Abstract
Hypersexualization of women video game characters through unrealistic body proportions and revealing clothes is common. Previous work suggested that overexposure to sexualized women characters can harm players, through increased self-objectification and higher rape myth acceptance; however, there have been inconsistencies across studies that we suggest may stem from variations in the study design and other visual characteristics of the characters, such as relying heavily on stereotypes reinforced by colour schemes (e.g., blonde princess). To address this, we designed a text-based game prototype and four identical women characters who varied only in their colour scheme (gold/red or purple/black) and amount of sexualization (through bikini armour and exaggerating body proportions). We measure attributes assigned to the avatar, avatar appeal, rape myth acceptance and self-objectification. 82 participants participated in our online-study in 2021. Most participants found the non-sexualized character versions more appealing than the sexualized characters and were more likely to assign ‘manipulativeness’ to the sexualized character. When presented with the sexualized characters, participants demonstrated higher rape myth acceptance, and more self-objectification.
Original language | English |
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Title of host publication | Proceedings of the 19th International Conference on the Foundations of Digital Games, FDG 2024 |
Editors | Gillian Smith, Jim Whitehead, Ben Samuel, Katta Spiel, Riemer van Rozen |
Publisher | Association for Computing Machinery |
Pages | 1-14 |
ISBN (Electronic) | 9798400709555 |
DOIs | |
Publication status | Published - 21 May 2024 |
Publication series
Name | ACM International Conference Proceeding Series |
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Bibliographical note
Publisher Copyright:© 2024 ACM.
Keywords
- avatars
- character design
- color
- colour
- digital games
- sexualization