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Impact Factor:1.211 | Ranking:Social Issues 14 out of 41 | Social Sciences, Interdisciplinary 20 out of 92 | Sociology 37 out of 137
Source:2013 Journal Citation Reports® (Thomson Reuters, 2014)

Social Evaluations of Stereotypic Images in Video Games

Unfair, Legitimate, or “Just Entertainment”?

  1. Alaina Brenick
    1. University of Maryland
  1. Alexandra Henning
    1. University of Maryland
  1. Melanie Killen
    1. University of Maryland
  1. Alexander O'Connor
    1. University of California, Berkeley
  1. Michael Collins
    1. University of Maryland

Abstract

The aim of this study is to assess late adolescents' evaluations of and reasoning about gender stereotypes in video games. Female (n = 46) and male (n = 41) students, predominantly European American, with a mean age 19 years, are interviewed about their knowledge of game usage, awareness and evaluation of stereotypes, beliefs about the influences of games on the players, and authority jurisdiction over three different types of games: games with negative male stereotypes, games with negative female stereotypes, and gender-neutral games. Gender differences are found for how participants evaluated these games. Males are more likely than females to find stereotypes acceptable. Results are discussed in terms of social reasoning, video game playing, and gender differences.

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