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Journal Article

Citation

Norris KO. Cyberpsychol. Behav. 2004; 7(6): 714-727.

Affiliation

Department of Psychology, Claremont Graduate University, Claremont, California, USA.

Copyright

(Copyright © 2004, Mary Ann Liebert Publishers)

DOI

10.1089/cpb.2004.7.714

PMID

15687807

Abstract

Computer games were conceptualized as a potential mode of entry into computer-related employment for women. Computer games contain increasing levels of realism and violence, as well as biased gender portrayals. It has been suggested that aggressive personality characteristics attract people to aggressive video games, and that more women do not play computer games because they are socialized to be non-aggressive. To explore gender identity and aggressive personality in the context of computers, an online survey was conducted on women who played computer games and women who used the computer but did not play computer games. Women who played computer games perceived their online environments as less friendly but experienced less sexual harassment online, were more aggressive themselves, and did not differ in gender identity, degree of sex role stereotyping, or acceptance of sexual violence when compared to women who used the computer but did not play video games. Finally, computer gaming was associated with decreased participation in computer-related employment; however, women with high masculine gender identities were more likely to use computers at work.

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