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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.
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.