

Since their origins, video games have tended to portray women as characters needing help or holding passive or instrumental roles ( Downs and Smith, 2010 Near, 2013 Stermer and Burkley, 2015). The introduction of these influential additional determinants of sexism will provide us with the opportunity to have a more precise and embedded view of the specific relationship between video games exposure and sexism among adolescents. The other important factor is religiosity, which has a significant influence on stereotyped gender role beliefs ( Wilson, 1978 Morgan, 1987 Kirkpatrick, 1993 Hunsberger et al., 1999 Glick et al., 2002 Meghan Burn and Busso, 2005 see, however, Read, 2003). The first is television exposure, which has been shown as a major factor involved in sexist depiction of females ( Herrett-Skjellum and Allen, 1996 Morgan and Shanahan, 1997 Signorielli and Bacue, 1999 Oppliger, 2007). We also compare this link to two other consequential and well-studied influences on sexist attitudes. The present study used a large representative sample of adolescents to analyze the link between video game exposure and the endorsement of sexist attitudes toward women. However, while the proofs of biased depictions in video games showing women as passive beings, kidnapped princess to rescue or sex objects to win or to use are numerous and indisputably recorded ( Provenzo, 1991 Beasley and Collins Standley, 2002 Burgess et al., 2007 Dill and Thill, 2007 Near, 2013), their effect on gamers’ stereotypes of women remains debated ( Breuer et al., 2015) despite some preliminary experimental demonstrations ( Dill et al., 2008 Behm-Morawitz and Mastro, 2009 Fox and Bailenson, 2009 Yao et al., 2010 Driesmans et al., 2015 Gabbiadini et al., 2016). It has even been argued that some of the most blatantly sexist representation of women is found today in video games ( Dill and Thill, 2007 Downs and Smith, 2010 Scharrer, 2014).
SAX VIDEO 2011 DOWNLOAD SOFTWARE TV
The depiction and value granted to women is biased in traditional forms of media such as children’s books, magazines and TV ( Signorielli and Bacue, 1999 Scharrer, 2014), and there is no obvious exception with new digital media. Part of the popularity may be due to the appeal of masculinity: sales are highest in teen and mature games with box art depicting non-central sexualized female characters ( Near, 2013). Video games represent one of the most popular forms of media entertainment around the world, with a global market of more than 90 billion dollars in 2015. The media are a powerful socializing agent of the modern era. Implications of these results for future research on sexism in video games are discussed. Controlling for gender and socioeconomic level, results showed that video game exposure and religiosity were both related to sexism. A representative sample of 13520 French youth aged 11–19 years completed a survey measuring weekly video game and television exposure, religiosity, and sexist attitudes toward women. Our aim was also to measure the strength of this association when two other significant and well-studied sources of sexism, television exposure and religiosity, were also included in a multivariate model. The purpose of this study was to assess the relationship between video game exposure and sexism for the first time in a large and representative sample. Research has indicated that many video games are saturated with stereotypes of women and that these contents may cultivate sexism. 4CNRS, PACTE, Université Grenoble Alpes, Grenoble, France.3LIP-PC2S, Université Savoie Mont Blanc, Chambéry, France.2Department of Psychology, Iowa State University, Ames, LA, USA.

