Still a Man's Game: Gender Representation in Online Reviews of Video Games
By James D. Ivory. 2006
254 citations recorded by the source corpus.
Subfields: Gender Studies, Social Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/c28de438159778101f44be4ea25a5c2f52484e51
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
- Wai Yen Tang
- Elizabeth Behm-Morawitz
- Suzanne de Castell
- Jessica E. Tompkins
- Niki Fritz
- Ryan Drake
- Teresa Lynch
In Social Psychology
- Jesse Fox
- Suzanne de Castell
- Jessica E. Tompkins
- Niki Fritz
- Ryan Drake
- Elizabeth Behm-Morawitz
- Teresa Lynch
- J. Jenson
In Sociology and Political Science
- Jesse Fox
- J. Roozenbeek
- S. van der Linden
- Elizabeth Behm-Morawitz
- Jeremy N. Bailenson
- Suzanne de Castell
- Jessica E. Tompkins
- Niki Fritz
Citations in the corpus
- Effects of video-game play on information processing: A meta-analytic investigation (2013, background): “Given concerns that some video games appeal more to males than to females due to their violent and sexualized contents (Ivory, 2006), we examined the extent to which the benefits associated with video-game play generalized across gender groups.”
- Gender Differences in Video Game Characters’ Roles, Appearances, and Attire as Portrayed in Video Game Magazines (2007, background): “Results support the findings of previous research that found that males were portrayed as more powerful than females (Dietz 1998; Ivory 2006; Scharrer 2004) and females were portrayed as sexier and more attractive (Ivory 2006) as compared to males.”
- Sexism in online video games: The role of conformity to masculine norms and social dominance orientation (2014, background): “…in video game content (Williams, Martins, Consalvo, & Ivory, 2009), and when they are portrayed, are depicted in stereotypical ways that appeal to men (e.g., as a weak princess needing rescue or as a highly sexualized dominatrix; Burgess, Stermer, & Burgess, 2007; Downs & Smith, 2010; Ivory, 2006).”
- College Students’ Video Game Participation and Perceptions: Gender Differences and Implications (2007, background): “However, these findings are congruent with previous analyses of games and advertisements for them (Beasley & Standley, 2002; Dietz, 1998; Ivory, 2006 ).”
- Virtual Virgins and Vamps: The Effects of Exposure to Female Characters’ Sexualized Appearance and Gaze in an Immersive Virtual Environment (2009, background): “…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 themselves (Beasley and Standley 2002).”
- Gender, Simulation, and Gaming: Research Review and Redirections (2010, background): “While the possibilities for choosing a female character in a video game have certainly increased, it is still the case that they are highly underrepresented in digital games generally, tending specifically to be more obviously sexualized than male characters (Beasley & Standley, 2002; Dietz, 1998; D”
- 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”
- Keeping Abreast of Hypersexuality: A Video Game Character Content Analysis (2010, background): “... 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 suggest that there are pronounced differences in sexuality between male and female chara”
- Fake news game confers psychological resistance against online misinformation (2019, background): “For example, the overrepresentation of males could be due to the fact that online gaming might stereotypically appeal more to men (Ivory, 2006).”
- Sex, Lies, and Video Games: The Portrayal of Male and Female Characters on Video Game Covers (2007, background): “ Ivory (2006) chose online reviews to avoid player skill issues in assessing a game (i.e., a less experienced gamer may not get far enough in ag ame, in as pecified period of time, to see anything of interest).”
- Sexy, Strong, and Secondary: A Content Analysis of Female Characters in Video Games across 31 Years (2016, methodology): “Ivory (2006) discovered, however, that reviewers rarely mention the sexualiza-tion of female characters in their critiques of games.”