@article{SkowronskiBuschingKrahe2021, author = {Skowronski, Marika and Busching, Robert and Krah{\´e}, Barbara}, title = {The effects of sexualized video game characters and character personalization on women's self-objectification and body satisfaction}, series = {Journal of experimental social psychology}, volume = {92}, journal = {Journal of experimental social psychology}, number = {1}, publisher = {Elsevier}, address = {San Diego}, issn = {0022-1031}, doi = {10.1016/j.jesp.2020.104051}, pages = {10}, year = {2021}, abstract = {Female role models in video games are rare, and if they are present, they are often heavily sexualized. Objectification theory suggests that exposure to sexualized media characters increases self-objectification and decreases body satisfaction in female users. This study investigated the effect of playing a video game with a sexualized versus a nonsexualized character on women's experiences of self-objectification and body satisfaction. We further studied the effect of character personalization as a core feature of video games on the relation between sexualized avatars, self-objectification and body satisfaction. N = 262 female participants reported state self-objectification and body satisfaction after 30 min of playing the video game The Sims 4 with a sexualized or nonsexualized avatar that was either generic or personalized to look like the participant. We predicted that controlling for trait self-objectification, playing the game with a sexualized character would increase state self-objectification, especially in the personalized condition. Regarding the effect of character sexualization on body satisfaction, competing hypotheses based on priming vs. the Proteus effect were tested, considering character personalization and enjoyment of sexualization as moderators and controlling for trait body satisfaction. The current study did not find evidence for the proposed hypotheses. The findings are discussed in terms of the relevance of objectification theory in explaining effects of sexualized models in interactive media.}, language = {en} } @misc{LiuSchadKuschpeletal.2016, author = {Liu, Shuyan and Schad, Daniel and Kuschpel, Maxim S. and Rapp, Michael Armin and Heinz, Andreas}, title = {Music and Video Gaming during Breaks}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus4-90700}, pages = {1 -- 12}, year = {2016}, abstract = {Different systems for habitual versus goal-directed control are thought to underlie human decision-making. Working memory is known to shape these decision-making systems and their interplay, and is known to support goal-directed decision making even under stress. Here, we investigated if and how decision systems are differentially influenced by breaks filled with diverse everyday life activities known to modulate working memory performance. We used a within-subject design where young adults listened to music and played a video game during breaks interleaved with trials of a sequential two-step Markov decision task, designed to assess habitual as well as goal-directed decision making. Based on a neurocomputational model of task performance, we observed that for individuals with a rather limited working memory capacity video gaming as compared to music reduced reliance on the goal-directed decision-making system, while a rather large working memory capacity prevented such a decline. Our findings suggest differential effects of everyday activities on key decision-making processes.}, language = {en} } @article{LiuSchadKuschpeletal.2016, author = {Liu, Shuyan and Schad, Daniel and Kuschpel, Maxim S. and Rapp, Michael Armin and Heinz, Andreas}, title = {Music and Video Gaming during Breaks}, series = {PLoS one}, volume = {11}, journal = {PLoS one}, number = {3}, publisher = {Public Library of Science}, address = {Lawrence, Kan.}, issn = {1932-6203}, doi = {10.1371/JOURNAL.PONE.0150165}, pages = {1 -- 12}, year = {2016}, abstract = {Different systems for habitual versus goal-directed control are thought to underlie human decision-making. Working memory is known to shape these decision-making systems and their interplay, and is known to support goal-directed decision making even under stress. Here, we investigated if and how decision systems are differentially influenced by breaks filled with diverse everyday life activities known to modulate working memory performance. We used a within-subject design where young adults listened to music and played a video game during breaks interleaved with trials of a sequential two-step Markov decision task, designed to assess habitual as well as goal-directed decision making. Based on a neurocomputational model of task performance, we observed that for individuals with a rather limited working memory capacity video gaming as compared to music reduced reliance on the goal-directed decision-making system, while a rather large working memory capacity prevented such a decline. Our findings suggest differential effects of everyday activities on key decision-making processes.}, language = {en} }