↓ Skip to main content

Are Associations Between “Sexist” Video Games and Decreased Empathy Toward Women Robust? A Reanalysis of Gabbiadini et al. 2016

Overview of attention for article published in Journal of Youth and Adolescence, June 2017
Altmetric Badge

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 (95th percentile)
  • High Attention Score compared to outputs of the same age and source (90th percentile)

Mentioned by

news
2 news outlets
twitter
48 X users
facebook
2 Facebook pages
wikipedia
1 Wikipedia page
googleplus
2 Google+ users

Citations

dimensions_citation
20 Dimensions

Readers on

mendeley
107 Mendeley
citeulike
1 CiteULike
Title
Are Associations Between “Sexist” Video Games and Decreased Empathy Toward Women Robust? A Reanalysis of Gabbiadini et al. 2016
Published in
Journal of Youth and Adolescence, June 2017
DOI 10.1007/s10964-017-0700-x
Pubmed ID
Authors

Christopher J. Ferguson, M. Brent Donnellan

Abstract

Gabbiadini, A., Riva, P., Andrighetto, L., Volpato, C., & Bushman, B, (PloS ONE, 2016) provided evidence for a connection between "sexist" video games and decreased empathy toward girls using an experimental paradigm. These claims are based on a moderated mediation model. They reported a three-way interaction between game condition, gender, and avatar identification when predicting masculine ideology in their original study. Masculine ideology was associated, in turn, with decreased empathy. However, there were no main experimental effects for video game condition on empathy. The current analysis considers the strength of the evidence for claims made in the original study on a sample of 153 adolescents (M age = 16.812, SD = 1.241; 44.2% male). We confirmed that there was little evidence for an overall effect of game condition on empathy toward girls or women. We tested the robustness of the original reported moderated mediation models against other, theoretically derived alternatives, and found that effects differed based on how variables were measured (using alternatives in their public data file) and the statistical model used. The experimental groups differed significantly and substantially in terms of age suggesting that there might have been issues with the procedures used to randomly assign participants to conditions. These results highlight the need for preregistration of experimental protocols in video game research and raise some concerns about how moderated mediation models are used to support causal inferences. These results call into question whether use of "sexist" video games is a causal factor in the development of reduced empathy toward girls and women among adolescents.

X Demographics

X Demographics

The data shown below were collected from the profiles of 48 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 107 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 107 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 16 15%
Student > Ph. D. Student 15 14%
Researcher 11 10%
Student > Bachelor 11 10%
Student > Doctoral Student 7 7%
Other 12 11%
Unknown 35 33%
Readers by discipline Count As %
Psychology 24 22%
Social Sciences 13 12%
Nursing and Health Professions 4 4%
Medicine and Dentistry 4 4%
Arts and Humanities 4 4%
Other 17 16%
Unknown 41 38%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 56. 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 24 March 2024.
All research outputs
#772,339
of 25,843,331 outputs
Outputs from Journal of Youth and Adolescence
#135
of 1,939 outputs
Outputs of similar age
#15,937
of 331,081 outputs
Outputs of similar age from Journal of Youth and Adolescence
#3
of 30 outputs
Altmetric has tracked 25,843,331 research outputs across all sources so far. Compared to these this one has done particularly well and is in the 97th percentile: it's in the top 5% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 1,939 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 16.2. This one has done particularly well, scoring higher than 93% 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 331,081 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 95% of its contemporaries.
We're also able to compare this research output to 30 others from the same source and published within six weeks on either side of this one. This one has done particularly well, scoring higher than 90% of its contemporaries.