@misc{SkowronskiBuschingKrahe2020, author = {Skowronski, Marika and Busching, Robert and Krah{\´e}, Barbara}, title = {Predicting adolescents' self-objectification from sexualized video game and Instagram use}, series = {Zweitver{\"o}ffentlichungen der Universit{\"a}t Potsdam : Humanwissenschaftliche Reihe}, journal = {Zweitver{\"o}ffentlichungen der Universit{\"a}t Potsdam : Humanwissenschaftliche Reihe}, number = {9-10}, issn = {1866-8364}, doi = {10.25932/publishup-54199}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus4-541992}, pages = {17}, year = {2020}, abstract = {A growing body of research has demonstrated negative effects of sexualization in the media on adolescents' body image, but longitudinal studies and research including interactive and social media are scarce. The current study explored the longitudinal associations of adolescents' use of sexualized video games (SVG) and sexualized Instagram images (SII) with body image concerns. Specifically, our study examined relations between adolescents' SVG and SII use and appearance comparisons, thin- and muscular-ideal internalization, valuing appearance over competence, and body surveillance. A sample of 660 German adolescents (327 female, 333 male;M-age = 15.09 years) participated in two waves with an interval of 6 months. A structural equation model showed that SVG and SII use at Time 1 predicted body surveillance indirectly via valuing appearance over competence at Time 2. Furthermore, SVG and SII use indirectly predicted both thin- and muscular-ideal internalization through appearance comparisons at Time 1. In turn, thin-ideal internalization at Time 1 predicted body surveillance indirectly via valuing appearance over competence at Time 2. The results indicate that sexualization in video games and on Instagram can play an important role in increasing body image concerns among adolescents. We discuss the findings with respect to objectification theory and the predictive value of including appearance comparisons in models explaining the relation between sexualized media and self-objectification.}, language = {en} } @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} }