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Effects of female videogame characte...
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Murphy, Hannah.
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Effects of female videogame character body-idealization exposure.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Effects of female videogame character body-idealization exposure./
作者:
Murphy, Hannah.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2016,
面頁冊數:
95 p.
附註:
Source: Masters Abstracts International, Volume: 56-01.
Contained By:
Masters Abstracts International56-01(E).
標題:
Mass communication. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=10193442
ISBN:
9781369354867
Effects of female videogame character body-idealization exposure.
Murphy, Hannah.
Effects of female videogame character body-idealization exposure.
- Ann Arbor : ProQuest Dissertations & Theses, 2016 - 95 p.
Source: Masters Abstracts International, Volume: 56-01.
Thesis (M.A.)--University of Minnesota, 2016.
Video games are a multibillion-dollar industry that has been researched scantily when it comes to body image effects. Much of the existing literature on video games focuses on aggression effects and has minimally expanded to explore other effects. This study expands upon the current literature by exploring body image perception and self-esteem effects from idealized character body game play. Factors affecting these responses were also investigated.
ISBN: 9781369354867Subjects--Topical Terms:
2144804
Mass communication.
Effects of female videogame character body-idealization exposure.
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Video games are a multibillion-dollar industry that has been researched scantily when it comes to body image effects. Much of the existing literature on video games focuses on aggression effects and has minimally expanded to explore other effects. This study expands upon the current literature by exploring body image perception and self-esteem effects from idealized character body game play. Factors affecting these responses were also investigated.
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A lab-based experiment was conducted using 36 participants from the School of Journalism and Mass Communication Subject pool. Only female participants were used. Results indicated that participants experienced fewer issues with weight concern when playing the idealized game character compared to the less idealized character. However, the manipulation check was only marginally significant and cell sizes were small, so the pattern found is underpowered and unreliable. Implications for the video game industry practitioners and directions for future research are discussed.
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