges, Higgins, &
Rothstein, 2009). In contrast, fixed-effects models assume only subject-level sampling
error. Although random-effects models produce wider confidence intervals than
fixed effects models, they require fewer statistical assumptions and allow for
generalizations to a broader set of studies than only the ones included in the meta-
analysis (Borenstein et al., 2009). One problem that arises in estimating average effect
sizes is deciding what constitutes an independent hypothesis test. The present review
used a shifting unit of analysis (Cooper, 2017). Each statistical test was coded as if it
were an independent event. For example, suppose that in one study male
participants gave accomplices electric shocks after viewing either a sexually explicit
or a neutral videotape. Also suppose that the researcher manipulated the gender of
the accomplice and whether the accomplice angered participants. In this example, a
total of four effect-size estimates would be coded (i.e., angered participants - female
accomplice, angered participants - male accomplice, nonangered participants -
female accomplice, nonangered participants - male accomplice). For the estimate of
the effect of sexually explicit media on aggression, the four effect-size estimates
would be averaged so that the study would contribute only one effect-size estimate.
For an analysis in which the effects of sexually explicit media on aggression are
compared for angered versus nonangered participants, the study would contribute
two effect-size estimates. Two effect-size estimates would also be contributed to an
analysis that compared the effects of sexually explicit media on aggression against
male and female targets. Thus, the shifting unit of analysis retains as much data as
possible without violating two greatly the independence assumption that underlies
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the validity of meta-analytic procedures.
Results
Global Effect of Violent and Nonviolent Media on Aggression
Table 1 presents all results of the main analyses on all outcome variables
combined, aggressive cognition, aggressive attitudes, and aggressive behavior. Table
2 presents all results of the main analyses on specific attitudes (i.e., objectification,
violence beliefs, dehumanization, rape myth acceptance, sexism). Both tables present
results from all studies, and from best practice studies. Best practice studies varied
sexualization, but held other variables constant. We have the most confidence in the
results from best practice studies because they are not confounded by other variables.
All average correlations were significant (i.e., all confidence intervals excluded zero).
All outcomes combined. The average correlation for all studies (k = 176) is .18,
with a 95% confidence interval ranging from .15 to .20,.The average correlation for
best practice studies (k = 154) was .16 with a 95% confidence interval ranging from .13
to .19.
Aggressive cognitions. For aggressive cognition outcomes, all studies were best
practice studies. The average correlation for the 16 effect sizes was .19, 95% CI: .14 to
.23.
Hostile attitudes. The average correlation for all studies (k = 91) was .13, 95% CI:
.09 to .16. The average correlation for best practice studies (k = 79) was also .13, 95%
CI .09 to .17.
Objectification. For objectification outcomes, all studies were best practice studies.
The average correlation for the 11 effect sizes was .20, 95% CI: .11 to .29.
Violence beliefs. For violence beliefs outcomes, all studies were best practice
studies. The average correlation for the 19 effect sizes was .12, 95% CI: .07 to .16.
Dehumanization. For dehumanization outcomes, all studies were best practice
studies. The average correlation for the 10 effect sizes was .09, 95% CI .00 to .17.
Rape myth acceptance. The average correlation for all studies (k = 50) was .12, 95%
CI: .07 to .17.The average correlation for best practice studies (k = 41) was also .12,
95% CI: .07 to .17.
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179
Sexism. The average correlation for all studies (k = 40) was .10, 95% CI: .05 to .14.
The average correlation for best practice studies (k = 35) was .11, 95% CI: .07 to .16.
Aggressive behavior. The average correlation for all studies (k = 63) was .23, 95%
CI: .19 to .28. The average correlation for best practice studies (k = 52) was .16, 95%
CI: .13 to .19.
Outliers
When identified outliers are removed from the distributions, the average
correlation for cognition and behavior for best practice studies were slightly higher
(respectively .19 and .20), whereas the average correlation for hostile attitudes was
slightly lower (.10) but the confidence interval still excluded zero (see Table 1).
Concerning the various types of hostile attitudes toward women, the average
correlation was similar for objectification and slightly lower for violence beliefs, rape
myth acceptance, and sexism. For lower values, the confidence intervals still
excluded the value zero (see Table 2). No outliers were identified for
dehumanization. In summary, outliers had minimal effects on the obtained results.
Moderators
Participant gender. Whether the sample was exclusively composed of male
participants or female participants seemed to influence the results. The confidence
intervals for all distributions excluded the value zero, except for aggressive behavior,
which excluded zero for male participants (.19) and included zero for female
participants in best practice studies (.14; see Table 3). However, effect sizes were
fairly similar. Only nine effects were included for female participant. Therefore, the
non-significant effect for female participant is more probably due to a lack of
statistical power. No conclusion can be drawn about gender differences in aggressive
cognition because the female sample distribution was too small to analyze (k = 3).
Further, participant gender did not seem to influence the impact of sexual media on
the various measures of hostile attitudes. Indeed, the confidence interval for general
hostile attitudes excluded the value zero for both male (.10) and female (.08).
However, when examined more closely, for violence beliefs, rape myth acceptance,
and sexism, the confidence interval excluded the value zero for male participants and
included zero for female participants (see Table 4). Concerning effect sizes, the
impact of sexualized content on male participants’ violence beliefs (.12) was higher
than for female participants (.06). Concerning rape myth acceptance, the effect sizes
for male participants (.13) was higher than for female participants (.05). The effect
sizes for sexism were similar for male (.10) and female (.08) participants. No
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conclusion can be drawn about gender differences in objectification and
dehumanization because the female sample distribution was too small to analyze (k =
3 for both).
Amount of clothing. When comparing the amount of clothing worn by models,
several distributions were too small to analyze (k < 5). Therefore, all outcomes were
combined together. The degree of nudity did not seem to influence the results. The
confidence intervals for all distributions excluded the value zero, except when the
model was nude but with hidden genitalia (see Table 5). However, one study was
identified as an outlier and, when removed, the confidence interval excluded the
value zero (.15, 95% CI: .05 to .24). Effect sizes were similar when the model was
scantily clothed (.15), nude with genitalia visible (.16) and nude without genitalia
visible when the outlier is removed (.15).
Media format. When comparing the results for media format (i.e., print and/or
film, video game), several distributions were too small to analyze (k < 5). Therefore,
all outcomes were analyzed together. Media format did not seem to influence the
results. The confidence intervals for all distributions excluded the value zero (see
Table 6). Effect sizes were the highest for video game (.21) and for film (.20), but
slightly lower for print (.13).
Population sampled. When comparing the results for the general population
verses college students, several distributions were too small to analyze (k < 5).
Therefore, all outcomes were analyzed together. The population sampled did not
seem to influence the results. The confidence intervals for all distribution excluded
the value zero (see Table 7). In best practice studies, effect sizes were similar for
college student (.15) and non-student (.18) samples. When focusing on the studies
that compared both sexualized and violent media to control media, the average
correlation was significantly higher for non-student (.46) than for student (.20)
samples.
Type of design. When comparing the results for cross-sectional, experimental, and
longitudinal designs, several distribution were too small to analyze (k < 5). Therefore,
all outcomes were analyzed together. The type of design did not seem to influence
the results. The confidence intervals for all distributions excluded the value zero (see
Table 8). Effect sizes were similar for cross-sectional studies (.17) and experimental
studies (.18), and slightly smaller for longitudinal studies (.10).
Publication outlet. When comparing the results for the published and
Experimental Section
181
unpublished data, several distribution were too small to analyze (k < 5). Therefore, all
outcomes were analyzed together. The publication outlet did seem to influence the
results. In the best practice studies, the confidence intervals excluded the value zero
for published studies and included zero for unpublished studies (see Table 9).
However, six studies were identified as outliers and, when removed, the confidence
interval for unpublished data excluded the value zero. Effect sizes were similar for
published (.16) and unpublished (.18) studies, suggesting the absence of publication
bias on the results. However, we also used more formal procedures to identify
publication bias (see next section).
Year of publication. There was no significant relation between publication year
and the magnitude of the effect in the best practice study, b = .0003 (-.0029, .0022), z =
-0.26, p = .793. The confidence interval included zero. Thus, the effects were stable
over time.
Age of participant. There was no significant relation between participant age and
the magnitude of the effect in the best practice study, b = -.0034 (-.0099, .0030), z = -
1.05, p = .295. The confidence interval included zero.
Publication Bias Analyses
Publication bias was formally tested using trim and fill analyses (Duval &
Tweedie, 2000). First, smaller studies causing funnel plot asymmetry are removed
from the funnel plot. Next, the trimmed funnel plot is used to estimate the true center
of the funnel, after which the removed studies are added back to the funnel plot
along with their symmetrical counterparts, which are often called ‚missing‛ studies.
Finally, there is a calculation of an estimated adjusted meta-analytic effect including
the ‚missing‛ studies. Therefore, trim and fill analyses estimate how many studies
are missing and what the meta-analytic effect would be if those missing studies
actually existed in the data set (Higgins & Green, 2011). For nearly every distribution,
trim and fill analyses found potentially missing studies. However, when these
potentially missing studies are added into the distribution, the results change for
only five distributions (i.e., the confidence intervals included the value zero). The
distribution were the impact of sex and violence media, among male participants, on
attitudes (for both random and fixed effect Trim and Fill; see Table 3), the impact of
best practice studies, among male participants, on violence beliefs (for both random
and fixed effect Trim and Fill) and sexism (for random effect Trim and Fill; see Table
4), the impact of sex media in which the models are scantily clothed (for fixed effect
Trim and Fill; see Table 5), and the impact of sex and violence media in experimental
182
Effects of Violent and Nonviolent Sexualized Media on Aggression-Related
Thoughts, Feelings, Attitudes, and Behaviors: A Meta-Analytic Review
studies (for fixed effect Trim and Fill).
Discussion
Although previous meta-analyses have already shown that sexually explicit media
can influence aggression (M. Allen, Emmers, et al., 1995; Oddone-Paolucci et al.,
2000; Paik & Comstock, 1994; Wright & Tokunaga, 2015), the present meta-analysis
adopted a much broader focus by also examining other theoretically important
outcome variables. This meta-analysis examined the effect of sexually explicit media
on aggressive thoughts, hostile attitudes toward women, and aggressive behavior.
Moreover, this meta-analysis was more firmly grounded in theory than previous
meta-analyses. Indeed, we used the General Aggression Model (Anderson &
Bushman, 2002) as a theoretical framework. Based on the GAM, we predicted
sexualized content to act as a situational variable and to influence aggressive
cognition, aggressive affect, hostile attitudes, and aggressive behavior.
Main Findings
Four main findings are particularly important from this meta-analysis. First, the
General Aggression Model is efficient for predicting the overall results. As expected,
exposure to sexualized media was positively associated with aggressive cognition,
hostile attitudes, and aggressive behavior. Further, when hostile attitudes are
subdivided into separate categories (i.e., sexism, objectification, rape myth
acceptance, dehumanization, violence beliefs), each one is positively associated with
exposure to sexualized media.
Second, when violence is not controlled for, the sexualized media has a bigger
impact on aggressive behavior than when violence is controlled for. This finding is
consistent with previous meta-analyses that found a stronger association between
sexualized media consumption and aggressive behavior when the sexual media also
contained violence (Paik & Comstock, 1994; Wright & Tokunaga, 2016).
Third, sexualized media on aggression can potentially impact a large section of the
population. It affected both male and female participants of all ages, which
contradicts the common belief that only men are likely to behave aggressively after
consuming sexual media. This result is also consistent with previous meta-analyses
that focused on the impact of pornography (M. Allen, D’Alessio, et al., 1995; Oddone-
Paolucci et al., 2000; Wright et al., 2016). However, more studies are needed with
female participants before firm conclusions can be drawn. In this meta-analysis, only
45 studies included female samples, and 17 of these did not include male samples.
Experimental Section
183
Most studies (k = 52, 54%) focused only on male participants for three reasons: (1)
male are primary consumers of pornography (Carroll et al., 2016), (2) males are the
primary perpetrators of sexual aggression and aggression against females (CDC,
2010; FRA, 2014; Stop Street Harassment, 2018), and (3) male sexual aggression is the
focus of theoretical models such as the confluence model of sexual aggression
(Malamuth, 2003; Malamuth et al., 1995; Vega & Malamuth, 2007).
Because most research in psychology is conducted using college student
participants, concerns have been raised about the generalization of results (Hanel &
Vione, 2016). However, sexual media increased aggression in both college student
and non-student participants.
Fourth, there was a significant relation between exposure to sexual media and
aggression in all three types of designs (i.e., cross-sectional, longitudinal,
experimental). Therefore, it can be concluded that exposure to sexual media has a
causal relation with aggression, is correlated with serious forms of aggression, and
can have long-term cumulative effects on aggression. This convergence of evidence
across different methods is called triangulation. The term triangulation comes from
surveying techniques that determine the location of a single point with the
convergence of measurements taken from two different points (Rothbauer, 2008). The
idea behind triangulation is that one can get a more accurate view of relationship
between two conceptual variables (e.g., exposure to sexual media and aggression)
from the results of multiple studies that use different research methods, conducted
by different research teams, with different types of participants, using different ways
of measuring and analyzing the same conceptual variables.
Magnitude of Average Effect Sizes
The average effect sizes found in the present meta-analysis are small to medium
(Cohen, 1988). The correlations found in the present meta-analysis were about the
same magnitude as correlations found in other meta-analysis of sexualized and
sexual media effect (M. Allen, D’Alessio, et al., 1995; Oddone-Paolucci et al., 2000;
Wright et al., 2016). In terms of the U3 value (Cohen, 1988), participants exposed to
sexualized content had 59% chance of having more aggressive thoughts, a 57%
chance of having more hostile attitudes, and 61% chance of acting more aggressively,
than participants not exposed to sexualized content. Further, being exposed to both
sexualized content and violence provoke an important increase of risk of acting
aggressively (75%) compared to not being exposed to such content.
184
Effects of Violent and Nonviolent Sexualized Media on Aggression-Related
Thoughts, Feelings, Attitudes, and Behaviors: A Meta-Analytic Review
It appears that the magnitude of relationship between exposure to sexual media
and aggression is similar in size to the relationship between exposure to violent
media and aggression (Anderson et al., 2010; Bushman, 2016; Paik & Comstock, 1994;
Wood et al., 1991). The relationship is much stronger when sexual and violent
content occur together (r = .43). This increase of magnitude might be due to the fact
that violent media are more arousing when it contains sexualization than when it
does not. Further, because of the presence of sexualization, violent media might
prime aggression but also concepts of victim’s vulnerability and lack of agency
(Blake et al., 2016). This highlights the importance of the impact of sexualized content
on aggression.
Limitations and Future Research
One advantage of conducting a meta-analysis is that it allows one to identify gaps
in the literature. In the present meta-analysis, we could not examine the effect of
sexually explicit media on angry feelings, and hostile appraisals because too few
studies included these outcomes. Future research should attempt to fill these gaps.
Similarly, more studies should examine the impact of sexualized media content on
objectification, dehumanization, and violence beliefs. Finally, future studies should
include female participants as well as male participants. The minimal number of
effect sizes is k = 10, especially if one want to trust publication assessment methods
(Kepes, Banks, McDaniel, & Whetzel, 2012; Sterne et al., 2011). Therefore, more
studies are needed to better trust the results for the following distributions:
aggressive behavior among female participants, dehumanization among male and
female participants, violence beliefs among female participants, and rape myth
acceptance among female participants.
One main limitation to the results of this meta-analysis is that the impact of
publication bias and outliers cannot be fully ruled out. The confidence interval for
unpublished results included the value zero. However, the average correlation for
unpublished studies is similar to the average correlation for published studies when
outliers are removed and the confidence interval excludes the value zero. Further,
the trim and fill analyses only suggested a change of result for five distributions.
Several distributions had to be combined to analyze the impact of several
moderators, which mean that future research should include those moderators.
Specifically, more research is needed on the impact of sexualized video game
content. More longitudinal designs should be conducted. Future studies should also
use non-student populations.
Experimental Section
185
Finally, several moderators were not evaluated because too few effect sizes were
available. For example, more studies are needed on the impact of sexualized male
media content on aggression. Most studies focused on females as the victims and
neglected to examine the impact on male victims. When a relationship between two
models or sexuality was involved, almost all studies have focused on heterosexual
relations. In several studies, the description of the sexualized content was too vague
to classify (e.g., consent for the sexual interaction, enjoyment of the violence by the
victim, presence of demeaning action). Future research should provide more detailed
descriptions of the media participants were exposed to.
Conclusions
The present findings show that the General Aggression Model is a relevant
theoretical framework to explain the impact of sexualized content on aggression. The
results showed that sexualized content increase aggressive behavior, aggressive
thoughts and hostile attitudes. Sexualized content had a causal impact on aggression
in experimental studies, was related to serious forms of aggression in cross-sectional
studies, and had a cumulative effect in longitudinal studies. Further, this meta-
analysis extends the result from previous meta-analysis about the impact of
pornography (M. Allen, Emmers, et al., 1995; Oddone-Paolucci et al., 2000; Wright et
al., 2016) to all type of sexualized media content. By consequent, the potential impact
of sexualized content should not be taken lightly.
Further, the combination of sex and violent media content appears to be a ‚double
whammy‛ when it comes to aggression. This finding has particular importance
because sex and violence are often paired together in the mass media (e.g.,
pornography or video games; Bridges et al., 2010; Burgess, Stermer, & Burgess, 2007;
Downs & Smith, 2010; Lynch, Tompkins, van Driel, & Fritz, 2016; Sun et al., 2008).
Thus, it is especially important to protect children and adolescents from this kind of
content.
186
Effects of Violent and Nonviolent Sexualized Media on Aggression-Related
Thoughts, Feelings, Attitudes, and Behaviors: A Meta-Analytic Review
Table 1
Meta-analytic and sensitivity analyses results for all outcomes and specific outcomes
Meta-analysis
Distribution
k
N

95% CI
90% PI
Q
I
2
osr 
Original distributions
All outcomes
176
55596
.18
.15, .20
-.09, .42
1645.35
89.36
.17
.17, .18; .18
- Sex media
152
41146
.16
.13, .19
-.06, .37
869.05
82.62
.13
.16, .16; .16
- Sex and violence media
24
14450
.27
.20, .35
-.02, .52
389.23
94.09
.18
.25, .30; .28
Specific outcomes
Cognitions
16
2354
.16
.09, .23
-.03, .34
40.40
62.87
.11
.14, .19; .16
- Sex media
16
2354
.16
.09, .23
-.03, .34
40.40
62.87
.11
.14, .19; .16
- Sex and violence media
0
Attitudes
91
20925
.13
.09, .16
-.10, .34
464.75
80.63
.14
.12, .13; .13
- Sex media
79
19196
.13
.09, .17
-.09, .34
402.48
80.62
.13
.12, .13; .13
- Sex and violence media
12
1729
.10
-.02, .22
-.20, .39
54.85
79.94
.18
.06, .14; .10
Behaviors
63
31786
.23
.19, .28
-.03, .46
806.16
92.31
.16
.22, .24; .23
- Sex media
52
19137
.19
.14, .23
-.02, .37
314.82
83.80
.12
.18, .20; .19
- Sex and violence media
11
12649
.43
.35, .50
.23, .59
172.19
94.19
.13
.38, .45; .43
Distributions without outliers
All outcomes
168
53942
.17
.14, .19
-.06, .38
1149.43
85.47
.14
.17, .17; .17
- Sex media
148
40917
.15
.13, .18
-.05, .34
734.50
79.99
.12
.15, .16; .15
- Sex and violence media
21
13054
.25
.19, .32
.04, .44
183.09
89.08
.13
.24, .27; .25
Specific outcomes
Cognitions
15
2167
.19
.13, .24
.07, .29
21.19
33.94
.06
.17, .20; .19
- Sex media
15
2167
.19
.13, .24
.07, .29
21.19
33.94
.06
.17, .20; .19
- Sex and violence media
0
Attitudes
88
15703
.11
.08, .13
-.02, .24
180.54
51.81
.08
.10, .11; .11
- Sex media
75
13854
.10
.08, .13
.01, .20
117.10
36.81
.06
.10, .10; .10
- Sex and violence media
10
1659
.11
.04, .18
-.02, .23
15.54
42.07
.07
.09, .12; .10
Behaviors
58
30311
.24
.20, .28
.05, .42
461.23
87.64
.12
.23, .25; .24
- Sex media
48
18260
.20
.17, .24
.06, .34
181.90
74.16
.09
.20, .21; .20
- Sex and violence media
1
Distribution was not analyzed (too small).
Note. k = number of correlation coefficients. 
= random-effects weighted mean observed correlation;
95% CI = 95% confidence interval; 90% PI = 90% prediction interval; Q = weighted sum of squared
deviations from the mean; I
2
= ratio of true heterogeneity to total variation; τ = between-sample
standard deviation; osr = one-sample removed, including the minimum and maximum effect size and
the median weighted mean observed correlation; Trim and fill = trim and fill analysis.
Experimental Section
187
Publication bias analyses
Trim and fill
CMA
Selection models
PET-
PEESE
FE trim and fill
RE trim and fill
FPS
ik
t&fFE

t&fFE
95% CI
FPS
ik
t&fRE

t&fRE
95% CI
pr5 
smm 
sms 
pp 
Original distributions
R
55
.27
.25, .30
R
34
.23
.21, .26
.31
.14
n/a
.29
R
27
.21
.18, .23
R
19
.19
.17, .22
.29
.13
n/a
.23
R
6
.38
.31, .45
.27
.20, .35
.47
.22
n/a
.41
L
3
.13
.05, .20
L
5
.09
.01, .17
.10
.13
n/a
.17
L
3
.13
.05, .20
L
5
.09
.01, .17
.10
.13
n/a
.17
R
20
.18
.15, .21
L
16
.08
.04, .12
.20
.10
n/a
.20
R
20
.19
.15, .22
.13
.09, .17
.20
.10
n/a
.20
L
2
.05
-.08, .17
L
3
.02
-.10, .15
.10
.05
n/a
.12
R
13
.30
.26, .34
R
8
.28
.23, .32
.30
.18
n/a
.33
R
6
.22
.18, .27
.19
.14, .23
.26
.13
n/a
.24
L
2
.38
.29, .46
.43
.35, .50
.47
.43
.42
.42
Distributions without outliers
R
57
.26
.24, .29
R
11
.18
.16, .21
.31
.14
n/a
.26
R
29
.20
.17, .22
R
7
.17
.14, .19
.29
.13
n/a
.21
R
5
.34
.28, .40
.25
.19, .32
.33
.23
.19
.36
.19
.13, .24
.19
.13, .24
.18
.17
.16
.20
.19
.13, .24
.19
.13, .24
.18
.17
.16
.20
L
16
.07
.05, .10
L
17
.07
.04, .10
.09
.09
.06
.08
L
.14
.07
.05, .10
L
14
.07
.05, .10
.09
.08
.06
.07
L
2
.08
.02, .15
L
2
.08
.01, .15
.10
.09
.05
.09
R
10
.28
.24, .31
.24
.20, .28
.30
.23
.21
.30
R
3
.21
.18, .24
.20
.17, .24
.22
.19
.18
.23
Note. FPS = funnel plot side (i.e., side of the funnel plot where samples were imputed; L = left, R =
right); ik = number of trim and fill samples imputed; t&fFE 
= fixed-effects trim and fill adjusted
observed mean; t&fFE 95% CI = fixed-effects trim and fill adjusted 95% confidence interval; t&fRE 
=
random-effects trim and fill adjusted observed mean; t&fRE 95% CI = random-effects trim and fill
adjusted 95% confidence interval; smm 
= one-tailed moderate selection model’s adjusted observed
mean; sms 
= one-tailed severe selection model’s adjusted observed mean; CMA = cumulative meta-
analysis; pr5 
= meta-analytic mean estimate of the five most precise effects; PET-PEESE = precision-
effect test-precision effect estimate with standard error; pp 
= PET-PEESE adjusted observed mean;
n/a = not applicable (because sms 
presented nonsensical results due to an inflated variance
estimate).
188
Effects of Violent and Nonviolent Sexualized Media on Aggression-Related
Thoughts, Feelings, Attitudes, and Behaviors: A Meta-Analytic Review
Table 2
Meta-analytic and sensitivity analyses results for all sub-attitudes
Meta-analysis
Distribution
k
N

95% CI
90% PI
Q
I
2
osr 
Original distributions
Sub-attitudes
130
28533
.12
.09, .15
-.10, .33
612.54
78.94
.13
.11, .12; .12
- Objectification
11
3859
.20
.11, .29
.00, .39
49.09
79.63
.12
.18, .23; .20
- Sex media
11
3859
.20
.11, .29
.00, .39
49.09
79.63
.12
.18, .23; .20
- Sex and violence media
0
- Violence beliefs
19
2482
.12
.07, .16
.02, .21
24.46
26.40
.05
.10, .13; .12
- Sex media
19
2482
.12
.07, .16
.02, .21
24.46
26.40
.05
.10, .13; .12
- Sex and violence media
0
- Dehumanization
10
614
.09
.00, .17
.02, .15
7.46
.00
.00
.06, .10; .09
- Sex media
10
614
.09
.00, .17
.02, .15
7.46
.00
.00
.06, .10; .09
- Sex and violence media
0
- Rape myth acceptance
50
13186
.12
.07, .17
-.12, .34
295.10
83.40
.14
.10, .13; .12
- Sex media
41
11722
.12
.07, .17
-.11, .35
249.01
83.94
.14
.09, .13; .12
- Sex and violence media
9
1464
.11
-.03, .24
-.20, .40
43.84
81.75
.18
.06, .16; .11
- Sexism
40
8393
.10
.05, .14
-.09, .27
133.03
70.68
.11
.09, .10; .10
- Sex media
35
7540
.11
.07, .16
-.06, .28
111.22
69.43
.11
.10, .12; .11
- Sex and violence media
5
853
-.02
-.13, .08
-.18, .14
8.18
51.11
.08
-.06, .01; -.01
Distributions without outliers
Sub-attitudes
125
23128
.10
.08, .12
-.03, .22
261.72
52.62
.08
.09, .10; .10
- Objectification
7
532
.20
.11, .28
.13, .27
2.07
.00
.00
.19, .21; .20
- Sex media
7
532
.20
.11, .28
.13, .27
2.07
.00
.00
.19, .21; .20
- Sex and violence media
0
- Violence beliefs
18
2380
.10
.06, .14
.05, .15
18.01
5.58
.02
.09, .11; .10
- Sex media
18
2380
.10
.06, .14
.05, .15
18.01
5.58
.02
.09, .11; .10
- Sex and violence media
0
- Dehumanization
No outliers were identified (see original distribution for results).
- Sex media
No outliers were identified (see original distribution for results).
- Sex and violence media
0
- Rape myth acceptance
49
10405
.10
.07, .13
-.04, .24
114.48
58.07
.08
.09, .11; .10
- Sex media
40
8941
.09
.06, .13
-.01, .20
69.69
44.04
.06
.09, .10; .09
- Sex and violence media
6
905
.10
.03, .16
.04, .15
2.92
.00
.00
.09, .11, .09
- Sexism
38
8211
.08
.03, .12
-.08, .22
98.75
62.53
.09
.07, .08; .08
- Sex media
33
7358
.09
.05, .13
-.05, .23
78.94
59.47
.08
.08, .10; .09
- Sex and violence media
No outliers were identified (see original distribution for results).
Note. k = number of correlation coefficients. 
= random-effects weighted mean observed correlation;
95% CI = 95% confidence interval; 90% PI = 90% prediction interval; Q = weighted sum of squared
deviations from the mean; I
2
= ratio of true heterogeneity to total variation; τ = between-sample
standard deviation; osr = one-sample removed, including the minimum and maximum effect size and
the median weighted mean observed correlation; Trim and fill = trim and fill analysis.
Experimental Section
189
Publication bias analyses
Trim and fill
CMA
Selection models
PET-
PEESE
FE trim and fill
RE trim and fill
FPS
ik
t&fFE

t&fFE
95% CI
FPS
ik
t&fRE

t&fRE
95% CI
pr5 
smm 
sms 
pp 
Original distributions
R
17
.15
.12, .18
L
21
.08
.04, .11
.19
.09
n/a
.17
R
6
.32
.23, .39
.20
.11, .29
.20
.19
.17
.30
R
6
.32
.23, .39
.20
.11, .29
.20
.19
.17
.30
L
6
.06
.00, .12
.12
.07, .16
.07
.10
n/a
.08
L
6
.06
.00, .12
.12
.07, .16
.07
.10
n/a
.08
.09
.00, .17
.09
.00, .17
.11
.06
n/a
.32
.09
.00, .17
.09
.00, .17
.11
.06
n/a
.32
R
5
.15
.10, .20
.12
.07, .17
.14
.09
n/a
.17
R
4
.15
.09, .19
.12
.07, .17
.14
.09
n/a
.17
L
2
.05
-.10, .19
L
3
.01
-.14, .15
.11
.05
n/a
.14
L
5
.06
.02, .11
L
6
.06
.01, .11
.11
.07
n/a
.06
L
5
.08
.03, .13
L
5
.08
.02, .13
.11
.08
n/a
.07
-.02
-.13, .08
-.02
-.13, .08
-.02
-.05
-.07
-.19
Distributions without outliers
L
18
.07
.05, .09
L
21
.07
.04, .09
.11
.08
.04
.07
.20
.11, .28
.20
.11, .28
.21
.18
.17
.24
.20
.11, .28
.20
.11, .28
.21
.18
.17
.24
L
5
.06
.01, .11
L
5
.06
.01, .11
.07
.08
.06
.07
L
5
.06
.01, .11
L
5
.06
.01, .11
.07
.08
.06
.07
L
9
.07
.03, .11
L
10
.06
.03, .10
.08
.08
.06
.03
L
8
.07
.03, .10
L
8
.07
.03, .10
.08
.08
.06
.02
L
2
.08
.02, .14
L
2
.08
.02, .14
.09
.08
.07
.01
L
3
.06
.02, .10
L
4
.06
.02, .10
.11
.05
n/a
.06
L
3
.08
.03, .12
L
3
.08
.03, .12
.11
.07
n/a
.07
18
.07
.05, .09
L
21
.07
.04, .09
.11
.08
.04
.07
Note. FPS = funnel plot side (i.e., side of the funnel plot where samples were imputed; L = left, R =
right); ik = number of trim and fill samples imputed; t&fFE 
= fixed-effects trim and fill adjusted
observed mean; t&fFE 95% CI = fixed-effects trim and fill adjusted 95% confidence interval; t&fRE 
=
random-effects trim and fill adjusted observed mean; t&fRE 95% CI = random-effects trim and fill
adjusted 95% confidence interval; smm 
= one-tailed moderate selection model’s adjusted observed
mean; sms 
= one-tailed severe selection model’s adjusted observed mean; CMA = cumulative meta-
analysis; pr5 
= meta-analytic mean estimate of the five most precise effects; PET-PEESE = precision-
effect test-precision effect estimate with standard error; pp 
= PET-PEESE adjusted observed mean;
n/a = not applicable (because sms 
presented nonsensical results due to an inflated variance estimate)
190
Effects of Violent and Nonviolent Sexualized Media on Aggression-Related
Thoughts, Feelings, Attitudes, and Behaviors: A Meta-Analytic Review
Table 3
Meta-analytic and sensitivity analyses results for all outcomes and specific outcomes with
gender sample as moderator
Meta-analysis
Distribution
k
N

95% CI
90% PI
Q
I
2
osr 
Original distributions
All outcomes
163
44582
.17
.14, .20
-.12, .43
1452.52
88.85
.17
.16, .17; .17
- Sex media
136
30535
.15
.12, .18
-.08, .36
695.74
80.60
.14
.14, .15; .15
- Male samples
103
24862
.16
.13, .19
-.06, .36
498.64
79.54
.13
.15, .16; .16
- Female samples
33
5673
.13
.05, .19
-.17, .40
191.79
83.32
.18
.11, .14; .12
- Sex and violence media
27
14047
.26
.18, .33
-.05, .52
427.95
93.92
.19
.23, .28; .26
- Male samples
24
8888
.25
.16, .33
-.10, .54
325.69
92.94
.21
.22, .28; .25
- Female samples
3
Distribution was not analyzed (too small).
Specific outcomes
Cognitions
20
3749
.17
.11, .23
.00, .34
54.19
64.94
.10
.16, .20; .17
- Sex media
16
2354
.16
.09, .23
-.03, .34
40.40
62.87
.11
.14, .19; .16
- Male samples
13
2029
.18
.12, .24
.05, .30
20.49
41.44
.07
.16, .19; .18
- Female samples
3
Distribution was not analyzed (too small).
- Sex and violence media
4
Distribution was not analyzed (too small).
- Male samples
4
Distribution was not analyzed (too small).
- Female samples
0
Attitudes
80
14812
.11
.07, .15
-.11, .32
328.98
75.99
.13
.10, .12; .11
- Sex media
68
13080
.11
.07, .15
-.10, .32
269.51
75.14
.13
.09, .11; .11
- Male samples
47
10146
.12
.07, .17
-.12, .35
229.22
79.93
.14
.10, .13; .12
- Female samples
21
2934
.09
.04, .13
.02, .15
23.46
14.74
.04
.07, .09; .09
- Sex and violence media
12
1732
.10
-.02, .22
-.20, .39
55.07
80.02
.18
.06, .14; .10
- Male samples
11
1654
.13
.01, .24
-.17, .40
49.35
79.74
.17
.08, .16; .12
- Female samples
1
Distribution was not analyzed (too small).
Behaviors
58
25632
.23
.18, .28
-.04, .48
725.30
92.14
.17
.22, .24; .23
- Sex media
48
14784
.18
.14, .23
-.03, .38
266.48
82.36
.13
.17, .20; .18
- Male samples
40
12439
.19
.14, .23
.00, .36
178.46
78.15
.11
.18, .20; .19
- Female samples
8
2345
.14
-.03, .30
-.23, .48
85.14
91.78
.21
.09, .24; .13
- Sex and violence media
10
10848
.44
.35, .52
.21, .62
164.63
94.53
.14
.39, .47; .44
- Male samples
8
5767
.43
.29, .55
.08, .68
138.95
94.96
.21
.35, .47; .44
- Female samples
2
Distribution was not analyzed (too small).
Distributions without outliers
All outcomes
155
42928
.16
.13, .19
-.07, .37
957.00
83.91
.14
.16, .16; .16
- Sex media
129
26744
.14
.11, .16
-.02, .29
358.18
64.26
.10
.13, .14; .14
- Male samples
100
24702
.15
.12, .18
-.03, .33
391.11
74.69
.11
.15, .15; .15
- Female samples
28
4178
.10
.07, .14
.02, .19
35.71
24.38
.05
.10, .11; .10
- Sex and violence media
25
13369
.26
.19, .32
.01, .47
259.29
90.74
.15
.24, .27; .26
- Male samples
22
8210
.24
.18, .30
.02, .44
128.59
83.67
.13
.23, .25; .24
- Female samples
0
Experimental Section
191
Publication bias analyses
Trim and fill
CMA
Selection models
PET-
PEESE
FE trim and fill
RE trim and fill
FPS
ik
t&fFE

t&fFE
95% CI
FPS
ik
t&fRE

t&fRE
95% CI
pr5 
smm 
sms 
pp 
Original distributions
R
52
.27
.25, .30
R
33
.23
.20, .26
.31
.13
n/a
.30
R
29
.21
.18, .24
R
20
.19
.16, .22
.26
.11
n/a
.23
R
21
.21
.18, .24
.16
.13, .19
.21
.13
n/a
.23
R
6
.18
.11, .25
R
6
.18
.11, .25
.17
.07
n/a
.21
R
7
.36
.29, .43
R
3
.31
.23, .38
.44
.21
n/a
.41
R
5
.33
.25, .41
.25
.16, .33
.35
.20
n/a
.38
R
3
.20
.14, .27
.17
.11, .23
.22
.15
n/a
.21
L
3
.13
.05, .20
L
5
.09
.01, .17
.10
.13
n/a
.17
R
1
.18
.12, .24
R
1
.18
.12, .24
.18
.17
.15
.20
R
21
.17
.14, .21
L
14
.07
.02, .11
.16
.08
n/a
.19
R
23
.19
.16, .23
L
2
.10
.06, .14
.16
.08
n/a
.19
R
17
.21
.17, .26
.12
.07, .17
.15
.09
n/a
.21
L
2
.07
.03, .12
L
2
.07
.03, .12
.08
.07
.05
.08
L
2
.05
-.08, .17
L
3
.02
-.10, .14
.10
.05
n/a
.12
L
3
.06
-.06, .18
L
3
.04
-.08, .17
.10
.08
n/a
.09
R
13
.31
.26, .36
R
8
.28
.23, .33
.32
.17
n/a
.34
R
5
.23
.18, .27
.18
.14, .23
.23
.12
n/a
.24
R
3
.22
.17, .27
.19
.14, .23
.18
.14
n/a
.24
R
2
.25
.08, .41
.14
-.03, .30
.25
.03
n/a
.26
L
2
.39
.29, .48
.44
.35, .52
.47
.44
.43
.43
L
3
.33
.16, .47
.43
.29, .55
.39
.42
.41
.42
Distributions without outliers
R
54
.26
.23, .29
R
11
.18
.15, .20
.31
.13
n/a
.27
R
12
.16
.13, .18
.14
.11, .16
.19
.12
n/a
.17
R
23
.21
.18, .23
R
3
.16
.13, .19
.21
.13
.08
.21
L
2
.10
.06, .14
L
2
.10
.06, .14
.10
.09
.06
.10
R
6
.34
.28, .40
.26
.19, .32
.34
.23
.19
.37
R
3
.28
.21, .34
.24
.18, .30
.26
.22
.20
.31
192
Effects of Violent and Nonviolent Sexualized Media on Aggression-Related
Thoughts, Feelings, Attitudes, and Behaviors: A Meta-Analytic Review
Table 3 (continued)
Meta-analysis
Distribution
k
N

95% CI
90% PI
Q
I
2
osr 
Specific outcomes
Cognitions
19
3562
.20
.15, .24
.08, .31
32.15
44.02
.07
.18, .21; .20
- Sex media
15
2167
.19
.13, .24
.07, .29
21.19
33.94
.06
.17, .20; .19
- Male samples
No outliers were identified (see original distribution for results).
- Female samples
2
Distribution was not analyzed (too small).
- Sex and violence media
1
Distribution was not analyzed (too small).
- Male samples
1
Distribution was not analyzed (too small).
- Female samples
0
Attitudes
79
12031
.10
.07, .13
-.04, .23
152.35
48.80
.08
.09, .10; .10
- Sex media
67
10299
.09
.07, .12
.00, .19
97.22
32.11
.06
.09, .10; .10
- Male samples
46
7365
.10
.07, .13
-.01, .21
73.58
38.84
.06
.09, .10; .10
- Female samples
19
1908
.08
.03, .13
.02, .15
19.70
8.64
.03
.07, .09; .08
- Sex and violence media
No outliers were identified (see original distribution for results).
- Male samples
No outliers were identified (see original distribution for results).
- Female samples
No outliers were identified (see original distribution for results).
Behaviors
53
24157
.24
.20, .28
.04, .43
386.19
86.53
.12
.23, .25; .24
- Sex media
44
13907
.20
.17, .24
.06, .34
133.08
67.69
.09
.20, .21; .20
- Male samples
39
12731
.20
.16, .24
.03, .35
145.61
73.90
.10
19, .21; .20
- Female samples
1
Distribution was not analyzed (too small).
- Sex and violence media
1
Distribution was not analyzed (too small).
- Male samples
7
5135
.35
.27, .43
.19, .50
24.36
75.37
.10
.32, .37; .36
- Female samples
No outliers were identified (see original distribution for results).
Note. k = number of correlation coefficients. 
= random-effects weighted mean observed correlation;
95% CI = 95% confidence interval; 90% PI = 90% prediction interval; Q = weighted sum of squared
deviations from the mean; I
2
= ratio of true heterogeneity to total variation; τ = between-sample
standard deviation; osr = one-sample removed, including the minimum and maximum effect size and
the median weighted mean observed correlation; Trim and fill = trim and fill analysis.
Experimental Section
193
Publication bias analyses
Trim and fill
CMA
Selection models
PET-
PEESE
FE trim and fill
RE trim and fill
FPS
ik
t&fFE

t&fFE
95% CI
FPS
ik
t&fRE

t&fRE
95% CI
pr5 
smm 
sms 
pp 
R
2
.20
.16, .25
R
2
.20
.16, .25
.22
.19
.17
.22
.19
.13, .24
.19
.13, .24
.18
.17
.16
.20
-
-
-
-
-
-
-
-
-
-
L
11
.07
.04, .10
L
13
.07
.04, .10
.09
.08
.05
.07
L
9
.08
.05, .10
L
10
.07
.04, .10
.09
.08
.05
.08
L
8
.07
.04, .11
L
8
.07
.04, .11
.09
.08
.05
.05
L
2
.07
.01, .12
L
2
.07
.01, .12
.05
.07
.05
.06
R
10
.28
.24, .32
.24
.20, .28
.32
.23
.20
.31
R
1
.21
.17, .24
.20
.17, .24
.18
.19
.18
.23
R
2
.22
.17, .26
.20
.16, .24
.18
.18
.11
.24
L
2
.31
.22, .40
L
2
.30
.21, .39
.33
.35
.35
.34
-
-
Note. FPS = funnel plot side (i.e., side of the funnel plot where samples were imputed; L = left, R =
right); ik = number of trim and fill samples imputed; t&fFE 
= fixed-effects trim and fill adjusted
observed mean; t&fFE 95% CI = fixed-effects trim and fill adjusted 95% confidence interval; t&fRE 
=
random-effects trim and fill adjusted observed mean; t&fRE 95% CI = random-effects trim and fill
adjusted 95% confidence interval; smm 
= one-tailed moderate selection model’s adjusted observed
mean; sms 
= one-tailed severe selection model’s adjusted observed mean; CMA = cumulative meta-
analysis; pr5 
= meta-analytic mean estimate of the five most precise effects; PET-PEESE = precision-
effect test-precision effect estimate with standard error; pp 
= PET-PEESE adjusted observed mean;
n/a = not applicable (because sms 
presented nonsensical results due to an inflated variance
estimate).
194
Effects of Violent and Nonviolent Sexualized Media on Aggression-Related
Thoughts, Feelings, Attitudes, and Behaviors: A Meta-Analytic Review
Table 4
Meta-analytic and sensitivity analyses results for all sub-attitudes with gender sample as
moderator.
Meta-analysis
Distribution
k
N

95% CI
90% PI
Q
I
2
osr 
Original distributions
Sub-Attitudes
118
21739
.10
.07, .13
-.11, .30
440.92
73.46
.13
.09, .10; .10
- Objectification
8
1356
.15
.09, .20
.10, .19
7.12
1.64
.01
.13, .16; .14
- Sex media
8
1356
.15
.09, .20
.10, .19
7.12
1.64
.01
.13, .16; .14
- Male Sample
5
1096
.16
.10, .22
.11, .21
2.40
.00
.00
.16, .20; .16
- Female Sample
3
Distribution not analyzed (too small).
- Sex and violence media
0
- Male Sample
0
- Female Sample
0
- Violence beliefs
21
3042
.11
.07, .15
.04, .18
23.55
15.06
.04
.10, .12; .11
- Sex media
18
2339
.10
.06, .15
.03, .17
19.76
13.99
.04
.09, .11; .10
- Male Sample
13
1855
.12
.06, .18
.01, .22
17.00
29.41
.06
.09, .13; .12
- Female Sample
5
484
.06
-.03, .15
-.02, .13
1.81
.00
.00
.04, .08; .06
- Sex and violence media
3
Distribution not analyzed (too small).
- Male Sample
3
Distribution not analyzed (too small).
- Female Sample
0
- Dehumanization
9
554
.06
-.02, .15
-.01, .14
5.01
.00
.00
.04, .08; .07
- Sex media
9
554
.06
-.02, .15
-.01, .14
5.01
.00
.00
.04, .08; .07
- Male Sample
6
386
.07
-.03, .17
-.01, .16
3.58
.00
.00
.04, .09; .08
- Female Sample
3
Distribution not analyzed (too small).
- Sex and violence media
0
- Male Sample
0
- Female Sample
0
- Rape myth acceptance
44
10139
.11
.06, .17
-.15, .36
273.16
84.26
.16
.09, .13; .12
- Sex media
35
8675
.12
.05, .18
-.15, .37
224.66
84.87
.16
.09, .12; .12
- Male Sample
26
7088
.13
.06, .21
-.15, .40
188.38
86.73
.17
.10, .14; .14
- Female Sample
9
1587
.05
.00, .11
-.01, .12
8.96
10.75
.03
.04, .06; .06
- Sex and violence media
9
1464
.11
-.03, .24
-.20, .40
43.84
81.75
.18
.06, .16; .11
- Male Sample
9
1464
.11
-.03, .24
-.20, .40
43.84
81.75
.18
.06, .16; .11
- Female Sample
0
- Sexism
36
6650
.08
.03, .12
-.09, .24
98.01
64.29
.10
.07, .08; .08
- Sex media
31
5794
.09
.05, .14
-.07, .25
77.27
61.17
.09
.08, .10; .09
- Male Sample
21
4116
.10
.04, .16
-.07, .26
56.00
64.29
.10
.08, .11; .10
- Female Sample
10
1678
.08
.00, .17
-.09, .25
21.13
57.42
.10
.06, .11; .08
- Sex and violence media
5
856
-.02
-.13, .08
-.18, .14
8.23
51.42
.08
-.06, .01; -.01
- Male Sample
4
Distribution not analyzed (too small).
Distribution not analyzed (too small).
- Female Sample
1
Distribution without outliers
Sub-Attitudes
117
18958
.09
.07, .12
-.05, .23
243.48
52.36
.08
.09, .09; .09
- Objectification
6
470
.19
.10, .28
.12, .26
1.91
.00
.00
.18, .21; .19
Experimental Section
195
Publication bias analyses
Trim and fill
CMA
Selection models
PET-
PEESE
FE trim and fill
RE trim and fill
FPS
ik
t&fFE

t&fFE
95% CI
FPS
ik
t&fRE

t&fRE
95% CI
pr5 
smm 
sms 
pp 
Original distributions
R
20
.14
.12, .17
L
18
.06
.03, .10
.18
.07
n/a
.15
L
1
.14
.08, .19
L
1
.14
.08, .19
.14
.14
.13
.14
L
1
.14
.08, .19
L
1
.14
.08, .19
.14
.14
.13
.14
L
1
.16
.10, .21
L
1
.16
.10, .21
.16
.16
.15
.14
L
4
.08
.03, .12
.11
.07, .15
.07
.09
.07
.08
L
5
.06
.00, .11
L
5
.06
.00, .11
.07
.08
.06
.06
L
5
.06
-.01, .13
L
5
.06
-.01, .13
.10
.10
.07
.03
.06
-.03, .15
.06
-.03, .15
.06
.04
.01
.06
R
1
.08
-.01, .16
R
1
.08
-.01, .16
.07
.04
.00
.27
R
1
.08
-.01, .08
R
1
.08
-.01, .16
.07
.04
.00
.27
R
1
.09
-.01, .19
R
1
.09
-.01, .19
.09
.05
.02
.26
R
10
.18
.13, .23
.11
.06, .17
.12
.08
n/a
.20
R
14
.25
.18, .31
.12
.05, .18
.12
.08
n/a
.21
R
10
.27
.19, .34
.13
.06, .21
.12
.10
n/a
.26
.05
.00, .11
.05
.00, .11
.03
.04
.03
.00
L
2
.05
-.10, .19
L
3
.01
-.14, .15
.11
.05
n/a
.14
L
2
.05
-.10, .19
L
3
.01
-.14, .15
.11
.05
n/a
.14
L
3
.06
.02, .11
L
4
.06
.01, .10
.11
.05
n/a
.07
L
2
.08
.03, .13
L
3
.08
.03, .12
.11
.07
n/a
.09
L
3
.07
.01, .13
L
5
.05
-.01, .11
.06
.07
n/a
.09
.08
.00, .17
.08
.00, .17
.08
.06
n/a
.09
-.02
-.13, .08
-.02
-.13, .08
-.02
-.05
-.07
-.20
Distribution without outliers
L
13
.07
.05, .10
L
19
.06
.04, .09
.11
.07
.03
.08
.19
.10, .28
.19
.10, .28
.21
.18
.16
.24
196
Effects of Violent and Nonviolent Sexualized Media on Aggression-Related
Thoughts, Feelings, Attitudes, and Behaviors: A Meta-Analytic Review
Table 4 (continued)
Meta-analysis
Distribution
k
N

95% CI
90% PI
Q
I
2
osr 
- Sex media
6
470
.19
.10, .28
.12, .26
1.91
.00
.00
.18, .21; .19
- Male Sample
4
Distribution not analyzed (too small)
- Female Sample
2
Distribution not analyzed (too small)
- Sex and violence media
0
- Male Sample
0
- Female Sample
0
- Violence Beliefs
No outliers were identified (see original distribution for results).
- Sex media
No outliers were identified (see original distribution for results).
- Male Sample
8
724
.17
.10, .24
.11, .23
2.21
.00
.00
.16, .18; .17
- Female Sample
No outliers were identified (see original distribution for results).
- Sex and violence media
1
Distribution not analyzed (too small).
- Male Sample
1
Distribution not analyzed (too small).
- Female Sample
0
- Dehumanization
No outliers were identified (see original distribution for results).
- Sex media
No outliers were identified (see original distribution for results).
- Male Sample
No outliers were identified (see original distribution for results).
- Female Sample
No outliers were identified (see original distribution for results).
- Sex and violence media
0
- Male Sample
0
- Female Sample
0
- Rape Myth Acceptance
43
7358
.09
.05, .13
-.06, .25
102.23
58.92
.09
.09, .10; .10
- Sex media
34
5894
.09
.05, .12
-.03, .20
56.95
42.06
.07
.08, .09; .09
- Male Sample
25
4307
.10
.05, .15
-.03, .23
46.88
48.81
.08
.09, .11; .10
- Female Sample
No outliers were identified (see original distribution for results).
- Sex and violence media
6
905
.10
.03, .16
.04, .15
2.92
.00
.00
.09, .11; .09
- Male Sample
6
905
.10
.03, .16
.04, .15
2.92
.00
.00
.09, .11; .09
- Female Sample
0
- Sexism
No outliers were identified (see original distribution for results).
- Sex media
No outliers were identified (see original distribution for results).
- Male Sample
No outliers were identified (see original distribution for results).
- Female Sample
No outliers were identified (see original distribution for results).
- Sex and violence media
4
Distribution not analyzed (too small).
- Male Sample
0
- Female Sample
No outliers were identified (see original distribution for results).
Note. k = number of correlation coefficients. 
= random-effects weighted mean observed correlation;
95% CI = 95% confidence interval; 90% PI = 90% prediction interval; Q = weighted sum of squared
deviations from the mean; I
2
= ratio of true heterogeneity to total variation; τ = between-sample
standard deviation; osr = one-sample removed, including the minimum and maximum effect size and
the median weighted mean observed correlation; Trim and fill = trim and fill analysis.
Experimental Section
197
Publication bias analyses
Trim and fill
CMA
Selection models
PET-
PEESE
FE trim and fill
RE trim and fill
FPS
ik
t&fFE

t&fFE
95% CI
FPS
ik
t&fRE

t&fRE
95% CI
pr5 
smm 
sms 
pp 
.19
.10, .28
.19
.10, .28
.21
.18
.16
.24
R
1
.18
.11, .25
R
1
.18
.11, .25
.19
.16
.14
.21
L
8
.05
.01, .10
L
10
.05
.00, .09
.08
.08
.05
.02
L
8
.05
.00, .09
L
8
.05
.00, .09
.06
.07
.05
-.01
L
7
.05
.00, .11
L
7
.05
.00, .11
.06
.08
.06
.00
L
2
.08
.02, .14
L
2
.08
.02, .14
.09
.08
.07
.01
L
2
.08
.02, .14
L
2
.08
.02, .14
.09
.08
.07
.01
-
-
-
-
-
Note. FPS = funnel plot side (i.e., side of the funnel plot where samples were imputed; L = left, R =
right); ik = number of trim and fill samples imputed; t&fFE 
= fixed-effects trim and fill adjusted
observed mean; t&fFE 95% CI = fixed-effects trim and fill adjusted 95% confidence interval; t&fRE 
=
random-effects trim and fill adjusted observed mean; t&fRE 95% CI = random-effects trim and fill
adjusted 95% confidence interval; smm 
= one-tailed moderate selection model’s adjusted observed
mean; sms 
= one-tailed severe selection model’s adjusted observed mean; CMA = cumulative meta-
analysis; pr5 
= meta-analytic mean estimate of the five most precise effects; PET-PEESE = precision-
effect test-precision effect estimate with standard error; pp 
= PET-PEESE adjusted observed mean;
n/a = not applicable (because sms 
presented nonsensical results due to an inflated variance
estimate).
198
Effects of Violent and Nonviolent Sexualized Media on Aggression-Related
Thoughts, Feelings, Attitudes, and Behaviors: A Meta-Analytic Review
Table 5
Meta-analytic and sensitivity analyses results with amount of clothing as moderator
Meta-analysis
Distribution
k
N

95% CI
90% PI
Q
I
2
osr 
Original distributions
All data
158
50249
.18
.15, .21
-.10, .43
1502.51
89.55
.17
.17, .18; .18
Sex media
133
35756
.15
.13, .18
-.08, .37
806.09
83.62
.14
.15, .16; .15
- Scantily clothed
42
5042
.15
.07, .22
-.22, .48
264.04
84.47
.23
.13, .16; .15
- Nude and genitalia not
visible
19
1689
.10
-.02, .21
-.26, .43
74.27
75.76
.21
.07, .15; .09
- Nude and genitalia
visible
72
29025
.16
.13, .20
-.02, .34
428.60
83.43
.11
.16, .17; .16
Sex and violent media
25
14493
.30
.23, .36
.05, .52
306.51
92.17
.16
.28, .32; .30
- Scantily clothed
3
Distribution was not analyzed (too small).
- Nude and genitalia not
visible
7
581
.31
.11, .48
-.13, .65
35.41
83.06
.25
.24, .38; .32
- Nude and genitalia
visible
15
13739
.34
.27, .41
.11, .54
238.27
94.12
.14
.31, .36; .34
Distributions without outliers
All data
150
48630
.17
.14, .20
-.06, .38
1032.83
85.57
.14
.17, .17; .17
Sex media
129
35539
.15
.13, .18
-.06, .35
677.98
81.12
.13
.15, .16; .15
- Scantily clothed
37
4824
.12
.07, .17
-.07, .31
93.51
61.50
.12
.11, .13; .12
- Nude and genitalia not
visible
18
1638
.15
.05, .24
-.13, .40
47.63
64.31
.16
.12, .17; .14
- Nude and genitalia
visible
No outliers were identified (see original distribution for results).
Sex and violent media
23
13143
.26
.20, .32
.07, .43
152.16
85.54
.11
.25, .28; .26
- Scantily clothed
2
Distribution was not analyzed (too small).
- Nude and genitalia not
visible
4
Distribution was not analyzed (too small).
- Nude and genitalia
visible
13
12389
.29
.23, .34
.13, .43
91.34
86.86
.09
.27, .30; .28
Note. k = number of correlation coefficients; 
= random-effects weighted mean observed correlation;
95% CI = 95% confidence interval; 90% PI = 90% prediction interval; Q = weighted sum of squared
deviations from the mean; I
2
= ratio of true heterogeneity to total variation; τ = between-sample
standard deviation; osr = one-sample removed, including the minimum and maximum effect size and
the median weighted mean observed correlation; Trim and fill = trim and fill analysis.le 3
Experimental Section
199
Publication bias analyses
Trim and fill
CMA
Selection models
PET-
PEESE
FE trim and fill
RE trim and fill
FPS
ik
t&fFE

t&fFE
95% CI
FPS
ik
t&fRE

t&fRE
95% CI
pr5 
smm 
sms 
pp 
Original distributions
R
47
.28
.25, .30
R
30
.24
.21, .27
.31
.13
n/a
.31
R
26
.21
.18, .24
R
15
.19
.16, .22
.29
.11
n/a
.24
L
9
.04
-.05, .13
.15
.07, .22
.06
.06
n/a
.28
R
6
.24
.11, .36
R
1
.12
.00, .24
.24
.02
n/a
.26
R
17
.21
.18, .24
.16
.13, .20
.29
.15
.11
.24
R
6
.38
.32, .44
R
2
.33
.26, .39
.47
.26
.16
.42
.31
.11, .48
.31
.11, .48
.32
.27
.16
n/a
R
3
.40
.33, .46
.34
.27, .41
.47
.31
.28
.41
Distributions without outliers
R
50
.27
.24, .29
R
10
.19
.16, .21
.31
.14
n/a
.28
R
27
.21
.18, .23
.15
.13, .18
.29
.13
n/a
.23
L
8
.06
.01, .12
.12
.07, .17
.06
.09
n/a
.06
R
5
.24
.1.13, .34
R
5
.23
.13, .34
.24
.09
n/a
.28
R
6
.34
.28, .40
.26
.20, .32
.33
.23
.17
.37
R
4
.37
.30, .42
.29
.23, .34
.33
.27
.25
.37
Note. FPS = funnel plot side (i.e., side of the funnel plot where samples were imputed; L = left, R =
right); ik = number of trim and fill samples imputed; t&fFE 
= fixed-effects trim and fill adjusted
observed mean; t&fFE 95% CI = fixed-effects trim and fill adjusted 95% confidence interval; t&fRE 
=
random-effects trim and fill adjusted observed mean; t&fRE 95% CI = random-effects trim and fill
adjusted 95% confidence interval; smm 
= one-tailed moderate selection model’s adjusted observed
mean; sms 
= one-tailed severe selection model’s adjusted observed mean; CMA = cumulative meta-
analysis; pr 
= meta-analytic mean estimate of the five most precise effects; PET-PEESE = precision-
effect test-precision effect estimate with standard error; pp 
= PET-PEESE adjusted observed mean;
n/a = not applicable (e.g., due to an inflated variance estimate).
200
Effects of Violent and Nonviolent Sexualized Media on Aggression-Related
Thoughts, Feelings, Attitudes, and Behaviors: A Meta-Analytic Review
Table 6
Meta-analytic and sensitivity analyses results with media format as moderator
Meta-analysis
Distribution
k
N

95% CI
90% PI
Q
I
2
osr 
Original distributions
All data
159
52795
.18
.15, .21
-.09, .43
1537.48
89.72
.17
.18, .19; .18
Sex media
136
38792
.16
.14, .19
-.06, .37
822.51
83.59
.14
.16, .17; .16
- Print
43
9510
.13
.08, .19
-.12, .37
231.56
81.86
.15
.13, .15; .13
- Film
44
13974
.20
.16, .24
.02, .36
182.96
76.50
.11
.19, .20; .20
- Print and film
32
14161
.13
.08, .18
-.07, .32
218.53
85.81
.12
.12, .14; .13
- Video game
17
1147
.21
.01, .39
-.43, .71
173.95
90.80
.40
.15, .27, .21
Sex and violence media
23
14003
.30
.23, .37
.03, .53
317.57
93.07
.16
.27, .32; .30
- Print
0
- Film
17
11189
.28
.22, .35
.10, .45
106.41
84.96
.11
.27, .32; .29
- Print and film
6
2814
.34
.11, .53
-.18, .71
204.62
97.56
.30
.25, .39; .36
- Video game
0
Distributions without outliers
All data
152
51187
.17
.14, .20
-.06, .38
1084.97
86.08
.14
.17, .17; .17
Sex media
133
38587
.16
.13, .18
-.05, .35
717.31
81.60
.13
.15, .16; .16
- Print
41
8845
.16
.11, .21
-.04, .34
143.93
72.21
.12
.15, .17; .16
- Film
No outliers were identified (see original distribution for results).
- Print and film
32
14161
.13
.08, .18
-.07, .32
218.53
85.81
.12
.12, .14;.13
- Video game
No outliers were identified (see original distribution for results).
Sex and violence media
20
12594
.28
.22, .33
.10, .44
129.55
85.33
.11
.26, .29; .28
- Print
0
- Film
15
11052
.34
.30, .39
.24, .44
45.97
69.54
.07
.33, .35; .34
- Print and film
1
Distribution was not analyzed (too small).
- Video game
0
Note. k = number of correlation coefficients; 
= random-effects weighted mean observed correlation;
95% CI = 95% confidence interval; 90% PI = 90% prediction interval; Q = weighted sum of squared
deviations from the mean; I
2
= ratio of true heterogeneity to total variation; τ = between-sample
standard deviation; osr = one-sample removed, including the minimum and maximum effect size and
the median weighted mean observed correlation; Trim and fill = trim and fill analysis.3
Experimental Section
201
Publication bias analyses
Trim and fill
CMA
Selection models
PET-
PEESE
FE trim and fill
RE trim and fill
FPS
ik
t&fFE

t&fFE
95% CI
FPS
ik
t&fRE

t&fRE
95% CI
pr5 
smm 
sms 
pp 
Original distributions
R
47
.27
.25, .30
R
29
.24
.21, .27
.31
.14
n/a
.30
R
26
.22
.19, .24
R
17
.20
.17, .23
.29
.13
n/a
.23
R
19
.26
.20, .32
R
5
.16
.11, .22
.19
.10
n/a
.25
.20
.16, .24
L
7
.18
.13, .22
.20
.18
.16
.22
R
11
.19
.14, .23
R
9
.17
.13, .22
.23
.11
n/a
.21
R
3
.34
.14, .51
R
4
.37
.17, .54
.15
.08
n/a
.69
R
5
.39
.32, .45
R
2
.34
.27, .41
.47
.26
n/a
.42
R
3
.36
.29, .43
.28
.22, .35
.36
.24
n/a
.38
R
1
.40
.19, .57
.34
.11, .53
.39
.30
.25
.62
Distributions without outliers
R
50
.26
.24, .29
R
10
.19
.16, .21
.31
.15
n/a
.27
R
28
.21
.18, .24
R
6
.17
.14, .20
.29
.14
n/a
.23
R
18
.26
.22, .31
R
9
.20
.15, .24
.26
.14
.08
.28
R
11
.19
.14, .23
R
9
.17
.13, .22
.23
.11
n/a
.21
R
5
.35
.29, .41
.28
.22, .33
.33
.26
.23
.37
R
2
.36
.31, .41
.34
.30,.39
.36
.33
.33
.38
Note. FPS = funnel plot side (i.e., side of the funnel plot where samples were imputed; L = left, R
= right); ik = number of trim and fill samples imputed; t&fFE 
= fixed-effects trim and fill
adjusted observed mean; t&fFE 95% CI = fixed-effects trim and fill adjusted 95% confidence
interval; t&fRE 
= random-effects trim and fill adjusted observed mean; t&fRE 95% CI = random-
effects trim and fill adjusted 95% confidence interval; smm 
= one-tailed moderate selection
model’s adjusted observed mean; sms 
= one-tailed severe selection model’s adjusted observed
mean; CMA = cumulative meta-analysis; pr 
= meta-analytic mean estimate of the five most
precise effects; PET-PEESE = precision-effect test-precision effect estimate with standard error;
pp 
= PET-PEESE adjusted observed mean; n/a = not applicable (e.g., due to an inflated
variance estimate).
202
Effects of Violent and Nonviolent Sexualized Media on Aggression-Related
Thoughts, Feelings, Attitudes, and Behaviors: A Meta-Analytic Review
Table 7
Meta-analytic and sensitivity analyses results with population sampled as moderator
Meta-analysis
Distribution
k
N

95% CI
90% PI
Q
I
2
osr 
Original distributions
All data
151
49553
.18
.15, .21
-.09, .43
1468.14
89.78
.17
.18, .19; .18
- Sex media
127
35358
.16
.13, .19
-.06, .37
764.91
83.53
.14
.16, .17; .16
- College students
87
13687
.15
.11, .20
-.13, .42
467.24
81.59
.17
.14, .16; .15
- Other
40
21671
.18
.14, .22
-.01, .35
292.84
86.68
.11
.17, .18; .18
- Sex and violence media
24
14195
.29
.22, .36
.02, .52
337.35
93.18
.17
.26, .31; .29
- College students
18
2546
.20
.11, .29
-.09, .46
81.96
79.26
.17
.18, .23; .20
- Other
6
11649
.46
.37, .54
.26, .62
135.16
96.30
.13
.41, .48; .47
Distributions without outliers
All data
144
47945
.17
.14, .20
-.06, .38
1020.58
85.99
.14
.17, .17; .17
- Sex media
122
35100
.16
.13, .18
-.04, .34
603.32
79.94
.12
.15, .16; .16
- College students
81
10648
.14
.10, .17
-.03, .29
176.26
54.61
.10
.13, .14; .14
- Other
No outliers were identified (see original distribution for results).
- Sex and violence media
22
12845
.24
.18, .31
.03, .44
179.92
88.33
.13
.23, .26; .24
- College students
No outliers were identified (see original distribution for results).
- Other
3
Distribution was not analyzed (too small).
Note. k = number of correlation coefficients. 
= random-effects weighted mean observed correlation;
95% CI = 95% confidence interval; 90% PI = 90% prediction interval; Q = weighted sum of squared
deviations from the mean; I
2
= ratio of true heterogeneity to total variation; τ = between-sample
standard deviation; osr = one-sample removed, including the minimum and maximum effect size and
the median weighted mean observed correlation; Trim and fill = trim and fill analysis.
Experimental Section
203
Publication bias analyses
Trim and fill
CMA
Selection models
PET-
PEESE
FE trim and fill
RE trim and fill
FPS
ik
t&fFE

t&fFE
95% CI
FPS
ik
t&fRE

t&fRE
95% CI
pr5 
smm 
sms 
pp 
Original distributions
R
47
.28
.25, .31
R
29
.24
.21, .27
.31
.14
n/a
.30
R
25
.22
.19, .24
R
16
.20
.17, .23
.29
.13
n/a
.24
R
13
.21
.16, .25
.15
.11, .20
.15
.10
n/a
.26
R
14
.25
.21, .29
R
5
.20
.16, .23
.23
.16
.14
.23
R
5
.37
.30, .44
.29
.22, .36
.47
.24
n/a
.42
L
2
.16
.06, .26
.20
.11, .29
.18
.16
n/a
.23
L
1
.40
.29, .50
.46
.37, .54
.47
.46
.45
.42
Distributions without outliers
R
49
.27
.24, .29
R
8
.19
.16, .21
.31
.14
n/a
.27
R
32
.22
.19, .25
.16
.13, .18
.29
.13
n/a
.22
L
6
.12
.09, .15
L
6
.12
.09, .15
.13
.11
n/a
.13
R
6
.35
.29, .41
.24
.18, .31
.33
.21
.13
.37
Note. FPS = funnel plot side (i.e., side of the funnel plot where samples were imputed; L = left, R =
right); ik = number of trim and fill samples imputed; t&fFE 
= fixed-effects trim and fill adjusted
observed mean; t&fFE 95% CI = fixed-effects trim and fill adjusted 95% confidence interval; t&fRE 
=
random-effects trim and fill adjusted observed mean; t&fRE 95% CI = random-effects trim and fill
adjusted 95% confidence interval; smm 
= one-tailed moderate selection model’s adjusted observed
mean; sms 
= one-tailed severe selection model’s adjusted observed mean; CMA = cumulative meta-
analysis; pr5 
= meta-analytic mean estimate of the five most precise effects; PET-PEESE = precision-
effect test-precision effect estimate with standard error; pp 
= PET-PEESE adjusted observed mean;
n/a = not applicable (because sms 
presented nonsensical results due to an inflated variance
estimate).
204
Effects of Violent and Nonviolent Sexualized Media on Aggression-Related
Thoughts, Feelings, Attitudes, and Behaviors: A Meta-Analytic Review
Table 8
Meta-analytic and sensitivity analyses results with type of design as moderator
Meta-analysis
Distribution
K
N

95% CI
90% PI
Q
I
2
osr 
Original distributions
All data
166
59182
.18
.16, .21
-.08, .43
1674.36
90.15
.16
.18, .19; .18
- Sex media
142
44987
.17
.14, .19
-.05, .37
909.92
84.50
.13
.16, .17; .17
- Cross-sectional
51
31024
.17
.14, .21
-.02, .35
454.14
88.99
.12
.17, .18; .17
- Experimental
73
5760
.18
.13, .24
-.15, .48
289.00
75.09
.20
.17, .19; .18
- Longitudinal
18
8203
.10
.04, .16
-.08, .27
96.45
82.37
.10
.08, .11; .10
- Sex and violence media
24
14195
.29
.22, .36
.02, .52
337.35
93.18
.17
.26, .31; .29
- Cross-sectional
11
13318
.33
.24, .41
.08, .54
250.30
96.00
.15
.29, .36; .33
- Experimental
13
877
.25
.09, .39
-.19, .61
63.11
80.99
.26
.21, .29; .25
- Longitudinal
0
Distributions without outliers
All data
160
57642
.17
.14, .19
-.06, .38
1241.70
87.19
.14
.17, .17; .17
- Sex media
139
44826
.15
.13, .18
-.05, .35
806.08
82.88
.12
.15, .16; .15
- Cross-sectional
No outliers were identified (see original distribution for results).
- Experimental
68
5542
.17
.13, .20
-.01, .33
126.74
47.13
.11
16, .17; .17
- Longitudinal
16
5706
.08
.05, .11
.03, .12
17.51
14.33
.02
.07, .09; .08
- Sex and violence media
22
12845
.24
.18, .31
.03, .44
179.92
88.33
.13
.23, .26; .24
- Cross-sectional
No outliers were identified (see original distribution for results).
- Experimental
1
Distribution was not analyzed (too small).
- Longitudinal
0
Note. k = number of correlation coefficients. 
= random-effects weighted mean observed correlation;
95% CI = 95% confidence interval; 90% PI = 90% prediction interval; Q = weighted sum of squared
deviations from the mean; I
2
= ratio of true heterogeneity to total variation; τ = between-sample
standard deviation; osr = one-sample removed, including the minimum and maximum effect size and
the median weighted mean observed correlation; Trim and fill = trim and fill analysis.
Experimental Section
205
Publication bias analyses
Trim and fill
CMA
Selection models
PET-
PEESE
FE trim and fill
RE trim and fill
FPS
ik
t&fFE

t&fFE
95% CI
FPS
ik
t&fRE

t&fRE
95% CI
pr5 
smm 
sms 
pp 
Original distributions
R
48
.27
.24, .30
R
30
.23
.21, .26
.35
.15
n/a
.28
R
19
.20
.17, .22
R
15
.19
.17, .22
.29
.14
n/a
.22
R
18
.25
.21, .28
R
4
.19
.15, .22
.29
.16
.13
.24
L
13
.11
.04, .17
.18
.13, .24
.06
.13
n/a
.33
R
4
.12
.07, .17
R
4
.12
.07, .17
.13
.08
n/a
.13
R
5
.37
.30, .44
.29
.22, .36
.47
.24
n/a
.42
R
3
.40
.32, .48
.33
.24, .41
.47
.30
.27
.44
L
4
.11
-.06, .28
.25
.09, .39
.23
.19
n/a
.72
Distributions without outliers
R
52
.26
.23, .28
R
10
.18
.16, .21
.35
.14
n/a
.25
R
22
.19
.17, .22
.15
.13, .18
.29
.13
n/a
.21
L
13
.12
.07, .16
L
10
.13
.09, .17
.06
.14
n/a
.12
.08
.05, .11
.08
.05, .11
.08
.07
.06
.08
R
6
.35
.29, .41
.24
.18, .31
.33
.21
.13
.37
Note. FPS = funnel plot side (i.e., side of the funnel plot where samples were imputed; L = left, R =
right); ik = number of trim and fill samples imputed; t&fFE 
= fixed-effects trim and fill adjusted
observed mean; t&fFE 95% CI = fixed-effects trim and fill adjusted 95% confidence interval; t&fRE 
=
random-effects trim and fill adjusted observed mean; t&fRE 95% CI = random-effects trim and fill
adjusted 95% confidence interval; smm 
= one-tailed moderate selection model’s adjusted observed
mean; sms 
= one-tailed severe selection model’s adjusted observed mean; CMA = cumulative meta-
analysis; pr5 
= meta-analytic mean estimate of the five most precise effects; PET-PEESE = precision-
effect test-precision effect estimate with standard error; pp 
= PET-PEESE adjusted observed mean;
n/a = not applicable (because sms 
presented nonsensical results due to an inflated variance
estimate).
206
Effects of Violent and Nonviolent Sexualized Media on Aggression-Related
Thoughts, Feelings, Attitudes, and Behaviors: A Meta-Analytic Review
Table 9
Meta-analytic and sensitivity analyses results with publication outlet as moderator
Meta-analysis
Distribution
k
N

95% CI
90% PI
Q
I
2
osr 
Original distributions
All data
152
50163
.18
.15, .21
-.09, .43
1497.91
89.92
.17
.18, .19; .18
- Sex media
128
35955
.16
.13, .19
-.07, .37
777.61
83.67
.14
.15, .16; .16
- Published data
113
34377
.16
.13, .19
-.04, .35
596.98
81.24
.12
.15, .16; .16
- Unpublished data
15
1579
.18
-.01, .36
-.41, .66
174.90
92.00
.36
.11, .24; .19
- Sex and violence media
24
14208
.29
.21, .36
.01, .52
345.93
93.35
.17
.26, .31; .29
- Published data
24
14208
.29
.21, .36
.01, .52
345.93
93.35
.17
.26, .31; .29
- Unpublished data
0
Distributions without outliers
All data
145
48555
.17
.14, .20
-.06, .38
1047.07
86.25
.14
.17, .17; .17
- Sex media
123
35697
.15
.13, .18
-.04, .34
615.79
80.19
.12
.15, .16; .15
- Published data
111
33557
.16
.13, .19
-.03, .33
515.73
78.67
.11
.16, .16; .16
- Unpublished data
9
763
.08
.01, .15
.02, .14
4.46
.00
.00
.07, .10; .08
- Sex and violence media
21
12799
.26
.20, .32
.07, .44
153.65
86.98
.12
.25, .28; .26
- Published data
21
12799
.26
.20, .32
.07, .44
153.65
86.98
.12
.25, .28; .26
- Unpublished data
0
Note. k = number of correlation coefficients. 
= random-effects weighted mean observed correlation;
95% CI = 95% confidence interval; 90% PI = 90% prediction interval; Q = weighted sum of squared
deviations from the mean; I
2
= ratio of true heterogeneity to total variation; τ = between-sample
standard deviation; osr = one-sample removed, including the minimum and maximum effect size and
the median weighted mean observed correlation; Trim and fill = trim and fill analysis.
Experimental Section
207
Publication bias analyses
Trim and fill
CMA
Selection models
PET-
PEESE
FE trim and fill
RE trim and fill
FPS
ik
t&fFE

t&fFE
95% CI
FPS
ik
t&fRE

t&fRE
95% CI
pr5 
smm 
sms 
pp 
Original distributions
R
46
.28
.25, .31
R
29
.24
.21, .27
.31
.14
n/a
.30
R
24
.21
.18, .24
R
16
.20
.17, .23
.29
.13
n/a
.23
R
28
.22
.19, .25
.16
.13, .19
.29
.13
n/a
.22
.18
-.01, .36
R
3
.34
.13, .51
.07
.04
n/a
.46
R
5
.37
.30, .44
.29
.21, .36
.47
.24
n/a
.42
R
5
.37
.30, .44
.29
.21, .36
.47
.24
n/a
.42
Distributions without outliers
R
50
.27
.24, .29
.17
.14, .20
.31
.14
n/a
.27
R
26
.20
.18, .23
.15
.13, .18
.29
.13
n/a
.22
R
20
.20
.17, .23
.16
.13, .19
.29
.14
.09
.22
L
2
.06
.00, .13
L
3
.06
.00, .13
.07
.06
.04
-.04
R
5
.35
.29, .40
.26
.20, .32
.33
.24
.21
.37
R
5
.35
.29, .40
.26
.20, .32
.33
.24
.21
.37
Note. FPS = funnel plot side (i.e., side of the funnel plot where samples were imputed; L = left, R =
right); ik = number of trim and fill samples imputed; t&fFE 
= fixed-effects trim and fill adjusted
observed mean; t&fFE 95% CI = fixed-effects trim and fill adjusted 95% confidence interval; t&fRE 
=
random-effects trim and fill adjusted observed mean; t&fRE 95% CI = random-effects trim and fill
adjusted 95% confidence interval; smm 
= one-tailed moderate selection model’s adjusted observed
mean; sms 
= one-tailed severe selection model’s adjusted observed mean; CMA = cumulative meta-
analysis; pr5 
= meta-analytic mean estimate of the five most precise effects; PET-PEESE = precision-
effect test-precision effect estimate with standard error; pp 
= PET-PEESE adjusted observed mean;
n/a = not applicable (because sms 
presented nonsensical results due to an inflated variance
estimate).
Discussion
The general objective of the present thesis was to examine the impact that female
sexualized content from video games might have on aggressive behavior and
negative attitudes toward women. Indeed, women are more frequently victims than
men of aggressive and violent acts (e.g., sexual harassment, violence by intimate
partner, rape; FRA, 2014; Pew Research Center, 2014; UNODC, 2016; WHO, 2013),
and negative attitudes (e.g., sexism, rape myths, dehumanization, objectification;
Burt, 1980; Gervais et al., 2013; Haslam, 2006; Lonsway & Fitzgerald, 1995). Among
the multiple causes of aggression against women, exposure to the sexualized content
of video games has recently been suggested as a risk factor. Indeed, it has been
shown by previous content analyses (Lynch et al., 2016; Martins et al., 2011; M. K.
Miller & Summers, 2011; Stermer & Burkley, 2012; Summers & Miller, 2014) that
female sexualization, female stereotyped roles, and dominating males are common
types of content in video games. Further, female players have been found to be the
targets of aggressive behaviors and attitudes while playing video games (Brehm,
2013). In other words, video games are a hostile environment for women.
It is unclear whether video game content, and more specifically sexualization,
might lead to aggressive behaviors and negative attitudes toward women. In the
present thesis, we have used the confluence model integrated into the GAM
(Anderson & Anderson, 2008) as a theoretical framework to examine the potential
impact of sexualized content of video games. Based on this integrated theory,
sexualized content might provoke modification of the player’s present internal state
(i.e., cognition, affect, and arousal), which might influence their appraisals and
decisions, ultimately resulting in a behavior that might be aggressive. However, only
a handful of studies have examined this issue, and these few studies have had major
limitations (e.g., lack of ecological validity, presence of confounding variables, use of
a trait measure in experimental conditions).
The present thesis had three main goals. First, we wanted to develop an
instrument that evaluates the degree of sexualized content and attitudes in video
games (Study 1). An accurate, precise, and objective instrument of evaluation of
female and male sexualized content and stereotyped roles is currently lacking. This
instrument of evaluation is expected to be sufficiently objective to be used by
researchers regardless of their degree of video game experience. Second, the present
thesis aimed at examining the impact of female sexualized content on aggressive
behavior and negative attitudes toward women (Studies 2, 3, and 4). There is a need
for more experimental studies that address the limitations of previous studies. The
final goal of the thesis was to integrate the literature on the impact of sexualized
212
Discussion
content on aggressive behavior, cognition, affect and attitude by the means of a
meta-analysis (Study 5).
An Objective Instrument of Evaluation of Sexualized and Attitude Content of
Video Game
The present thesis based most of its hypotheses on the premise that video games
contain stereotyped representations of female and male characters. Previous content
analyses have already shown that female characters are globally underrepresented,
sexualized, and often play stereotyped roles such as damsels in distress, sex objects,
and a combination of sexy, strong and secondary (Burgess et al., 2007; Ivory, 2006;
Lynch et al., 2016; M. K. Miller & Summers, 2007; Near, 2013; Summers & Miller,
2014). Male characters are often represented as muscular and hypermasculine and
often play stereotyped roles such as heroes (Burgess et al., 2007; Downs & Smith,
2010; Ivory, 2006; M. K. Miller & Summers, 2007; Scharrer, 2004). However, these
content analyses that have helped reach these conclusions are often inaccurate,
subjective, have a limited focus, and an inadequate sampling method. To address this
limitation, the present thesis aimed at developing a classification system to examine
sexualization and stereotyped roles of female and male characters in video games. As
a reminder, our objective for this instrument of evaluation was to be precise,
objective, and free from any cultural interpretation. The second objective was for the
instrument of evaluation to provide a score of physical representation and
stereotyped roles that would be useful for direct comparisons between video games
and for relating physical representations and stereotyped roles to other variables
such as aggressive behavior and negative attitudes toward women. We also intended
to use an appropriate sampling method that included both male and female
characters.
The initial instrument of evaluation consisted of two parts: physical representation
and stereotyped roles. We will first focus on the physical representation part that was
successfully developed (Study 1), and thereafter will address why the stereotyped
role part did not reach our expectation and was finally abandoned.
The physical representation part of the instrument of evaluation was called the
‚Video Game Sexualization Protocol‛ (VGSP). The VGSP appears to meet all our
objectives. First, it is precise, objective, and free from cultural interpretation. Indeed,
we used two different measurement methods. The first type of measurement used
proportions (e.g., breast size was measured by dividing the largest point of the bust
width by the smallest point of the waist width). The second type of measurement
Discussion
213
attributed points based on the presence of an element (e.g., an uncovered body part
was measured by attributing points for each naked body area). Both measurement
methods had excellent inter-coder reliability. The gender of the coders and their
degree of expertise in video games did not influence the results.
Second, the measurement method has sufficient reliability to provide various
types of scores. Indeed, the measurement method can provide a raw score (e.g.,
breast size, V-shape, nudity), a factor score (e.g., muscularity, sexualized body), and
a composite score (e.g., quantity of exposure to female sexualized clothing). These
various scores will allow direct comparisons between content analyzes, types of
video games (e.g., action vs. RPG), and even video game characters (e.g., comparing
the different female characters in the same fighting game).
Third, although the sampling method was efficient, there were some limitations.
In order to create the instrument of evaluation, our sampling method focused on
analyzing the main protagonist and antagonist of the video games. Yet, this sampling
method does not provide a clear picture of the sexualized content in each game for
three reasons: (1) Video games usually possess more than four characters in total.
Typically, a fighting game usually includes a large panel of playable characters. (2)
Video games often offer choices that modify the appearance of the main character.
Role Play Games (RPG) and more particularly MMORPG
12
allow character
customizations that will influence the body proportions of the playable character and
of the other players’ characters (e.g., choosing between a male or a female
protagonist, choosing the race of the protagonist, the type of body for the
protagonist, etc.). (3) The outfit of the playable character might change across the
duration of the game. For example, in RPG, the player will often find new pieces of
armor that can change the appearance of their character. For these reasons, the
perfect sampling method does not exist.
The VGSP provides an efficient and flexible measurement of the physical
representation of female and male video game characters. Future research should try
to improve the sampling method so that it provides an even more complete picture
of the sexualized content of game characters. The future sampling method should be
adapted for the video games with large numbers of characters and should consider
the variability of appearance of the characters. Ideally, establishing collaborations
between researchers and video game publishers would help to reach this objective.
Indeed, by including video game publishers, one could obtain video game images of
12
Massively Multiplayer Online Role-Playing Games
214
Discussion
high quality or the 3D models of every character and information about the various
designs of the same characters. One could furthermore imagine a classification
system similar to the Pan European Game Information (PEGI, 2018), which directly
asks publishers to provide specific information about the content of the game. Such a
system allows one to obtain complete certainty concerning the content of the game.
The second part of our classification system aimed at evaluating the stereotyped
roles of male and female characters in video games. To develop this part, we
proceeded in three steps; (1) operationalizing the stereotyped roles into observable
concepts, (2) choosing an effective sampling method, (3) testing our instrument with
two independent coders. In total, we carried out three rounds to improve our
instrument.
First, we operationalized our concepts based on the roles identified in previous
content analyses (Burgess et al., 2007; Downs & Smith, 2010; Lynch et al., 2016; M. K.
Miller & Summers, 2011; Scharrer, 2004; Summers & Miller, 2014). As a reminder, we
had identified that female characters usually adopted three main roles in video
games that were: (i) a damsel in distress, (ii) a sex object, and (iii) sexy strong and
secondary. Male characters had two main roles that were: (i) heroes and (ii)
hypermasculinity. We then deconstructed each role into several sub-roles (e.g., the
‚sex object‛ role was decomposed into adopting a seductive or sexual behavior,
being a reward, and the presence of sexual exploitation). Then, we decomposed each
sub-role into observable concepts that were behaviors or elements of the video game
[e.g., adopting a seductive or sexual behavior was decomposed into five behaviors:
(1) having sexual intercourse, having an intimate relationship, (2) stripping,
performing a pole dance, or a dance with sensual or erotic movements, (3) being
verbally seductive, (4) revealing a sexualized part of the body in front of another
character or in front of the camera, (5) using seductive or sexually suggestive
gestures such as winking, blowing a kiss, etc.]. The objective of each round was to
improve the classification system and to find a good balance between on the one
hand, accuracy and objectivity, and, on the other hand, feasibility.
The second step was to define a sampling method that would be efficient to
observe the character’s behaviors or the elements of the video game. In order to
efficiently analyze the role adopted by male and female characters, videos seemed to
be the best material to use. Previous content analyses have sometimes used videos
such as gameplay footage of varying durations and screen captures at various
moments of the game (Beasley & Collins Standley, 2002; Lynch et al., 2016; Martins et
al., 2011; Williams et al., 2009) or an introductory film (Jansz & Martis, 2007). These
Discussion
215
sampling methods all had the same limitation there is always a certain risk that the
sequence that is being analyzed is not representative of the game characteristics. To
avoid this limitation, we used a sampling method that included three videos per
video game: (1) the introductory film that was supposed to provide a clear idea of the
main objective of the video game, (2) the story trailer that was supposed to give
information on the different characters involved, and (3) the gameplay trailer to
examine the actual gameplay part of the video game. The trailers of video games are
used as a selling argument for video game players, therefore, we made the
assumption that trailers would provide clear information about what producers
found important in their video game. The objective of each round was to improve
face validity. In round one, only the story trailer was included. Round two added the
gameplay trailer, and round three added the introductory film.
The third step for each round was to test the inter-coder reliability of our
instrument with two independent coders. One male and one female undergraduate
student coded the video games during the first round. One male and one female
graduate student coded the video games during the second round. The third round
was coded by one male and one female researcher. Coders were first trained by the
experimenter, and then they coded each video game separately. Then we calculated
their degree of agreement using a Cohen’s Kappa and differences were discussed in
order to improve the classification system. None of our versions of the classification
system reached a sufficient degree of inter-coder reliability. For example, in the last
version of the classification system, Cohen’s Kappa ranged between 0 and 1.00 with a
median of 0.58 for our 35 observable concepts. Only 16 of our observable concepts
reached at least a moderate agreement (κ>.40) and the 19 other observable concepts
had a weak degree of agreement (κ<.40).
Based on these results, we concluded that the stereotyped role part of our
classification system met none of our objectives. Indeed, after round three, the
measurement method we used remained inaccurate, subjective, and dependent on
the coders’ interpretation. Considering our objective, it was not possible to reach a
sufficient balance between accuracy and objectivity on the one hand, and feasibility
on the other hand. In order to reduce subjectivity, each role had to be more detailed
and deconstructed into more specific behaviors. In other words, the more precise the
measurement was, the more cognitively demanding it became for the coder, resulting
in more coding mistakes. Second, the choice of the sampling method raised a similar
difficulty that was to choose a sampling method with a good balance between
exhaustiveness and feasibility. The sampling method we chose never reached a
216
Discussion
sufficient degree of face validity about the stereotyped role of male and female video
game characters (e.g., in God of War III, introductory films and trailers never revealed
that women were treated as a sex object).
In conclusion, evaluating the stereotyped role of male and female characters in
video games in an exhaustive, precise, and objective way appears to be an unrealistic
task in the context of a Ph.D. thesis. Indeed, such a degree of precision and
exhaustiveness would require a large team of coders that would focus on different
roles. Further, the only ideal sampling method would require using footage of all the
cut scenes from the video game combined with the gameplay footage, which would
mean hours of videos to analyze. Therefore, developing the precise and objective
instrument of stereotyped roles in video games would require a lot of resources and
time, and might not even be possible.
Impact of Sexualized Content in Video Games on Aggressive Behavior and
Attitudes against Women
The present thesis hypothesized that being exposed to female sexualized content
in video games could increase aggressive behavior and negative attitudes toward
women. In total, four studies were conducted to meet this objective. Study 1 is a
cross-sectional study that examined the relation between sexualized content, rape
myth acceptance and ambivalent sexism. The other three studies are experimental
studies that examined the impact of sexualized female video game content on sexual
harassment behavior (Study 2), implicit attitudes toward women (Study 3), and
dehumanization and rape myth acceptance (Study 4). All four studies used the GAM
as a theoretical framework (Anderson & Bushman, 2018).
Concretely, in Study 1, participants were asked to list the three video games they
played the most the past year as well as the time spent playing those video games.
Using the VGSP, we measured three scores of physical representations: ‚sexualized
body‛, ‚sexualized outfit‛ and ‚muscularity‛. These scores were measured for both
male and female characters for each video game. Based on these three scores and the
time spent playing each video game, we created six composite scores of exposure to
physical representations. Participants also answered questionnaires about rape myth
acceptance, hostile sexism and benevolent sexism. Results showed that benevolent
sexism was positively predicted by exposure to female characters in sexualized
outfits, but negatively predicted by exposure to female characters with sexualized
bodies. Hostile sexism was negatively predicted by exposure to muscular female
characters in sexualized outfits and was positively predicted by exposure to
Discussion
217
muscular male characters. Rape myth acceptance was positively predicted by
exposure to muscular male characters in sexualized outfits. Results from this first
study are not as straightforward as expected. Based on the GAM (Anderson &
Bushman, 2018), female sexualized content should have been positively related to
rape myth acceptance, hostile sexism, and benevolent sexism. No clear conclusion
about the impact of sexualized content on negative attitudes toward women can be
drawn from the results, but some observations can be provided. First, physical
representation of male characters seems to be one of the best predictors of negative
attitudes toward women; exposure to muscular and sexualized male characters
predicted hostile sexism and rape myth acceptance. Second, female sexualized
content seems to be a poor predictor of negative attitudes toward women; only
benevolent sexism was positively predicted by exposure to female characters in
sexualized outfits. Third, sexualization appears to be a multi-dimensional construct.
Indeed, our results showed several interactions between the different types of
sexualized content exposure. This last observation is particularly important because
all our experimental studies (Studies 1, 2 and 3) only manipulated one type of
sexualized content, that is, a sexualized outfit.
In Study 2, we experimentally tried to elicit online sexual harassment by exposing
participants to female sexualized video game content. Indeed, based on the
confluence model integrated into the GAM (Anderson & Anderson, 2008), the
ultimate consequence of sexualized content from video games could be aggressive
behavior. However, no study so far had tried to analyze the impact of sexualized
video game content on aggressive behavior. Participants were randomly assigned to
two groups: one group played a sexualized video game (i.e., a fighting video game in
which characters wore revealing swimsuits) and the second group played a non-
sexualized video game (i.e., the same characters wore a fully covering outfit). After
gameplay, participants were given the opportunity to sexually harass a male or a
female partner via a chat window (sexual harassment task; Tang, 2016). As expected,
results showed that playing a sexualized video game increased online sexual
harassment against women. This result is consistent with studies that have found a
relation between tolerance toward sexual harassment and sexualized content from
video games (Dill et al., 2008; Driesmans et al., 2015; Yao et al., 2010). We also had
two surprising results that were independent of the type of video game exposure: (1)
male partners received significantly more sexist jokes than female partners, and (2)
female players sent more sexist jokes than male players. We explained the first
unexpected result by the fact that males are usually not the target of sexual
harassment and, consequently, might be more tolerant of sexual harassment (Pina &
218
Discussion
Gannon, 2006). The second unexpected result might be explained by the fact that
sexual harassment has received a lot of media coverage during the period of data
collection (i.e., the #MeToo movement, the #BalanceTonPorc
13
movement, and the
numerous sexual harassment accusations toward celebrities). Therefore, our male
participants might have been more aware of sexual harassment problematics at the
time of the testing. Indeed, it has been shown that increased awareness about the
consequences of sexual harassment might have a protective effect on its occurrence
(Diehl et al., 2014). Results from Study 2 are particularly important because they
showed that sexualized content in video games can increase sexual harassment.
Results from Study 2 showed that the main prediction of the confluence model
integrated into the GAM is valid, and that exposure to a sexualized content leads to
increased aggressive behavior against women. We wanted to extend these findings
by analyzing the impact of sexualized content on the present internal state of the
player as well as the role of the appraisal and decision processes. For that, we
conducted two studies in parallel to analyze the impact of sexualized content on
feelings (Study 3) and cognitions (Study 4). We will first describe the results and
implications of study 3, then of study 4.
Study 3 is the first study to analyze the impact of sexualized content on general
negative attitudes toward women using a task that involved affective reactions.
Specifically, we used a similar methodology as in Study 2 except that we also
manipulated one supplemental variable, namely, cognitive load. Therefore, we
exposed participants to a sexualized or a non-sexualized video game. In the video
game, we also manipulated cognitive load by setting the difficulty of the game to a
low or a high level of difficulty. Based on the GAM, we expected the video game
with higher difficulty (higher cognitive load) to consume more cognitive resources.
With less cognitive resources available, we expected the reappraisal process to be
prevented and the participant to give more automatic answers for an implicit
attitudes task. To evaluate (implicit) attitudes toward women, we asked participants
to complete the Affect Misattribution Procedure (AMP, B. K. Payne et al., 2007). In
the AMP, participants were first primed with a fully-clothed or a partially-clothed
female target, and then were asked to give a positive or a negative evaluation of a
Chinese pictograph (that is supposed to be affectively neutral). The AMP postulates
that the participants should misattribute the affective reaction caused by the prime to
the neutral stimulus (i.e., the Chinese pictograph). Results from Study 3 showed no
effect of sexualized content and cognitive load on the general depreciation of women.
13
#BalanceTonPorc is the French equivalent of the #MeToo movement
Discussion
219
An interaction between AMP and participant gender was found with women
perceiving partially-clothed women more negatively than fully-clothed women. This
last result is explained by the fact that male participants that hold more negative
attitudes toward women (i.e., benevolent sexism, hostile sexism, and rape myth
acceptance) tend to have a higher relative preference for partially-clothed women.
Theoretically, these results are not in line with the confluence model integrated into
the GAM that would predict that sexualized content should have caused more
negative affect toward women.
Using a similar methodology as in Study 3, the aim of Study 4 was to analyze the
impact of sexualized content on the occurrence of rape myth acceptance thoughts
and dehumanization of a rape victim and a rape perpetrator. After exposure to video
game play, we asked participants to read a rape date story and to judge the degree of
blame of the victim and the perpetrator as well as their degree of dehumanization.
Results from this study showed that the victim is blamed more for her rape when the
participant had played a sexualized video game, which is consistent with the
findings from previous studies (Dill et al., 2008; Driesmans et al., 2015). However,
contrary to our expectation, no effect was found on the dehumanization of the
victim. Concerning the impact of sexualized content on blame of the perpetrator, the
results are less clear. First, no direct effect of sexualized condition was found, but
there was a mediating effect of dehumanization between sexualized content and
blame of the perpetrator. More precisely, under the high cognitive load condition,
sexualized content increased positive human nature
14
, which is positively related to
perpetrator blame. Under the low cognitive load condition, sexualized content
increased negative human uniqueness
15
, which was positively related to perpetrator
blame. Finally, the positive human nature of the perpetrator was the highest when
both sexualized content and cognitive load were high. The objective of this fourth
study was met, and showed that sexualized content from video games has an
influence on the cognitive path of the present internal state. However, contrary to our
14
As a reminder, human nature corresponds to all the features of humanity that are
fundamental and shared by all humans, such as emotionality, agency, warmth, and cognitive
flexibility (Haslam, 2006). Positive human nature regroups traits such as active, curious,
friendly, helpful, and fun-loving. (Bastian & Haslam, 2010; Haslam et al., 2005).
15
As a reminder, human uniqueness corresponds to attributes that are seen as those that
distinguish humans from other animals and reflects social learning and refinement flexibility
(Haslam, 2006). Negative human uniqueness regroups traits such as disorganized, hard-
hearted, ignorant, rude, and stingy (Bastian & Haslam, 2010; Haslam et al., 2005).
220
Discussion
expectation, sexualization increases the responsibility attributed to both the victim
and the perpetrator. Although there is a relatively strong and direct impact of
sexualized content on victim blame, the influence of sexualized content is weak and
indirect on perpetrator blame. Therefore, the negative impact of sexualized content
appears to mostly concern the way women are viewed and treated. Further, we
expected video games to influence the appraisal and decision process of the GAM.
Indeed, cognitive load moderated all the previously identified relations. In summary,
these results showed that, on the one hand, participants exposed to sexualized
content still consider rape as wrong and punishable, but, on the other hand, consider
that the victim possess a certain degree of responsibility.
When integrated together, the results from these four studies are somewhat
coherent and have important theoretical implications. First, results from study 2 and
study 4 are in line with the GAM prediction. Sexualized content in video games can
be considered as a situational variable that influences at least one path of the present
internal state (i.e., the cognitive path) and leads to aggressive behavior against
women. Based on the results from these two studies, it might be hypothesized that
the impact of sexualized content on aggressive behavior is mediated by cognitive
variables. Future studies should try to experimentally test this relation.
Study 1 and Study 4 found diverging results. Study 1 found no effect of sexualized
content on rape myth acceptance, whereas Study 4 found that sexualized content
increased victim blame. However, Study 4 did not find a main effect of sexualized
content, but an interaction between sexualized content and cognitive load. In Study
1, no distinctions were made between high cognitively demanding video games and
low cognitively demanding video games. These diverging results highlight the
importance of the appraisal and decision process of the GAM. Future cross-sectional
studies about the impact of sexualized video games could try to find a way to
analyze the cognitive demand of a video game. Finally, results from Studies 1, 3 and
4 showed that the sexualized content in a video game does not seem to influence the
devaluation of women in general. Indeed, sexualized content has no effect on the
general negative attitudes toward women (Study 4), or specific attitudes (i.e., hostile
sexism in Study 1 and dehumanization in Study 3).
Further our studies addressed the limitations of previous studies. The first
limitation only concerned one study (Dill et al., 2008) and was that exposure to
sexualized content in a video game needed to be ecologically valid, such that
participants actually play video games rather than simply seeing screen shots of
video game characters (Dill et al., 2008). Second, instead of using trait measures like
Discussion
221
most previous experimental studies (Behm-morawitz & Mastro, 2009; Driesmans et
al., 2015; Fox & Potocki, 2016; Read et al., 2018), our experimental studies used
behavioral (Study 2), affective (Study 3) and cognitive (Study 4) measures. Third,
some of the previous studies had too broad a focus. Specifically, one cross-sectional
study (Fox & Potocki, 2016) and one longitudinal study (Breuer et al., 2015) used time
spent playing video games as a measure of sexist exposure. In Study 1, we addressed
that limitation by using the VGSP. Thanks to the VGSP, Study 1 was the first study to
precisely analyze the degree of exposure to male and female sexualized content in a
video game. The last limitation was that some of the previous studies confounded
sexualization with other variables such as sexual content or sexism (Yao et al., 2010).
In our studies, we manipulated sexualized content by changing the outfit of the
characters. However, Study 1 identified three different types of physical
representations that can influence attitudes (i.e., sexualized outfit, sexualized body,
muscularity). Some physical representations have an antagonistic effect such as
female sexualized outfits that positively predicted benevolent sexism and a female
sexualized body that negatively predicted the same variable. Physical
representations might also interact together. For example, a female sexualized outfit
interacted with muscularity to predict hostile sexism. In Studies 2-4, we only
manipulated a sexualized outfit. However, when we compared our sexualized
condition to our non-sexualized condition, we realized that the female characters we
used might be perceived as more muscular and as having a more sexualized body in
the sexualized condition. We recommend that future studies only manipulate one
type of sexualized content or at least try to hold some of the other sexualized content
constant.
A Systematic Review about the Impact of Sexualized Content on Aggression
Based on our four studies, the GAM seemed to be a model that is at least partially
relevant to explain the impact of sexualized content on aggression against women.
However, none of our studies are immune to selection bias. Therefore, the impact of
sexualized content on aggression can only be confirmed by a meta-analysis. Indeed,
meta-analyses compared to narrative reviews have the advantage of using a
systematic procedure to ensure the inclusion of all relevant research in the synthesis,
of containing measures that assess the reliability of the descriptions of the included
research, of giving information about the magnitude of the effect, of protecting
against over-interpretation of differences across studies, and of being able to handle
large number of studies (Cooper, 2017).
222
Discussion
A meta-analysis (Study 5) was conducted in order to determine the global impact
of sexualized content on aggression using the GAM as a theoretical framework. The
present meta-analysis had a broader focus. First, sexualized content was often
confounded with other variables such as the presence of sexuality, objectification of
the models, or presence of demeaning actions (e.g., presence of insults, abusive
language, ejaculating in a person’s face). Indeed, a substantial number of studies
have evaluated the impact of pornography or erotica on aggression and did not
detail their content. For similar reasons, we did not distinguish between
sexualization of male and female models as several studies examined media forms
that contained both type of models. Also, the present meta-analysis initially tried to
distinguish between male and female targets of aggression. However, too few studies
have examined aggression against male victims (N = 5, 5%) and several studies have
not made the distinction between male and female victims (N = 29, 30%). Therefore,
all conclusions coming from the meta-analysis must be interpreted with those
limitations in mind.
Study 5 yields results that have important theoretical implications. Sexualized
content has a positive significant influence on aggressive cognition, attitudes and
behavior. Further, the effects remain significant when aggressive attitudes are
subdivided into sexism, objectification, rape myth acceptance, dehumanization, and
violence beliefs. These results confirm the predictions of the GAM (Anderson &
Bushman, 2018) about the impact of sexualized content on aggressive behavior,
aggressive thoughts and hostile attitudes. However, it was not possible to determine
the impact of sexualized content on aggressive affect because only four studies
examined this variable. The low number of studies that have examined the impact of
sexualized content on aggressive affect might be because few researchers have
previously proposed the GAM as a theoretical framework. By consequence,
aggressive affect might not have been perceived as a research priority.
Several results from Study 5 are particularly relevant in the context of this thesis.
First, results from our other studies have comparable effect sizes to those found in
the meta-analysis. In the meta-analysis, the mean correlations were .23 for aggressive
behavior, .19 for aggressive cognition, .09 for dehumanization, and .12 for rape myth
acceptance. Study 2 showed that the effect size of sexualized content on online sexual
harassment against women is .23. In Study 4, the direct impact of sexualized content
on victim’s blame (evaluated with a cognitive measure) had a correlation of .16
which is close to both the effect size of aggressive cognition (.16) and rape myth
acceptance (.12). However, in the same study, the effect size for each subscale of
Discussion
223
humanness (ranging from -.10 and -.13) goes in the opposite direction as the meta-
analysis. Finally, results from Study 1 showed that exposure to a male and female
sexualized outfit have a stronger impact on rape myth acceptance, hostile sexism,
and benevolent sexism. In summary, except for dehumanization in Study 4, all
results from our studies are in line with the results from Study 5. A second important
result in the context of the present thesis is that sexualized content in video games
has a similar impact on aggression as the sexualized impact from other types of
visual media (i.e., film and print). The third important result is that the consequences
of sexualized content on aggressive behavior appear to be significantly more
important when combined with violent content. This last result is particularly
important in the context of video games because content analyses have shown that
sexualized content is often paired with violence (Burgess et al., 2007; Downs & Smith,
2010; Lynch et al., 2016).
Study 5 has important implications for future research. First, it confirms the
impact of sexualized content on aggression and highlights the need for future studies
on this topic. Second, it provides a clear reference to determine the magnitude of the
effect for future studies. Based on its results, studies that examine the impact of
sexualization on aggression should expect a small effect size. Third, it offers
information about the missing area of research. For example, too few studies have
examined the impact of sexualization on affect. Similarly, aggression against men
had rarely been examined in studies about the impact of sexualized content. There is
also a need for more studies that examine the impact of sexualized content in video
games on aggression.
General Discussion
Theoretical Implications
Based on the results from our five studies, we can draw some theoretical
conclusions. First, sexualization appears to be a multi-dimensional construct that
easily interacts with various kinds of variables (e.g., other physical representation
and violent content). Second, the confluence model integrated into the GAM is a
relevant theoretical framework to explain the impact of sexualized content on
aggressive behavior and negative attitudes toward women. However, this model
might lack sufficient specificity to clearly examine this issue.
Sexualization appears more to be a multi-dimensional construct, rather than a
unified one. Results from Study 1 showed that sexualization can at least be separated
into two dimensions for each gender that are a sexualized body and a sexualized
224
Discussion
outfit. Recall that these two constructs predicted our outcome variables differently.
For example, benevolent sexism was predicted in opposite directions by a female
sexualized body and a female sexualized outfit. Another example is that only female
sexualized clothing influenced hostile sexism. Such results are particularly important
for future studies because they help defining the concept of sexualization. Indeed,
when we tried to operationalize the concept of sexualization when developing the
VGSP, and to carry our experimental studies as well as the meta-analysis, we
realized that sexualization is rarely defined in studies. For example, none of the
content analyzes we cited in Chapter 3 defined sexualization. Such a lack of a clear
definition causes sexualization to become a sort of ‚catch-all‛ concept. Therefore, our
results contradict a unified definition of sexualization such as ‚sexualization occurs
when a person is held to a standard that equates physical attractiveness (narrowly
defined) with being sexy‛ (R. L. Collins et al., 2010, p. 1) and rather acknowledges
definitions of sexualization as a multi-dimensional construct, for example ‚a number
of complex, interacting factors, such as the extent of nudity and revealing clothing
and poses that are suggestive of sexual activity or availability‛ (Pacilli et al., 2017).
Future studies should try to better understand through empirical studies what can be
considered as ‚sexualization,‛ and try to determine which concepts should be
included or excluded from its definition. Based on the results from Study 1, we
suggest that sexualization should at least include two independent constructs: (1) a
sexualized body, and (2) a sexualized outfit. Other authors have suggested that
elements such as a suggestive pose, movements that draw the attention to the body
(e.g., undulation or jiggling), or the presence of sex-talk as also being forms of
sexualization (Downs & Smith, 2010; Lynch et al., 2016; Near, 2013).
The second theoretical implication of this thesis concerns the relevance of the
confluence model integrated into the GAM (Anderson & Bushman, 2018) to explain
the impact of sexualized content in video games on aggressive behaviors and
attitudes against women. Results from our experimental studies provided proof that
sexualized content in video games has an influence on online sexual harassment
against women (Study 2) and on the judgment of a rape victim’s responsibility
(Study 4). Further, Study 4 also showed that the effect of sexualized content on the
victim blame was only present when the video game is highly cognitively
demanding. However, no proof was found about the impact of video game
sexualized content on the general negative evaluation of women (Study 3). In other
words, our experimental studies partially confirmed the prediction of the confluence
model integrated into the GAM. The sexualized content in video games acted like a
situational variable that influenced the cognitive part of the present internal state and
Discussion
225
caused aggressive behavior. Further, the relevance of the confluence model
integrated into the GAM is corroborated by the results of Study 5. The results found
that sexualized content from any type of visual media is associated with aggressive
behavior, cognition and attitudes (i.e., sexism, rape myth acceptance,
dehumanization, objectification, and violent beliefs). However, too few studies have
examined sexualized content on aggressive affect to draw conclusions. Therefore, the
confluence model integrated into the GAM appears to be a relevant model, but
before embracing this model as a reference to predict the impact of sexualized
content, we believe that more empirical evidence should be provided and that some
theoretical adjustment might be necessary.
First, we need more empirical evidence concerning the impact of sexualized
content on several parts of the confluence model integrated into the GAM. Indeed,
we already showed that no proof exists for now about the influence of sexualized
content on aggressive affect. Some studies have shown that exposure to sexual
violence in movies increased hostility and anxiety (Linz, Donnerstein, & Adams,
1989; Weisz & Earls, 2016). Others have shown that the presence of sexualized
content in rock videos act as a protective factor and decrease anger, anxiety and
frustration (Peterson & Pfost, 1989). Finally, another study found no effect of
exposure to pornography on anger (Malamuth & Ceniti, 1986). However, these
studies are old and often confound sexualized content and violence. Further, our
studies only provided proof that sexualized content influences elements of the
confluence model integrated into the GAM individually (i.e., Study 2 focused on
behavior only and Study 4 focused on cognition). The confluence model integrated
into the GAM predicts interactions between its different components which need to
be tested in the context of sexualization exposure. For example, one study could try
to determine if sexually objectifying thoughts can mediate the impact of sexualized
content in video games on sexual harassment. Such a study would use a method
similar to Study 2, but would add a lexical decision task about sexually objectifying
thoughts (see Yao et al., 2010). Especially in the context of video games, more
attention should also be given to the appraisal and decision processes. Indeed, we
have postulated that the interactive nature of video games might interfere with the
reappraisal process and lead to a more automatic behavior. Yet, future studies should
add more subtlety in the evaluation of the appraisal and decision processes. First, the
appraisal and decision process involved two important elements: the availability of
cognitive resources and the importance of the outcome. Our studies and others (e.g.,
Read et al., 2018) have focused on the availability of cognitive resources while
neglecting the importance that the participant gave to the outcome. Whether or not
226
Discussion
the participant is in a high or a low cognitive load condition, if the outcome is of little
importance, they might not reappraise the situation. Moreover, the confluence model
integrated into the GAM predicted that participants with few available cognitive
resources would have a more automatic behavior. However, the automatic behavior
might not be aggression.
Second, the confluence model integrated into the GAM might need some
theoretical adjustment to be entirely relevant to determine the impact of sexualized
media on negative behaviors against women. Indeed, the GAM is based on the
definition of aggression. Recall from chapter 1 that aggression is defined as any
behavior intended to harm another person who does not want to be harmed (Baron
& Richardson, 1994). Based on this definition, a person has to intend to hurt another
person for their behavior to be qualified as aggression. With this definition in mind,
some of the behavior we have qualified as aggression might not be considered as so.
For example, in Study 2, we examined the impact of sexualized content on online
sexual harassment. We based our hypothesis on the confluence model integrated into
the GAM and therefore qualified the online sexual harassment as an aggressive
behavior. However, in our study, we have no proof about the intention of the
participants. Further, such a definition of aggression also excluded several negative
behaviors that have been shown to target women players during gameplay. For
example, one study (Brehm, 2013) showed that female players during MMORPG
were the target of exclusion, stereotyped based accusations, and benevolent sexist
behavior (e.g., helping a female player to get better gear because she is considered as
less competent than a male player). In summary, by using such a definition of
aggression, we risk excluding several negative behaviors perpetrated against women
with or without the intention to hurt, but that are nevertheless harmful for women
and that they are motivated to avoid.
Further, the confluence model integrated into the GAM might lack specificity in
the context of sexualized content exposure. For example, the GAM predicts that
situational variables and personal variables influence aggressive thought, aggressive
feelings, and physiological arousal (Bushman, 2017). However, in the context of
sexualized content, the modification of the internal state might not automatically be
in the direction of aggressiveness. For example, studies have found an impact of
sexually explicit media on the occurrence of sexual thoughts (Yao et al., 2010), an
impact of sexualized media on self-efficacy among women (Behm-morawitz &
Mastro, 2009), and relations between media ideals and drive for muscularity
(Cramblitt & Pritchard, 2013; Daniel & Bridges, 2010; Smolak & Stein, 2006). Another
Discussion
227
study has shown that the relation between exposure to sexualized avatars and rape
myth acceptance among women is mediated by their self-objectification (Fox et al.,
2015). Another study found that the relation between sexualization of women and
sexually aggressive intentions are mediated by assumptions of sexual openness and
perceptions of the woman’s agency which are not aggressive-related variables.
Consequently, the GAM might not be entirely relevant to predict the impact of
sexualized content on negative behavior perpetrated against women.
However, as we have already stated, the confluence model integrated into the
GAM has shown to be at least partially relevant to predict the impact of sexualized
content on aggressive cognition and aggressive behavior against women. However,
in the context of sexualized content, the confluence model integrated into the GAM
might lack some specificity. We believe that the confluence model integrated into the
GAM could serve as a basis in which to integrate other theories of interest regarding
the influence of media on gender stereotypes and beliefs and regarding the
manifestation of behaviors related to such stereotypes and beliefs. Several theories
have been used in previous studies that have examined the impact of sexualized
content and might serve as a first basis to develop a new model.
Three theories have mostly been used to explain how video games might influence
the learning of gender stereotypes and beliefs that are the Social Cognitive Theory of
Gender Development and Differentiation (Bussey & Bandura, 1999), the cultivation
theory (Gerbner & Gross, 1976; Gerbner, Gross, Morgan, Signorielli, & Shanahan,
2002), and the objectification theory. The Social Cognitive Theory of Gender
Development and Differentiation (Bussey & Bandura, 1999) would offer a useful
theoretical framework to better understand how exposure to media messages
influence the learning of gender-based attitudes and behavior. This theory has
already been used in the past to explain how video game characters might
communicate lessons about gender and influence the player’s attitudes and beliefs
about gender and their own gender-related self-concepts (Behm-morawitz & Mastro,
2009). Similarly, the cultivation theory (Gerbner & Gross, 1976; Gerbner et al., 2002)
was originally designed to explain how habitual exposure to television shapes
people’s beliefs about social reality. According to this theory, heavy media
consumers, compared to light or moderate consumers, are more likely to develop
beliefs that the media content is accurate. Cultivation theory has been used to
determine the global impact of video games on negative attitudes toward women
(Fox & Potocki, 2016). Objectification theory (Fredrickson & Roberts, 1997) states that
‚the cultural milieu of sexual objectification functions to socialize girls and women
228
Discussion
to, at some level, treat themselves as objects to be looked at and evaluated‛. This
theory would be useful to better explain the internalization of objectified self-
concepts among female players and has already been proven useful in the context of
sexualized video game consequences (Fox et al., 2015).
Further, two theories appear to be useful to understand how gender stereotypes
and beliefs can influence the cognitions and behaviors of players: (1) Expectation
State Theory (Berger et al., 1972), and (2) Ambivalent Sexism Theory (Glick & Fiske,
1996). Expectation State Theory (Berger et al., 1972) argues that cultural norms dictate
how men and women are supposed to act. According to this theory, a person will
anticipate the behavior of others based on these cultural norms and therefore expect
women to be weak and submissive and men to be dominant and aggressive. Further,
based on this theory, if a woman does not act according to the learned stereotype, she
might be socially punished. Using this theory, one study showed that the more men
adhere to masculine stereotypes, the more likely they are to report sexist attitudes in
games. The last theory we suggest as potentially useful the Ambivalent Sexism
Theory (Glick & Fiske, 1996) has never been used in the context of video games.
However, we believe that this theory would be useful because it helps to understand
the ambivalent reaction of men toward women. Ambivalent sexist theory posits that
sexist men have both positive feelings toward women and hostile attitudes. This
ambivalence has been found to be present in the context of video games. For
example, male video game players tend to try to help female video game players
while still considering that they are trespassing in a male territory (Brehm, 2013).
Integrating all these theories would probably improve the predictive power of the
confluence model integrated into the GAM on aggression against women. Further,
this new integrated model would also help to predict negative behavior that does not
meet the definition of aggression.
Directions for Future Studies
Based on the results from our five studies, we were able to identify several future
research directions. Mostly, we recommend future studies to focus on the potential
interactive impact of sexualized content, to fill the gap in the current literature, and
to examine the potential impact of male physical representation.
In the present thesis, we tried to avoid the presence of confounding variables that
we had identified in previous studies. However, our results showed that sexualized
content interacted with other constructs. Specifically, Study 1 showed that
sexualization interacted with muscularity, and Study 5 showed that sexualization
Discussion
229
interacted with violence. In all our experimental studies, we used female characters
from a fighting game. Therefore, all conditions contained violence. Further, the
female characters might be judged as muscular, and their muscularity was more
apparent when they were in the sexualized condition than in the non-sexualized
condition. From this limitation and these particular results, we can propose two
types of studies for future research. The first type of study should try to isolate the
impact of sexualized content alone and be even more specific by trying to focus on
one type of sexualized content. For example, one study could try to experimentally
replicate the opposite predictions of Study 1 (i.e., exposure to a female sexualized
body negatively predicted benevolent sexism, whereas exposure to a female
sexualized outfit positively predicted it). Such a study could expose participants to a
video game in which the morphology and the outfit of the female characters are
manipulated. Such a study should have five video game conditions with a female
character wearing: 1) revealing clothes with a sexualized morphology, 2) skin-tight
clothes with a sexualized morphology, 3) revealing clothes with a non-sexualized
morphology, 4) skin-tight clothes with a non-sexualized morphology, and 5) loose
clothes. After gameplay, the participants should be given the opportunity to act as a
‚white knight‛ and help a female experimenter in need. The second type of study
should try to better understand the consequences of the interactions between
sexualized content and other variables starting with other physical representations
(e.g., muscularity), stereotyped roles (e.g., damsel in distress), or objectification. For
example, one study could try to replicate our findings from Study 1 on the impact of
sexualized content on online sexual harassment, but use a non-violent video game
and manipulate both sexualized clothes and muscularity.
Based on Study 5, we were able to identify several gaps in the current literature
about the impact of sexualized content on aggressive behavior and attitudes toward
women. Notably there is a need for more studies about the impact of sexualized
media on angry feelings, objectification, dehumanization, and violent beliefs. The
present thesis added more studies that would be useful to fill these gaps. In the
present thesis, Study 3 provided more information about negative attitudes toward
women using an affect-based measure, and Study 4 provided more information on
dehumanization of a rape victim. However, we believe that other variables might be
more relevant to examine both angry feelings and dehumanization. First, the AMP
(B. K. Payne et al., 2007) might have been too general to really evaluate negative
affects toward women. In future studies, we recommend using a more direct
measure of emotions such as a self-report measure of state hostility, state anger, and
feelings of revenge. Such a self-report questionnaire has been shown to be useful in
230
Discussion
violent video games studies (Anderson et al., 2010). Second, in Study 4,
dehumanization was measured to serve as a mediator. Future studies could evaluate
dehumanization in a different way. For example, one could use a Single-Category
Implicit Association Test (SC-IAT, Karpinski & Steinman, 2006). In the SC-IAT,
participants are exposed to images related to a single category of concept (e.g., a
woman) and words from an evaluative dimension (e.g., good or bad). The SC-IAT is
usually a two-step procedure. First, participants have to press the key when they see
images of the woman and words related to ‚good‛, and a different key for words
related to ‚bad‛. Second, participants have to press the same key for images of the
sexualized women and words related to ‚bad‛, and a different key for words related
to ‚good‛. Reaction time is used as the measure of participants’ attitude. For
example, an individual who has positive attitudes toward women would be faster
when images of women and words related to ‚good‛ are on the same key. This
measure has already been adapted in a previous study (Vaes et al., 2011) to evaluate
dehumanization of women.
Further, future research should focus more on the impact of male physical
representations. In Study 1, we found that male physical representation was a better
predictor of hostile attitudes toward women. However, based on the systematic
review we did in the meta-analysis, we know that only 5 studies out of 97 examined
the impact of sexualized male content on aggression. For example, one study could
try to replicate our findings from Study 2, but use male sexualized characters instead
of female sexualized characters. Such studies should be careful to distinguish
between various types of male physical representation (e.g., a male sexualized body,
muscularity and a male sexualized outfit). Indeed, they have been shown to interact
together in study 1. Several variables should also be considered as potential
mediators of the relation between male physical representation and aggression
against women. For example, drive for muscularity has already been shown to be
predicted by exposure to media (Cramblitt & Pritchard, 2013; Daniel & Bridges, 2010;
Smolak & Stein, 2006). On the other hand, drive for muscularity has been shown to
be related to hostile sexism (Swami & Voracek, 2013). Therefore, a study that
examined the potential mediating effect of drive for muscularity on the relation
between sexualized media and hostile sexism might be relevant.
Practical Implications
We believe that the results from the present thesis have important practical
implications. Indeed, results from the meta-analysis showed that sexualized media in
general impacts aggressive behavior, thoughts, and attitudes. This impact might
Discussion
231
appear small at first sight, but should not be taken lightly for three reasons. First,
sexualized media might have severe consequences especially because they impact
behaviors. For example, we have shown that playing a sexualized video game
increases online sexual harassment and several studies included in the meta-analysis
showed that consumption of sexualized media is related to actual behaviors of sexual
harassment (Galdi et al., 2014), sexual coercion (Simons, Simons, Lei, & Sutton, 2012),
and even rape (Boeringer, 1994). Second, longitudinal studies have shown that
exposure to sexualized content has a cumulative impact on aggression. Third, the
impact of sexualized content can be generalized beyond the college student
population and for all ages.
Regarding the focus of the present thesis, there is no reason to believe that the
impact of sexualized video games should be different from other types of media.
Indeed, no significant difference of effect sizes was found between video games and
other forms of visual media in the meta-analysis. Therefore, there is a need for an
increase of awareness about the potential impact of sexualized video game content.
Mostly, sexualized content should be avoided at least in video games made for
children and adolescents. Indeed, Study 1 showed that video games intended for
adolescents (i.e., rated 12+, PEGI, 2018) contained the most female and male
sexualized content. Considering the large portion of adolescents playing video games
(Interactive Software Federation of Europe, 2018; UKIE, 2018), the potential
cumulative effect of such content, and its potentially severe consequences, we believe
that parents and video game publishers should try to protect children and
adolescents.
Finally, the present thesis provided strong evidence for, at least for a short-term
effect, of video game sexualized content on aggressive behaviors (Study 2 and Study
5). In the future, more attention should be focused on the impact of such content in a
multiplayer online environment. Such environments offer the opportunity for
aggression against other players through chat windows, voice chat, and even directly
through gameplay (e.g., in some MMORPG, it is possible to kill another player’s
character, wait for him to come back to life, and then kill it again). Like others before
us (Brehm, 2013) we urge video game publishers to develop strong policies about
video game online aggression. Further, we also recommend online video games to
avoid sexualized content as it might lead to more aggressive behavior.
232
Discussion
Conclusion
In the present thesis, we examined the impact of sexualized content in video
games on aggressive attitudes and behaviors against women. More precisely, we had
three main objectives that were: (1) development of an objective instrument of
evaluation of female and male sexualized video game content and stereotyped roles,
(2) examine the impact of female sexualized content on aggressive behavior and
attitudes toward women, and (3) conduct a meta-analytic review of the impact of
sexualized content on aggression.
Our first objective was partly met. We successfully developed the sexualized part
of the instrument of evaluation, but we came to the conclusion that the development
of the stereotyped role part was too complex to be realized. The sexualized part of
the protocol was called ‚Video Game Sexualized Protocol‛ (VGSP) and possessed
good internal consistency and excellent inter-coder reliability. In total, three factors of
sexualization were identified for both male and female characters (‚sexualized
body‛, ‚muscularity‛, and ‚revealing outfit‛). Further, to fulfill our second objective,
we based all our hypotheses on the confluence model integrated into the General
Aggression Model (Anderson & Anderson, 2008). In total, four studies were carried
out that examined the impact of sexualized content on aggressive attitudes and
behavior against women. Results showed that female sexualized content in video
games influences online sexual harassment against women and the blame of a rape
victim. However, sexualized content had no effect on general negative attitudes
toward women, hostile sexism, and dehumanization. Therefore, our results
confirmed that the confluence model integrated into the GAM is at least partly
relevant to examine the influence of sexualized content. Our final study was a meta-
analysis and revealed that sexualized content from all types of visual media influence
aggressive behavior, aggressive cognition, and hostile attitudes. These findings
helped confirm the relevance of the GAM to predict aggression against women based
on exposure to sexualized content.
Results from the present thesis have important theoretical implications. First,
sexualization appears to be a multi-dimensional construct. The VGSP identified that
at least two constructs can be considered as part of the sexualization concept (a
sexualized body and a sexualized outfit). These two constructs were shown to act
independently or in interaction together to predict negative attitudes toward women.
Further, we reached the conclusion that the confluence model integrated into the
GAM has a predictive value to analyze the impact of sexualized content on
aggression against women. However, we also came to realize that the predictive
Discussion
233
power of GAM might potentially be increased if it was modified. Specifically, we
suggested extending the GAM to all negative behaviors toward women, not just
aggressive behaviors. Further, we suggested some theories to integrate in order to
explain how sexualized content in video games can provoke the development of
gender stereotypes and beliefs, and to help determine their impact on cognition and
behaviors of players.
We also identified several gaps in the literature and suggested several areas of
research for future studies to fill those gaps. First, sexualized content can be
decomposed into sub-constructs that could be evaluated separately or in interaction
with other constructs. Second, there is a need for more studies regarding the impact
of video game sexualized content on angry feelings and hostile attitudes toward
women. Third, too few studies have examined the impact of male physical
representation on aggressive behavior and hostile attitudes toward women.
As a final conclusion, results from the present thesis showed that the impact of
sexualized content should not be taken lightly. Studies 2 and 5 showed that
sexualized content can impact actual aggressive behavior against women. Based on
the present thesis, we believe that sexualized content should be avoided for children
and adolescents. Further, we believe that video game producers should limit the
amount of sexualized content in video game environments that offer direct
aggression opportunity, such as online video games.
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Annex
Annex 1: Supplementary Material from “The Development and Validation of an
Objective Measure of the Sexualized Content of Video Games: the Video Game
Sexualization Protocol”
Appendix 1
Name, PEGI rating, ESRB rating, and genre of every game from the sampling of study 1
Name
PEGI
Rating
ESRB
Rating
Genre
94%
3
E
Puzzle
2048
3
E
Puzzle
1010 !
3
E
Puzzle
4 Pics 1 Word
3
E
Puzzle
94 Degrees
3
E
Puzzle
94 Seconds
3
E
Puzzle
AA
3
E
Strategy
Age of Empires II
7
T
Strategy
Alan Wake's American Nightmare
16
T
TPS
Amazing Thief
3
E
Adventure
Angry Birds Star Wars II
3
E
Action
Assassin's Creed
16
M
Action-Adventure
Assassin's Creed II
18
M
Action-Adventure
Assassin's Creed III
18
M
Action-Adventure
Batman : Arkham Asylum
16
T
Action
Batman : Arkham Origins
16
T
Action-Adventure
Battlefield 4
18
M
FPS
Binding of Isaac : Rebirth
16
M
Action
Blitz Brigade
16
M
FPS
Bloodborne
18
M
Action-RPG
Boom Beach
7
E 10+
Strategy
Borderlands
18
M
FPS
Borderlands 2
18
M
FPS
Bounce
/
/
Action-Adventure
Bouncing Ball!
3
E
Action-Adventure
Bubble Mania
3
E
Puzzle
Bubble Witch 2 Saga
3
E
Puzzle
Bubble.io
3
E
Casual
Call of Duty : Advanced Warfare
18
M
FPS
Call of Duty : Black Ops II
18
M
FPS
Call of Duty : Modern Warfare 2
18
M
FPS
Call of Duty : Modern Warfare 3
18
M
FPS
Candy Crush Saga
3
E
Puzzle
Candy Crush Soda Saga
3
E
Puzzle
Car Parking Games
3
E
Simulation
Annex
263
Car Parking Simulator
7
E
Simulation
Circle
3
E
Arcade
Cities: Skyline
3
E
Simulation
City Quiz
3
E
Puzzle
Clash of Clans
7
E 10+
Strategy
Colossatron
7
/
Action
Company of Heroes : Tales of Valor
16
M
Strategy
Company of Heroes 2
18
M
Strategy
Counter Strike : Global Offensive
18
M
FPS
Crazy Quiz
3
E
Puzzle
Criminal Case
16
T
Adventure
Crossy Road
3
E
Action-Adventure
Dark Souls
16
M
Adventure-RPG
Dead or Alive 3
16
T
Fighting
Dead or Alive 4
16
M
Fighting
Dead or Alive 5
16
M
Fighting
Dead or Alive: Dimension
16
T
Fighting
Destiny
16
T
FPS
Dofus
12
/
RPG
Don't Touch The Spikes
3
E
Casual
Dragon Ball Xenoverse
12
T
Fighting
Dragon Ball Z Ultimate Tenkaichi
12
T
Fighting
Dragon Ball Z: Battle of Z
12
T
Fighting
Dragon Ball Z: Raging Blast 2
12
T
Fighting
Dumb Ways To Die 2
7
T
Action-Adventure
Dying Light
18
M
Action-Adventure
EA SPORTS UFC
16
T
Simulation
F1 2014
3
E
Racing
Farm Heroes Saga
3
E
Casual
FarmVille
3
E
Casual
Fifa 2008
3
E
Simulation
Fifa 2011
3
E
Simulation
Fifa 2014
3
E
Simulation
Fifa 2015
3
E
Simulation
Fifa Street
3
E
Simulation
Final Fantasy 12
16
T
RPG
Final Fantasy 13
16
T
RPG
Final Fantasy X
12
T
RPG
Flappy Bird
3
E
Casual
Flow Free
3
E
Puzzle
Frozen Free Fall
3
E
Puzzle
Fruit Ninja
3
E
Action-Adventure
Geometry Dash
3
E
Casual
Goodgame empire
/
/
Strategy
Gran Turismo 5
3
E
Racing
Grand theft auto IV
18
M
Action
Grand theft auto V
18
M
Action
264
Annex
Grid
3
E
Racing
Hearthstone: Heroes of warcraft
7
T
Card game
Hill Climb Racing
3
E
Racing
Inotia 3
12
T
RPG
Jelly Jump
3
E
Casual
Jetpack Joyride
7
E
Action-Adventure
Just Dance 2014
3
E 10+
Rythm-and-dance
Just Dance 2015
3
E 10+
Rythm-and-dance
Killzone
16
M
FPS
Killzone 2
18
M
FPS
Killzone 3
18
M
FPS
Killzone: Shadow Fall
16
M
Action
League of Legends
12
T
Strategy
Left 4 Dead 2
18
M
FPS
Legend of Zelda : Twilight Princess
12
T
Action-Adventure
LittleBigPlanet 2
7
E
Platformer
Logo Quiz
3
E
Puzzle
Mafia II
18
M
Action
Mario Kart 7
3
E
Racing
Mario Kart 8
3
E
Racing
Mario Kart DS
3
E
Racing
Mario Kart Wii
3
E
Racing
Mass Effect 2
18
M
Action-RPG
Matches Puzzle
/
/
Puzzle
Minecraft
12
E 10+
Puzzle-Adventure
Minecraft : Pocket Edition
12
E 10+
Puzzle-Adventure
Minion Rush
7
E 10+
Action-Adventure
Mirror's Edge
16
T
Action-Adventure
Mmm Fingers
3
E
Casual
Monster Busters
3
E
RPG
Mortal Kombat 9
18
M
Fighting
Mortal Kombat X
18
M
Fighting
Mortal Kombat: Armageddon
18
M
Fighting
Mortal Kombat: Unchained
18
M
Fighting
MotoGP 15
3
E 10+
Racing
Moviestarplanet
3
E
Simulation
Mx vs Atv: Untamed
3
E
Racing
Mx vs. Atv ALIVE
12
E
Racing
Mx vs. Atv Reflex
3
E
Racing
Mx vs. Atv Supercross
3
E
Racing
My Talking Tom
3
E
Casual
NARUTO SHIPPUNDEN: Ultimate Ninja STORM
3
12
T
Adventure-Fighting
NBA 2K15
3
E
Simulation
Need For Speed 2015
7
T
Racing
Need For Speed Hot Pursuit
7
E 10+
Racing
Need For Speed Rivals
7
E 10+
Racing
Annex
265
Need For Speed: No limits
7
T
Racing
New Super Mario Bros.
3
E
Action Platformer
New Super Mario Bros. 2
3
E
Action Platformer
No More Room in Hell
/
/
Action
Panic Parachute
/
/
Casual
Papa Pear Saga
3
E
Puzzle
Parking Mania
3
E
Racing
Payday 2
18
M
FPS
Pet Rescue
3
E
Casual
Piano Tiles
3
E
Casual
Pixel Guns 3D
7
T
Action-Adventure
Pokémon Alpha Sapphire
7
E
RPG
Pokémon Emerald Version
7
E
RPG
Pokémon Omega Ruby
7
E
RPG
Pokémon Rumble
7
E 10+
Action
Pou
3
E
Casual
Public Transport Bus Simulator 3D
3
E
Simulation
Pyramide Solitaire Saga
3
E
Puzzle
R.U.S.E.
16
T
Strategy
Ratchet & Clank 2: Going Commando
7
E 10+
Action-Platformer
Ratchet & Clank 3: Up Your Arsenal
7
E 10+
Action-Platformer
Ratchet & Clank: Into the Nexus
7
E 10+
Action-Platformer
Ratchet & Clank: Q-force
7
E 10+
Action-Platformer
RIDE
3
E
Racing
Six Guns
16
E
Action
SKATE 3
16
T
Sports
Sleeping Dog
18
M
TPS
Small City
/
/
Casual
Snake
3
E
Casual
Solitaire
3
E
Card game
Split/Second
7
E 10+
Action-Racing
Stick Hero
3
E
Action-Adventure
Street Fighter IV
12
T
Fighting
Subway Surfers
3
E 10+
Action-Adventure
Superbuzzer : le jeu de Quiz de culture générale
3
E
Puzzle
Tap Titans
3
E 10+
RPG
TEKKEN 3D Prime Edition
16
T
Fighting
TEKKEN 6
16
T
Fighting
TEKKEN REVOLUTION
12
T
Fighting
TEKKEN TAG TOURNAMENT 2
16
T
Fighting
Temple Run 2
7
E
Action-Adventure
Tetris
3
E
Puzzle
The Crew
12
T
Racing
The Hobbit: Kingdoms of Middle-earth
/
/
Strategy
The Last of Us
18
M
Action
The Sims 3
7
T
Simulation
The Sims 4
12
T
Simulation
266
Annex
The Sims 4 : Get to Work!
12
T
Simulation
The Sims free to play
12
T
Simulation
Tiana et le diadème
/
/
/
Tomb Raider
18
M
Action
Top Eleven
3
E
Simulation
Township
3
E
Simulation
Traffic Racer
3
E
Racing
Triple Jump Champion
/
/
/
Unepic
12
T
Action
Unturned
/
/
Action
Watch dogs
18
M
TPS-Action
Wii Play
7
E
Casual
Wonder Rocket 3 Game
/
/
/
World of Warcraft: Cataclysm
12
T
RPG
World of Warcraft: Mist of pandaria
12
T
RPG
World of Warcraft: Warlord of Draenor
12
T
RPG
World of Warcraft: Wrath of the Lych King
12
T
RPG
WWE SuperCard
12
T
Card game
Zig Zag
3
E
Casual
Zombie Tsunami
7
E 10+
Casual
Note. FPS = First-Person Shooter, TPS = Third-Person Shooter, RPG = Role-Play Game
Annex
267
Appendix 2
Name, PEGI rating, ESRB rating, and genre of every game from the sampling of study 1
Name
PEGI
Rating
ESRB
Rating
Genre
2048
3
E
Puzzle
100 PICS
12
T
Puzzle
94%
3
E
Puzzle
AdVenture Capitalist
3
T
Simulation
Adventure town
3
E
RPG
Age of Conan
18
M
Action-Adventure
Age of empires III
12
T
Strategy
Age of empires III: Conquerors
12
T
Strategy
Age of Empires II: The Age of Kings
12
E 10+
Strategy
Age of Empires III: The Asian Dynasties
12
T
Strategy
Age of Mythology
12
T
Strategy
Agent Alice
12
T
Reflexion
Aion
12
T
RPG
Alexandra Ledermann 8 Les secrets de
Haras
3
/
Adventure
Alice: Madness Returns
18
M
Action-Adventure
Alien: Isolation
18
M
Action-Adventure
Allods
/
/
RPG
Alone in the Dark
16
M
Horror-Adventure
Amnesia: The Dark Descent
16
M
Horror-Adventure
Amour sucre
/
/
Romance
Angry Birds Friends
3
E
Puzzle-Action
Angry Birds
3
E
Puzzle-Action
Angry Birds Trilogy
3
E
Puzzle-Action
Animal Crossing: New Leaf
3
E
Simulation
Animal Crossing: Wild world
7
E
Simulation
Anno 2070
7
T
Strategy
Annonces online
/
/
/
ArcheAge
16
M
RPG
Arma 3
16
M
FPS
Army of two : The Devil's Cartel
18
M
TPS
Assasin's creed
18
M
Action-Adventure
Assasin's creed II
18
M
Action-Adventure
Assasin's Creed Brotherhood
18
M
Action-Adventure
Assassin's creed III
18
M
Action-Adventure
Assassin's creed IV: Black flag
18
M
Action-Adventure
Assassin's Creed Unity
18
M
Action-Adventure
Assassin's Creed Rogue
18
M
Action-Adventure
Astroflux
/
/
Action-Adventure
Aura kingdom
12
T
RPG
Avalon Code
12
E 10+
Action-RPG
268
Annex
Baldur's Gate 1
16
T
RPG
Batman: Arkham Asylum
16
T
Action-Adventure
Batman: Arkham City
18
T
Action-Adventure
Batman: Arkham Origins
16
T
Action-Adventure
The Battle for Wesnoth
/
/
Strategy
Battlefield Hardline
18
M
FPS
Battlefield 3
16
M
FPS
Battlefield 1942
16
T
FPS
Battelfield: Bad Compagny 2
16
M
FPS
Battlefield 2: Project Reality
16
T
FPS
Battlefield 4
18
M
FPS
Bayonetta
18
M
Action
Bayonetta 2
18
M
Action
Beyond good & evil
12
T
Action-Adventure
Beyond two souls
16
M
Action
Best fiends
3
E
Casual
BioShock
18
M
FPS
BioShock infinite
18
M
FPS
Blade & Soul
16
M
RPG
Blood Bowl
16
T
Strategy
Bloodborne
16
M
Action-RPG
Boom Beach
7
E 10+
Strategy
Borderlands
18
M
FPS
Borderlands 2
18
M
FPS
Borderlands: The pre-sequel
18
M
FPS
Bouncy ball
3
EC
Casual
Bravely Default
12
T
RPG
Brave Frontier
7
E 10+
RPG
Broforce
16
M
Platformer
Bubble Witch Saga
3
E
Puzzle
Bully: Scholarship Edition
16
T
Action
Burnout
3
E
Racing
Call Of Duty 2
16
T
FPS
Call of Duty: Advanced warfare
18
M
FPS
Call of Duty: Black Ops
18
M
FPS
Call of Duty: Black Ops II
18
M
FPS
Call Of Duty: Ghost
16
M
FPS
Call of Duty 4: Modern warfare
16
M
FPS
Call of Duty: Modern warfare 2
18
M
FPS
Call of Duty: Modern warfare 3
18
M
FPS
Call of Duty: World at War
18
M
FPS
Candy Crush Saga
3
E
Puzzle
Candy Crush Soda
3
E
Puzzle
Castlevania Lord of Shadow
16
M
Action-Adventure
Captain Toad Treasure Tracker
3
E
Puzzle-Platformer
Catherine
18
M
Puzzle-Adventure
Annex
269
Cave Story
7
E 10+
Action-Adventure
Chess Online
3
E
Puzzle
Child of light
7
E 10+
RPG
Cities: Skylines
3
E
Simulation
Clash of Clan
7
E 10+
Strategy
Company of Heroes
18
M
Strategy
Counter-Strike
16
M
FPS
Counter-Strike: Condition Zero
16
M
FPS
Counter-Strike: Global Offensive
18
M
FPS
Crash Bandicoot
3
E
Platformer
Criminal Case
16
T
Adventure
Dark Cloud
12
T
Action-RPG
Dark Souls
16
M
Adventure-RPG
Dark Souls 2
16
T
Adventure-RPG
Darkest Hour
/
/
Action-Simulation
DayZ
16
M
FPS-RPG
Dead Rising 3
18
M
Action-Horror
Dead Space
18
M
TPS
Dead Space 2
18
M
TPS
Dead Space 3
18
M
TPS
Destiny
16
T
FPS
Deus Ex: Human Revolution
18
M
FPS
Diablo 2
16
M
Action-RPG
Diablo 3
16
M
Action-RPG
DmC Devil May Cry : Definitive Edition
16
M
Action
Diplomat Solitaire
3
E
Card Game
Dirty Bomb
/
/
FPS
Disgea Hour of Darkness
12
T
Strategy-RPG
Dishonored
18
M
Action
Divinity: Original Sin
16
M
RPG
Dofus
12
/
RPG
Donkey Kong Country Tropical Freeze
3
E
Platformer
Don't starve
12
T
Adventure
Don't Starve Together
12
T
Adventure
Don't Touch The Spikes
3
E
Casual
DOOM
18
M
FPS
DOOM II
16
M
FPS
Dota 2
/
/
Strategy
Dragon Age: Inquisition
18
M
RPG
Dragon Age: Origins
18
M
RPG
Dragon Mania Legends
12
E
Simulation
Dragon Qest VIII: Journey of the Cursed
King
12
T
RPG
Dragon Quest IX: Sentinels of the Starry
Skies
12
E 10+
RPG
Dragon ball Xenoverse
12
T
Fighting
270
Annex
Dragon's Crown
12
T
Action-RPG
Dreamfall Chapter
12
M
Adventure
Dying Light
18
M
Action-Adventure
Dynasty Warriors 5
12
T
Action
Echo of soul
/
/
RPG
Eldarya
/
/
Romance
Elite: Dangerous
7
T
RPG
Empire Immo
/
/
Simulation
Empire: Total War
16
T
Strategy
Euro Truck Simulator 2
3
E
Simulation
Europa universalis IV
12
T
Strategy
EVOLVE
18
M
FPS
Fable
16
M
Adventure
Fallout 3
18
M
RPG
Fallout: New Vegas
18
M
RPG
Fantasy Life
7
E 10+
Adventure-RPG
Far Cry 3
18
M
FPS
Far Cry 4
18
M
FPS
Farm Heroes Saga
3
E
Casual
Farmerama
/
/
Simulation
Farmville
3
E
Casual
Farmville 2
3
E
Casual
Faster than light
/
/
Strategy
FIFA
3
E
Simulation
FIFA 6
3
E
Simulation
FIFA 13
3
E
Simulation
FIFA 15
3
E
Simulation
FIFA World
3
E
Simulation
Final Fantasy III
12
E 10+
RPG
Final Fantasy Type 0
16
M
RPG
Final Fantasy 7
16
T
RPG
Final Fantasy VIII
16
T
RPG
Final Fantasy X
12
T
RPG
Final Fantasy XII
16
T
RPG
Final Fantasy XIII
16
T
RPG
Final Fantasy XIV
16
T
RPG
Fire Emblem Awakening
12
T
RPG
Fire Emblem: Radiant Dawn
12
E 10+
RPG
Fistful of Frags
/
/
FPS
Football Manager 2015
3
E
Simulation
Fourmizzz
/
/
Simulation
Frozen Free fall
3
E
Puzzle
Fruit ninja
3
E
Action-Adventure
Goodgame Empire
/
/
Strategy
God of War Ascension
18
M
Action-Adventure
Gran turismo 6
3
E
Racing
Annex
271
Grand Fantasia
/
/
RPG
Grand Theft Auto IV
18
M
Action
Grand Theft Auto V
18
M
Action
Grand Theft Auto: San Andreas
18
M
Action
Grim Dawn
12
/
Action-RPG
Guacamelee!
12
E 10+
Action-Platformer
Guild Wars
12
T
RPG
Guild Wars 2
12
T
RPG
Half-Life 2
16
M
FPS
Half-Life: Opposting Force
16
M
FPS
Harry Potter and the Deathly Hallows
Part 2
12
T
Action-Adventure
Hearthstone: Heroes of Warcraft
7
T
Card Game
Heroes and Generals
/
/
FPS
Heroes of the Storm
12
T
Strategy
Hyrule Warrior
12
T
Action
Hitman Absolution
18
M
Action
Hotline Miami 2: Wrong Number
18
M
Action
Equideow
3
E
Sport
Infamous: Second Son
16
T
Action-Adventure
Infinity Wars
/
/
Card Game
Injustice: Gods Among Us
16
T
Fighting
Into the Dead
16
M
Action
Jak 3
12
T
Action-Adventure
Jak X: Combat Racing
12
T
Racing
JCC Pokemon Online
7
E
Card Game
JoJo's Bizarre Adventure: All Star Battle
12
T
Fighting
James Cameron's AVATAR: THE GAME
12
E 10+
Adventure
Just Dance 2014
3
E 10+
Rythm-and-Dance
Just Dance 2017
3
E 10+
Rythm-and-Dance
Just Dance 4
3
E 10+
Rythm-and-Dance
Kerbal Space Program
3
E
Simulation
Killing Floor
18
M
FPS
Killing Floor 2
18
M
FPS
Killzone
16
M
FPS
Killzone Mercenary
18
M
FPS
Kim Kardashian
12
T
Aventure
KINGDIM HEARTS
12
E
Action-RPG
KINGDIM HEARTS 2.5 ReMix
12
E 10+
Action-RPG
KINGDIM HEARTS Birth by sleep
12
E 10+
Action-RPG
KINGDIM HEARTS 3D (Dream Drop
Distance)
12
E 10+
Action-RPG
Kitchen scramble
3
E
Simulation
Imagine: Teacher
3
E
Simulation
League of Legends
12
T
Strategy
Left 4 Dead
18
M
FPS
272
Annex
Left 4 Dead 2
18
M
FPS
LEGO Batman
7
E 10+
Action-Adventure
LEGO Legends of Chima
7
E 10+
Action-Adventure
LEGO Harry Potter 1-4
7
E 10+
Action-Adventure
LEGO Harry Potter 5-7
7
E 10+
Action-Adventure
LEGO Star Wars
3
E
Action-Adventure
LEGO The hobbit
7
E 10+
Action-Adventure
Life is strange
16
M
Adventure
Life Quest Metropoville
3
E
Simulation
Lord of the rings online
12
T
RPG
Ma-Bimbo
3
E
Simulation
MAGICKA
16
T
RPG
Mafia
18
M
Action
Mahjong
3
E
Puzzle
Mario Kart 8
3
E
Racing
Mario Kart DS
3
E
Racing
Mario kart Wii
3
E
Racing
Mario Kart: Double Dash!!
3
E
Racing
Marvel Heroes 2015
12
E 10+
Action
Marvel Puzzle Quest
7
T
Puzzle
Mass Effect
18
M
Action-RPG
Mass Effect 2
18
M
Action-RPG
Mass Effect 3
18
M
Action-RPG
Max Payne 3
18
M
TPS
Medieval II: Total War
16
T
Strategy
MedEvil
7
T
Action-Adventure
Metal Gear Solid V: Ground Zeroes
18
M
Action
Metroid Prime
12
T
Action
Microsoft Flight Simulator 2004: A
Century of Flight
3
E
Simulation
Middle-Earth: Shadow of Mordor
18
M
Action-RPG
Might and Magic VI
16
T
Strategy-RPG
Minecraft
7
E 10+
Puzzle-Adventure
Miramagia
12
T
Casual
Mirror's edge
16
T
Action
MONSTER HUNTER 3
12
T
Action-Adventure
MONSTER HUNTER 4 ULTIMATE
12
T
Action-Adventure
Mortal Kombat 9
18
M
Fighting
Mortal Kombat X
18
M
Fighting
Mount & Blade: Warband
16
T
Action-RPG
Myninja
/
/
RPG
Mystery Case Files
7
T
Puzzle-Adventure
NBA 2K13
3
E
Simulation
NBA 2K14
3
E
Simulation
NBA 2K15
3
E
Simulation
Need for Speed - Most Wanted
7
E
Racing
Annex
273
Neverwinter
12
T
RPG
Neverwinter night
12
T
RPG
New Super Mario Bros.
3
E
Platformer
Ni no kuni
12
E 10+
Adventure-RPG
Oddworld: New 'n' Tasty
16
T
Action-Adventure
OGame
7
/
Simulation
Okami
12
T
Action-Adventure
One Piece: Pirate Warriors
12
T
Action
ONE PIECE Unlimited World Red
12
T
Action-Adventure
Orbitum
/
/
/
Order & Chaos online
12
T
RPG
Papa's Burgeria
3
E
Strategy
PAYDAY
18
M
FPS
PAYDAY 2
18
M
FPS
Pengle
3
E
Reflexion
Persona Q: Shadow of the Labyrinth
12
M
RPG
Phoenix Wright: Ace Attorney - Dual
Destinies
12
M
Adventure
Pet rescue Saga
3
E
Casual
Pillars of Eternity
16
M
RPG
Plague Inc
3
E 10+
Strategy
PlanetSide 2
16
T
FPS
Plants vs Zombies
7
E 10+
Action-Strategy
Plants vs Zombies 2
7
E 10+
Action-Strategy
PokeMMO
/
/
RPG
Pokémon Fire Red/Leaf Green
12
E
RPG
Pokémon Ruby/Sapphire
7
E
RPG
Pokémon Pearl
3
E
RPG
Pokémon Omega Ruby/Alpha Sapphire
7
E
RPG
Pokémon Shuffle
3
E
Puzzle
Pokémon X
7
E
RPG
Poker
/
/
Card Game
Postal 2
18
M
Action-Adventure
Pottermore
12
/
RPG
Pro Evolution Soccer
3
E
Simulation
Pro Cycling Manager 2014
3
E
Simulation
Professor Layton et l'Heritage des
Aslantes
7
E 10+
Adventure
Professor Layton vs. Phoenix Wright:
Ace Attorney
12
T
Adventure
Quake Live
12
T
FPS
Ratchet & Clank: Crack in time
7
E 10+
Action-Platformer
Ratchet & Clank: Into the Nexus
7
E 10+
Action-Platformer
Rayman Legends
7
E 10+
Action-Platformer
Rayman Origins
7
E 10+
Action-Platformer
Red Dead Redemption
18
M
Action-Adventure
274
Annex
Resident Evil 2
18
M
Survival-Horror
Resident Evil 4
18
M
Survival-Horror
Resident Evil 5
18
M
Survival-Horror
Resident Evil 6
18
M
TPS
Resident Evil Rebirth
18
M
Survival-Horror
Rift
12
T
RPG
Rise of the Tomb Raider
18
M
Action-Adventure
Royal Revolt 2
7
E 10+
Action
Rust
/
/
Adventure
Ryzom
12
T
RPG
Saints Row 2
18
M
Action
Saints Row: The Third
18
M
Action-Adventure
Saints Row IV
18
M
Action
SAMURAI WARRIORS 4
12
T
Action
The Secret World
16
M
RPG
Senran Kagura
16
M
Action
Shadowrun: Dragonfall
16
M
RPG
Shadow Warrior
18
M
FPS
Shin Megami Tensei: Devil Survivor
12
T
RPG
Sid Meier's Civilization V
12
E 10+
Strategy
Sid Meier's Civilization: Beyond Earth
12
E 10+
Strategy
Simpsons Springfield
12
T
Casual
The Sims 2
7
T
Simulation
The Sims 3
7
T
Simulation
The Sims 4
12
T
Simulation
Sly Cooper Thieves in Time
7
E 10+
Action
SMITE
12
T
Strategy
Sniper Elite
18
M
TPS
Sniper Elite: Nazi Zombie Army
18
M
TPS
Valiant Hearts: The Great War
12
T
Adventure
South Park: The Stick of Truth
18
M
RPG
Solitaire
3
E
Card Game
Space Engineers
12
T
Simulation
Spyro The Dragon
7
E
Action-Platformer
Spore
7
E 10+
Simulation
SSX
3
E
Simulation
SSX 3
7
E
Simulation
SSX Tricky
3
E
Simulation
Star Trek Online
12
T
RPG
Star Wars Battlefront
16
T
FPS
Star wars Knight of the Old Republic II
12
T
RPG
Star Wars The Force Unleashed
16
T
Action-Adventure
Star Wars: The Old Republic
16
T
RPG
Starcraft 2
16
T
Strategy
Subway Surfer
7
E 10+
Casual
Super Buzzer
3
E
Reflexion
Annex
275
Super caca
/
/
/
Super Mario Bros.
3
E
Platformer
Super Mario Galaxy 2
3
E
Platformer
Super Smash Bros. 4
12
T
Fighting
Super Smash Bros. Brawl
12
T
Fighting
Swordsman
3
E 10+
Adventure
Syberia
7
T
Adventure
Taichi Panda
12
T
RPG
Tales of Graces
12
T
Adventure-RPG
Tales of Xilia
12
T
RPG
Tales of Xilia 2
16
T
RPG
Tanki Online
3
E
Casual
Taptiles
3
E
Casual
Team Fortress
16
M
RPG
Team Fortress 2
16
M
RPG
Teeworlds
7
E 10+
Casual
Tekken 5
12
T
Fighting
TERA: Fate of Arun
12
M
RPG
Terraria
12
T
Adventure
Tetris
3
E
Puzzle
The Binding of Isaac: Rebirth
16
M
Action-RPG
The Crew
12
T
Racing
Darkest Dungeon
16
T
RPG
The Elder Scrolls III : Morrowind
18
M
RPG
The Elder Scrolls Online
18
M
RPG
The Elder Scroll IV Oblivium
16
M
RPG
The Elder Scrolls V: Skyrim
18
M
RPG
The Evil Within
18
M
Survival-Horror
The Last of Us
18
M
Action
The Legend of Zelda : Majora's Mask 3D
12
E 10+
Adventure
The Legend of Zelda: A Link to the Past
7
E
Adventure
The Legend of Zelda: Ocarina of Time
12
E 10+
Adventure
The Legend of Zelda: Skyward Sword
12
E 10+
Adventure
The Legend of Zelda: Twilight Princess
HD
12
T
Adventure
The Legend of Zelda: The Wind Waker
7
E
Adventure
The secret society
3
E
Adventure
The Secret World
16
M
RPG
the smurfs
3
E
Casual
The Walking Dead a telltale games series
18
M
Adventure
The Witcher
18
M
RPG
The Witcher 3: Wild Hunt
18
M
RPG
The Witcher 2: Assassins of Kings
18
M
RPG
Thief
18
M
FPS
Throne rush
7
E 10+
Strategy
Titanfall
16
M
FPS
276
Annex
Titan Quest
12
T
RPG
Tom Clancy's Ghost Recon Phantoms
16
M
TPS
Tom Clancy's Splinter Cell: Blacklist
18
M
TPS
Tom Clancy's Splinter Cell Conviction
18
M
Action-TPS
Tomba! 2
3
E
Platformer
Tomb Raider
18
M
Action
Toontown
3
E
RPG
Torchlight II
12
T
Acion-RPG
Total War: Attila
16
T
Strategy
Total War: Rome 2
16
T
Strategy
Tout le monde veut prendre sa place
3
/
Puzzle
TowerFall Ascension
7
E 10+
Platformer-Action
Township
3
E
Casual
Transistor
12
T
Action-RPG
Travian
3
E
Strategy
Trials Fusion
12
E 10+
Racing
Trine 2
12
E 10+
Adventure
Trivial Pursuit
3
E
Puzzle
Tropico 5
16
T
Strategy
Two Dots
3
E
Refexion
Ultra Street Fighter IV
12
T
Fighting
Uncharted 2: Among Thieves
16
T
Action-Adventure
Uncharted 3: Drake's Deception
16
T
Action-Adventure
Valkyria Chonicles
16
T
RPG
Village life
/
/
Simulation
Virtua Tennis 4
3
E
Simulation
Wakfu
12
E 10+
RPG
Wasteland 2
18
M
RPG
War Thunder
12
T
Action
Warcraft III: Reign of Chaos
12
T
Strategy
WARFRAME
18
M
TPS
Warhammer 40,000: Dawn of War II
Retribution
16
M
Strategy
Warsow
/
/
FPS
Watch Dogs
18
M
TPS
Wii Sport
7
E
Casual
WildStar
12
T
RPG
Wolfenstein
18
M
FPS
Wolfenstein: The New Order
18
M
FPS
World of diving
3
E
Adventure
World of Warcraft: Cataclysm
12
T
RPG
World of Warcraft: Wrath of the Lich
King
12
T
RPG
World of Warcraft: Mists of Padaria
12
T
RPG
World of Warcraft: Warlords of dreanor
12
T
RPG
World of Warplanes
7
T
Action
Annex
277
Worms 3D
3
T
Strategy
WWE 2K14
16
T
Simulation
WWE 2K15
16
T
Simulation
XCOM: Enemy Within
18
M
Strategy
278
Annex
Annex 2: Jokes Used in “Effects of Sexualized Video Games on Online Sexual
Harassment”
Table 1
All jokes (female sexist jokes in bold)
1
Quel animal a six pattes et marche
sur la tête ? Un pou
C'est quoi un pull sans over ? C'est
un tricot stérile
2
Quel est le point commun entre une
femme et une chaussette ? Une fois
qu'elle est trouée, on la jette
Comment appelle-t-on un squelette
bavard ? Un os-parleur
3
Que dit un aveugle lorsqu'on lui
donne du papier de verre ? C'est écrit
serré
Comment se fait appeler un vampire
snob ? Mon saigneur
4
Quelle est l’odeur d’un pet de
clown ? Une drôle d’odeur
Comment donner plus de liberté à
une femme ? En agrandissant la
cuisine
5
Que dit un mur à un autre mur ? On
se rencontre au coin ?
Quelle est la différence entre une
voiture et un dieu ? Aucune, ils ont
une vie d'ange tous les deux
6
Comment épouser une femme
jeune, belle, riche et
intelligente ? En se mariant quatre
fois
Dans quel pays ne bronze-t-on pas
du nez ? Le Népal.
7
Connaissez-vous la blague de la
chaise ? - Non ? C'est dommage elle
est pliante !
Quel est le crustacé le plus léger de la
mer ? La palourde
8
Combien pèse un hipster ? Un
Instagram
Quelle est la différence entre une
femme et une haie ? Pour sauter une
haie, pas besoin de lui faire des
compliments
9
Comment s'appelle le journal publié
chaque semaine au Sahara ?
L'hebdromadaire.
Quelle est la capitale de Tamalou ?
C'est : Gebobola
10
Pourquoi y a-t-il toujours une
fenêtre dans la cuisine ? Parce que
les femmes ont aussi le droit d'avoir
leur point de vue
Pourquoi est-ce que les requins
nagent dans l’eau salée ? Parce que le
poivre les ferait éternuer
11
Qu'est-ce qu'une voyante qui lit dans
le sucre en poudre ? C’est une extra-
glucide.
Savez-vous comment les abeilles
communiquent entre elles ? Par E-
miel
Annex
279
12
Deux asticots se retrouvent dans une
pomme : « Tiens ! Je ne savais pas
que vous habitiez le quartier ! »
Comment appelle-t-on une femme
avec deux neurones ? Une femme
enceinte
13
Savez-vous pourquoi les savants ont
des trous de mémoire ? Parce qu'ils
se creusent la tête
Quand j’ai découvert que mon grille-
pain n’était pas waterproof, ça m’a
fait un choc
14
Pourquoi appelle-t-on le syndrome
prémenstruel ainsi ? Parce que la
« maladie de la vache folle » était
déjà prise
Que préfèrent les abeilles dans le
mariage ? La lune de miel
15
Quelle est la nourriture préférée des
cannibales ? Les croque-monsieur
Patient : Docteur ! Je ne peux plus
sentir mes jambes ! Docteur : C’est
normal, nous avons dû amputer vos
bras
16
Pourquoi la drogue est interdite en
prison ? Parce que ça brule les
cellules !
Pourquoi les femmes ne portent pas
de montre ? Parce qu’il y a une
horloge sur le four
Table 2
English translation of all jokes (female sexist jokes in bold)
1
Which animal has six legs and walks
on the head ? A lice
What is a pull without ovary? A
sterile knitting
2
What is the similarity between a
woman and a sock? Once they are
perforated, your trow them away
What do you call a talkative
skeleton? A bone-speaker
3
What did the blind man say about
the sheet of sandpaper? What a tiny
handwritting
What do you call a snob
vampire? My lord
4
How does a clown fart smell? Funny
How to give more freedom to a
woman? By enlarging the kitchen
5
What did one wall say to the other?
I'll meet you at the corner.
What is the difference between a car
and a god? None, they both have an
angel life
6
How to marry a woman that is
young, beautiful, rich, and smart?
By getting married four times
In which country your noze do not
tan? Nepal
7
Do you know the joke about the
chair? - No? Too bad, that is a folding
one!
What is the lightest shellfish in the
sea? The clam
280
Annex
8
How much does a hipster weigh? An
instagram
What is the difference between a
woman and a hedge? To jump over
a hedge, you do not have to
compliment it
9
How do you call a newpaper
published every week in the Sahara?
The Weekly-camel
What is the capital of Tamalou? it is:
Gebobola
10
Why is there always a windows in
the kitchen ? Because women also
heve the right to have their point of
view
Why do sharks swim in salt water?
Because pepper would make them
sneeze!
11
What is a seer that read the future
out of powdered sugar? A carbo-
psychic
How do bees communicates? By E-
honey
12
Two maggots meet in an appel: « I
didn’t know you lived in the
neighbourhood!‛
What do you call a woman with two
brain cells? Pregnant.
13
Do you know why scholars have
memory lapses? Because they bang
their head together
When I found out my toaster wasn't
waterproof. I was shocked.
14
Why is it called PMS? Because
"Mad Cow Disease" was already
taken.
What do bees prefer in wedding?
The honey moon
15
What is the favorite food of
cannibals? Open-faced sandwiches
Patient: Doctor ! I cannot feel my
legs. Doctor: It’s normal, we had to
amputate your arms
16
Why is drug banned in prison?
Because it burn cells
Why don't women wear watches?
There's a clock on the stove.
Note. All translations are literal and therefore the pun is lost for most jokes
Table 3
Male sexist jokes
1
Quelle est la définition d'un homme ? Un vibromasseur équipé d'un
portefeuille
2
Comment appelle-t-on un homme qui a perdu son intelligence ? Un veuf
3
Pourquoi Dieu a créé l'homme avant la femme ? Parce qu'il faut toujours faire
un brouillon
4
Qu'est-ce qui se passe quand un homme ouvre sa braguette ? Son cerveau
montre le bout de son nez
Annex
281
5
Quelle est la différence entre le cerveau d'un homme et une olive ? La couleur
6
Quelle est la différence entre un homme et une prison ? Dans une prison, il y a
des cellules grises
7
Qu'est-ce qu'un homme et un chien ont en commun ? Ils pensent juste à jouer
avec leur queue
8
Quelle est la différence entre une batterie et un homme ? Au moins la batterie à
un côté positif
Table 4
English translation of male sexist jokes
1
What’s the definition of a man? A dildo with a wallet
2
How do you call a man that as lost his intelligence? A widower
3
Why God created men before women? Because you always need a draft
4
What happens when a man opens his zipper? His brain shows the tip of its
nose
5
What’s the difference between a man’s brain and an olive? The color
6
What is the difference between a man and a prison? In prison there are grey
cells
7
What’s does men and dogs have in common? They only think about playing
with their tail
8
What is the difference between a battery and a man? At least, the battery has a
positive side
Note. All translations are literal and therefore the pun is lost for most jokes
Table 5
Response to sexist jokes
Type de Blague
Réponse
Pour les blagues sexistes, les réponses dépendent du nombre
de blagues sexistes envoyées par le participant
1
ère
blague
sexiste
C’est pas drôle du tout :(
2
ème
blague
sexiste
Je n’aime pas du tout cette blague
3
ème
blague
sexiste
Cette blague n’est pas aussi drôle que les autres
4
ème
blague
sexiste
Cette blague est vexante
5
ème
blague
sexiste
Cette blague est dégueulasse
282
Annex
6
ème
blague
sexiste
C’est une des pires blagues que j’aie jamais lues
7
ème
blague
sexiste
Encore une blague vexante ? Peux-tu arrêter avec ces blagues ?
8
ème
blague
sexiste
Sérieusement ? Je ne trouve pas ces blagues drôles du tout,
elles sont vexantes !
Table 6
English translation of response to sexist jokes
Joke type
Response
For sexist jokes, response is according to how many times
the participant had sent.
1st sexist joke
That's not funny at all :(
2nd sexist joke
I don't like this joke at all
3rd sexist joke
This joke is not as funny as the others
4th sexist joke
That's an offensive joke
5th sexist joke
This joke is disgusting
6th sexist joke
That is one of the worst jokes I have ever read
7th sexist joke
Another offensive joke? Can you stop with those jokes?
8th sexist joke
Seriously? I don't find these jokes funny at all, they're
offensive!
Annex
283
Annex 3: Supplementary Materials from “Effects of Sexualized Video Games on
Online Sexual Harassment”
Manipulation Check of Humor and Sexist Ratings for Sexist and Nonsexist Jokes
The Sexual Harassment Task (Tang, 2016) used the number of female sexist jokes
as a mean of sexual harassment toward females. In this pilot study, we used the same
jokes as those used by Tang (2016), except for those jokes that did not translate well
into French. We also included some male sexist jokes. Tang (2016) did not use male
sexist jokes. In order to ensure the validity of our French jokes, an online pilot study
was carried out that asked participants to judge how funny and sexist the jokes were.
In the sexual harassment task, jokes are presented in pairs, and the participant had to
choose either a sexist joke or a non-sexist joke to send to their partner. The objective
of this pilot study was to test whether pairs of jokes were similar in terms of how
humorous they were, but different in terms of how sexist they were.
Method
Participants
Participants were 50 students drawn from the same Belgian university. They were
aged 18 to 35 years old (M = 26.38, SD = 3.02) and 24% were men.
Materials
Participants rated all the jokes contained in the main study. There were 8 female
sexist jokes, 8 male sexist jokes and 24 neutral jokes that were presented in random
order. For each joke, we asked the participants how funny, sexist toward females,
and sexist toward males the jokes were using a 7-point scale ranging from 1 = Not at
all funny/sexist to 7 = Very funny/sexist. A debriefing followed.
Results and Discussion
Analysis of Variance (ANOVA) was used to analyze ratings within the eight pairs.
Recall that one joke within each pair was non-sexist and the other joke was sexist. A
male sexist joke was given if the participant’s partner was male, and a female sexist
joke if the participant’s partner was female. Fisher’s Least Significant Difference
(LSD) test was used to make pairwise comparisons.
The ANOVAs for humorous ratings found that the jokes within a pair did not
differ in terms of how humorous they were for any of the eight pairs (see Table 1).
Pairwise tests found no significant differences between any pairwise comparisons
(see Table 1). Thus, the jokes within each pair did not differ in terms of how
humorous they were.
284
Annex
Table 1
Repeated ANOVAs between female sexist jokes, male sexist jokes, and neutral jokes in terms
of degree of humor
Repeated ANOVA
Neutral jokes
M(SD)
Female jokes
M(SD)
Male jokes
M(SD)
Group 1
F(2, 98)=1.78, p=.188
1.70(0.97)
2.04(1.44)
1.94(1.32)
Group 2
F(2, 98)=0.23, p=.635
2.52(1.66)
2.62(1.67)
2.66(1.60)
Group 3
F(2, 98)=0.61, p=.438
2.80(1.49)
2.88(1.57)
2.96(1.48)
Group 4
F(2, 98)=0.29, p=.593
2.58(1.63)
2.74(1.78)
2.74(1.55)
Group 5
F(2, 98)=0.10, p=.749
2.30(1.40)
2.44(1.46)
2.38(1.67)
Group 6
F(2, 98)=0.58, p=.449
2.50(1.42)
2.34(1.42)
2.70(1.56)
Group 7
F(2, 98)=0.96, p=.332
2.46(1.37)
2.28(1.76)
2.70(1.50)
Group 8
F(2, 98)=0.50, p=.485
2.32(1.25)
2.22(1.30)
2.48(1.54)
Note. Pairwise tests found no significant differences between any pairwise comparisons.
The ANOVAs for sexist ratings found that the sexist jokes within a pair differed
on sexist rations (see Table 2). Pairwise comparisons found that sexist jokes were
rated as more sexist than the non-sexist jokes, but that the male and female sexist
jokes within each pair did not differ in terms of how sexist they were except for two
of them (see Table 2). Thus, the manipulation of sexual content within each pair of
jokes was successful. Importantly, only two of the male and female jokes differed in
terms of how sexist they were.
Table 2
Repeated ANOVAs between female sexist jokes, male sexist jokes, and neutral jokes in terms
of degree sexism
Repeated ANOVA
Neutral jokes
Male sexism
M(SD)
Neutral jokes
Female sexism
M(SD)
Female jokes
Female sexism
M(SD)
Male jokes
Male sexism
M(SD)
Group 1
F(3, 147)=490.72, p<.001
1.00(0.00)a
1.00(0.00)a
5.68(1.71)b
5.48(1.54)b
Group 2
F(3, 147)=392.02, p<.001
1.00(0.00)a
1.04(0.28)a
5.58(1.73)b
5.28(1.65)b
Group 3
F(3, 147)=162.13, p<.001
1.00(0.00)a
1.00(0.00)a
4.62(2.01)b
4.24(2.22)b
Group 4
F(3, 147)=269.72, p<.001
1.00(0.00)a
1.14(0.50)a
5.00(2.13)b
5.16(1.80)b
Group 5
F(3, 147)=253.03, p<.001
1.00(0.00)a
1.00(0.00)a
5.14(1.82)b
4.96(2.08)b
Group 6
F(3, 147)=246.51, p<.001
1.00(0.00)a
1.00(0.00)a
5.46(1.82)b
4.80(1.99)c
Group 7
F(3, 147)=231.41, p<.001
1.02(0.14)a
1.02(0.14)a
4.72(2.01)b
4.86(1.96)b
Group 8
F(3, 147)=276.39, p<.001
1.00(0.00)a
1.00(0.00)a
5.16(1.73)b
4.68(1.75)c
Note. For each variable, means in the same row with different subscripts are significantly
different at the .05 level.
Annex
285
Annex 4: Supplementary Materials from “Impact of Sexualized Video Game and
Cognitive Load on Rape Myth Acceptance and Dehumanization of the
Perpetrator
Rape Date Story
Un jour, Sophie et Arnaud profitent séparément de boissons alcoolisées avec leurs
amis, quand ils reçoivent un SMS. Le SMS les invite à une soirée déguisée « PDG et
secrétaires sexy » qui se déroule le soir même. Arnaud se met sur son 31 avec un
beau pantalon, une chemise et une cravate. Pendant ce temps, Sophie enfile une jupe
droite serrante et un chemisier à boutons qui révèle son soutien-gorge.
Arnaud arrive à la fête le premier et est directement mené dans la pièce qui contient
plusieurs casiers de bière. Sophie arrive dans la même pièce un peu plus tard. Après
un verre ou deux, ils rejoignent tous les deux le groupe de la pièce d’à côté, pour
jouer à des jeux à boire. Pendant qu’ils regardent les autres jouer à ces jeux, ils
finissent par se remarquer mutuellement. Ils se trouvent mutuellement très mignons,
Arnaud étant habillé en PDG avec une belle chemise et une cravate et Sophie étant
habillée en « secrétaire sexy » avec une blouse dont l’encolure révèle un large
décolleté et son soutien-gorge. Ils sont immédiatement attirés l’un par l’autre.
Quand c’est au tour d’Arnaud de jouer au « beer pong », il demande à Sophie d’être
sa partenaire. Sophie est enchantée qu’il lui ait proposé et le rejoint immédiatement.
Pendant qu’ils jouent, Sophie commence à flirter avec Arnaud, ce qui lui plait
beaucoup.
Ils passent un moment formidable, gagnent plusieurs parties et réalisent qu’ils
forment une bonne équipe. Quand ils finissent par perdre, ils sont remplacés par une
autre équipe. Sophie marche vers Arnaud, touche son bras de façon joueuse et le
remercie pour le super moment qu’elle passe. Arnaud y voit sa chance, la saisit par la
taille pour la tirer à lui, la serre dans ses bras et laisse vagabonder sa main sur ses
fesses. Cette situation met Sophie mal à l’aise et Arnaud réalise que Sophie ne semble
pas répondre de manière chaleureuse. Pour sortir de la situation, Sophie dit à
Arnaud qu’elle va chercher après ses amis, retourne dans la pièce dans laquelle ils
étaient entrés la première fois et reprend une bière. Personne n’est dans la pièce
quand Sophie y entre. Arnaud la suit et remarque qu’ils sont les seules personnes
dans la pièce. Il s’approche d’elle par-derrière pendant qu’elle décapsule sa bière.
Arnaud passe ses bras autour d’elle et commence à déboutonner sa blouse. Surprise,
Sophie dépose sa bière et repousse les mains d’Arnaud. Arnaud est amusé, pensant
286
Annex
que Sophie veut se faire désirer. Arnaud l’attrape par la taille, la tire à lui et
commence à l’embrasser. Au début, Sophie l’embrasse en retour, pensant que c’est
inoffensif, jusqu’à ce qu’Arnaud commence à dézipper sa jupe. Elle lui dit
immédiatement de s’arrêter, recule et se dirige vers la porte. Arnaud, excité, se
précipite devant elle et ferme la porte à clé en disant : « Quel est le problème ? Tu as
peur de t’amuser un peu ? ». Il s’approche de nouveau d’elle et cette fois, Sophie
l’embrasse la première. Arnaud retire alors la blouse de Sophie et commence à
dégrafer son soutien-gorge. Après avoir retiré le soutien-gorge de Sophie, les mains
d’Arnaud commencent à faire descendre sa jupe qui était déjà dézippée. Sophie se
tortille et, se sentant inconfortable, murmure doucement à Arnaud de stopper.
Arnaud a un sourire en coin, pense qu’elle est excitée, et l’embrasse plus fort, tout en
la poussant contre le mur. Pendant qu’il baisse son pantalon, Sophie lui dit non et
s’éloigne de quelques pas. Arnaud ne veut pas qu’ils arrêtent de s’amuser, donc il
l’attrape par le bras et la repousse de nouveau contre le mur. Sentant que sa tentative
d’arrêter la situation a échoué, Sophie se fige et reste silencieuse. N’entendant plus de
protestation, Arnaud a un rapport sexuel avec Sophie. Quand Arnaud finit, Sophie
remet rapidement ses vêtements et quitte la pièce sans rien dire.
English Translation of the Rape Date Story
One day, Sophie and Arnaud were enjoying a couple of alcoholic beverages
separately with their friends when they get a text inviting them to a ‚CEO and Office
Hoes‛ party. Arnaud decide to wear a nice shirt and tie with his best dress pants and
Sophie put on tight pencil skirt with a button down top that is unbuttoned enough to
show off her bra and cleavage.
Arnaud arrived at the party first and is led into a room with a keg. Sophie arrives a
little later in the same room. After having a drink or two, they both joined a group in
another room to play drinking games. While watching the other play, they noticed
each other. They found each other really cute, Arnaud being dressed as a CEO in a
nice shirt and tie and Sophie as an "Office Hoe" in a low cut shirt revealing her bra
and cleavage. They are immediately attracted by each other.
When it is Arnaud’s turn to play ‚beer pong‛, he asks Sophie to be his partner.
Sophie is thrilled at the idea and joined him immediately. While they are playing,
Sophie begins to flirt as they play which please Arnaud a lot.
They have a wonderful time winning multiple games in a row and they realize that
they make a good team. After they lose, another team takes their place. Sophie walks
toward Arnaud, playfully touches his arm and thanks him for the great time she had.
Annex
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Arnaud see his chance, grabs her by the waist, pulling her in for a hug and let his
hands wander to her butt. This situation makes Sophie uncomfortable and Arnaud
realized that she doesn’t seem to respond warmly. To get out of the situation, Sophie
tells Arnaud that she is going to find her friend, goes back in the first room they went
in, and gets another drink. No one is in the room when Sophie enters. Arnaud
follows her and sees that she is the only person in the room. He arrives behind her
while she was filling up her cup.
Arnaud reaches around Sophie and begins to unbutton her top. Sophie quickly puts
down her cup and turns around putting his hands away. Arnaud is amused,
thinking Sophie is playing hard to get. Arnaud grabs her around the waist, pulling
her in, and begins to kiss her. At first, Sophie kisses him back, thinking it is harmless,
until he begins to unzip her skirt. Sophie tells him to stop while pushing him away
and heading towards the door. Arnaud, turned on, quickly jumps in front of her and
locks the door saying, "What's the matter, are you afraid of a little fun?" Arnaud
approaches her again and this time, Sophie kisses him first. Arnaud then pulls off her
top and begins to unlock her bra. After taking Sophie’s bra off, Arnaud’s hands starts
to push off her already unzipped skirt. Sophie squirms and, feeling uncomfortable,
softly whispers stop. Arnaud smirks, thinking she is turned on and kisses her harder,
pushing her against the wall. As he pulls down his pants Sophie says no and takes a
few steps away. Arnaud does not want the fun to end so he grabs her arm and
pushes her back against the wall. Feeling like her attempts to stop this situation
failed, she freezes up and stays quiet. No longer hearing any protests, Arnaud has
sexual intercourse with Sophie. When Arnaud finishes, Sophie quickly puts on her
clothes and leaves the room without saying anything.