{"title":"代表不足而非代表失当?虚拟现实(VR)游戏中女性角色(非)性化的内容分析","authors":"Shay Xuejing Yao, Joomi Lee, Reed M. Reynolds","doi":"10.1007/s11199-024-01488-9","DOIUrl":null,"url":null,"abstract":"<p>With the increasing popularity and availability of virtual reality (VR) video games, the representation of women within these immersive environments becomes crucial to explore. Although the sexualization of female characters in traditional video games has been widely studied, the sensory-rich nature of VR may introduce changes in character representations and emergent adverse outcomes. In the present study we content analyzed female characters in popular VR video games to investigate the potential underrepresentation and misrepresentation of female characters. Results demonstrated that male characters were represented four times more frequently than female characters. The underrepresentation of female characters was more severe in competitive VR games than casual VR games, however there was no significant difference in the underrepresentation of women between game genres or ESRB ratings. In addition, female characters were presented in a sexualized manner in 30% of cases. The sexualization of female characters was associated with their portrayal as physically capable, violent, or a victim. We also found that sexualization of female characters did not differ based on the type of game (casual vs. competitive), game genres, or ESRB ratings. We discussed these findings in immersive VR video games in comparison with those in traditional 2-D screen media video games.</p>","PeriodicalId":48425,"journal":{"name":"Sex Roles","volume":"29 1","pages":""},"PeriodicalIF":3.0000,"publicationDate":"2024-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Underrepresented Rather than Misrepresented? A Content Analysis of Female Characters’ (non)Sexualization in Virtual Reality (VR) Games\",\"authors\":\"Shay Xuejing Yao, Joomi Lee, Reed M. Reynolds\",\"doi\":\"10.1007/s11199-024-01488-9\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p>With the increasing popularity and availability of virtual reality (VR) video games, the representation of women within these immersive environments becomes crucial to explore. Although the sexualization of female characters in traditional video games has been widely studied, the sensory-rich nature of VR may introduce changes in character representations and emergent adverse outcomes. In the present study we content analyzed female characters in popular VR video games to investigate the potential underrepresentation and misrepresentation of female characters. Results demonstrated that male characters were represented four times more frequently than female characters. The underrepresentation of female characters was more severe in competitive VR games than casual VR games, however there was no significant difference in the underrepresentation of women between game genres or ESRB ratings. In addition, female characters were presented in a sexualized manner in 30% of cases. The sexualization of female characters was associated with their portrayal as physically capable, violent, or a victim. We also found that sexualization of female characters did not differ based on the type of game (casual vs. competitive), game genres, or ESRB ratings. We discussed these findings in immersive VR video games in comparison with those in traditional 2-D screen media video games.</p>\",\"PeriodicalId\":48425,\"journal\":{\"name\":\"Sex Roles\",\"volume\":\"29 1\",\"pages\":\"\"},\"PeriodicalIF\":3.0000,\"publicationDate\":\"2024-06-14\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Sex Roles\",\"FirstCategoryId\":\"90\",\"ListUrlMain\":\"https://doi.org/10.1007/s11199-024-01488-9\",\"RegionNum\":2,\"RegionCategory\":\"社会学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"PSYCHOLOGY, DEVELOPMENTAL\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Sex Roles","FirstCategoryId":"90","ListUrlMain":"https://doi.org/10.1007/s11199-024-01488-9","RegionNum":2,"RegionCategory":"社会学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"PSYCHOLOGY, DEVELOPMENTAL","Score":null,"Total":0}
Underrepresented Rather than Misrepresented? A Content Analysis of Female Characters’ (non)Sexualization in Virtual Reality (VR) Games
With the increasing popularity and availability of virtual reality (VR) video games, the representation of women within these immersive environments becomes crucial to explore. Although the sexualization of female characters in traditional video games has been widely studied, the sensory-rich nature of VR may introduce changes in character representations and emergent adverse outcomes. In the present study we content analyzed female characters in popular VR video games to investigate the potential underrepresentation and misrepresentation of female characters. Results demonstrated that male characters were represented four times more frequently than female characters. The underrepresentation of female characters was more severe in competitive VR games than casual VR games, however there was no significant difference in the underrepresentation of women between game genres or ESRB ratings. In addition, female characters were presented in a sexualized manner in 30% of cases. The sexualization of female characters was associated with their portrayal as physically capable, violent, or a victim. We also found that sexualization of female characters did not differ based on the type of game (casual vs. competitive), game genres, or ESRB ratings. We discussed these findings in immersive VR video games in comparison with those in traditional 2-D screen media video games.
期刊介绍:
Sex Roles: A Journal of Research is a global, multidisciplinary, scholarly, social and behavioral science journal with a feminist perspective. It publishes original research reports as well as original theoretical papers and conceptual review articles that explore how gender organizes people’s lives and their surrounding worlds, including gender identities, belief systems, representations, interactions, relations, organizations, institutions, and statuses. The range of topics covered is broad and dynamic, including but not limited to the study of gendered attitudes, stereotyping, and sexism; gendered contexts, culture, and power; the intersections of gender with race, class, sexual orientation, age, and other statuses and identities; body image; violence; gender (including masculinities) and feminist identities; human sexuality; communication studies; work and organizations; gendered development across the life span or life course; mental, physical, and reproductive health and health care; sports; interpersonal relationships and attraction; activism and social change; economic, political, and legal inequities; and methodological challenges and innovations in doing gender research.