Underrepresented Rather than Misrepresented? A Content Analysis of Female Characters' (non)Sexualization in Virtual Reality (VR) Games.
With the increasing popularity and availability of virtual reality (VR) video games, the representation of women within these immersive environments becomes crucial to explore. Although the sexualization of female characters in traditional video games has been widely studied, the sensory-rich nature...
| Publicado en: | Sex Roles Vol. 90; no. 8; pp. 1111 - 1122 |
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| Autores principales: | , , |
| Formato: | Artículo |
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Springer Nature
Aug2024
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| 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=179233034&site=ehost-live header: @attributes: shortDbName: ssf uiTerm: 179233034 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: Aug2024 vid: 90 iid: 8 pid: 237 pub: Springer Nature artinfo: ui: 179233034 10.1007/s11199-024-01488-9 ppf: 1111 ppct: 11 formats: fmt: – @attributes: type: T – @attributes: type: P size: 904KB tig: atl: Underrepresented Rather than Misrepresented? A Content Analysis of Female Characters' (non)Sexualization in Virtual Reality (VR) Games. aug: au: Yao, Shay Xuejing Lee, Joomi Reynolds, Reed M. affil: https://ror.org/03qt6ba18 Department of Communication, Georgia State University, 30303, Atlanta, GA, USA https://ror.org/05jbt9m15 Department of Communication, University of Arkansas, 72701, Fayetteville, AR, USA https://ror.org/04ydmy275 Department of Communication, University of Massachusetts Boston, 02125, Boston, MA, USA su: Virtual reality Females Sexual objectification Gender stereotypes Victims Violent women Video game characters sug: subj: Virtual reality Females Sexual objectification Gender stereotypes Victims Violent women Video game characters keyword: Content analysis Gender Sexualization Video games Content analysis Gender Sexualization Video games ab: With the increasing popularity and availability of virtual reality (VR) video games, the representation of women within these immersive environments becomes crucial to explore. Although the sexualization of female characters in traditional video games has been widely studied, the sensory-rich nature of VR may introduce changes in character representations and emergent adverse outcomes. In the present study we content analyzed female characters in popular VR video games to investigate the potential underrepresentation and misrepresentation of female characters. Results demonstrated that male characters were represented four times more frequently than female characters. The underrepresentation of female characters was more severe in competitive VR games than casual VR games, however there was no significant difference in the underrepresentation of women between game genres or ESRB ratings. In addition, female characters were presented in a sexualized manner in 30% of cases. The sexualization of female characters was associated with their portrayal as physically capable, violent, or a victim. We also found that sexualization of female characters did not differ based on the type of game (casual vs. competitive), game genres, or ESRB ratings. We discussed these findings in immersive VR video games in comparison with those in traditional 2-D screen media video games. pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: N holdings: @attributes: islocal: N |
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