SeX-Box: Exposure to Sexist Video Games Predicts Benevolent Sexism

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Abstract

We examined the association between playing sexist video games and sexist attitudes. Undergraduate students (61 men and 114 women) indicated the level of perceived sexism present in their most frequently played video games. Students also completed the Ambivalent Sexism Inventory (Glick & Fiske, 1996), which measures both hostile and benevolent sexism. As predicted, men who played video games perceived to be high in sexism showed higher levels of benevolent sexism, compared with men who did not play such games. This relationship was not evident for women. Importantly, our study provides the first known evidence of a link between long-term exposure to sexist video games and sexist attitudes. Although correlational, these data are consistent with the notion that sexist video games encourage and reinforce sexist attitudes. Our findings have important real-world implications for video game researchers, parents, and game players themselves.

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