Literature DB >> 21093394

Virtual muscularity: a content analysis of male video game characters.

Nicole Martins1, Dmitri C Williams, Rabindra A Ratan, Kristen Harrison.   

Abstract

The 150 top-selling video games were content analyzed to study representations of male bodies. Human males in the games were captured via screenshot and body parts measured. These measurements were then compared to anthropometric data drawn from a representative sample of 1120 North American men. Characters at high levels of photorealism were larger than the average American male, but these characters did not mirror the V-shaped ideal found in mainstream media. Characters at low levels of photorealism were also larger than the average American male, but these characters were so much larger that they appeared cartoonish. Idealized male characters were more likely to be found in games for children than in games for adults. Implications for cultivation theory are discussed.
Copyright © 2010 Elsevier Ltd. All rights reserved.

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Year:  2010        PMID: 21093394     DOI: 10.1016/j.bodyim.2010.10.002

Source DB:  PubMed          Journal:  Body Image        ISSN: 1740-1445


  3 in total

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

Authors:  Christopher E Near
Journal:  Sex Roles       Date:  2012-10-26

2.  Predictors of One-Year Change in How Youth Perceive Their Weight.

Authors:  Karen A Patte; Wei Qian; Scott T Leatherdale
Journal:  J Obes       Date:  2020-05-15

3.  Photo Activity on Social Networking Sites and Body Dissatisfaction: The Roles of Thin-Ideal Internalization and Body Appreciation.

Authors:  Changying Duan; Shuailei Lian; Li Yu; Gengfeng Niu; Xiaojun Sun
Journal:  Behav Sci (Basel)       Date:  2022-08-11
  3 in total

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