@article{RomeroSanchezSkowronskiBohneretal.2020, author = {Romero-Sanchez, Monica and Skowronski, Marika and Bohner, Gerd and Megias, Jesus L.}, title = {Talking about 'victims', 'survivors' and 'battered women'}, series = {International Journal of Social Psychology : Revista de Psicolog{\´i}a Social}, volume = {36}, journal = {International Journal of Social Psychology : Revista de Psicolog{\´i}a Social}, number = {1}, publisher = {Taylor \& Francis Group}, address = {Routledge}, issn = {0213-4748}, doi = {10.1080/02134748.2020.1840232}, pages = {30 -- 60}, year = {2020}, abstract = {Two studies addressed effects of the labels 'victim', 'battered woman' and 'survivor' on the perception of women who have experienced intimate partner violence (IPV). Spanish undergraduates provided free associations (Study 1; N = 54) and completed semantic differentials (Study 2; N = 142) regarding the labels. Results showed that the term 'survivor' evoked more positive associations and ratings than both 'victim' and 'battered woman', which did not differ from each other. At the same time, however, when asked directly, participants rated 'survivor' as the least appropriate term. These seemingly opposing findings replicate research on the terms' use in sexual aggression. Results were independent of individuals' acceptance of myths about IPV or knowing a woman who has experienced IPV. Implications for the use of specific language when communicating about IPV are discussed.}, language = {en} } @article{SkowronskiBuschingKrahe2022, author = {Skowronski, Marika and Busching, Robert and Krah{\´e}, Barbara}, title = {Links between exposure to sexualized Instagram images and body image concerns in girls and boys}, series = {Journal of media psychology}, volume = {34}, journal = {Journal of media psychology}, number = {1}, publisher = {Hogrefe \& Huber Publ. [u.a.]}, address = {G{\"o}ttingen}, issn = {1864-1105}, doi = {10.1027/1864-1105/a000296}, pages = {55 -- 62}, year = {2022}, abstract = {The current study examined the links between viewing female and male sexualized Instagram images (SII) and body image concerns within the three-step process of self-objectification among adolescents aged 13-18 years from Germany (N = 300, 61\% female). Participants completed measures of SII use, thin- and muscular-ideal internalization, valuing appearance over competence, and body surveillance. Structural equation modeling revealed that SII use was associated with body image concerns for boys and girls via different routes. Specifically, female SII use was indirectly associated with higher body surveillance via thin-ideal internalization and subsequent valuing appearance over competence for girls. For both girls and boys, male SII use was indirectly linked to higher body surveillance via muscular-ideal internalization. Implications for the three-step model of self-objectification by sexualized social media are discussed.}, language = {en} } @phdthesis{Skowronski2021, author = {Skowronski, Marika}, title = {Sexualized media and self-objectification in women and adolescents}, doi = {10.25932/publishup-50892}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus4-508926}, school = {Universit{\"a}t Potsdam}, pages = {159}, year = {2021}, abstract = {Background: A growing body of research has documented negative effects of sexualization in the media on individuals' self-objectification. This research is predominantly built on studies examining traditional media, such as magazines and television, and young female samples. Furthermore, longitudinal studies are scarce, and research is missing studying mediators of the relationship. The first aim of the present PhD thesis was to investigate the relations between the use of sexualized interactive media and social media and self-objectification. The second aim of this work was to examine the presumed processes within understudied samples, such as males and females beyond college age, thus investigating the moderating roles of age and gender. The third aim was to shed light on possible mediators of the relation between sexualized media and self-objectification. Method: The research aims were addressed within the scope of four studies. In an experiment, women's self-objectification and body satisfaction was measured after playing a video game with a sexualized vs. a nonsexualized character that was either personalized or generic. The second study investigated the cross-sectional link between sexualized television use and self-objectification and consideration of cosmetic surgery in a sample of women across a broad age spectrum, examining the role of age in the relations. The third study looked at the cross-sectional link between male and female sexualized images on Instagram and their associations with self-objectification among a sample of male and female adolescents. Using a two-wave longitudinal design, the fourth study examined sexualized video game and Instagram use as predictors of adolescents' self-objectification. Path models were conceptualized for the second, third and fourth study, in which media use predicted body surveillance via appearance comparisons (Study 4), thin-ideal internalization (Study 2, 3, 4), muscular-ideal internalization (Study 3, 4), and valuing appearance (all studies). Results: The results of the experimental study revealed no effect of sexualized video game characters on women's self-objectification and body satisfaction. No moderating effect of personalization emerged. Sexualized television use was associated to consideration of cosmetic surgery via body surveillance and valuing appearance for women of all ages in Study 2, while no moderating effect of age was found. Study 3 revealed that seeing sexualized male images on Instagram was indirectly associated with higher body surveillance via muscular-ideal internalization for boys and girls. Sexualized female images were indirectly linked to higher body surveillance via thin-ideal internalization and valuing appearance over competence only for girls. The longitudinal analysis of Study 4 showed no moderating effect of gender: For boys and girls, sexualized video game use at T1 predicted body surveillance at T2 via appearance comparisons, thin-ideal internalization and valuing appearance over competence. Furthermore, the use of sexualized Instagram images at T1 predicted body surveillance at T2 via valuing appearance. Conclusion: The findings show that sexualization in the media is linked to self-objectification among a variety of media formats and within diverse groups of people. While the longitudinal study indicates that sexualized media predict self-objectification over time, the experimental null findings warrant caution regarding this temporal order. The results demonstrate that several mediating variables might be involved in this link. Possible implications for research and practice, such as intervention programs and policy-making, are discussed.}, language = {en} } @article{SkowronskiBuschingKrahe2020, author = {Skowronski, Marika and Busching, Robert and Krah{\´e}, Barbara}, title = {Predicting adolescents' self-objectification from sexualized video game and Instagram use}, series = {Sex roles : a journal of research}, volume = {84}, journal = {Sex roles : a journal of research}, number = {9-10}, publisher = {Springer}, address = {New York}, issn = {0360-0025}, doi = {10.1007/s11199-020-01187-1}, pages = {584 -- 598}, 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{SkowronskiBuschingKrahe2022, author = {Skowronski, Marika and Busching, Robert and Krah{\´e}, Barbara}, title = {Women's exposure to sexualized TV, self-objectification, and consideration of cosmetic surgery}, series = {Psychology of popular media}, volume = {11}, journal = {Psychology of popular media}, number = {2}, publisher = {American Psychological Association}, address = {Washington}, issn = {2160-4143}, doi = {10.1037/ppm0000348}, pages = {117 -- 124}, year = {2022}, abstract = {Public Policy Relevance Statement TV is full of content presenting women in a sexualized way, with a focus on their sexual appearance and appeal to others. We found that across an age spectrum from 15 to 72 years, the more women watched sexualized TV, the more concerned they were about their body; a link between watching sexualized TV and considering cosmetic surgery was found only for women above the age of 31. Adding to the evidence documenting negative consequences of sexualized media use on young women's body image, this study is a first indicator that these might also apply to women across a broader age spectrum.
Extensive research has documented links between sexualized media use and body image concerns. Previous findings are based largely on female adolescents or young adults, although objectification theory predicts changes of body image concerns with age. Therefore, the current study investigated the link of sexualized TV exposure (STE) with self-objectification and consideration of cosmetic surgery within the framework of objectification theory in a sample of 519 female participants between the age of 15 and 72 (M = 39.43 years). Participants completed measures of STE, appearance-ideal internalization, valuing appearance over competence, body surveillance, and consideration of cosmetic surgery. Structural equation modeling revealed that STE was indirectly linked with consideration of cosmetic surgery via valuing appearance over competence and body surveillance. Age was negatively related to internalization, valuing appearance over competence, and body surveillance, but did not moderate the links between STE and body image. Older women scored lower on the body-related variables, but the associations between STE and self-objectification were the same across the age spectrum. STE predicted consideration of cosmetic surgery only for women over 31 years of age. Implications concerning the role of age in linking sexualized media to self-objectification are discussed.}, 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} } @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} }