scholarly journals The Impact of Sexualized Video Game Content and Cognitive Load on State Rape Myth Acceptance

2021 ◽  
Vol 12 ◽  
Author(s):  
Tania Noël ◽  
Frank Larøi ◽  
Jonathan Burnay

The potential negative impact of sexualized video games on attitudes toward women is an important issue. Studies that have examined this issue are rare and contain a number of limitations. Therefore, it largely remains unclear whether sexualized video games can have an impact on attitudes toward women. This study examined the consequences of sexualized video game content and cognitive load (moderator) on rape victim blame and rape perpetrator blame (used as a proxy of rape myth acceptance), and whether the degree of humanness of the victim and of the perpetrator mediated these effects. Participants (N = 142) played a video game using sexualized or non-sexualized female characters. Cognitive load was manipulated by setting the difficulty level of the game to low or high. After gameplay, participants read a rape date story, and were then asked to judge the victim’s and the perpetrator’s degree of responsibility and humanness. Based on the General Aggression Model (GAM), it was hypothesized that playing the video game with a sexualized content would increase the responsibility assigned to the victim and diminish the responsibility assigned to the perpetrator. Further, degree of humanness of the victim and the perpetrator was expected to mediate this relation. The results were partially consistent with these predictions: Playing a video game containing sexualized female characters increased rape victim blame when cognitive load was high, but did not predict degree of humanness accorded to the victim. Concerning the perpetrator, video game sexualization did not influence responsibility, but partly influenced humanness. This study concludes that video games impact on attitudes toward women and this, in part, due to its interactive nature.

2015 ◽  
Vol 32 (15) ◽  
pp. 2323-2344 ◽  
Author(s):  
Philipp Süssenbach ◽  
Friederike Eyssel ◽  
Jonas Rees ◽  
Gerd Bohner

In two studies, the authors examined the influence of rape myth acceptance (RMA) on participants’ attention toward the potential victim versus perpetrator in a rape case. In Study 1 ( N = 90), participants selected information that focused on either the male defendant or the female victim. With increasing RMA, participants preferred information that focused on the victim rather than the defendant. In Study 2 ( N = 41), participants viewed photographs depicting both victim and defendant while their eye movements were recorded. With increasing RMA, participants spent less time inspecting the defendant relative to the victim. In both studies, higher RMA predicted stronger anti-victim and pro-defendant judgments, replicating previous research. Taken together, these results support the assumption that RMA guides participants’ attention, leading to a focus on the alleged rape victim and away from the alleged perpetrator. Implications of the current research and future directions are discussed.


2019 ◽  
Vol 42 (2) ◽  
Author(s):  
Annie Cossins

Two cases studies illustrate the paradox at the heart of the substantive law of sexual assault – that it is possible (i) for a woman who does not communicate her consent to be deemed to consent; and (ii) for a defendant to have a reasonable belief about a woman’s consent even though it is accepted that she did not consent, both of which undermine the concept of her sexual autonomy. In light of the research on rape myth acceptance (‘RMA’) which shows that RMA is one of the most consistent predictors of victim blame in sexual assault scenarios, this article discusses how sexual assault law reform in New South Wales in 2007, which introduced a ‘communicative’ model of consent, has been subsequently undermined by the decisions in two recent judge-alone trials. Options for reform are discussed in light of the community standards expected under a ‘communicative’ model of consent.


2021 ◽  
Author(s):  
Hasan Onur Keles ◽  
Ahmet Omurtag

Abstract BACKGROUND Video games can be a valuable tool for surgery training. Individuals who interact or play video games, tend to have a better visuospatial ability when compared to non-gamers. Numerous studies suggest that video game experience is associated with faster acquisition, greater sharpening, and longer retention of laparoscopic skills. Given the neurocognitive complexity of surgery skill, multimodal approaches are required to understand how video game playing enhances laparoscopy skill. METHODS Data from thirteen surgeons with varying levels of laparoscopy experience and no video game experience, and 27 students with no laparoscopy experience and varying levels of video game experience performed standard laparoscopic training tasks. Their performance, subjective cognitive loading, and prefrontal cortical activity were recorded and analyzed. RESULTS The surgeons performed the tasks significantly faster, had significantly lower cognitive load as well as less left prefrontal activation, relative to the non-gamer novices. In gamer novices, the task completion time decreased significantly with increasing game experience. The cognitive load decreased significantly with increasing gaming experience in gamer novices and with laparoscopy experience in surgeons. CONCLUSION Our results suggest that along the dimensions of performance, cognitive load, and brain activity, the effects of video gaming experience on novice laparoscopy trainees are similar to those of real-world laparoscopy experience on surgeons. We believe that the neural underpinnings of surgery skill and its links with gaming experience need to be investigated further using wearable functional brain imaging.


Author(s):  
Angelica B. Ortiz de Gortari ◽  
Karin Aronsson ◽  
Mark Griffiths

Video game playing is a popular activity and its enjoyment among frequent players has been associated with absorption and immersion experiences. This paper examines how immersion in the video game environment can influence the player during the game and afterwards (including fantasies, thoughts, and actions). This is what is described as Game Transfer Phenomena (GTP). GTP occurs when video game elements are associated with real life elements triggering subsequent thoughts, sensations and/or player actions. To investigate this further, a total of 42 frequent video game players aged between 15 and 21 years old were interviewed. Thematic analysis showed that many players experienced GTP, where players appeared to integrate elements of video game playing into their real lives. These GTP were then classified as either intentional or automatic experiences. Results also showed that players used video games for interacting with others as a form of amusement, modeling or mimicking video game content, and daydreaming about video games. Furthermore, the findings demonstrate how video games triggered intrusive thoughts, sensations, impulses, reflexes, optical illusions, and dissociations.


2021 ◽  
Vol 3 (102) ◽  
pp. 143-153
Author(s):  
OLGA V. EPSHTEIN

The article examines the problems of translation adaptation when localizing high-budget AAA-class video games. The author considers the chosen specialized field as a new discursive genre, identifies verbal components of video game content, and classifies denotative, linguistic and pragmatic violations in the translation of the studied video game projects. Based on the results of the study, the solution to the problem of making an error-free translation is seen in an individual approach; the ways to improve the translation localization of the final product of gaming industry are proposed.


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