S. Paul Stermer and Melissa Burkley conducted a study to see if male gamers long term exposure to sexist video games creates
sexist attitudes toward women. They
wanted to see if male gamers who play games with sexist attributes over a long
period of time, could contribute in changing the gamers attitude. When they say
long term exposure they mean regular or repeated contact with the game over a
long period of time, like months or years. The two types of sexism that they
looked at are hostile and benevolent. Hostile sexism is when men have antipathy
towards women and don’t want them to have the same power as themselves.
Benevolent sexism is when men want to keep women in their “assigned” gender
roles and want to protect their delicacy. This type of sexism isn't physically
harsh towards women, but it does keep women in inferior roles and portrays them
as too weak to have as much power as men.
The prediction that they made is that benevolent
sexism would be more present than hostile sexism. The reason they predicted
this is because of the “damsel in distress” idea present in many video
games. They also predicted that
benevolent behavior and attitudes would be more present in male gamers than
female gamers.
The participants for this experiment were 175 (61
male and 114 female) students from a university in the Mid-West. The age range
was 18-27. The participants were given a questionnaire and asked what were the
three games they played the most and rank each one on how much sexist content
there was (1 being the least and 7 being the highest). The three scores were
averaged to comprise a score for each person. They were also asked questions
about women in both a hostile and benevolent way. An example was “Women seek to
gain power by getting control over men”. They ranked each statement on how much
they agreed on it from 1 (least) to 7 (most).
The most popular games between both sexes included
The Sims, Mario Kart, Call of Duty, Grand Theft Auto, Halo, and other various
sport games. According to the results, it was determined that men play games
with more sexist content than women. There was no difference in benevolent sexism
between men and women though men, who ranked their most played game as sexist,
had a higher level of benevolent sexism. This could mean that the quality of
the game is more important and has a bigger influence than the quantity of time
spent playing the game. There were also higher levels of hostile sexism present
in men than women.
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