{"title":"Examining How Sex Appeal Cues and Strength Cues Influence Impressions of Female Video Game Characters","authors":"Teresa Lynch, Annie Dooley, Matthew R. Erxleben","doi":"10.1177/00936502241279625","DOIUrl":null,"url":null,"abstract":"Sexualization is a prominently studied dimension of how media content contributes to problematic outcomes for women (e.g., self-objectification). In video game contexts, scholars have debated whether portrayals of powerful characters may disrupt undesirable outcomes of sexual objectification. In two studies, we experimentally manipulated sex appeal cues and strength cues in female characters. Participants reported their impressions in terms of key person perception outcomes and liking of the characters. We also aimed to understand how interactivity shapes impression formation by comparing viewing (Study 1) to playing (Study 2) contexts. Results indicated that sex appeal cues and strength cues interacted to shape character impressions but did so differently depending on the type of interaction participants had with the character. In both studies, sexual appeal cues produced greater disliking of the characters. Our discussion considers the findings with respect to character design in video games and other media entertainment.","PeriodicalId":48323,"journal":{"name":"Communication Research","volume":"37 1","pages":""},"PeriodicalIF":4.9000,"publicationDate":"2024-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Communication Research","FirstCategoryId":"98","ListUrlMain":"https://doi.org/10.1177/00936502241279625","RegionNum":1,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMMUNICATION","Score":null,"Total":0}
引用次数: 0
Abstract
Sexualization is a prominently studied dimension of how media content contributes to problematic outcomes for women (e.g., self-objectification). In video game contexts, scholars have debated whether portrayals of powerful characters may disrupt undesirable outcomes of sexual objectification. In two studies, we experimentally manipulated sex appeal cues and strength cues in female characters. Participants reported their impressions in terms of key person perception outcomes and liking of the characters. We also aimed to understand how interactivity shapes impression formation by comparing viewing (Study 1) to playing (Study 2) contexts. Results indicated that sex appeal cues and strength cues interacted to shape character impressions but did so differently depending on the type of interaction participants had with the character. In both studies, sexual appeal cues produced greater disliking of the characters. Our discussion considers the findings with respect to character design in video games and other media entertainment.
期刊介绍:
Empirical research in communication began in the 20th century, and there are more researchers pursuing answers to communication questions today than at any other time. The editorial goal of Communication Research is to offer a special opportunity for reflection and change in the new millennium. To qualify for publication, research should, first, be explicitly tied to some form of communication; second, be theoretically driven with results that inform theory; third, use the most rigorous empirical methods; and fourth, be directly linked to the most important problems and issues facing humankind. Critieria do not privilege any particular context; indeed, we believe that the key problems facing humankind occur in close relationships, groups, organiations, and cultures.