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...
| Publicado en: | Sex Roles Vol. 79; no. 11/12; pp. 683 - 699 |
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| Autores principales: | , , |
| Formato: | Artículo |
| Publicado: |
Springer Nature
Dec2018
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| 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 |
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