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One More Reason for Women Not to Play: Gender Differences in the Perceptions about Video Game Influences on Body Image
Unformatted Document Text:  Gender Differences in TPP about Video Games 2 Abstract This study examined young adults’ perceptions about the influence of hypermuscular and hypersexualized male and female images on others of same and opposite gender. The role of gender in the third-person perceptions has been examined in three ways. As the subject of perception, women’s estimates of the influences on young adult males were higher than men’s estimates. In terms of the object of perception, the perceived influence of male and female video game images was higher when the influence was assessed on young adult males than on young adult females. As the source of influence, female images, as opposed to male images, increased the perceived influence perceptions. The third-person gaps were also higher for women than men. Regression analyses confirmed that the gender difference was significant even after controlling for time spent on video games, video game self-efficacy, and perceived frequency of game play by the comparison target group. Implications for the third-person effect research were provided, along with recommendations for the industry, parents, and educators.

Authors: Cruea, Mark. and Park, Sung-Yeon.
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Gender Differences in TPP about Video Games 2
Abstract
This study examined young adults’ perceptions about the influence of hypermuscular and
hypersexualized male and female images on others of same and opposite gender. The role of
gender in the third-person perceptions has been examined in three ways. As the subject of
perception, women’s estimates of the influences on young adult males were higher than men’s
estimates. In terms of the object of perception, the perceived influence of male and female video
game images was higher when the influence was assessed on young adult males than on young
adult females. As the source of influence, female images, as opposed to male images, increased
the perceived influence perceptions. The third-person gaps were also higher for women than
men. Regression analyses confirmed that the gender difference was significant even after
controlling for time spent on video games, video game self-efficacy, and perceived frequency of
game play by the comparison target group. Implications for the third-person effect research were
provided, along with recommendations for the industry, parents, and educators.


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