Abstract
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.
Introduction
Despite the increase attention to violence against women through movements such as “#MeeToo” or Amnesty’s “No is no” campaign, sexual violence remains a serious problem (). It is regrettable that such violence is often trivialized. According to a survey from the , more than 1 out of 10 people in the European Union believe that sexual intercourse without consent may be justified in certain circumstances, for example, if the victim (generally a woman) is voluntarily going home with someone, if she was drunk or under the influence of drugs, if she was wearing revealing clothes, or if she did not say “no” clearly (). One explanation of this trivialization of sexual violence is based on several stereotypes surrounding it and often subsumed under what is called rape myth (). Rape Myth Acceptance (RMA) involves any belief that minimizes the act of rape or leads to victim blame, that is, to hold the victim partially or fully responsible for being raped while minimizing/disregarding the responsibility of the perpetrator (; Lonsway and Fitzgerald, 1994; Loughnan et al., 2013). Such beliefs vary but can be grouped globally into four main categories (Mcmahon and Farmer, 2011): having the attitude that (1) the woman provoked her own rape (e.g., the outfit she wore was judged as too sexualized or she acted too suggestively), (2) the rape was not really a rape (e.g., the woman did not fight back enough or was unclear when refusing the sexual act), (3) men are not responsible for a rape (e.g., men cannot control their sexual needs or may have been too drunk to understand that it was a rape) and (4) women can lie about the rape (e.g., she lied to protect herself or as an act of revenge).
In this study, we focused on video games as one possible contributing factor to the prevelance and believability of rape myths (i.e., the increasing of rape victim blame and the decreasing of rape perpetrator blame) for several reasons. Video games are a widespread activity among people of all ages, including adults. For example, in Europe, more than half of adults play video games, which equals to some 250 million gamers in the EU (Interactive Software Federation of Europe, 2019). It should be noted that in the majority of video games, female characters are objectified (i.e., treated like objects instead of humans) and also dehumanized (; Summers and Miller, 2014). Indeed, in video games, women are either a damsel in distress, a reward, or a sex object. Furthermore, one of the most common general characteristics is that female video game characters are often sexualized, i.e., depicted with large breasts and buttocks, small waists, and female characters show large amounts of exposed skin (; ; Summers and Miller, 2014; Lynch et al., 2016). Additionally, we know that gender-based and sexual violence not only remain a current problem in real life (), but that this problem also turns out to be very real in the specific context of online gaming. Research has shown that, while playing online, female gamers often report experiences of harassment, and other negative behaviors such as trash talk or discriminatory player interaction (Nakamura, 2012; Salter and Blodgett, 2012; ). More recently, the impact of sexualization in video games on online sexual harassment has even been demonstrated experimentally (). However, thus far, very few studies have examined the potential impact of sexualized video game characters on negative attitudes toward women. This study attempts to fill this gap in the literature.
In order to explain the impact of sexualized video game content on the attitude toward women, the present study was based on the General Aggression Model (GAM; ; ). Initially designed to explain the effect of violence exposure through the media, the GAM can be extended to exposure to sexualized video game content (). According to the GAM, the development of aggressive behaviors can be learned through social encounters. In particular, the model claims that aggressive behaviors will arise through an interaction between personal (relatively stable long-term factors and processes—e.g., sexist attitudes or trait aggression) and situational (more temporary short-term proximal risk factors and processes—e.g., exposure to sexualized video game content) variables. As shown in Figure 1, these two systems reciprocally influence each other and the interaction between personal and situational variables will influence the present internal state through three interconnected routes that include aggressive thoughts, angry feelings, and physiological arousal. This process will generate an immediate appraisal of the situation. For instance, confronted with a testimony of rape, this can result in rape myth acceptance, i.e., holding the victim, and not the perpetrator, partially or fully responsible for being raped. If the appraisal is judged to be unsatisfactory and if the person has sufficient time and/or cognitive resources, the situation might be reappraised and may lead to a thoughtful action (e.g., revising the initial judgment). However, if the person judges the immediate appraisal to be satisfactory (e.g., it aligns with the person’s sexist attitudes) and/or if the person does not have sufficient time and/or cognitive resources available at the moment (e.g., due to performing a cognitively demanding activity such as a video game), s/he will not reappraise the situation and this may lead to an impulsive behavior. By extending the GAM to the context of sexualization in video games, this exposure is therefore considered as being a situational variable that may influence a person’s current internal state and, as a result, influence his/her behavior. Based on this model, we focused on the impact of sexualized video game content on rape myth acceptance, and on the mediating effect of humanness.
FIGURE 1
Degree of humanness accorded to the victim and the perpetrator was chosen because, as mentioned previously, in most video games, female characters are sexualized and objectified, which leads to dehumanization (
Another important variable to take into account is the availability of cognitive resources. According to the GAM, the interaction of personal and situational variables leads to the immediate appraisal of a situation (e.g., a testimony of rape) and therefore to the most spontaneous and the most accessibly linked thoughts and feelings. As presented previously, concerning a testimony of rape, these thoughts can lead to the dehumanization of the victim and to the adherence to RMA. The situation can be reappraised, but in order to do this, the person needs sufficient cognitive resources. The expenditure of cognitive resources is an inherent feature of video games. Playing video games requires more cognitive resources than other types of media because the player needs to concentrate on, and interact with, the media (Lin, 2013). For this reason, we suppose that cognitive resources consumed by a video game interact with the appraisal decision processes and lead to an attitude consistent with our stereotypes about rape. Therefore, we posit that the quantity of available cognitive resources can moderate the relation between sexualization and both humanness and the responsibility accorded to the victim/perpetrator (state rape myth acceptance). Only one study (Read et al., 2018) has examined the potential moderating effect of cognitive load between sexualization and RMA. In this study, participants were exposed to sexualized or non-sexualized video game characters. Further, cognitive load was manipulated by asking participants to remember either two or seven symbols. Results showed that being exposed to a video game with sexualized content, in addition to having few available cognitive resources, caused a diminution of RMA. However, this study used a trait measure of RMA (i.e., this measure was designed to evaluate a stable, dispositional aspect of the person) and not a state measure of RMA (i.e., measure aiming to evaluate a reaction to a situation). Thus, it is unclear whether their results are due to their manipulation of sexualized content (thus influencing participants’ responses to the RMA scale), or due to a sample bias (the selected participants may not be representative of the population). Further, cognitive load was manipulated by asking participants to memorize and recall symbols during gameplay. However, gameplay itself can influence cognitive load and therefore, even participants in the low cognitive load condition might have lacked sufficient available cognitive resources when trying to reappraise the situation.
We also included several covariates. Based on the GAM, we know that aggressive behaviors will arise, not only from the effect of situational variables, but from their interaction with personal variables. For this reason, it seems obvious to include as covariates not only a measure of aggressive personality as proposed by the GAM, but also a measure of benevolent sexism. Individuals who score high on benevolent sexism strongly endorse the belief that women are pure and should be protected. However, such a belief implies that women must behave in ways that allow them to be protectable (
In view of the above facts, the objective of the present study is to examine: (1) the impact of sexualized content of video games on state RMA, (2) the potential moderating effect of cognitive load, and (3) the mediating effect of humanness. Measures of trait aggression, benevolent sexism and gamer identification where included as covariates. These issues will be examined while at the same time addressing the limitations of previous studies and introducing new innovations. In fact, the mediating effect of humanness (of both the victim and the perpetrator) concerning the relation between sexualized content of video games and RMA will be examined, and this to the best of our knowledge for the first time in the context of a study on sexualized video games. Furthermore, studies examining the effects of sexualized video game content on RMA have resulted in mixed results, probably due to some limitations concerning the methodology. One study showed that sexualized content of video games can directly increase RMA (
To conclude, our hypotheses were: (1a) when exposed to a sexualized video game, participants will score high on the state RMA measure and thus will hold the victim (and not the perpetrator) partially or fully responsible for being raped (rape victim blame), especially in conditions of high cognitive load; (1b) degree of humanness will mediate the relation between sexualization and rape victim blame: the sexualized condition will decrease the human uniqueness score and the human nature score attributed to the victim, which will increase rape victim blame; (2a) when exposed to a sexualized video game, rape perpetrator blame will diminish, especially in conditions of high cognitive load; and (2b) degree of humanness will mediate the relation between sexualization and rape perpetrator blame: the sexualized condition will increase the human uniqueness score and the human nature score attributed to the perpetrator, which will diminish perpetrator blame.
Materials and Methods
Participants
Participants were 142 university students (71 male and 71 female) aged between 18 and 27 years (M = 21.66, SD = 1.53) recruited from a Belgian university, through social networks and by word of mouth. Participation was voluntary and unpaid. Among the 142 participants, 65 identified themselves as video game players. They reported spending between 1 and 20 h per week playing video games (M = 7.92, SD = 5.24).
Materials
Video Games
All participants played the same video game (Ultra Street Fighter IV). In this fighting game, the player embodies a character who fights with punches and kicks against another (single) opponent who counterattacks. Different keys on the computer keyboard allow participants to perform punches, kicks, jumps, crouches and to combine different moves. The goal is to exhaust the opponent’s health meter or have more health than the opponent when the time runs out. This game was chosen as it offers the possibility to select female characters, but also because it offers the possibility to choose between very covering clothes and very exposing clothes (the characters being almost naked). Equally important, this game makes it easy to decide the level of difficulty and allows participants to play without having to familiarize themselves with complicated rules (the only required knowledge is how the keyboard keys are related to various movements). Two variables were manipulated in this study: sexualization and cognitive load. Sexualization was manipulated by changing the outfit of the two female characters (i.e., the character manipulated by the participant and his opponent). In the highly sexualized condition, both characters wore a revealing swimsuit (the characters were completely naked except for the breasts and gender), whereas in the non-sexualized condition, both characters were fully clothed (only the face and hands were visible). Cognitive load was manipulated by modifying the action of the computerized opponent. In the low cognitive load condition, the opponent was programmed to never fight back, whereas in the high cognitive load condition, the opponent was programmed to fight back. In both conditions, participants were asked to learn the action produced by each button and their combination.
Cognitive Load Pretest
Pre-test participants (who were not included in the main study) were recruited via social networks. Both cognitive load conditions were pre-tested using a dual-task methodology (Paas et al., 1994; Marcus et al., 1996;
Nineteen participants were randomly assigned to either the high cognitive load condition (N = 10) or the low cognitive load condition (N = 9). As expected, participants in the high cognitive load condition, compared to participants in low cognitive load condition, committed significantly more omissions during the verbal 2-back task [t(17) = −2.49; p < 0.05, d = 1.21] and rated the mental effort provoked by the video game as higher [t(7) = −2.20; p < 0.05, d = 1.07].
Date Rape Judgment Task
The date rape task consisted of a written scenario describing a college party. The scenario involves a male and a female character that are meeting for the first time and flirting together. At some point in the story, the male character became more sexually insistent, while the female character’s interest decreases progressively. The story ends up with the male character having sex with the female character albeit without her consent (i.e., raping her). Originally this scenario was separated into two parts (Hull et al., 2016), one in which the story is told from the female character’s point of view and one from the male character’s point of view. We made two modifications to this scenario. First, the two parts from the story were combined in a single version, bringing together the male character’s point of view and the female character’s point of view. Second, we renamed the characters with more common Belgian names (i.e., “Sophie” and “Arnaud”). The scenario involved several elements that evoke rape myths: both characters were drunk, the female character was flirting with the male character, and was described as being provocatively dressed, and the male character showed a “moderate” form of violence (grabbing, pushing and restraining). After reading the scenario, participants answered different questions concerning the degree of responsibility of the female and the male characters. The full scenario of the date rape judgment task can be found in the Supplementary Material.
Questionnaires
Demographic Information and Video Game Consumption
Participants reported their gender and age. They also reported the average number of hours they spend playing video games each week, and their degree of familiarity with the video game used in the study (estimate of the total number of hours spent on this game). Familiarity has been added as a covariate.
Gamer Identification
Identification was measured via a set of 4 questions: “I see myself as a gamer,” “I like being a gamer,” “I feel a strong connection with other gamers” and “I identify with other gamers.” Participants rated the statements on a scale ranging from 1 = Strongly agree to 5 = Strongly disagree. Internal consistency was excellent (α = 0.91).
Victim and Perpetrator Blame
Victim and perpetrator blame were assessed using four items issued from a previous study on the same topic (
Humanness Scale
To assess humanness of the victim and of the perpetrator, participants were given a list of 20 traits, taken from
Trait Aggression
Finally, participants completed a French version (
Benevolent Sexism
Participants also completed the 11-item benevolent sexism subscale (
Rape Myth Acceptance
The Updated Illinois Rape Myth Acceptance Scale (Mcmahon and Farmer, 2011) was used as a trait measure of rape myth acceptance, and was included as a covariate in the analyses. The scale was translated and back translated to create a French version for the purpose of this study. This scale contains 22 items (e.g., “If a girl is raped while she is drunk, she is at least somewhat responsible for letting things get out of hand.”) that are scored using a 5-point Likert scale ranging from 1 = Strongly Agree to 5 = Strongly Disagree. The French version possesses good levels of internal consistency (α = 0.89).
Procedure
Upon arrival, participants gave their informed written consent and were told that they would participate in a study about the impact of various types of media on the judgments about agentivity (capacity of action). Participants were told that they would be exposed to stories through various types of media and that they would thereafter be asked to judge the degree of agentivity of each protagonist in the story. First, they completed questions about demographics and their identification as a gamer. Based on the procedure used by Read et al. (2018), participants were first subjected to the experimental condition, and then, directly afterward, completed the different questionnaires. So, after completing demographic questions, participants were told that they could potentially be exposed to 10 types of media, but that would make the experiment too long. Therefore, participants had to choose two numbers between 1 and 10. In reality, participants were assigned the video game and the rape date story, no matter which number they chose. Immediately after, they were led to a computer with a 24” screen and randomly assigned to one of the two sexualization conditions (i.e., sexualized vs. non-sexualized) and one of the two cognitive load conditions (i.e., high cognitive load vs. low cognitive load). Participants played the video game for 15 min using an Xbox controller for computer. Few studies have examined the minimum time required to observe the effects of video game playing on people’s attitudes or behaviors. Based on a study looking at increasing surgical skills through computer simulation, it seems that playing for an accumulated time exceeding 30 min is sufficient to improve participants skills and to consider them as experienced “gamers” (Hsu et al., 2004). In our study, and in the high cognitive load condition, it was necessary to avoid that participants achieved a level of “expertise” for the video game in order to ensure that the impact of cognitive load was high in this condition (this is not applicable for the low cognitive load condition since, in this condition, the opponent does not defend her/himself and therefore does not require any cognitive resources anyway.) For this reason, we made sure that the playing time was below 30 min. A playing time of 15 min was therefore decided, as this corresponds to the most used playing time in studies on video games (e.g.,
After that, participants completed the Aggression Questionnaire, the Benevolent Sexism scale and the Illinois Rape Myth Acceptance Scale, and in that order. A debriefing followed, which included a check for suspicion. Each participant who guessed the real purpose of the study was removed from the sample. Based on this criterion, 58 participants (29%) were removed from the initial sample (N = 200), resulting in a final sample of 142 participants.
Results
Regression analysis was used to test the hypotheses. Using model 8 from the PROCESS macro for SPSS (
FIGURE 2

The proposed model whereby the relation between sexualization and responsibility is mediated by degree of Humanness (Human Uniqueness and Human Nature) and the relations between sexualization and responsibility and between sexualization and degree of Humanness are moderated by Cognitive Load.
In the first model, cognitive load was examined as a moderator of the relation between sexualization and victim blame, and as a moderator of the relation between sexualization and degree of humanness attributed to the victim (Table 1). The only statistically significant moderation was between sexualization and responsibility of the victim. The slope in the low cognitive load condition was not statistically significant, b = −0.042, t = −0.423, SE = 0.099, p = 0.673, whereas the slope in the high cognitive load condition was statistically significant, b = 0.274, t = 2.737, SE = 0.100, p = 0.007. Further results showed that victim blame was significantly predicted by familiarity with the game (b = 0.234, t = 3.17, SE = 0.074, p = 0.002) and trait rape myth acceptance (b = −0.539, t = −6.90, SE = 0.078, p < 0.001). Human uniqueness was predicted by gamer identification (b = −0.113, t = −2.06, SE = 0.055, p = 0.042) and familiarity with the game (b = 0.153, t = 2.85, SE = 0.054, p = 0.005). Human nature was predicted by benevolent sexism (b = −0.139, t = −2.03, SE = 0.068, p = 0.044). Further, the first model suggested a relation between sexualization and victim blame that is mediated by the degree of humanness of the victim. None of the indirect paths were significant.
TABLE 1
| R2 | F | p | Path | b | SE | t | p | 95% CI | ||
| Lower | Upper | |||||||||
| Victim blame (Y) | 0.391 | 8.41 | <0.001 | |||||||
| Direct effect Sexualization (c’) | 0.116 | 0.070 | 1.66 | 0.099 | ||||||
| Cognitive load (D) | 0.002 | 0.069 | 0.02 | 0.983 | ||||||
| Interaction (c’ X D) | 0.158 | 0.071 | 2.23 | 0.027* | ||||||
| HU (b1) | −0.150 | 0.128 | −1.17 | 0.242 | ||||||
| HN (b2) | 0.146 | 0.109 | 1.34 | 0.182 | ||||||
| RMA | −0.539 | 0.078 | −6.90 | <0.001* | ||||||
| GI | 0.143 | 0.074 | 1.93 | 0.056 | ||||||
| GA | 0.019 | 0.074 | 0.26 | 0.792 | ||||||
| BS | −0.009 | 0.080 | −0.11 | 0.910 | ||||||
| FAM | 0.234 | 0.074 | 3.19 | 0.002* | ||||||
| SHU (M1) | 0.154 | 3.03 | 0.004 | |||||||
| Sexualization (a1) | 0.055 | 0.053 | 1.04 | 0.301 | ||||||
| Cognitive load (d1) | −0.034 | 0.052 | −0.65 | 0.516 | ||||||
| Interaction (a1 X d1) | −0.068 | 0.053 | −1.30 | 0.197 | ||||||
| RMA | −0.106 | 0.058 | −1.83 | 0.069 | ||||||
| GI | −0.113 | 0.055 | −2.06 | 0.042* | ||||||
| GA | −0.089 | 0.055 | −1.61 | 0.109 | ||||||
| BS | 0.043 | 0.059 | 0.74 | 0.463 | ||||||
| FAM | 0.153 | 0.054 | 2.85 | 0.005* | ||||||
| SHN (M2) | 0.095 | 1.75 | 0.092 | |||||||
| Sexualization (a2) | 0.075 | 0.061 | 1.22 | 0.225 | ||||||
| Cognitive load (d2) | −0.009 | 0.061 | −0.15 | 0.885 | ||||||
| Interaction (a2 X d2) | 0.028 | 0.062 | 0.45 | 0.650 | ||||||
| RMA | −0.134 | 0.068 | −1.97 | 0.050* | ||||||
| GI | −0.103 | 0.065 | −1.60 | 0.112 | ||||||
| GA | −0.064 | 0.064 | −0.10 | 0.320 | ||||||
| BS | −0.139 | 0.068 | −2.03 | 0.044* | ||||||
| FAM | −0.122 | 0.063 | 1.94 | 0.055 | ||||||
| Indirect effects | ||||||||||
| a1b1 | 0.028 | −0.018 | 0.093 | |||||||
| a2b2 | 0.022 | −0.035 | 0.060 | |||||||
Path coefficients, indirect effects and 95% bias-corrected Confidence Intervals for multiple mediation analysis (bootstrap of 20,000 resamples) and moderation analysis.
Effects of sexualized video game content on victim blame through degree of humanness attributed to the victim (Human Uniqueness and Human Nature) and the effect of cognitive load as a moderator between these variables. Interaction, Interaction between Sexualization and Cognitive Load; HU, Human Uniqueness; HN, Human Nature; RMA, Rape Myth Acceptance; GI, Gamer Identification; GA, General Aggression; BS, Benevolent Sexism; FAM, Familiarity with the game. *Significant result.
In the second model, cognitive load was examined as a moderator of the relation between sexualization and perpetrator blame, and as a moderator of the relation between sexualization and degree of humanness attributed to the perpetrator (Table 2). None of the interactions were significant. Further results showed that perpetrator blame was significantly predicted by general aggression (b = 0.187, t = 2.20, SE = 0.085, p = 0.029) and trait rape myth acceptance (b = 0.370, t = 4.21, SE = 0.088, p < 0.001).
TABLE 2
| R2 | F | p | Path | b | SE | t | p | 95% CI | ||
| Lower | Upper | |||||||||
| Perpetrator blame (Y) | 0.199 | 3.26 | 0.001 | |||||||
| Direct effect Sexualization (c’) | 0.043 | 0.081 | 0.53 | 0.600 | ||||||
| Cognitive load (D) | 0.010 | 0.080 | 0.13 | 0.898 | ||||||
| Interaction (c’ X D) | −0.073 | 0.082 | −0.89 | 0.375 | ||||||
| HU (b1) | 0.017 | 0.132 | 0.13 | 0.899 | ||||||
| HN (b2) | 0.208 | 0.112 | 1.86 | 0.065 | ||||||
| RMA | 0.370 | 0.088 | 4.21 | <0.001* | ||||||
| GI | −0.091 | 0.084 | −1.08 | 0.280 | ||||||
| GA | 0.187 | 0.085 | 2.20 | 0.029* | ||||||
| BS | −0.057 | 0.089 | −0.64 | 0.522 | ||||||
| FAM | −0.012 | 0.082 | −0.148 | 0.882 | ||||||
| HU (M1) | 0.074 | 1.34 | 0.232 | |||||||
| Sexualization (a1) | 0.090 | 0.054 | 1.66 | 0.100 | ||||||
| Cognitive load (d1) | 0.019 | 0.054 | 0.35 | 0.725 | ||||||
| Interaction (a1 X d1) | −0.089 | 0.054 | −1.63 | 0.105 | ||||||
| RMA | −0.004 | 0.060 | −0.06 | 0.952 | ||||||
| GI | −0.073 | 0.057 | −1.28 | 0.203 | ||||||
| GA | 0.112 | 0.057 | 1.98 | 0.050 | ||||||
| BS | −0.027 | 0.060 | −0.44 | 0.659 | ||||||
| FAM | −0.029 | 0.055 | −0.520 | 0.604 | ||||||
| HN (M2) | 0.044 | 0.76 | 0.639 | |||||||
| Sexualization (a2) | −0.045 | 0.064 | −0.71 | 0.482 | ||||||
| Cognitive load (d2) | −0.058 | 0.064 | −0.91 | 0.365 | ||||||
| Interaction (a2 X d2) | 0.068 | 0.064 | 1.06 | 0.290 | ||||||
| RMA | −0.025 | 0.070 | −0.35 | 0.727 | ||||||
| GI | −0.017 | 0.067 | −0.26 | 0.797 | ||||||
| GA | −0.014 | 0.067 | −0.21 | 0.834 | ||||||
| BS | −0.086 | 0.071 | −1.21 | 0.227 | ||||||
| FAM | 0.086 | 0.065 | 1.31 | 0.191 | ||||||
| Indirect effects | ||||||||||
| a1b1 | −0.003 | −0.059 | 0.047 | |||||||
| a2b2 | 0.028 | −0.020 | 0.047 | |||||||
Path coefficients, indirect effects and 95% bias-corrected Confidence Intervals for multiple mediation analysis (bootstrap of 20,000 resamples) and moderation analysis.
Effects of sexualized video game content on perpetrator blame through degree of humanness attributed to the perpetrator (Human Uniqueness and Human Nature), and the effect of cognitive load as a moderator between these variables. Interaction, Interaction between Sexualization and Cognitive Load; HU, Human Uniqueness; HN, Human Nature; RMA, Rape Myth Acceptance; GI, Gamer Identification; GA, General Aggression; BS, Benevolent Sexism; FAM, Familiarity with the game. *Significant result.
Discussion
This study examined the impact of sexualized video game content on rape victim and on perpetrator blame. Only one other study has previously examined the moderating effect of cognitive load (Read et al., 2018). In addition to this, it is the first study to examine the mediating effect of humanness in the context of a video game.
Consistent with the first hypothesis (1a), victim blame was significantly more likely to occur when the participant was exposed to a sexualized video game, but only in conditions of high cognitive load. The second hypothesis (1b) was not supported. The impact of sexualized video game content on victim blame was not mediated by humanness. Further, the third hypothesis (2a) and the fourth hypothesis (2b) were not supported. Results did not show a direct effect of sexualized content on perpetrator blame and cognitive load did not moderate this relation. Moreover, the impact on sexualized video game content on perpetrator blame was not mediated by humanness.
Cognitive load seems to be an important variable to account for as it appears to moderate the impact of exposure to sexualized video game content on victim blame. We could only find one previous study that measured cognitive load when examining the impact of sexualized video game content on RMA (Read et al., 2018) and results from this study went in the opposite direction as in the present study. Certain differences between these studies may explain this, such as the fact that the previous study used a trait measure of rape myth acceptance and did not separate victim and perpetrator blame. When we look at the methodologies of other studies that have tested the impact of sexualized video game content on RMA (albeit without controlling for high vs. low cognitive load), we remain convinced that cognitive load is the key to understanding the inconsistent results in these studies. Indeed, when a study used a manipulation that is susceptible to cause high cognitive load (e.g., by asking participants to actually play a video game;
In addition, the present study is the first to examine the impact of sexualized video game content on perpetrator blame. The results did not confirm our third hypothesis. Indeed, neither a direct impact of sexualized game content nor a moderated effect by cognitive load was found on perpetrator blame. To the best of our knowledge, only one study has previously examined the impact of sexual objectification on perpetrator blame (
We also assumed that the impact of sexualization on victim/perpetrator blame was mediated by the degree of humanness accorded to the victim/perpetrator (second and fourth hypotheses). These hypotheses were not supported. Regarding the second hypothesis, humanness did not mediate the impact of sexualized content on victim blame. Moreover, no direct effect of sexualization on humanness was observed. These results are not in line with previous studies on the dehumanization of sexualized women. In these studies (Vaes et al., 2011; Loughnan et al., 2013; Puvia and Vaes, 2013;
It would be important to investigate how one feels about the responsibility attributed to the victim and the abuser, given that this can be perceived very differently. As explained by the GAM, if an individual has the necessary cognitive resources s/he will be able to re-evaluate a situation and thus go against her/his first stereotyped thoughts and feelings. While it is true that regular video game players increase their expertise and thus could free up cognitive resources that can allow them to adequately assess the situation, we also know that the difficulty of video games increases with each level. As is often the case, the solution will probably lie more in the representation of female characters, which can be portrayed in a less sexualized manner, rather than in the game itself and the related degree of cognitive load.
Theoretical Significance
In general, the results are consistent with the General Aggression Model (GAM,
One main contribution of these results is that it confirms the particular role of cognitive load caused by video games. In this study, cognitive load was directly caused by features from the video game (i.e., degree of difficulty of the video game). However, it remains unclear which particular characteristics of the video game lead to high cognitive load. For example, future studies could test if high cognitive load results from features such as interactivity (e.g., the number of buttons needed to play the game), reactivity (e.g., the number of actions required by the video game), or the degree of immersion in the video game (e.g., by using virtual reality). Further, it would be important to manipulate some of these characteristics in other types of media (e.g., film and television) to test if the impact is similar to video games. Also, it would be interesting to include, in addition to the subjective gamer identification measure, an objective measure of the degree of experience of the video game player. If high cognitive load is only determined by the difficulty (level) of the game itself, and not by features such as interactivity, reactivity, or degree of immersion, then experienced and novice players might be affected in different ways. Thus, future studies should focus on this variable and recruit enough video game players to allow a comparison between groups of novice, intermediate, and experienced players, while taking into account the type of games usually played by each participant.
Limitations
The present study has some limitations. The video game that was chosen for the present study was not ideal. Since we wanted to have as high a level of ecological validity as possible, we wished to include a video game that people actually use. In addition, we needed to find a video game that included female characters and that enables a manipulation of both degree of cognitive effort and degree of sexualization. The only video game at the time of the study that answered to all these criteria was Ultra Street Fighter IV. However, cognitive load may have been confounded with aggression. Indeed, in the high cognitive load condition, the opposing character defends himself, which is not the case in the low cognitive load condition. Furthermore, degree of sexualization was manipulated by modifying outfits of the female video game characters. Given that Ultra Street Fighter IV is a fighting video game, the female characters possess features that are stereotypically inconsistent with the usual submissive role of female characters in video games. For instance, it was easy to see the strong muscles of the sexualized characters. Such stereotype-inconsistent information might also act as a confounding variable and might prime other concepts such as agentivity, which is known to mediate the relation between sexualized game content and risk of sexual aggression (
Conclusion
In conclusion, the present results contribute to a better understanding of the impact of sexualized video game characters on rape victim blame. Our results show that playing a video game containing sexualized female characters increases rape victim blame, when participants’ cognitive resources are low. Negative attitudes toward women in general, and rape myth attitudes in particular, are an important issue in our society and one of its underlying causes might be the sexualized content of video games.
Statements
Data availability statement
The datasets presented in this study can be found in online repositories. The names of the repository/repositories and accession number(s) can be found below: https://doi.org/10.18710/FDJEIB.
Ethics statement
The study involving human participants were reviewed and approved by the Comité Éthique de la FPLS, Université de Liège, Belgique. The participants provided their written informed consent to participate in this study.
Author contributions
TN, FL, and JB contributed to the design and implementation of the research, to the analysis of the results, and to the writing of the manuscript. All authors contributed to the article and approved the submitted version.
Acknowledgments
The content of this manuscript has been published in part as part of JB’s Ph.D. thesis. We thank Brad J. Bushman for his helpful feedback on an earlier version of this manuscript.
Conflict of interest
The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.
Supplementary material
The Supplementary Material for this article can be found online at: https://www.frontiersin.org/articles/10.3389/fpsyg.2021.614502/full#supplementary-material
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Summary
Keywords
video games (psychology), sexualization, cognitive load, rape myths acceptance, humanness, attitude toward women
Citation
Noël T, Larøi F and Burnay J (2021) The Impact of Sexualized Video Game Content and Cognitive Load on State Rape Myth Acceptance. Front. Psychol. 12:614502. doi: 10.3389/fpsyg.2021.614502
Received
06 October 2020
Accepted
18 February 2021
Published
15 March 2021
Volume
12 - 2021
Edited by
Marco Salvati, Sapienza University of Rome, Italy
Reviewed by
Maria Giuseppina Pacilli, University of Perugia, Italy; Elisa Puvia, Istituto per le Tecnologie Didattiche ITD – Consiglio Nazionale delle Ricerche, Italy
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Copyright
© 2021 Noël, Larøi and Burnay.
This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
*Correspondence: Frank Larøi, frank.laroi@uib.no
This article was submitted to Gender, Sex and Sexualities, a section of the journal Frontiers in Psychology
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