Xbox or SeXbox? An Examination of Sexualized Content in Video Games
Article first published online: 10 JUL 2012
DOI: 10.1111/j.1751-9004.2012.00442.x
© 2012 Blackwell Publishing Ltd
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How to Cite
Paul Stermer, S. and Burkley, M. (2012), Xbox or SeXbox? An Examination of Sexualized Content in Video Games. Social and Personality Psychology Compass, 6: 525–535. doi: 10.1111/j.1751-9004.2012.00442.x
Publication History
- Issue published online: 10 JUL 2012
- Article first published online: 10 JUL 2012
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Abstract
Video games often offer players a chance to visit fantastical places that could never exist in reality. However, these interactions are related to and can influence how one perceives the real world. Research has primarily focused on the relationship between violent video games and aggression, but there is another aspect of video games that could influence players: sexualized content. In this article we review the prevalence of sexualized content in video games and discuss the relationship this content has with players’ attitudes toward women. This burgeoning body of work indicates that sexualized content is both highly prevalent in video games and is linked to increased sexist attitudes and perceptions of the real world. We conclude by highlighting important questions that remain unanswered regarding the role that sexualized content has on video game players.

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