• Aucun résultat trouvé

Can cognitive load modify the effect of an objectified video game on sexism?

N/A
N/A
Protected

Academic year: 2021

Partager "Can cognitive load modify the effect of an objectified video game on sexism?"

Copied!
1
0
0

Texte intégral

(1)

Participants

19 Undergraduate university students with little

experience with VG (10 males; 9 females)

Procedure

Participants played a sexually objectified fighting

game for 5 minutes (Ultra Street Fighter IV; Figure

1). There were 2 conditions:

- High cognitive load (i.e. High number of

VG/player interactions)

- Low cognitive load (i.e. Low number of

VG/player interactions)

Measures

Cognitive load

During the VG: Verbal 2 -Back Task

After the VG: Mental effort scale

Sexist attitudes

Ambivalent Sexism Inventory ( Dardenne et al., 2006)

Burnay, J.

1

, Larøi, F.

1,2

1

P s y c h o l o g y a n d N e u r o s c i e n c e o f C o g n i t i o n R e s e a r c h U n i t , U n i v e r s i t y o f L i è g e , L i è g e , B e l g i u m

2

D e p a r t me n t o f B i o l o g i c a l a n d M e d i c a l P s y c h o l o g y, U n i v e r s i t y o f B e r g e n , B e r g e n , N o r w a y

Can cognitive load modify the effect of an

objectified video game on sexism?

According to the General Learning Model (Buckley & Anderson, 2006):

- Video games (VG) provoke learning through automatic appraisal of the gaming situation

- Reappraisal process of this situation is possible, but a high degree of cognitive load can impair it

Sexual Objectification = A specific type of appearance-focus concentrated on sexual body parts

(Gervais, 2013)

Individuals exposed to VG with a high degree of objectification experience increase in (Yao et al.,

2010; Fox & Potocki, 2015):

- Sexual thoughts

- Sexist attitudes

- Rape myth acceptance ( prejudicial, stereotyped, or false beliefs about rape, rape victims, and rapists)

At present, cognitive load in VG and its effect on the reappraisal process has never been evaluated in

previous studies

Background

Results

Discussion

Cognitive load can be manipulated during VG use

Participants under high cognitive load were:

 Less competent during the 2-Back task

 Subjectively rated the VG as more cognitively demanding

Higher cognitive load did not influence the degree of adhesion to sexist attitudes

No effect were found for both hostile and benevolent sexist attitudes

But, the totality of the cognitive resources could have been used by the combination of the VG

and the 2-back task, creating an absence of real differences between our two conditions

Contact: jonathan.burnay@ulg.ac.be

Methods

L o w

C o g n i t i v e

L o a d

H i g h

C o g n i t i v e

L o a d

t ( 1 7 )

p

N - B a c k O m i s s i o n

2 9 . 3 0 ( 8 . 7 4 )

3 9 . 0 0 ( 8 . 2 0 )

- 2 . 4 9

. 0 2

N - B a c k F a l s e

Al a r m

4 . 5 ( 2 . 6 3 )

5 . 0 0 ( 3 . 3 5 )

- . 3 6

. 7 2

M e n t a l E f f o r t

3 . 0 0 ( 1 . 6 3 )

4 . 5 6 ( 1 4 2 )

- 2 . 2 0

. 0 4

H o s t i l e S e x i s m

3 3 . 6 0 ( 8 . 4 4 )

2 9 . 3 3 ( 5 . 3 3 )

1 . 2 9

. 2 1

B e n e vo l e n t

S e x i s m

1 8 . 4 0 ( 5 . 1 6 )

1 5 . 8 9 ( 6 . 4 1 )

. 9 4

. 3 5

I . D i ff e r e n c e s b e t we e n c o g n i t i v e l o a d s

Examine whether cognitive load may be manipulated during VG use

Determine if higher cognitive load will influence sexist attitudes

Objectives

Figure 1: Screenshot of the objectified VG

Buckley, K. E., & Anderson, C. A. (2006). A theoretical model of the effects and consequences of playing video games. In P. Vorderer & J. Bryant (Eds.), Playing Video Games - Motives, Responses, and Consequences (pp. 363-378). Mahwah, NJ: LEA. Dardenne, B., Delacolette, N., Grégoire, C., & Lecocq, D. (2006). Structure latente et validation de la version française de l’Ambivalent Sexism Inventory: l’échelle de sexisme ambivalent. L’année Psychologique, 106, 235-264.

Fox, J., & Potocki, B. (2015). Lifetime Video Game Consumption, Interpersonal Aggression, Hostile Sexism, and Rape Myth Acceptance: A Cultivation Perspective. Journal of Interpersonal Violence, 31(10), 1912-1931. http://doi.org/10.1177/0886260515570747 Gervais, S.J., Bernard, P., Klein, O., & Allen, J. (2013). Toward a unified theory of objectification and dehumanization. In Gervais, S.J. (Ed.), Objectification and (de)humanization [60th Nebraska Symposium on Motivation] (pp.1-24). New York, NY: Springer Science. Yao, M. Z., Mahood, C., & Linz, D. (2010). Sexual Priming, Gender Stereotyping, and Likelihood to Sexually Harass: Examining the Cognitive Effects of Playing a Sexually-Explicit Video Game. Sex Roles, 62(1-2), 77–88.

Références

Documents relatifs

This article proposes a first step: a short and simple definition of what a videogame is, this definition being connected with existing academic works about game, play,

(b) There will be a main effect of culture, with Indian participants reporting more traditional attitudes toward women, higher levels of hostile and benevolent sexism, and higher

L’archive ouverte pluridisciplinaire HAL, est destinée au dépôt et à la diffusion de documents scientifiques de niveau recherche, publiés ou non, émanant des

• We work out the limits of our techniques in two well-known dead ends of game semantics: non-associativity of composi- tion in Blass games [4] and non-stability of innocent

Our idea is that the hidden truth of the discourse of cyberaddictologists, rooted in a cultural discontents (fear of the obsolescence or nullity of our own body) as

Participants holding traditional gender role attitudes as well as those having higher levels of pre-gaming RMA were more likely to endorse rape myths after playing a violent

Conformément aux principes énoncés par la "Budapest Open Access Initiative"(BOAI, 2002), l'utilisateur du site peut lire, télécharger, copier, transmettre, imprimer, chercher

In addition, the results of a case study survey on nine start-ups were used to show that also new game companies are infrequently using MVGs in their work development