Sexism in online video games: The role of conformity to masculine norms and social dominance orientation

2014 ◽  
Vol 33 ◽  
pp. 314-320 ◽  
Author(s):  
Jesse Fox ◽  
Wai Yen Tang
Author(s):  
Michał Bilewicz

This chapter discusses the role of ideology in genocides, beyond the traditional conservatism–liberalism distinction. This chapter analyzes ideological views in greater detail by reviewing established psychological concepts, such as authoritarianism and social dominance orientation, as well as conspiracy theories, racial health ideology, and the concept of Lebensraum that formed the ideological foundation of the Holocaust and other large-scale crimes. Authoritarian ideology accurately explains the behavior of desk killers, bureaucrats responsible for organizing the mass murder. Social dominance ideology seems to give a more general explanation of genocide—it can be found in German social Darwinism, the idea of Lebensraum, the Nazi eugenic program, and the illusions spread by occupiers among the victims and the bystanders. The chapter suggests that deep study of ideologies might provide important insight into perpetrators’ worldviews and into their justifications of criminal acts, as well as an explanation of bystanders’ and victims’ behavior.


2022 ◽  
pp. 151-167
Author(s):  
Yasemin Özkent

Different precautions such as quarantine, social distance, and hygiene applications have been taken around the world to prevent the spreading of the virus during the COVID-19 pandemic. While these precautions brought many sectors to a halt, digital-based platforms have been used more actively. The pandemic changed daily work, leisure, education, and the time spent with families and how people distribute their time on these items. The interest toward digital games increased as the result of COVID-19 quarantine. As people spent more time at home, they tended to play games to socialize. This study aims to evaluate the changes and tendencies in the consumption of video games during the pandemic period in Turkey. Accordingly, the consumption of online video games in 2020 was analyzed through comparing with 2019. As a result, it was detected that more time and money was spent during the pandemic period on the digital game sector which was also important before.


2018 ◽  
Vol 8 ◽  
pp. 185-188 ◽  
Author(s):  
Stefano Triberti ◽  
Luca Milani ◽  
Daniela Villani ◽  
Serena Grumi ◽  
Sara Peracchia ◽  
...  

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