Literature DB >> 28639206

Are Associations Between "Sexist" Video Games and Decreased Empathy Toward Women Robust? A Reanalysis of Gabbiadini et al. 2016.

Christopher J Ferguson1, M Brent Donnellan2.   

Abstract

Gabbiadini, A., Riva, P., Andrighetto, L., Volpato, C., & Bushman, B, (PloS ONE, 2016) provided evidence for a connection between "sexist" video games and decreased empathy toward girls using an experimental paradigm. These claims are based on a moderated mediation model. They reported a three-way interaction between game condition, gender, and avatar identification when predicting masculine ideology in their original study. Masculine ideology was associated, in turn, with decreased empathy. However, there were no main experimental effects for video game condition on empathy. The current analysis considers the strength of the evidence for claims made in the original study on a sample of 153 adolescents (M age = 16.812, SD = 1.241; 44.2% male). We confirmed that there was little evidence for an overall effect of game condition on empathy toward girls or women. We tested the robustness of the original reported moderated mediation models against other, theoretically derived alternatives, and found that effects differed based on how variables were measured (using alternatives in their public data file) and the statistical model used. The experimental groups differed significantly and substantially in terms of age suggesting that there might have been issues with the procedures used to randomly assign participants to conditions. These results highlight the need for preregistration of experimental protocols in video game research and raise some concerns about how moderated mediation models are used to support causal inferences. These results call into question whether use of "sexist" video games is a causal factor in the development of reduced empathy toward girls and women among adolescents.

Entities:  

Keywords:  Empathy; Masculinity; Sexism; Video games; Violence

Mesh:

Year:  2017        PMID: 28639206     DOI: 10.1007/s10964-017-0700-x

Source DB:  PubMed          Journal:  J Youth Adolesc        ISSN: 0047-2891


  21 in total

1.  The Limited Informativeness of Meta-Analyses of Media Effects.

Authors:  Patti M Valkenburg
Journal:  Perspect Psychol Sci       Date:  2015-09

2.  Finding the Middle Ground in Violent Video Game Research: Lessons From Ferguson (2015).

Authors:  Patrick M Markey
Journal:  Perspect Psychol Sci       Date:  2015-09

3.  From outgroups to allied forces: Effect of intergroup cooperation in violent and nonviolent video games on boosting favorable outgroup attitudes.

Authors:  Paul J C Adachi; Gordon Hodson; Teena Willoughby; Carolyn Blank; Alexandra Ha
Journal:  J Exp Psychol Gen       Date:  2016-03

4.  Competence-impeding electronic games and players' aggressive feelings, thoughts, and behaviors.

Authors:  Andrew K Przybylski; Edward L Deci; Edward Deci; C Scott Rigby; Richard M Ryan
Journal:  J Pers Soc Psychol       Date:  2013-12-30

5.  Being bad in a video game can make us more morally sensitive.

Authors:  Matthew Grizzard; Ron Tamborini; Robert J Lewis; Lu Wang; Sujay Prabhu
Journal:  Cyberpsychol Behav Soc Netw       Date:  2014-06-20

6.  Playing with Data--Or How to Discourage Questionable Research Practices and Stimulate Researchers to Do Things Right.

Authors:  Klaas Sijtsma
Journal:  Psychometrika       Date:  2016-03       Impact factor: 2.500

7.  Press CRTT to measure aggressive behavior: the unstandardized use of the competitive reaction time task in aggression research.

Authors:  Malte Elson; M Rohangis Mohseni; Johannes Breuer; Michael Scharkow; Thorsten Quandt
Journal:  Psychol Assess       Date:  2014-01-20

8.  The developmental origins of a disposition toward empathy: Genetic and environmental contributions.

Authors:  Ariel Knafo; Carolyn Zahn-Waxler; Carol Van Hulle; JoAnn L Robinson; Soo Hyun Rhee
Journal:  Emotion       Date:  2008-12

9.  Do action video games improve perception and cognition?

Authors:  Walter R Boot; Daniel P Blakely; Daniel J Simons
Journal:  Front Psychol       Date:  2011-09-13

10.  Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims.

Authors:  Alessandro Gabbiadini; Paolo Riva; Luca Andrighetto; Chiara Volpato; Brad J Bushman
Journal:  PLoS One       Date:  2016-04-13       Impact factor: 3.240

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  2 in total

1.  Grand Theft Auto is a "Sandbox" Game, but There are Weapons, Criminals, and Prostitutes in the Sandbox: Response to Ferguson and Donnellan (2017).

Authors:  Alessandro Gabbiadini; Brad J Bushman; Paolo Riva; Luca Andrighetto; Chiara Volpato
Journal:  J Youth Adolesc       Date:  2017-08-23

2.  Prosocial Video Game Content, Empathy and Cognitive Ability in a Large Sample of Youth.

Authors:  Sarah Garcia; Christopher J Ferguson; C K John Wang
Journal:  J Youth Adolesc       Date:  2021-10-09
  2 in total

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