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Good video game players look better: exploring the relationship between game skills, sexual dimorphism, and facial attractiveness

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Abstract

Few studies have been done on the effects of video games on social perception, especially on the faces of players. The present study investigated how people’s gaming skill influences their perceived facial attractiveness, and also how sexual dimorphism features (masculine and feminine) interplayed with displayed gaming skill. We asked players (N = 147) and non-players (N = 167) to evaluate the attractiveness of masculinized and feminized facial images, along with perception of gaming skills (high gaming skill or low gaming skill). The results indicated that game players perceived facial images accompanied by higher gaming skill information were more attractive than facial images accompanied by lower gaming skill information. However, for participants without gaming experience (i.e., non-players), gaming skill information did not influence their evaluation of attractiveness. We believe players might consider higher gaming skills as social knowledge which can positively influence people’s perception of their attractiveness; on the other hand, non-players did not perceive gaming skills as important social knowledge, hence attractiveness ratings were unaffected. We did not find any interactions between sexual dimorphism features and gaming skill information. To our surprise, only non-players exhibited classic sexual dimorphism effects in facial evaluations, whereas for players, the sexual dimorphism effect disappeared completely. We speculate that players rely more on social knowledge and less on configuration cues during facial evaluation, hence the effects of sexual dimorphism were obscured.

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Data availability

The data that support the results of the present study are openly available in Open Science Framework at: https://osf.io/b6ukf/?view_only=5155d45b0a1f482a9ab34f99e16edda0.

Code availability

The R code that supports the results of the present study are openly available in Open Science Framework at: https://osf.io/b6ukf/?view_only=5155d45b0a1f482a9ab34f99e16edda0.

Notes

  1. See the SuperData’s “2020 Year in Review” report, available at https://www.gamesindustry.biz/articles/2021-01-06-digital-games-spending-reached-USD127-billion-in-2020, accessed on 26th June 2022.

  2. See the report of “Gaming Market - Growth, Trends, Covid-19 Impact, and Forecasts (2022–2027)”, available at https://www.mordorintelligence.com/industry-reports/global-games-market, accessed on 26th June 2022.

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Funding

This research is supported by the National Natural Science Foundation of China (Grant No. 32100852 and 72002123).

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Correspondence to Shichang Deng.

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The approval of ethical standards for the present study was given by the Ethics Committee of authors’ institution. All participants provided informed consent by checking a box to confirm they had fully understood the implications of participation and their right to withdraw at any point.

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Xiangqian Li and Xue Lei share first authorship.

Appendix

Appendix

Table 3

Table 3 Results of the ANOVA that only includes fixed effects (no random effects), using Face Gender (male, female) and Sexualized Characteristics (masculinized, feminized) as within-subjects factors, and Gaming Skill (high, low) and Play Group (game player, non-player) as between-subjects factors

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Li, X., Lei, X., Xie, R. et al. Good video game players look better: exploring the relationship between game skills, sexual dimorphism, and facial attractiveness. Curr Psychol 42, 23206–23215 (2023). https://doi.org/10.1007/s12144-022-03454-8

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