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Video Games Influence Stereotypes

 

Video Games Influence Stereotypes

 

Norris, K. O. (2004). Gender Stereotypes, Aggression, and Computer Games: An Online Survey of Women. CyberPsychology & Behavior, 7(6), 714–727. https://doi.org/10.1089/cpb.2004.7.714

This study tries to analyse and understand the concept of aggression, gender identity and personality in relation to video games. Norris illustrates that video games comprise cumulative levels of pragmatism and violence and there is also biased gender portrayals. He goes ahead to illustrate that violent character traits fascinate people and lure them to violent games. Women dislike video games since they are not violent in nature. An online survey was conducted to help explore masculinity identity and violent personality in the framework of video gaming. The assessment was steered on women that played video games and the women that use computers but did not have any interest in video games. The results indicated that the women that enjoyed playing computer games alleged their online surroundings to be less responsive but they experienced a smaller amount of sexual harassment online. The results also showed that these women were more hostile and did not contrast in gender distinctiveness, gradation of sex role labelling as compared to the women that did not play the games. This study associated video gaming with aggression thus showing that video gaming reinforces stereotypes.

Behm-Morawitz, E., Hoffswell, J., & Chen, S.-W. (2016). The Virtual Threat Effect: A Test of Competing Explanations for the Effects of Racial Stereotyping in Video Games on Players’ Cognitions. CyberPsychology, Behavior & Social Networking, 19(5), 308–313. https://doi.org/10.1089/cyber.2015.0461

This study tries to identify whether video gaming has an effect on the issue of racial stereotyping on the players. Behm-Morawitz et al., begins by illustrating that most games are stereotyped and the African American video games characters always trigger stereotyped discernment among the white players. The study magnifies on past study by exploiting a between subjects tentative strategy to help test two conceivable hypothetical justifications and they include; the practical threat outcome and existence. Behm-Morawitz et al., illustrates that undesirable emotional response to the intimidating incentive predicts labelling. The findings of this study illustrate that increase presence of video gaming have greater effects on the insolences and opinions of the players which supports the concept that video gaming reinforces stereotypes.

Vermeulen, L., & Van Looy, J. (2016). “I Play So I Am?” A Gender Study into Stereotype Perception and Genre Choice of Digital Game Players. Journal of Broadcasting & Electronic Media, 60(2), 286–304. https://doi.org/10.1080/08838151.2016.1164169

This study tries to understand the effects of video gaming on gender stereotype thinking. Vermeulen & Van illustrate that stereotype in the game culture greatly inhibits the freedom of female players. The authors begin by looking the perceptions of the gamers in regard to gender linked and universal game typecasts and how they re-count to their playing frequencies. They then investigate choice of genre in light of the player’s sexual characteristics and how all this is linked with play incentives. The outcomes of the study show that female players are the ones that differ the most with masculinity stereotypical opinions, but they are more sturdily drawn towards particular genres like particularly those linked with style, relationships and other themes that are associated more with women than the men. This study hence supports the notion that video games influence stereotypes.

Laurent, Sarda, Elisa, Gentile, Clementine, & Sebastian. (2017, March 13). Video Games Exposure and Sexism in a Representative Sample of Adolescents. Retrieved from https://www.frontiersin.org/articles/10.3389/fpsyg.2017.00466/full

 

This research study was aimed at assessing the association between revelation of video games and sexism in a large sample. The authors illustrate that most of the past research that has been conducted indicate that video games are associated with stereotype of females and these matters significantly help in refining sexism. The study measured the power of this connotation when two other noteworthy and well-studied foundations of sexism, television revelation and religiosity were also comprised in a multivariate archetype.  The study used a trial of 13520 young people who were aged between 11-19 years of age to complete the survey that was gauging video game and television exposure on weekly basis and sexist attitudes towards women. The results indicated a large representation sample that playing of video games is closely related to sexism hence supporting the notion that video games influence stereotypes.

Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behaviour, aggressive cognition, aggressive affect, physiological arousal, and pro-social behaviour: A meta-analytic review of the scientific literature. Psychological Science, 12(5), 353-359

Anderson & Bushman illustrate that exploration on acquaintance with television and movie fierceness, proposes that playing of ferocious video games upsurge hostile behaviours. Their study is an analytic assessment of the video game investigation literature to recognize whether this notion is true. The study used both investigational and non-investigational studies with males and females in both research laboratory and field locales.  The examinations of these studies exposed that contact with violent video games upsurges emotional arousal and hostility related judgements and approaches. Playing of these games was perceived to decrease pro-social behaviours.

856 Words  3 Pages
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