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Keeping Abreast of Hypersexuality: A Video Game Character Content Analysis

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Abstract:

This study examined hypersexuality in video game characters. Sixty of the top selling video games across three of the most popular consoles (Microsoft Xbox, Sony PlayStation2, and Nintendo GameCube) were content analyzed. A total of 489 characters with an identifiable sex were used for analyses. Female characters (n=70) were underrepresented in comparison to their male counterparts (n=419). In comparison to male characters, females were significantly more likely to be partially nude, featured with an unrealistic body image and shown wearing sexually revealing clothing and inappropriate attire. Implications for these findings are discussed using Social Cognitive Theory as a theoretical anchor.

Most Common Document Word Stems:

game (188), n (185), charact (140), video (114), hypersexu (99), sexual (85), male (56), sex (55), bodi (54), femal (52), variabl (49), women (47), 1 (46), reveal (44), 2 (42), code (40), rate (40), cloth (38), 3 (32), unrealist (31), size (28),

Author's Keywords:

Hypersexuality, Video games
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Name: International Communication Association
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http://www.icahdq.org


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MLA Citation:

Downs, Edward. and Smith, Stacy. "Keeping Abreast of Hypersexuality: A Video Game Character Content Analysis" Paper presented at the annual meeting of the International Communication Association, Sheraton New York, New York City, NY, <Not Available>. 2009-05-25 <http://www.allacademic.com/meta/p14888_index.html>

APA Citation:

Downs, E. and Smith, S. "Keeping Abreast of Hypersexuality: A Video Game Character Content Analysis" Paper presented at the annual meeting of the International Communication Association, Sheraton New York, New York City, NY Online <PDF>. 2009-05-25 from http://www.allacademic.com/meta/p14888_index.html

Publication Type: Conference Paper/Unpublished Manuscript
Abstract: This study examined hypersexuality in video game characters. Sixty of the top selling video games across three of the most popular consoles (Microsoft Xbox, Sony PlayStation2, and Nintendo GameCube) were content analyzed. A total of 489 characters with an identifiable sex were used for analyses. Female characters (n=70) were underrepresented in comparison to their male counterparts (n=419). In comparison to male characters, females were significantly more likely to be partially nude, featured with an unrealistic body image and shown wearing sexually revealing clothing and inappropriate attire. Implications for these findings are discussed using Social Cognitive Theory as a theoretical anchor.

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Document Type: PDF
Page count: 37
Word count: 8149
Text sample:
Hypersexuality and Video Games 1 Running head: HYPERSEXUALITY AND VIDEO GAMES Keeping Abreast of Hypersexuality: A Video Game Character Content Analysis Hypersexuality and Video Games 2 Abstract This study examined hypersexuality in video game characters. Sixty of the top selling video games across three of the most popular consoles (Microsoft Xbox Sony PlayStation2 and Nintendo GameCube) were content analyzed. A total of 489 characters with an identifiable sex were used for analyses. Female characters (n=70) were underrepresented in comparison
n=5 n=7 n=33 n=45 Partially or Totally Nude 4% 5% 3% 4% n=6 n=7 n=3 n=16 Unrealistic body image 1% 1% 3% 2% n=2 n=2 n=3 n=7 Small waist 2% 1% 0% 1% n=3 n=1 n=0 n=4 Breast size (voluptuous) na na na na Inappropriate attire 2% 1% 2% 2% n=3 n=1 n=2 n=6


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