| Literature DB >> 27074057 |
Alessandro Gabbiadini1, Paolo Riva1, Luca Andrighetto2, Chiara Volpato1, Brad J Bushman3,4.
Abstract
Empathy--putting oneself in another's shoes--has been described as the "social glue" that holds society together. This study investigates how exposure to sexist video games can decrease empathy for female violence victims. We hypothesized that playing violent-sexist video games would increase endorsement of masculine beliefs, especially among participants who highly identify with dominant and aggressive male game characters. We also hypothesized that the endorsement of masculine beliefs would reduce empathy toward female violence victims. Participants (N = 154) were randomly assigned to play a violent-sexist game, a violent-only game, or a non-violent game. After gameplay, measures of identification with the game character, traditional masculine beliefs, and empathy for female violence victims were assessed. We found that participants' gender and their identification with the violent male video game character moderated the effects of the exposure to sexist-violent video games on masculine beliefs. Our results supported the prediction that playing violent-sexist video games increases masculine beliefs, which occurred for male (but not female) participants who were highly identified with the game character. Masculine beliefs, in turn, negatively predicted empathic feelings for female violence victims. Overall, our study shows who is most affected by the exposure to sexist-violent video games, and why the effects occur. (200 words).Entities:
Mesh:
Year: 2016 PMID: 27074057 PMCID: PMC4830454 DOI: 10.1371/journal.pone.0152121
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Fig 1Conditional process moderated mediation model (Model 11 in PROCESS [24]).
Bivariate correlations.
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | |
|---|---|---|---|---|---|---|---|---|
| 1 | ||||||||
| .203 | 1 | |||||||
| .022 | .507 | 1 | ||||||
| .073 | .197 | .241 | 1 | |||||
| .000 | -.348 | -.137 | -.005 | 1 | ||||
| .809 | .038 | -.016 | .082 | .094 | 1 | |||
| .155 | .236 | .335 | .117 | -.018 | .078 | 1 | ||
| -.521 | -.085 | .100 | .046 | -.003 | -.249 | -.020 | 1 |
Note.
*p < .05.
**p < .01.
Type of video game was coded +1 = violent-sexist games, 0 = violent-only games, and -1 = non-violent games.
Means and standard deviations (in parenthesis) by experimental conditions for each of the considered dependent variables.
| Neutral game (males | Violent-only game (males | Violent-sexist game (males | |
|---|---|---|---|
| 3.89 (1.57)b | 4.76 (1.21)a | 4.12 (1.18)b | |
| 2.62 (0.72)b | 2.77 (0.73)b | 3.02 (0.86)a | |
| 5.03 (0.95)a | 5.29 (0.92)a | 5.02 (1.16)a |
Note. Different letters indicate means statistically differences between experimental conditions.
Regressions of type of video game (neutral, only-violent, sexist-violent) on empathy for female violence victims when masculine beliefs is the mediator and participants’ gender and identification with the game character are the moderators.
| Type of video game | .229 | .273 | .40 |
| Participants’ gender | .561 | .38 | .14 |
| Identification with the game character | .063 | .049 | .20 |
| Age | -.013 | .052 | .80 |
| Violence rating | -.099 | .047 | .04 |
| Frequency of play | .026 | .043 | .54 |
| Type of video game X Participants’ gender | -1.05 | .457 | .02 |
| Type of video game X Identification with the game character | .021 | .065 | .74 |
| Participants’ gender X Identification with the game character | .030 | .083 | .71 |
| Type of video game X Participants’ gender X Identification with the game character | .265 | .103 | .01 |
| Age | -.039 | .079 | .61 |
| Violence ratings | .099 | .074 | .18 |
| Frequency of play | .052 | .061 | .38 |
| Masculine beliefs | -.465 | .109 | .0001 |
Note.
b = unstandardized beta weight
SE = standard error
*p < .05
***p < .001.
Fig 2Interactive effect of video game content and identification with the game character on masculine beliefs for male participants.
The difference between violent-sexist game players and violent-only and nonviolent game players is significant for values of identification with video game characters greater than 4.2931.