Publication
Title
Sexualized Video Game Avatars and Self-Objectification in Adolescents: The Role of Gender Congruency and Activation Frequency
Author
Abstract
Little is known about the effects of playing sexualizing video games on adolescent boys' and girls' self-objectified body image. Early and middle adolescents (N = 115; M-age = 12.63, SD = 0.85) participated in a between-subjects experiment testing the effect of playing with a sexualized male or female avatar as compared to a control condition. We revealed that playing a video game with a sexualized avatar increased self-objectification among adolescents. This effect occurred regardless of the gender of the adolescent and, thus, did not support the gender congruency hypothesis. In contrast to the activation frequency hypothesis and video game literature on sexualization, the effect of playing with a female sexualized avatar was not moderated by game frequency. Given the adverse consequences of self-objectification in adolescence, the current study results highlight the need for research on how these effects may be countered.
Language
English
Source (journal)
Media psychology. - Mahwah, N.J., 1999, currens
Publication
Mahwah, N.J. : 2017
ISSN
1521-3269 [print]
1532-785X [online]
DOI
10.1080/15213269.2016.1142380
Volume/pages
20 :2 (2017) , p. 221-239
ISI
000402972200003
Full text (Publisher's DOI)
Full text (open access)
UAntwerpen
Faculty/Department
Research group
Publication type
Subject
Affiliation
Publications with a UAntwerp address
External links
Web of Science
Record
Identifier
Creation 13.07.2017
Last edited 09.10.2023
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