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Sexual Priming, Gender Stereotyping, and Likelihood to Sexually Harass: Examining the Effects of Playing a Sexually Explicit Video Game

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Abstract:

A cognitive priming/spreading activation frame and a lexical decision task paradigm were employed to understand the effects of playing a sexually explicit video game with female “objectification” content on male players. Men who played the sexually explicit video game recognized words with sexual connotations and words describing women as sex objects more quickly than did men in the control conditions. Men who played the sexually explicit game also displayed an increased tendency to engage in sexual harassment compared to men who played non-sexual video games. The anticipated interaction between sex-typing and the sexually explicit video game condition was not found. Overall, the study provides strong empirical evidence that a sexually explicit video game with themes of female “objectification” may prime thoughts related to sex, encourage men to view women as sex objects, and increase the likelihood of self reported tendencies to behave inappropriately toward women in social situations.

Most Common Document Word Stems:

game (190), sexual (149), sex (118), video (113), word (82), effect (75), play (63), explicit (54), non (52), particip (48), women (47), object (44), type (43), social (35), prime (33), behavior (29), sexually-explicit (29), men (29), cognit (28), m (28), research (27),

Author's Keywords:

video games, sexually-explicit content, sexual priming, gender stereotyping
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Name: International Communication Association
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http://www.icahdq.org


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URL: http://www.allacademic.com/meta/p92539_index.html
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MLA Citation:

Yao, Mike., Mahood, Chad. and Linz, Daniel. "Sexual Priming, Gender Stereotyping, and Likelihood to Sexually Harass: Examining the Effects of Playing a Sexually Explicit Video Game" Paper presented at the annual meeting of the International Communication Association, Dresden International Congress Centre, Dresden, Germany, Jun 16, 2006 <Not Available>. 2009-05-25 <http://www.allacademic.com/meta/p92539_index.html>

APA Citation:

Yao, M. Z., Mahood, C. and Linz, D. G. , 2006-06-16 "Sexual Priming, Gender Stereotyping, and Likelihood to Sexually Harass: Examining the Effects of Playing a Sexually Explicit Video Game" Paper presented at the annual meeting of the International Communication Association, Dresden International Congress Centre, Dresden, Germany Online <PDF>. 2009-05-25 from http://www.allacademic.com/meta/p92539_index.html

Publication Type: Conference Paper/Unpublished Manuscript
Abstract: A cognitive priming/spreading activation frame and a lexical decision task paradigm were employed to understand the effects of playing a sexually explicit video game with female “objectification” content on male players. Men who played the sexually explicit video game recognized words with sexual connotations and words describing women as sex objects more quickly than did men in the control conditions. Men who played the sexually explicit game also displayed an increased tendency to engage in sexual harassment compared to men who played non-sexual video games. The anticipated interaction between sex-typing and the sexually explicit video game condition was not found. Overall, the study provides strong empirical evidence that a sexually explicit video game with themes of female “objectification” may prime thoughts related to sex, encourage men to view women as sex objects, and increase the likelihood of self reported tendencies to behave inappropriately toward women in social situations.

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Document Type: PDF
Page count: 29
Word count: 7243
Text sample:
Effects of Video Game Sex 1 Running Head: EFFECTS OF VIDEO GAME SEX Sexual Priming Gender Stereotyping and Likelihood to Sexually Harass: Examining the Effects of Playing a Sexually-Explicit Video Game Paper submitted to the Game Studies Interest Group of the International Communication Association. Effects of Video Game Sex 2 Abstract A cognitive priming/spreading activation frame and a lexical decision task paradigm were employed to understand the effects of playing a sexually explicit video game with female “objectification” content
700 Non-sexist Scrambled non-sexist Scrambled sexist 600 Sexist The Sims Leisure Suit Larry PacMan II Game Conditions Figure 2: Participants’ mean lexical decision response latency as a function of word type (sexist vs. non sexist words) and game condition.


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