Virtual Virgins and Vamps: The Effects of Exposure to Female Characters’ Sexualized Appearance and Gaze in an Immersive Virtual Environment
By Jesse Fox, Jeremy N. Bailenson. 2009
90 citations recorded by the source corpus.
Subfields: Experimental and Cognitive Psychology, Gender Studies
View Paper: https://www.semanticscholar.org/paper/289ad1274f5b215c1ad3ca873d6a5d07cdbd898c
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Experimental and Cognitive Psychology
In Gender Studies
- Wai Yen Tang
- Jesse Fox
- Kristine L. Nowak
- Rachel Ralston
- Kaitlyn A. Jones
- C. Cooper
- Mark D. Griffiths
- Lavinia McLean
Citations in the corpus
- Women’s experiences with general and sexual harassment in online video games: Rumination, organizational responsiveness, withdrawal, and coping strategies (2017, background): “Sexualized and objectified representations of women in virtual worlds have been tied to sexist attitudes and an increased likelihood to sexually harass (Dill et al., 2008; Fox and Bailenson, 2009; Yao et al., 2010).”
- Sexism in online video games: The role of conformity to masculine norms and social dominance orientation (2014, background): “Women and other minorities are often specifically targeted for this harassment, particularly if they do not conform to expected behaviors (Fox & Bailenson, 2009; Fox & Tang, 2013; Gray, 2012a,b; Salter & Blodgett, 2012; Waddell, Fox, Ivory, & Ivory, 2013).”
- Avatars and computer-mediated communication: a review of the definitions, uses, and effects of digital representations (2018, background): “…with additional limbs (Won, Bailenson, Lee, & Lanier, 2015), allow every receiver to see consistent eye contact from the same source (Bailenson, Beall, Loomis, Blascovich, & Turk, 2005), or make a message source look exactly like the receiver (Bailenson & Segovia, 2010; Fox & Bailenson, 2009a).”
- Sexualized Avatars Lead to Women’s Self-Objectification and Acceptance of Rape Myths (2015, background): “…realism, the opportunities for interactivity, and the experience of embodiment, it is possible that these representations will have powerful effects on users’ beliefs, attitudes, and behaviors off-line as well (Fox & Bailenson, 2009b; Fox, Bailenson, & Tricase, 2013; Yee & Bailenson, 2007).”