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Representation of Women in Video Games: A Systematic Review of Literature in Consideration of Adult Female Wellbeing

机译:电子游戏中女性的代表:考虑成年女性福祉的文献系统综述

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This study aims to provide a comprehensive systematic review of the literature relating to the representation of women within video games in consideration of adult female wellbeing. The research question of the study assessed whether the representation of women in video games leads to female self-objectification and negative body image in adult women. The Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) review method was used; comprising a thorough keyword database search, followed by literature screening and data extraction. Adult women were the focus of the study, with video games as the study exposure. Only 2 of the 22 studies directly assessed female wellbeing in relation to video game play. Results showed that women do report self-objectification and low levels of self-efficacy, as a result of exposure to objectified female content within video games, compared with participants exposed to nonobjectified content. Male and female belief in real-life female competence was jeopardized after exposure to objectified content of women within video games. Results demonstrated that female characters within video games are unevenly represented compared with male characters, with female characters mostly shown as subordinate to the male hero of the game, objectified, and hypersexualized with disproportionate body parts. The review also uncovered the propensity for men exposed to objectified and sexualized female characters within video games to hold sexist attitudes toward women in a real-life setting, and being more lenient to accept cultural rape myths.
机译:这项研究旨在针对成年女性的健康状况,对与视频游戏中的女性形象有关的文献进行全面的系统回顾。该研究的研究问题评估了女性在视频游戏中的代表性是否会导致成年女性的女性自我客观化和负面身体形象。使用系统评价和荟萃分析的首选报告项目(PRISMA)评价方法;包括全面的关键字数据库搜索,然后进行文献筛选和数据提取。成年女性是研究的重点,电子游戏是研究的对象。在22项研究中,只有2项直接评估了与电子游戏有关的女性健康状况。结果表明,与暴露于非客观内容的参与者相比,由于在视频游戏中暴露于客观女性内容,女性确实报告了自我客观化和较低的自我效能感。暴露于视频游戏中女性的客观内容后,对现实生活中女性能力的男性和女性信念受到损害。结果表明,与男性角色相比,视频游戏中的女性角色表现不均,女性角色大多显示为服从游戏中的男性英雄,客观化,而过分性化了身体部位。该评论还揭示了在视频游戏中暴露于客观化和性化女性角色的男性倾向于在现实生活中对女性持性别歧视态度,并更愿意接受文化强奸神话。

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