Violence Against Women in Video Games: A Prequel or Sequel to Rape Myth Acceptance?. Beck, V. S., Boys, S., Rose, C., & Beck, E. Journal of Interpersonal Violence, 27(15):3016–3031, October, 2012. Publisher: SAGE Publications Inc
Violence Against Women in Video Games: A Prequel or Sequel to Rape Myth Acceptance? [link]Paper  doi  abstract   bibtex   
Current research suggests a link between negative attitudes toward women and violence against women, and it also suggests that media may condition such negative attitudes. When considering the tremendous and continued growth of video game sales, and the resulting proliferation of sexual objectification and violence against women in some video games, it is lamentable that there is a dearth of research exploring the effect of such imagery on attitudes toward women. This study is the first study to use actual video game playing and control for causal order, when exploring the effect of sexual exploitation and violence against women in video games on attitudes toward women. By employing a Solomon Four-Group experimental research design, this exploratory study found that a video game depicting sexual objectification of women and violence against women resulted in statistically significant increased rape myths acceptance (rape-supportive attitudes) for male study participants but not for female participants.
@article{beck_violence_2012,
	title = {Violence {Against} {Women} in {Video} {Games}: {A} {Prequel} or {Sequel} to {Rape} {Myth} {Acceptance}?},
	volume = {27},
	issn = {0886-2605},
	shorttitle = {Violence {Against} {Women} in {Video} {Games}},
	url = {https://doi.org/10.1177/0886260512441078},
	doi = {10.1177/0886260512441078},
	abstract = {Current research suggests a link between negative attitudes toward women and violence against women, and it also suggests that media may condition such negative attitudes. When considering the tremendous and continued growth of video game sales, and the resulting proliferation of sexual objectification and violence against women in some video games, it is lamentable that there is a dearth of research exploring the effect of such imagery on attitudes toward women. This study is the first study to use actual video game playing and control for causal order, when exploring the effect of sexual exploitation and violence against women in video games on attitudes toward women. By employing a Solomon Four-Group experimental research design, this exploratory study found that a video game depicting sexual objectification of women and violence against women resulted in statistically significant increased rape myths acceptance (rape-supportive attitudes) for male study participants but not for female participants.},
	language = {en},
	number = {15},
	urldate = {2020-12-26},
	journal = {Journal of Interpersonal Violence},
	author = {Beck, Victoria Simpson and Boys, Stephanie and Rose, Christopher and Beck, Eric},
	month = oct,
	year = {2012},
	note = {Publisher: SAGE Publications Inc},
	keywords = {rape myths, rape-supportive attitudes, video games, violence against women},
	pages = {3016--3031},
}

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