Literature DB >> 23467816

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

Christopher E Near1.   

Abstract

Content analysis of video games has consistently shown that women are portrayed much less frequently than men and in subordinate roles, often in "hypersexualized" ways. However, the relationship between portrayal of female characters and videogame sales has not previously been studied. In order to assess the cultural influence of video games on players, it is important to weight differently those games seen by the majority of players (in the millions), rather than a random sample of all games, many of which are seen by only a few thousand people. Box art adorning the front of video game boxes is a form of advertising seen by most game customers prior to purchase and should therefore predict sales if indeed particular depictions of female and male characters influence sales. Using a sample of 399 box art cases from games with ESRB ratings of Teen or Mature released in the US during the period of 2005 through 2010, this study shows that sales were positively related to sexualization of non-central female characters among cases with women present. In contrast, sales were negatively related to the presence of any central female characters (sexualized or non-sexualized) or the presence of female characters without male characters present. These findings suggest there is an economic motive for the marginalization and sexualization of women in video game box art, and that there is greater audience exposure to these stereotypical depictions than to alternative depictions because of their positive relationship to sales.

Entities:  

Keywords:  Video games; content analysis; gender representations; media effects

Year:  2012        PMID: 23467816      PMCID: PMC3586322          DOI: 10.1007/s11199-012-0231-6

Source DB:  PubMed          Journal:  Sex Roles        ISSN: 0360-0025


  5 in total

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

Authors:  Nicole Martins; Dmitri C Williams; Rabindra A Ratan; Kristen Harrison
Journal:  Body Image       Date:  2010-11-18

2.  Regression analyses of counts and rates: Poisson, overdispersed Poisson, and negative binomial models.

Authors:  W Gardner; E P Mulvey; E C Shaw
Journal:  Psychol Bull       Date:  1995-11       Impact factor: 17.737

3.  Content and ratings of teen-rated video games.

Authors:  Kevin Haninger; Kimberly M Thompson
Journal:  JAMA       Date:  2004-02-18       Impact factor: 56.272

4.  The Context of Current Content Analysis of Gender Roles: An Introduction to a Special Issue.

Authors:  Rena M Rudy; Lucy Popova; Daniel G Linz
Journal:  Sex Roles       Date:  2010-07-09

5.  Contributions to the Content Analysis of Gender Roles: An Introduction to a Special Issue.

Authors:  Rena M Rudy; Lucy Popova; Daniel G Linz
Journal:  Sex Roles       Date:  2011-01-31
  5 in total
  1 in total

1.  Video Games Exposure and Sexism in a Representative Sample of Adolescents.

Authors:  Laurent Bègue; Elisa Sarda; Douglas A Gentile; Clementine Bry; Sebastian Roché
Journal:  Front Psychol       Date:  2017-03-31
  1 in total

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