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

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Bibliographische Detailangaben
Titel: Sexualized Video Game Avatars and Self-Objectification in Adolescents: The Role of Gender Congruency and Activation Frequency;
Beteiligte: Driesmans, Karolien, Trekels, Jolien, Eggermont, Steven
In: Media psychology, 20, 2017, 2
Medientyp: Artikel, E-Artikel

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ISSN: 1521-3269
veröffentlicht in: Media psychology
Sprache: Englisch
Kollektion: OLC SSG Medien- / Kommunikationswissenschaft
Inhaltsangabe

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; M age = 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.