1. Using Video Game Habits to Measure Gender &
Racial Discrimination and Sexism
Amanda M. Jones, BA & Shirley Ogletree, Ph.D.
Texas State University
Introduction
Women and racial/ethnic minorities are regularly absent from video
games, with 14.77% of video game characters from 2005 being female and
19.95% being non-white (Williams et al., 2009).
When presented in games, women are often portrayed as oversexualized
(Miller & Summers, 2007) with unrealistic body proportions and partial to
full nudity (Downs & Smith, 2009). Minorities are frequently portrayed with
harmful stereotypes (Behm-Morawitz & Ta, 2014).
Male participants reported having objectifying thoughts toward females
after viewing sexually stimulating females in a game (Yao, Mahood & Linz,
2010). Players behave more aggressively toward black people after playing
a violent video game as a black avatar, reinforcing harmful racial
stereotypes (Yang et al., 2014).
The Ambivalent Sexism Inventory (Glick & Fiske, 1996) has measured
hostile and benevolent sexism of gamers (Stermer & Burkley, 2015).
How do college gamers identify with their favorite video game character
based on gender and ethnicity? How do sexism scores compare among
gamers versus non-gamers and males versus females?
References:
• Behm-Morawitz, E., & Ta, D. (2014). Cultivating virtual stereotypes?: The impact of video
game play on racial/ethnic stereotypes. Howard Journal Of Communications, 25(1), 1-15.
doi:10.1080/10646175.2013.835600
• Down, E., & Smith, S.L. (2010). Keeping abreast of hypersexuality: A video game character
content analysis. Sex Roles, 62(11-12), 721-733. Doi: 10.1007/s11199-009-9637-1
• Glick, P. & Fiske, S.T. (1996) The Ambivalent Sexism Inventory: Differentiating Hostile and
Benevolent Sexism. Journal of Personality and Social Psychology, 70(3). 491-512.
• Miller, M. K., & Summers, A. (2007). Gender differences in video game characters' roles,
appearances, and attire as portrayed in video game magazines. Sex Roles, 57(9-10), 733-
742.
• Stermer, S. P., & Burkley, M. (2015). SeX-Box: Exposure to sexist video games predicts
benevolent sexism. Psychology Of Popular Media Culture, 4(1), 47-55.
doi:10.1037/a0028397
• Williams, D., Martins, N., Consalvo, M., & Ivory, James D. The virtual census:
representations of gender, race and age in video games. New Media & Society 11(5), 815-
834. Doi: 10.1177/1461444809105354
• Yang, G.S., Gibson, B., Lueke, A.K., Huesmann, L.R., & Bushman, B.J. (2014) Effects of
Avatar Race in Violent Video Games on Racial Attitudes and Aggression. Social Psychology
and Personality Science, 5 (6) 698-704. doi: 10.1177/1948550614528008
• 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. doi:10.1007/s11199-009-9695-4
Email: amj3@txstate.edu
Method
There were 273 participants (86 male, 183 female) aged 18-39 (M =
18.71)
Most common race/ethnicity was white (41.6%) followed by
Hispanic/Latino (32.8%), African-America/Black (13.9%) and multiple
races (6.9%)
Participants either never play video games (31.4%), play 1-10 hours a
week (36.1%), 11 or more hours a week (4.3%) or did not report habits
(28.1%).
Discussion
Participants were more likely to
choose a character that matched
their ethnicity.
However, both genders picked
male characters more than female
characters
Males have higher hostile and
benevolent sexism scores than
females, regardless of gaming
habits.
Gaming status only significantly
affected benevolent sexism, in which
the more participants played video
games, the lower their score.
Some limitations include:
28% of participants did not
report gaming habits.
Gaming habits were loosely
defined.
Not enough male participants
Future Research
Trends of sexism based on
other measures of gaming habits
Results – Ambivalent Sexism Inventory
Results – Identify with Characters
Ambivalent
Sexism
Inventory
Favorite
Gaming
Character
Gaming
Industry
Statements
22 statements
about attitudes
toward women
Gender, race,
appearance
and role
Diversity,
representation
& sexualization
White and Hispanic participants are
significantly more likely to choose white
characters. Black participants are
significantly more likely to choose black
characters, χ2 (df = 4) = 39.54, p < .001
0
5
10
15
20
25
30
35
40
Black Hispanic White
NumberofParticipants
Ethnicity of Participant
Frequency Counts of Favorite
Character - Ethnicity
Black Character Hispanic Character White Character
0
10
20
30
40
50
60
70
Male Female
NumberofParticipants
Gender of Participant
Frequency Counts of Favorite
Character - Gender
Male Character Female Character
Both male and female participants are
significantly more likely to choose a male
character over female character,
χ2 (df = 1) = 22.34, p < .001
32
34
36
38
40
42
Never 1-5 hours 6 + hours
BenevolentSexismScores
Frequency of Gaming Habits
Benevolent Sexism Scores
Male Female
33
34
35
36
37
38
39
40
41
Never 1-5 hours 6 + hours
HostileSexismScores
Frequency of Gaming Habits
Hostile Sexism Scores
Male Female
Gender has a main effect on benevolent sexism
scores, F(1, 176) = 5.26, p = .023. Gaming status
also has a main effect on scores, F(2, 176) =
3.06, p = .049. The more women play video
games, the lower their benevolence score.
However, the more men play video games, the
higher their score.
Gender has a marginal main effect on hostile
sexism scores, F(1, 176) = 3.84, p = .052.
Gaming status had no effect on scores, F(2, 176)
= .562, p = .571.