Skip to main content

Advertisement

Log in

The Effects of the Sexualization of Female Video Game Characters on Gender Stereotyping and Female Self-Concept

  • Original Article
  • Published:
Sex Roles Aims and scope Submit manuscript

Abstract

The present study utilized an experimental design to investigate the short term effects of exposure to sexualized female video game characters on gender stereotyping and female self-concept in emerging adults. Bussey and Bandura’s (1999) social cognitive theory of gender development and differentiation was used to explicate this relationship. Undergraduate students (N = 328) at a large U.S. Southwestern university participated in the study. Students were randomly assigned to play a “sexualized” heroine, a “non-sexualized” heroine, or no video game; then completed an online questionnaire. Female self-efficacy was negatively affected by game play with the sexualized female character. Results cautiously suggest that playing a sexualized video game heroine unfavorably influenced people’s beliefs about women in the real world.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Similar content being viewed by others

References

  • Arnett, J. J. (2007). Suffering, selfish, slackers? Myths and reality about emerging adults. Journal of Youth Adolescence, 36, 23–29.

    Article  Google Scholar 

  • Arnett, J. J., & Tanner, J. L. (2005). Emerging adults in America: Coming of age in the 21st century. Washington, DC: American Psychological Association.

    Google Scholar 

  • Ashmore, R. D., Del Boca, E. K., & Bilder, S. M. (1995). Construction and validation of the Gender Attitude Inventory, a structured inventory to assess multiple dimensions of gender attitudes. Sex Roles, 32, 753–786.

    Article  Google Scholar 

  • Aubrey, J., & Harrison, K. (2004). The gender-role content of children’s favorite television programs and its links to their gender-related perceptions. Media Psychology, 6, 111–146.

    Article  Google Scholar 

  • Bandura, A. (1986). Social foundations of thought and action: A social cognitive theory. Englewood Cliffs: Prentice Hall.

    Google Scholar 

  • Bandura, A. (2002). Social cognitive theory of mass communication. In J. Bryant & D. Zillmann (Eds.), Media effects: Advances in theory and research (pp. 121–153). Mahwah: Lawrence Erlbaum Associates.

    Google Scholar 

  • Beasley, B., & Standley, T. C. (2002). Shirts vs. skins: Clothing as an indicator of gender role stereotyping in video games. Mass Communication & Society, 5, 279–293.

    Article  Google Scholar 

  • Berscheid, E. (1993). Forward. In A. E. Beall & R. J. Sternberg (Eds.), The psychology of gender (pp. vii–xvii). New York: Guilford Press.

    Google Scholar 

  • Bessenoff, G. R. (2006). Can the media affect us? Social comparison, self-discrepancy, and the thin ideal. Psychology of Women Quarterly, 30, 239–251.

    Article  Google Scholar 

  • Bussey, K., & Bandura, A. (1999). Social cognitive theory of gender development and differentiation. Psychological Review, 106, 676–713.

    Article  PubMed  Google Scholar 

  • Carnagey, N. L., & Anderson, C. A. (2005). The effects of reward and punishment in violent video games on aggressive affect, cognition, and behavior. Psychological Science, 16, 882–889.

    Article  PubMed  Google Scholar 

  • Carpenter, L. M. (1998). From girls into women: Scripts for sexuality and romance in Seventeen magazine, 1974–1994. Journal of Sex Research, 35, 158–169.

    Article  Google Scholar 

  • Cash, T. F., Ancis, J. R., & Strachan, M. D. (1997). Gender attitudes, feminist identity, and body images among college women. Sex Roles, 36, 430–447.

    Article  Google Scholar 

  • Cicchirillo, V., & Chory-Assad, R. M. (2005). Effects of affective orientation and video game play on aggressive thoughts and behaviors. Journal of Broadcasting and Electronic Media, 49, 435–449.

    Article  Google Scholar 

  • Clay, D., Vignoles, V. L., & Dittmar, H. (2005). Body image and self-esteem among adolescent girls: Testing the influence of sociocultural factors. Journal of Research on Adolescence, 15, 451–477.

    Article  Google Scholar 

  • CNNmoney.com. (2006, January 14). Video game set sales record in 2005: Game Boy, PSP lift the industry, despite languid holiday season. Retrieved February 6, 2006, from http://money.cnn.com/2006/01/13/technology/personaltech/gamesales/.

  • Davidson, E., Yasuna, A., & Tower, A. (1979). The effects of television cartoons on sex-role stereotyping in young girls. Child Development, 50, 597–600.

    Google Scholar 

  • Deaux, K. (1985). Sex and gender. Annual Review of Psychology, 36, 49–81.

    Article  Google Scholar 

  • Deaux, K., & Lewis, L. L. (1983). Components of gender stereotypes. Psychological Documents, 13, 25.

    Google Scholar 

  • Dietz, T. L. (1998). An examination of violence and gender role portrayals in video games: Implications for gender socialization and aggressive behavior. Sex Roles, 38, 425–442.

    Article  Google Scholar 

  • Eagly, A. (1987). Sex differences in social behavior: A social-role interpretation. Hillsdale: Erlbaum.

    Google Scholar 

  • Eastin, M. (2006). Video game violence and the female game player: Self and opponent gender effects on presence and aggressive thoughts. Human Communication Research, 32, 352–372.

    Article  Google Scholar 

  • Eisenstock, B. (1984). Sex-role differences in children’s identification with counterstereotypical televised portrayals. Sex Roles, 10, 417–430.

    Article  Google Scholar 

  • Entertainment Software Association (ESA) (2009). Top 10 Industry Facts. Retrieved on February 12, 2008, from http://www.theesa.com/facts/top_10_facts.php.

  • Funk, J. B., & Buchman, D. D. (1996). Playing violent video and computer games and adolescent self-concept. Journal of Communication, 46, 19–32.

    Article  Google Scholar 

  • Gentile, D. A., & Anderson, C. A. (2003). Violent video games: The newest media violence hazard. In D. A. Gentile (Ed.), Media violence and children: A complete guide for parents and professionals (pp. 131–152). Westport: Praeger.

    Google Scholar 

  • Glaubke, C. R., Miller, P., Parker, M.A. & Espejo, E. (2001). Fair play? Violence, race, and gender in video games. Children NOW.

  • Glick, P., & Fiske, S. T. (1999). Sexism and other “isms”: Interdependence, status and the ambivalent content of stereotypes. In W. B. Swann, J. H. Langlois & L. A. Gilbert (Eds.), Sexism and stereotypes in modern society: The gender science of Janet T. Spence (pp. 193–221). Washington, DC: American Psychological Association.

    Chapter  Google Scholar 

  • Golombok, S., & Fivush, R. (1994). Gender development. New York: Cambridge University Press.

    Google Scholar 

  • Hatoum, I. J., & Belle, D. (2004). Mags and abs: Media consumption and bodily concerns in men. Sex Roles, 51, 397–408.

    Article  Google Scholar 

  • Hawkins, N., Richards, P. S., Granley, H. M., & Stein, D. M. (2004). The impact of exposure to the thin-ideal media image on women. Eating Disorders, 12, 35–50.

    Article  PubMed  Google Scholar 

  • Herrett-Skjellum, J., & Allen, M. (1996). Television programming and sex stereotyping: A meta-analysis. Communication Yearbook, 19, 157–185.

    Google Scholar 

  • Inness, S. (1998). Tough girls: Women warriors and wonder women in popular culture. Philadelphia: University of Pennsylvania Press.

    Google Scholar 

  • Ivory, J. D. (2006). Still a man’s game: Gender representation in online reviews of video games. Mass Communication & Society, 9, 103–114.

    Article  Google Scholar 

  • Kim, T., & Biocca, F. (1997). Telepresence in television. Journal of Computer-Mediated Communication, 3. Retrieved on July 24, 2009 from http://jcmc.indiana.edu/vol3/issue2/kim.html

  • King, L. A., King, D. W., Gudanowski, D. M., & Taft, C. T. (1997). Latent structure of the sex-role egalitarianism scale: Confirmatory factor analyses. Sex Roles, 36, 221–234.

    Article  Google Scholar 

  • Kiousis, S. (2002). Interactivity: A concept explication. New Media & Society, 4, 355–383.

    Google Scholar 

  • Lavine, H., Sweeney, D., & Wagner, S. (1999). Depicting women as sex objects in television advertising: Effects on body dissatisfaction. Personality & Social Psychology Bulletin, 25, 1049–1058.

    Article  Google Scholar 

  • Mastro, D., & Behm-Morawitz, E. (2005). Latino representation on primetime television: A content analysis. Journalism & Mass Communication Quarterly, 82, 110–130.

    Google Scholar 

  • McGhee, P., & Frueh, T. (1980). Television viewing and the learning of sex-role stereotypes. Sex Roles, 6, 179–188.

    Article  Google Scholar 

  • McMahan, A. (2003). Immersion, engagement and presence: A method for analyzing 3-D video games. In M. Wolf & B. Perron (Eds.), The video game theory reader (pp. 67–86). New York: Routledge.

    Google Scholar 

  • Michael, M. (1982). Television and adolescents’ sex-role stereotypes: A longitudinal study. Journal of Personality and Social Psychology, 43, 947–955.

    Article  Google Scholar 

  • Mikula, M. (2003). Gender and videogames: The political valency of Lara Croft. Continuum: Journal of Media & Cultural Studies, 17, 80–87.

    Article  Google Scholar 

  • Miller, M. K., & Summers, A. (2007). Gender differences in video game characters’ roles, appearances, and attire as portrayed in video game magazines. Sex Roles, 57, 733–742.

    Article  Google Scholar 

  • Morgan, M. (1987). Television, sex-role attitudes, and sex-role behaviors. Journal of Early Adolescence, 7, 269–282.

    Article  Google Scholar 

  • Morrison, T. G., Kalin, R., & Morrison, M. A. (2004). Body-image evaluation and image investment among adolescents: A test of sociocultural and social comparison theories. Adolescence, 39, 571–592.

    PubMed  Google Scholar 

  • Pajares, F., & Schunk, D. H. (2001). Self-beliefs and school success: Self-efficacy, self-concept, and school achievement. In R. Riding & S. Rayner (Eds.), Perception (pp. 239–266). London: Ablex.

    Google Scholar 

  • Pinhanez, C., Davis, J., Intille, S., Johnson, M., Wilson, A., Bobick, A., et al. (2000). Physically interactive story environments. IBM Systems Journal, 39, 438–455.

    Article  Google Scholar 

  • Provenzo, E. F. (1991). Video kids: Making sense of Nintendo. Cambridge: Harvard University Press.

    Google Scholar 

  • Richard, B., & Zaremba, J. (2005). Gaming with grrls: Looking for sheroes in computer games. In J. Raessens & J. Goldstein (Eds.), Handbook for computer game studies (pp. 283–300). Cambridge, MA: MIT Press.

    Google Scholar 

  • Schloerb, D. W. (1995). A quantitative measure of telepresence. Presence: Teleoperators and Virtual Environments, 4, 64–80.

    Google Scholar 

  • Schneider, E. F., Lang, A., Shin, M., & Bradley, S. D. (2004). Death with a story: How story impacts emotional, motivational, and physiological responses to first-person shooter games. Human Communication Research, 30, 361–375.

    Google Scholar 

  • Sherer, M., Maddux, J. E., Mercadante, B., Prentice-Dunn, S., Jacobs, B., & Rogers, R. W. (1982). The self-efficacy scale: Construction and validation. Psychological Reports, 51, 663–671.

    Google Scholar 

  • Sheridan, T. B. (1992). Musings on telepresence and virtual presence. Presence: Teleoperators and Virtual Environments, 1, 120–126.

    Google Scholar 

  • Sherry, J. A. (2001). The effects of violent video games on aggression: A meta-analysis. Human Communication Research, 27, 409–431.

    Google Scholar 

  • Signorella, M. L. (1999). Multidimensionality of gender schemas: Implications for the development of gender-related characteristics. In W. B. Swann, J. H. Langlois & L. A. Gilbert (Eds.), Sexism and stereotypes in modern society: The gender science of Janet T. Spence (pp. 107–126). Washington, DC: American Psychological Association.

    Chapter  Google Scholar 

  • Signorielli, N. (1989). Television and conceptions about sex roles: Maintaining conventionality and the status quo. Sex Roles, 21, 337–356.

    Article  Google Scholar 

  • Signorielli, N. (1993). Television and adolescents’ perceptions about work. Youth & Society, 24(3), 314–341.

    Article  Google Scholar 

  • Signorielli, N., & Bacue, A. (1999). Recognition and respect: A content analysis of prime-time television characters across three decades. Sex Roles, 40, 527–544.

    Article  Google Scholar 

  • Signorielli, N., & Kahlenberg, S. (2001). Television’s world of work in the nineties. Journal of Broadcasting & Electronic Media, 45, 4–22.

    Article  Google Scholar 

  • Spence, J. T., & Hahn, E. D. (1997). The attitudes toward women scale and attitude change in college students. Sex Roles, 21, 17–34.

    Google Scholar 

  • Spence, J. T., & Helmreich, J. (1972). The attitudes toward women scale: an objective instrument to measure attitudes toward the rights and roles of women in contemporary society. Journal Supplement Abstract Service Catalog of Selected Documents in Psychology, 2, 66.

    Google Scholar 

  • Spence, J. T., & Helmreich, J. (1978). Masculinity and femininity: Psychological dimensions, correlates, and antecedents. Austin: University of Texas Press.

    Google Scholar 

  • Spence, J. T., Helmreich, J., & Stapp, J. (1974). The Personal Attributes Questionnaire: A measure of sex role stereotypes and masculinity-femininity. Journal of Consulting and Clinical Psychology, 44, 766–770.

    Google Scholar 

  • Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of Communication, 42, 73–93.

    Article  Google Scholar 

  • Tamborini, R., Eastin, M. S., Skalski, P., Lachlan, K., Fediuk, T. A., & Brady, R. (2004). Violent virtual video games and hostile thought. Journal of Broadcasting and Electronic Media, 48, 335–357.

    Google Scholar 

  • Tamborini, R., & Skalski, P. (2006). The role of presence in electronic games. In P. Vorderer & J. Bryant (Eds.), Playing video games: Motives, responses, and consequences (pp. 225–240). Mahwah, NJ: Lawrence Earlbaum.

    Google Scholar 

  • Walsh, D., Gentile, G., Walsh, E., Bennett, N., Robideau, B., Walsh, M., et al. (2005). Tenth annual media wise video game report card. National Institute on Media and the Family. Retrieved August 15, 2006, from http://www.mediafamily.org/research/report_vgrc_2005.shtml.

  • Ward, L., & Friedman, K. (2006). Using TV as a guide: Associations between television viewing and adolescents’ sexual attitudes and behavior. Journal of Research on Adolescence, 16, 133–156.

    Article  Google Scholar 

  • Windle, M. S. (1987). Measurement issues in sex roles and sex typing. In D. B. Carter (Ed.), Current conceptions of sex roles and sex typing (pp. 33–45). New York: Praeger.

    Google Scholar 

  • Witmer, B. G., & Singer, M. J. (1998). Measuring presence in virtual environments: A presence questionnaire. Presence, 7, 225–240.

    Article  Google Scholar 

  • Zuckerman, D., Singer, C., & Singer, J. (1980). Children’s television viewing, racial, and sex role attitudes. Journal of Applied Social Psychology, 10, 281–294.

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Elizabeth Behm-Morawitz.

Appendices

Appendix A

Presence

All items were measured on a seven-point scale, ranging from “not at all” (1) to “very much/very well” (7)

How well were you able to control your actions in the video game?

How much did the visual aspects of the game involve you?

How much did the noises/music in the game involve you?

How well were you able to look around or search the game environment?

How well were you able to interact with objects and/or people in the game?

How involved were you in the video game experience?

How well did you adjust to the video game experience?

While playing the video game, I felt I was in the world of the video game.

While playing the video game, I NEVER forgot that I was in the middle of an experiment.

When I stopped playing the video game, I felt like I came back to the “real world” after an experience.

While playing the video game, I was unaware of the noises in the room in which I am sitting.

While playing the video game, I was unaware of the movements of others in the room in which I am sitting.

I was not at all involved in the video game while I was playing it.

I felt like my character was a real person.

During my game play, I felt like I really was my character.

I felt upset when my character did not do well in the game (e.g., was injured, killed, got lost).

I felt happy when my character did well in the game.

I could relate to my character.

Appendix B

Gender Attitudes and Beliefs

The items were measured on a seven-point scale, ranging from “strongly disagree” (1) to “strongly agree” (7).

Appearance

Women should dress in a traditionally feminine manner.

Compared to men, it is more important that women look their best when appearing in public.

It looks worse for a woman to be drunk than a man.

Women should not look masculine in appearance.

Women should dress in a way that pleases and attracts men.

A woman who dresses in a sexy or provocative manner is more powerful than a woman who does not.

Career/Domestic Work

Women should assume the same positions in business and all the professions along with men.

Jobs that require manual labor (e.g., construction, heavy lifting, etc.) should be done by men rather than women.

A woman’s children should come before her career.

A women’s marriage should come before her career.

Men and women should share housework chores equally.

Women rather than men should do the cooking at home.

Women rather than men should be in charge of child-rearing.

Cognitive Capabilities

Men are more rational than women.

Men are better at problem-solving than women.

Men are better at handling mental challenges than women

Physical Capabilities

Women are as strong as men.

Men are better at handling physical challenges than women.

Women are as athletic as men.

Rights and permissions

Reprints and permissions

About this article

Cite this article

Behm-Morawitz, E., Mastro, D. The Effects of the Sexualization of Female Video Game Characters on Gender Stereotyping and Female Self-Concept. Sex Roles 61, 808–823 (2009). https://doi.org/10.1007/s11199-009-9683-8

Download citation

  • Received:

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s11199-009-9683-8

Keywords

Navigation