Virtual Violence: Gender and Aggression in Video Game Advertisements
By Erica Scharrer. 2004
149 citations recorded by the source corpus.
Subfields: Gender Studies, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/3b8dcf8b5e1ab203b8b1d24b1420e7fdaa772018
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
- B. Brown
- Karen E. Dill
- Dana E. Mastro
- M. Collins
- Jeremy N. Bailenson
- Stephen R. Burgess
- Melinda C. R. Burgess
In Sociology and Political Science
- Jesse Fox
- B. Brown
- Jeremy N. Bailenson
- Karen E. Dill
- M. Collins
- Dana E. Mastro
- Stephen R. Burgess
- Melinda C. R. Burgess
Citations in the corpus
- Still a Man's Game: Gender Representation in Online Reviews of Video Games (2006, background): “Scharrer (2004) analyzed 1,054 video game advertisements in three monthly video game magazines, reporting that male characters appeared more than three times as often as female characters in the advertisements and that female characters tended to be significantly more attractive and sexy, more…”
- Sex, Lies, and Video Games: The Portrayal of Male and Female Characters on Video Game Covers (2007, background): “The cover contains images relevant to and present in the game, as opposed to the advertisements (e.g., Scharrer 2004 ).”
- Video Game Characters and the Socialization of Gender Roles: Young People’s Perceptions Mirror Sexist Media Depictions (2007, background): “Scharrer (2004) rated characters on the degree to which they possessed dimensions such as muscularity and sexiness and hypothesized that there would be differences between male and female characters on these dimensions.”
- Virtual Virgins and Vamps: The Effects of Exposure to Female Characters’ Sexualized Appearance and Gaze in an Immersive Virtual Environment (2009, background): “Indeed, female characters are more likely than male characters to be portrayed in a sexualized manner in video game advertisements (Scharrer 2004), gaming magazines (Dill and Thill 2007; Miller and Summers 2007), online reviews (Ivory 2006), game covers (Burgess et al. 2007) and in the games…”
- Gender Differences in Video Game Characters’ Roles, Appearances, and Attire as Portrayed in Video Game Magazines (2007, methodology): “Influence of Video Games and Other Media As realistic video games are relatively new, little research has been conducted (except regarding video game violence) to determine the messages or impacts of video games on youth (Eastin and Griffiths 2006; Scharrer 2004).”
- Playing With Prejudice: The Prevalence and Consequences of Racial Stereotypes in Video Games (2011, background): “Hypermasculinity relates to features of extreme dominance, power, and aggression ( Dill & Thill, 2007 ; Scharrer, 2004 , 2005 ).”
- Depictions of Gender on Primetime Television: A Quantitative Content Analysis (2017, background): “Hypermasculinity can be understood as the exaggeration of macho characteristics, which include the acceptance of physical violence as an inevitable feature of male nature, hardened sexual attitudes toward heterosexual romantic partners, and a desire for action and adventure (Scharrer, 2004).”
- Effects of exposure to sex-stereotyped video game characters on tolerance of sexual harassment (2008, background): “Female video game characters are consistently shown as beautiful, busty, scantily clad sex objects (Burgess et al., 2007; Dill & Thill, 2007; Scharrer, 2004).”