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10.1371/journal.pone.0152121

http://scihub22266oqcxt.onion/10.1371/journal.pone.0152121
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suck abstract from ncbi


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pmid27074057      PLoS+One 2016 ; 11 (4): ä
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  • Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims #MMPMID27074057
  • Gabbiadini A; Riva P; Andrighetto L; Volpato C; Bushman BJ
  • PLoS One 2016[]; 11 (4): ä PMID27074057show ga
  • Empathy?putting oneself in another?s shoes?has been described as the ?social glue? that holds society together. This study investigates how exposure to sexist video games can decrease empathy for female violence victims. We hypothesized that playing violent-sexist video games would increase endorsement of masculine beliefs, especially among participants who highly identify with dominant and aggressive male game characters. We also hypothesized that the endorsement of masculine beliefs would reduce empathy toward female violence victims. Participants (N = 154) were randomly assigned to play a violent-sexist game, a violent-only game, or a non-violent game. After gameplay, measures of identification with the game character, traditional masculine beliefs, and empathy for female violence victims were assessed. We found that participants? gender and their identification with the violent male video game character moderated the effects of the exposure to sexist-violent video games on masculine beliefs. Our results supported the prediction that playing violent-sexist video games increases masculine beliefs, which occurred for male (but not female) participants who were highly identified with the game character. Masculine beliefs, in turn, negatively predicted empathic feelings for female violence victims. Overall, our study shows who is most affected by the exposure to sexist-violent video games, and why the effects occur. (200 words)
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