2/21/2024 0 Comments Play rapelay online free![]() It should be noted that in the majority of video games, female characters are objectified (i.e., treated like objects instead of humans) and also dehumanized ( Burgess et al., 2007 Summers and Miller, 2014). For example, in Europe, more than half of adults play video games, which equals to some 250 million gamers in the EU ( Interactive Software Federation of Europe, 2019). Video games are a widespread activity among people of all ages, including adults. In this study, we focused on video games as one possible contributing factor to the prevelance and believability of rape myths (i.e., the increasing of rape victim blame and the decreasing of rape perpetrator blame) for several reasons. Such beliefs vary but can be grouped globally into four main categories ( Mcmahon and Farmer, 2011): having the attitude that (1) the woman provoked her own rape (e.g., the outfit she wore was judged as too sexualized or she acted too suggestively), (2) the rape was not really a rape (e.g., the woman did not fight back enough or was unclear when refusing the sexual act), (3) men are not responsible for a rape (e.g., men cannot control their sexual needs or may have been too drunk to understand that it was a rape) and (4) women can lie about the rape (e.g., she lied to protect herself or as an act of revenge). ![]() Rape Myth Acceptance (RMA) involves any belief that minimizes the act of rape or leads to victim blame, that is, to hold the victim partially or fully responsible for being raped while minimizing/disregarding the responsibility of the perpetrator ( Burt, 1980 Lonsway and Fitzgerald, 1994 Loughnan et al., 2013). One explanation of this trivialization of sexual violence is based on several stereotypes surrounding it and often subsumed under what is called rape myth ( Buddie and Miller, 2001). According to a survey from the European Commission (2016), more than 1 out of 10 people in the European Union believe that sexual intercourse without consent may be justified in certain circumstances, for example, if the victim (generally a woman) is voluntarily going home with someone, if she was drunk or under the influence of drugs, if she was wearing revealing clothes, or if she did not say “no” clearly ( European Commission, 2016). It is regrettable that such violence is often trivialized. This study concludes that video games impact on attitudes toward women and this, in part, due to its interactive nature.ĭespite the increase attention to violence against women through movements such as “#MeeToo” or Amnesty’s “No is no” campaign, sexual violence remains a serious problem ( Amnesty International, 2019). Concerning the perpetrator, video game sexualization did not influence responsibility, but partly influenced humanness. The results were partially consistent with these predictions: Playing a video game containing sexualized female characters increased rape victim blame when cognitive load was high, but did not predict degree of humanness accorded to the victim. Further, degree of humanness of the victim and the perpetrator was expected to mediate this relation. Based on the General Aggression Model (GAM), it was hypothesized that playing the video game with a sexualized content would increase the responsibility assigned to the victim and diminish the responsibility assigned to the perpetrator. After gameplay, participants read a rape date story, and were then asked to judge the victim’s and the perpetrator’s degree of responsibility and humanness. ![]() Cognitive load was manipulated by setting the difficulty level of the game to low or high. Participants ( N = 142) played a video game using sexualized or non-sexualized female characters. This study examined the consequences of sexualized video game content and cognitive load (moderator) on rape victim blame and rape perpetrator blame (used as a proxy of rape myth acceptance), and whether the degree of humanness of the victim and of the perpetrator mediated these effects. Therefore, it largely remains unclear whether sexualized video games can have an impact on attitudes toward women. ![]() Studies that have examined this issue are rare and contain a number of limitations. The potential negative impact of sexualized video games on attitudes toward women is an important issue.
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