Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims
被引:63
作者:
论文数: 引用数:
h-index:
机构:
Gabbiadini, Alessandro
[1
]
论文数: 引用数:
h-index:
机构:
Riva, Paolo
[1
]
论文数: 引用数:
h-index:
机构:
Andrighetto, Luca
[2
]
论文数: 引用数:
h-index:
机构:
Volpato, Chiara
[1
]
论文数: 引用数:
h-index:
机构:
Bushman, Brad J.
[3
,4
]
机构:
[1] Univ Milano Bicocca, Dept Psychol, Milan, Italy
[2] Univ Genoa, Dept Educ, Genoa, Italy
[3] Ohio State Univ, Sch Commun, Columbus, OH 43210 USA
[4] Vrije Univ Amsterdam, Amsterdam, Netherlands
来源:
PLOS ONE
|
2016年
/
11卷
/
04期
关键词:
ROLE NORMS;
AGGRESSION;
MEDIA;
SELF;
MODEL;
D O I:
10.1371/journal.pone.0152121
中图分类号:
O [数理科学和化学];
P [天文学、地球科学];
Q [生物科学];
N [自然科学总论];
学科分类号:
07 ;
0710 ;
09 ;
摘要:
Empathy-putting oneself in another's shoes-has been described as the "social glue" that holds society together. This study investigates how exposure to sexist video games can decrease empathy for female violence victims. We hypothesized that playing violent-sexist video games would increase endorsement of masculine beliefs, especially among participants who highly identify with dominant and aggressive male game characters. We also hypothesized that the endorsement of masculine beliefs would reduce empathy toward female violence victims. Participants (N = 154) were randomly assigned to play a violent-sexist game, a violent-only game, or a non-violent game. After gameplay, measures of identification with the game character, traditional masculine beliefs, and empathy for female violence victims were assessed. We found that participants' gender and their identification with the violent male video game character moderated the effects of the exposure to sexist-violent video games on masculine beliefs. Our results supported the prediction that playing violent-sexist video games increases masculine beliefs, which occurred for male (but not female) participants who were highly identified with the game character. Masculine beliefs, in turn, negatively predicted empathic feelings for female violence victims. Overall, our study shows who is most affected by the exposure to sexist-violent video games, and why the effects occur. (200 words)