Abstract

Empathy—putting oneself in another’s shoes—has been described as the “social glue” that holds society together. This study investigates how exposure to sexist video games can decrease empathy for female violence victims. We hypothesized that playing violent-sexist video games would increase endorsement of masculine beliefs, especially among participants who highly identify with dominant and aggressive male game characters. We also hypothesized that the endorsement of masculine beliefs would reduce empathy toward female violence victims. Participants (N = 154) were randomly assigned to play a violent-sexist game, a violent-only game, or a non-violent game. After gameplay, measures of identification with the game character, traditional masculine beliefs, and empathy for female violence victims were assessed. We found that participants’ gender and their identification with the violent male video game character moderated the effects of the exposure to sexist-violent video games on masculine beliefs. Our results supported the prediction that playing violent-sexist video games increases masculine beliefs, which occurred for male (but not female) participants who were highly identified with the game character. Masculine beliefs, in turn, negatively predicted empathic feelings for female violence victims. Overall, our study shows who is most affected by the exposure to sexist-violent video games, and why the effects occur. (200 words)

Highlights

  • Because masculine norms are strongly reinforced in Grand Theft Auto (GTA) video games, we propose that GTA gameplay will increase masculine beliefs

  • Independent-sample t-tests found no significant differences between the two different violent-sexist games, between the two different violent-only games, or between the two nonviolent games on identification with the main video game character, masculine beliefs, or empathy for female violence victims

  • Conditional indirect effects of type of video game on empathy for female violence victims were significant only for males in the violent-sexist game condition at values of identification with the game character greater than 4.2583 [-0.1920. These results suggest that violent-sexist games decreased empathy for female violence victims for boys who strongly identified with the violent game character, and did so by increasing masculine beliefs

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Summary

Introduction

“Empathy is about standing in someone else's shoes, feeling with his or her heart, seeing with his or her eyes. Doi:10.1371/journal.pone.0152121.g001 model ([25]; see Fig 1) In this model, we predict that violent-sexist video games will increase masculine beliefs, which in turn will be negatively related to empathic feelings for female violence victims, especially among male participants who display higher levels of identification with the violent male game character. We predict that violent-sexist video games will increase masculine beliefs, which in turn will be negatively related to empathic feelings for female violence victims, especially among male participants who display higher levels of identification with the violent male game character To test whether these effects are specific to violent-sexist video games, we included violent-only video games in our design, as well as nonviolent (control) video games

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