Increased Cognitive Load during Video Game Play Reduces Rape Myth Acceptance and Hostile Sexism after Exposure to Sexualized Female Avatars.

The present study investigated how task demand (cognitive load and interactivity) and avatar sexualization in a video game influenced rape myth acceptance (RMA), hostile sexism, and self-objectification. In a between-subjects design, 300 U.S. college students either played or watched someone else pl...

Descripción completa

Detalles Bibliográficos
Publicado en:Sex Roles Vol. 79; no. 11/12; pp. 683 - 699
Autores principales: Read, Glenna L., Lynch, Teresa, Matthews, Nicholas L.
Formato: Artículo
Publicado: Springer Nature Dec2018
Materias:
Acceso en línea:Ver este registro en EBSCOhost
fields @attributes:
  recordID: 1
pdfLink:
plink: https://search.ebscohost.com/login.aspx?direct=true&db=ssf&AN=132945900&site=ehost-live
header:
  @attributes:
    shortDbName: ssf
    uiTerm: 132945900
    longDbName: Social Sciences Full Text (H.W. Wilson)
    uiTag: AN
  controlInfo:
    bkinfo:
    jinfo:
      jid:
        03600025
        SXR
      jtl: Sex Roles
      issn: 03600025
      maglogo: N
    pubinfo:
      dt: Dec2018
      vid: 79
      iid: 11/12
      pid: 237
      pub: Springer Nature
    artinfo:
      ui:
        132945900
        10.1007/s11199-018-0905-9
      ppf: 683
      ppct: 16
      formats:
        fmt:
          – @attributes:
              type: T
          – @attributes:
              type: P
              size: 591KB
      tig:
        atl: Increased Cognitive Load during Video Game Play Reduces Rape Myth Acceptance and Hostile Sexism after Exposure to Sexualized Female Avatars.
      aug:
        au:
          Read, Glenna L.
          Lynch, Teresa
          Matthews, Nicholas L.
        affil:
          The Media School, Indiana University, 601 E. Kirkwood Ave, 47405, Bloomington, IN, USA
          The School of Communication, The Ohio State University, Columbus, OH, USA
      su:
        Sexism
        Cognitive load
        Attitudes toward rape
        Sexual objectification
        Video gamers
      sug:
        subj:
          Sexism
          Cognitive load
          Attitudes toward rape
          Sexual objectification
          Video gamers
      keyword:
        Avatars
        LC4MP
        Media effects
        Sex role stereotypes
        Sexualization
        Video games
        Avatars
        LC4MP
        Media effects
        Sex role stereotypes
        Sexualization
        Video games
      ab: The present study investigated how task demand (cognitive load and interactivity) and avatar sexualization in a video game influenced rape myth acceptance (RMA), hostile sexism, and self-objectification. In a between-subjects design, 300 U.S. college students either played or watched someone else play a videogame as either a sexualized or non-sexualized female avatar under high (memorize 7 symbols) or low (memorize 2 symbols) cognitive load. Hypotheses were derived from the limited capacity model of motivated mediated message processing (LC4MP) and perspectives on stereotype processing. Results contradicted hypotheses that greater task demands and sexualization would produce greater RMA, hostile sexism, and self-objectification. Instead, we found that sexualization did not affect these variables. Greater cognitive load reduced rape myth acceptance and hostile sexism for those in the sexualized avatar condition, but it did not affect self-objectification. We discuss these results with respect to the LC4MP and suggest that the processing of stereotype-inconsistent information might be the underlying cause of these unexpected findings. These results provide tentative evidence that cognitively demanding video game environments may prompt players to focus on stereotype-inconsistent, rather than stereotype-consistent, social information.
      pubtype: Academic Journal
      doctype: Article
      src: R
    language: English
    refInfo:
    copyright:
      @attributes:
        flag: N
    holdings:
      @attributes:
        islocal: N