| Literature DB >> 20098511 |
Mike Z Yao, Chad Mahood, Daniel Linz.
Abstract
The present study examines the short-term cognitive effects of playing a sexually explicit video game with female "objectification" content on male players. Seventy-four male students from a university in California, U.S. participated in a laboratory experiment. They were randomly assigned to play either a sexually-explicit game or one of two control games. Participants' cognitive accessibility to sexual and sexually objectifying thoughts was measured in a lexical decision task. A likelihood-to-sexually-harass scale was also administered. Results show that playing a video game with the theme of female "objectification" may prime thoughts related to sex, encourage men to view women as sex objects, and lead to self-reported tendencies to behave inappropriately towards women in social situations.Entities:
Year: 2009 PMID: 20098511 PMCID: PMC2807025 DOI: 10.1007/s11199-009-9695-4
Source DB: PubMed Journal: Sex Roles ISSN: 0360-0025
Test of between-subject effects of average harmonic mean lexical decision latency (in milliseconds) by word type and game condition.
| Word Type | LSL1 | The Sims II | PacMan II | F (2, 74) | η2 | |||
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| Mean | SD | Mean | SD | Mean | SD | |||
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| Non-sexual words | 633.79 | 92.76 | 648.44 | 106.72 | 650.97 | 104.82 | .202 | .006 |
| Scrambled sexual words | 658.86 | 128.74 | 685.47 | 106.60 | 669.54 | 143.85 | .272 | .008 |
| Scrambled non-sexual words | 665.14 | 106.16 | 669.86 | 80.04 | 714.52 | 136.81 | 1.515 | .041 |
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| non-objectifying descriptions | 653.97 | 67.12 | 674.33 | 111.93 | 669.90 | 97.10 | .314 | .009 |
| Scrambled sexually objectifying descriptions | 661.89 | 100.87 | 718.99 | 93.64 | 740.63 | 176.33 | 2.405 | .063 |
| Scrambled non-objectifying descriptions | 669.26 | 104.41 | 705.68 | 98.60 | 734.50 | 137.93 | 1.972 | .053 |
1. Leisure Suit Larry
The overall multivariate model is significant, Wilk’s Lambda = .428, F (16, 128) = 4.23, p < .001
*** p < .001
Fig. 1Participants’ estimated harmonic mean lexical decision response latency as a function of word type and game condition.