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Selling Gender: Associations of Box Art Representation of Female Characters With Sales for Teen- and Mature-rated Video Games

Overview of attention for article published in Sex Roles, October 2012
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About this Attention Score

  • In the top 5% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (96th percentile)
  • High Attention Score compared to outputs of the same age and source (82nd percentile)

Mentioned by

news
1 news outlet
blogs
1 blog
twitter
11 X users
wikipedia
4 Wikipedia pages

Citations

dimensions_citation
33 Dimensions

Readers on

mendeley
142 Mendeley
citeulike
1 CiteULike
Title
Selling Gender: Associations of Box Art Representation of Female Characters With Sales for Teen- and Mature-rated Video Games
Published in
Sex Roles, October 2012
DOI 10.1007/s11199-012-0231-6
Pubmed ID
Authors

Christopher E Near

Abstract

Content analysis of video games has consistently shown that women are portrayed much less frequently than men and in subordinate roles, often in "hypersexualized" ways. However, the relationship between portrayal of female characters and videogame sales has not previously been studied. In order to assess the cultural influence of video games on players, it is important to weight differently those games seen by the majority of players (in the millions), rather than a random sample of all games, many of which are seen by only a few thousand people. Box art adorning the front of video game boxes is a form of advertising seen by most game customers prior to purchase and should therefore predict sales if indeed particular depictions of female and male characters influence sales. Using a sample of 399 box art cases from games with ESRB ratings of Teen or Mature released in the US during the period of 2005 through 2010, this study shows that sales were positively related to sexualization of non-central female characters among cases with women present. In contrast, sales were negatively related to the presence of any central female characters (sexualized or non-sexualized) or the presence of female characters without male characters present. These findings suggest there is an economic motive for the marginalization and sexualization of women in video game box art, and that there is greater audience exposure to these stereotypical depictions than to alternative depictions because of their positive relationship to sales.

X Demographics

X Demographics

The data shown below were collected from the profiles of 11 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 142 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Spain 1 <1%
Chile 1 <1%
Brazil 1 <1%
Unknown 139 98%

Demographic breakdown

Readers by professional status Count As %
Student > Master 27 19%
Student > Bachelor 22 15%
Student > Ph. D. Student 17 12%
Researcher 15 11%
Student > Doctoral Student 10 7%
Other 14 10%
Unknown 37 26%
Readers by discipline Count As %
Social Sciences 38 27%
Psychology 20 14%
Arts and Humanities 16 11%
Computer Science 5 4%
Business, Management and Accounting 4 3%
Other 17 12%
Unknown 42 30%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 32. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 10 February 2024.
All research outputs
#1,237,457
of 25,299,129 outputs
Outputs from Sex Roles
#354
of 2,381 outputs
Outputs of similar age
#7,156
of 192,448 outputs
Outputs of similar age from Sex Roles
#6
of 28 outputs
Altmetric has tracked 25,299,129 research outputs across all sources so far. Compared to these this one has done particularly well and is in the 95th percentile: it's in the top 5% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 2,381 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 22.4. This one has done well, scoring higher than 85% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 192,448 tracked outputs that were published within six weeks on either side of this one in any source. This one has done particularly well, scoring higher than 96% of its contemporaries.
We're also able to compare this research output to 28 others from the same source and published within six weeks on either side of this one. This one has done well, scoring higher than 82% of its contemporaries.