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Sexist Games=Sexist Gamers? A Longitudinal Study on the Relationship Between Video Game Use and Sexist Attitudes

Overview of attention for article published in CyberPsychology, Behavior & Social Networking, April 2015
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About this Attention Score

  • In the top 5% of all research outputs scored by Altmetric
  • One of the highest-scoring outputs from this source (#3 of 1,756)
  • High Attention Score compared to outputs of the same age (99th percentile)
  • High Attention Score compared to outputs of the same age and source (95th percentile)

Mentioned by

news
11 news outlets
blogs
5 blogs
twitter
1374 X users
facebook
13 Facebook pages
wikipedia
4 Wikipedia pages
googleplus
8 Google+ users
reddit
7 Redditors
video
6 YouTube creators

Citations

dimensions_citation
49 Dimensions

Readers on

mendeley
221 Mendeley
citeulike
1 CiteULike
Title
Sexist Games=Sexist Gamers? A Longitudinal Study on the Relationship Between Video Game Use and Sexist Attitudes
Published in
CyberPsychology, Behavior & Social Networking, April 2015
DOI 10.1089/cyber.2014.0492
Pubmed ID
Authors

Johannes Breuer, Rachel Kowert, Ruth Festl, Thorsten Quandt

Abstract

From the oversexualized characters in fighting games, such as Dead or Alive or Ninja Gaiden, to the overuse of the damsel in distress trope in popular titles, such as the Super Mario series, the under- and misrepresentation of females in video games has been well documented in several content analyses. Cultivation theory suggests that long-term exposure to media content can affect perceptions of social realities in a way that they become more similar to the representations in the media and, in turn, impact one's beliefs and attitudes. Previous studies on video games and cultivation have often been cross-sectional or experimental, and the limited longitudinal work in this area has only considered time intervals of up to 1 month. Additionally, previous work in this area has focused on the effects of violent content and relied on self-selected or convenience samples composed mostly of adolescents or college students. Enlisting a 3 year longitudinal design, the present study assessed the relationship between video game use and sexist attitudes, using data from a representative sample of German players aged 14 and older (N=824). Controlling for age and education, it was found that sexist attitudes-measured with a brief scale assessing beliefs about gender roles in society-were not related to the amount of daily video game use or preference for specific genres for both female and male players. Implications for research on sexism in video games and cultivation effects of video games in general are discussed.

X Demographics

X Demographics

The data shown below were collected from the profiles of 1,374 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 221 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United States 2 <1%
Germany 1 <1%
Brazil 1 <1%
United Kingdom 1 <1%
Sweden 1 <1%
Mexico 1 <1%
Canada 1 <1%
Unknown 213 96%

Demographic breakdown

Readers by professional status Count As %
Student > Master 35 16%
Student > Ph. D. Student 27 12%
Student > Bachelor 24 11%
Researcher 21 10%
Student > Doctoral Student 13 6%
Other 47 21%
Unknown 54 24%
Readers by discipline Count As %
Psychology 46 21%
Social Sciences 37 17%
Arts and Humanities 17 8%
Computer Science 13 6%
Medicine and Dentistry 6 3%
Other 35 16%
Unknown 67 30%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 1199. 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
#12,027
of 25,729,842 outputs
Outputs from CyberPsychology, Behavior & Social Networking
#3
of 1,756 outputs
Outputs of similar age
#84
of 280,638 outputs
Outputs of similar age from CyberPsychology, Behavior & Social Networking
#1
of 23 outputs
Altmetric has tracked 25,729,842 research outputs across all sources so far. Compared to these this one has done particularly well and is in the 99th percentile: it's in the top 5% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 1,756 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 28.0. This one has done particularly well, scoring higher than 99% 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 280,638 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 99% of its contemporaries.
We're also able to compare this research output to 23 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 95% of its contemporaries.