Gender Differences in Video Game Characters’ Roles, Appearances, and Attire as Portrayed in Video Game Magazines
By Monica K. Miller, A. Summers. 2007
224 citations recorded by the source corpus.
Subfields: Gender Studies, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/3a8278f86a073f92c1cedcbac8de126108f9c8a0
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Gender Studies
- Jesse Fox
- Elizabeth Behm-Morawitz
- Charlotte R. Cramer
- Aneta Molenda
- C. Moss‐Racusin
- Sarah K. Murnen
- Kimberly A. Neuendorf
- Samantha M. Goodin
In Sociology and Political Science
- Jesse Fox
- Elizabeth Behm-Morawitz
- Jeremy N. Bailenson
- Charlotte R. Cramer
- C. Moss‐Racusin
- Kimberly A. Neuendorf
- Aneta Molenda
- Stacy L. Smith
Citations in the corpus
- The Effects of the Sexualization of Female Video Game Characters on Gender Stereotyping and Female Self-Concept (2009, background): “In terms of the characterization of women in video games, content analytic research indicates that females are vastly underrepresented in popular video games and are often hypersexualized when depicted (Beasley and Standley 2002; Dietz 1998; Glaubke et al. 2001; Ivory 2006; Miller and Summers 2007 ”
- Can Evidence Impact Attitudes? Public Reactions to Evidence of Gender Bias in STEM Fields (2015, methodology): “In keeping with extensive previous qualitative research involving the thematic analysis of messages (Ibroscheva, 2007; Miller & Summers, 2007; Neuendorf, 2011; Testa et al., 2011), existing research was utilized primarily to provide a theoretical rationale for undertaking the current analysis (as…”
- Content Analysis—A Methodological Primer for Gender Research (2011, background): “One common question is whether codebook instructions should include examples in addition to the carefully worded concept explications (e.g., Miller and Summers 2007).”
- Virtual Virgins and Vamps: The Effects of Exposure to Female Characters’ Sexualized Appearance and Gaze in an Immersive Virtual Environment (2009, background): “Recent research has determined that video games mirror traditional media: women are drastically underrepresented (Williams et al. 2009), and when they do appear, it is often a highly gender-stereotypical depiction (Miller and Summers 2007).”
- “Putting on” Sexiness: A Content Analysis of the Presence of Sexualizing Characteristics in Girls’ Clothing (2011, background): “For instance, one study simply asked coders to rate clothing worn by female video game characters in terms of its “revealing nature” and “sexiness,” with minimal definition given (Miller and Summers 2007).”
- Keeping Abreast of Hypersexuality: A Video Game Character Content Analysis (2010, background): “... the 30-year-old male as one of its primary consumers, can we assume that the video game industry as a whole follows this same pattern of using sex and violence to promote new video games? Does sexual and violent content equate to more marketing dollars in the video game industry? Recent studies ”