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About this Attention Score

  • In the top 5% of all research outputs scored by Altmetric
  • Among the highest-scoring outputs from this source (#33 of 523)
  • High Attention Score compared to outputs of the same age (96th percentile)
  • High Attention Score compared to outputs of the same age and source (91st percentile)

Mentioned by

news
2 news outlets
blogs
1 blog
twitter
14 X users
reddit
7 Redditors

Readers on

mendeley
154 Mendeley
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Article details
Title
Playing a Videogame with a Sexualized Female Character Increases Adolescents' Rape Myth Acceptance and Tolerance Toward Sexual Harassment
Published in
Games for Health Journal, December 2014
DOI 10.1089/g4h.2014.0055
Pubmed ID
Authors
Abstract

Prior research has documented favorable effects of active and educational videogames among adolescents. However, research on potential negative effects of such games is limited. Scholars have called attention to games portraying sexualized female characters. The purpose of the current study was to experimentally investigate the effect of playing a videogame with a sexualized female character on adolescents' acceptance of rape myths and tolerance for sexual harassment. Fifty-seven secondary school pupils, 12-15 years of age, participated in a 2 (gender: boys versus girls)×2 (game character: nonsexualized versus sexualized female) factorial design experiment. Participants played a game for 15 minutes and were randomly assigned to one of the two game characters. Afterward, they completed established scales to assess rape myth acceptance and tolerance for sexual harassment. Analyses of variance showed greater acceptance of rape myths (P=0.039) and greater tolerance of sexual harassment (P=0.046) in adolescents who played with the sexualized woman compared with adolescents in the control condition. We did not find significant differences between boys and girls or any interaction effect between gender and game character. Findings suggest that gameplaying with a sexualized woman may increase adolescents' acceptance of rape myths and tolerance for sexual harassment. These findings highlight attention to the use of sexualized female game characters in (educational and active) videogames that target adolescents.

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X Demographics

X Demographics

The data shown below were collected from the profiles of 14 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley demographics

Mendeley demographics

The data shown below were compiled from readership statistics for 154 Mendeley readers of this research output. Click here to see the associated Mendeley record.
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Geographical breakdown

Geographical breakdown
Country Count As %
Spain 1 <1%
Unknown 153 99%

Demographic breakdown

Readers by professional status
Readers by professional status Count As %
Researcher 20 13%
Student > Bachelor 19 12%
Student > Ph. D. Student 19 12%
Student > Master 16 10%
Unspecified 10 6%
Other 18 12%
Unknown 52 34%
Readers by discipline
Readers by discipline Count As %
Social Sciences 23 15%
Psychology 23 15%
Unspecified 10 6%
Medicine and Dentistry 8 5%
Computer Science 6 4%
Other 29 19%
Unknown 55 36%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 35. 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 19 September 2026.
All research outputs
#1,475,382
of 34,359,530 outputs
Outputs from Games for Health Journal
#33
of 523 outputs
Outputs of similar age
#15,151
of 396,134 outputs
Outputs of similar age from Games for Health Journal
#1
of 12 outputs
Altmetric has tracked 34,359,530 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 523 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 10.8. 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 396,134 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 12 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 91% of its contemporaries.