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Sexualized Video Game Avatars and Self-Objectification in Adolescents: The Role of Gender Congruency and Activation Frequency

机译:性视频游戏化身和青少年的自我目标:性别一致性和激活频率的作用

摘要

Little is known about the effects of playing sexualizing video games on adolescent boys’ and girls’ self-objectified body image. Early and middle adolescents (N = 115; Mage = 12.63, SD = 0.85) participated in a between-subjects experiment testing the effect of playing with a sexualized male or female avatar as compared to a control condition. We revealed that playing a video game with a sexualized avatar increased self-objectification among adolescents. This effect occurred regardless of the gender of the adolescent and thus did not support the gender congruency hypothesis. In contrast to the activation frequency hypothesis and video game literature on sexualization, the effect of playing with a female sexualized avatar was not moderated by game frequency. Given the adverse consequences of self-objectification in adolescence, the current study results highlight the need for research on how these effects may be countered.
机译:关于玩色情游戏对青春期男孩和女孩自我形象化身体形象的影响知之甚少。早期和中期的青少年(N = 115; Mage = 12.63,SD = 0.85)参加了一项受试者间实验,测试了玩性化的男性或女性化身与对照组相比的效果。我们发现,玩具有性别化身的电子游戏会增加青少年的自我目标。无论青少年的性别如何,都会产生这种效应,因此不支持性别一致性假设。与激活频率假说和有关性别化的视频游戏文献相反,使用女性性别化化身玩游戏的效果并未受到游戏频率的影响。考虑到青春期自我客观化的不利后果,当前的研究结果强调需要研究如何应对这些影响。

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