2,759
Views
76
CrossRef citations to date
0
Altmetric
Original Articles

Virtual Violence: Gender and Aggression in Video Game Advertisements

Pages 393-412 | Published online: 17 Nov 2009

Keep up to date with the latest research on this topic with citation updates for this article.

Read on this site (26)

Michael Gilbert, Teresa Lynch, Sage Burridge & Lindsey Archipley. (2023) Formidability of male video game characters over 45 years. Information, Communication & Society 26:8, pages 1531-1547.
Read now
Erica Scharrer, Srividya Ramasubramanian & Omotayo Banjo. (2022) Media, Diversity, and Representation in the U.S.: A Review of the Quantitative Research Literature on Media Content and Effects. Journal of Broadcasting & Electronic Media 66:4, pages 723-749.
Read now
T. Franklin Waddell, Chelsea Elizabeth Moss, Adrienne Holz & James D. Ivory. (2022) Character Portrayals in Digital Games: A Systematic Review of More than Three Decades of Existing Research. Journal of Broadcasting & Electronic Media 66:4, pages 647-673.
Read now
Simon Manyiwa & Zhongqi Jin. (2020) Gender effects on consumers’ attitudes toward comedic violence in advertisements. Journal of Promotion Management 26:5, pages 654-673.
Read now
Erica S. Garcia & Chanelle M. Johnson. (2019) Using Feminist Family Therapy and a Multidisciplinary Collaboration to Address Issues Regarding Sexism in Gamers. Journal of Feminist Family Therapy 31:1, pages 19-39.
Read now
Christine Olson, Kylie Lanthorn, Gamze Onut, Laras Sekarasih & Erica Scharrer. (2019) Producing PSAs on consumer culture: youth reception of advertising. Critical Studies in Media Communication 36:1, pages 58-74.
Read now
Amanda C. Cote & Cody Mejeur. (2018) Gamers, gender, and cruel optimism: the limits of social identity constructs in The Guild . Feminist Media Studies 18:6, pages 963-978.
Read now
Laras Sekarasih, Erica Scharrer, Christine Olson, Gamze Onut & Kylie Lanthorn. (2018) Effectiveness of a School-Based Media Literacy Curriculum in Encouraging Critical Attitudes about Advertising Content and Forms among Boys and Girls. Journal of Advertising 47:4, pages 362-377.
Read now
Elizabeth Behm-Morawitz. (2017) Examining the intersection of race and gender in video game advertising. Journal of Marketing Communications 23:3, pages 220-239.
Read now
Alyssa Maria Pearce. (2017) Exploring Performance of Gendered Identities through Language in World of Warcraft. International Journal of Human–Computer Interaction 33:3, pages 180-189.
Read now
Alexander Sink & Dana Mastro. (2017) Depictions of Gender on Primetime Television: A Quantitative Content Analysis. Mass Communication and Society 20:1, pages 3-22.
Read now
Yunjae Cheong & Justin Combs. (2016) An analysis of media violence in commercials aired during the telecasts of sports events. Journal of Marketing Communications 22:6, pages 602-625.
Read now
B. Ann Tlusty. (2015) Invincible blades and invulnerable bodies: weapons magic in early-modern Germany. European Review of History: Revue européenne d'histoire 22:4, pages 658-679.
Read now
Alicia Summers & Monica K. Miller. (2014) From Damsels in Distress to Sexy Superheroes. Feminist Media Studies 14:6, pages 1028-1040.
Read now
Amy Jo Coffey. (2013) Representing Ourselves: Ethnic Representation in America's Television Newsrooms. Howard Journal of Communications 24:2, pages 154-177.
Read now
Anastasia Salter & Bridget Blodgett. (2012) Hypermasculinity & Dickwolves: The Contentious Role of Women in the New Gaming Public. Journal of Broadcasting & Electronic Media 56:3, pages 401-416.
Read now
Mark Cruea & Sung-Yeon Park. (2012) Gender Disparity in Video Game Usage: A Third-Person Perception-Based Explanation. Media Psychology 15:1, pages 44-67.
Read now
Melinda C. R. Burgess, KarenE. Dill, S. Paul Stermer, StephenR. Burgess & BrianP. Brown. (2011) Playing With Prejudice: The Prevalence and Consequences of Racial Stereotypes in Video Games. Media Psychology 14:3, pages 289-311.
Read now
Tim Jones, PeggyH. Cunningham & Katherine Gallagher. (2010) Violence in Advertising. Journal of Advertising 39:4, pages 11-36.
Read now
StephenD. Perry. (2010) What's Hot and What's Enduring? Reviewing Article Downloads from MCS . Mass Communication and Society 13:3, pages 227-231.
Read now
Fang‐Yi Flora Wei & Katherine Grace Hendrix. (2009) Gender differences in preschool children’s recall of competitive and noncompetitive computer mathematics games. Learning, Media and Technology 34:1, pages 27-43.
Read now
Natalie Jomini Stroud & Ariel Chernin. (2008) Video Games and the ESRB. Journal of Children and Media 2:1, pages 1-18.
Read now
MindyF. Ji. (2007) Advertisers' Implementation of CARU Guidelines for Advertising Targeted at Children. Journal of Current Issues & Research in Advertising 29:2, pages 27-38.
Read now
Philipe Bensimon. (2007) The Role of Pornography in Sexual Offending. Sexual Addiction & Compulsivity 14:2, pages 95-117.
Read now
James D. Ivory. (2006) Still a Man's Game: Gender Representation in Online Reviews of Video Games. Mass Communication and Society 9:1, pages 103-114.
Read now

Articles from other publishers (50)

Tim Wulf, Daniel Possler & Johannes Breuer. 2023. Standardisierte Inhaltsanalyse in der Kommunikationswissenschaft – Standardized Content Analysis in Communication Research. Standardisierte Inhaltsanalyse in der Kommunikationswissenschaft – Standardized Content Analysis in Communication Research 287 297 .
Liling Zhou, Ning Han, Zeran Xu, Corlyn Brian & Siraj Hussain. (2022) Why Do Women Pretend to Be Men? Female Gender Swapping in Online Games. Frontiers in Psychology 13.
Crossref
Erica Scharrer & Stephen Warren. (2021) Adolescents’ Modern Media Use and Beliefs About Masculine Gender Roles and Norms. Journalism & Mass Communication Quarterly 99:1, pages 289-315.
Crossref
Kristina Massey, Jan Burns & Anke Franz. (2020) Young People, Sexuality and the Age of Pornography. Sexuality & Culture 25:1, pages 318-336.
Crossref
Kwisoon Choe, Sun-Jae Doh & Jeongmin Ha. (2019) Adolescents’ Experiences and Coping with Sexism Affect both Female and Male Online Gamers in South Korea. Sex Roles 83:1-2, pages 43-53.
Crossref
Maude Bonenfant, Gabrielle Trépanier-Jobin & Laura Iseut Lafrance St-Martin. (2020) L’approche communicationnelle en études du jeu : un apport des chercheur.se.s de la Faculté de communication de l’UQAMCommunication Approach in Game Studies: The Contribution of UQAM’s Faculty of Communication researchers. Communiquer. Revue de communication sociale et publique:La communication à l'UQAM, pages 77-102.
Crossref
Timo Nummenmaa & Ville Kankainen. (2019) Social features in hybrid board game marketing material. Social features in hybrid board game marketing material.
Stijn Van Petegem, Evelien de Ferrerre, Bart Soenens, Antonius J. van Rooij & Jan Van Looy. (2019) Parents’ Degree and Style of Restrictive Mediation of Young Children’s Digital Gaming: Associations with Parental Attitudes and Perceived Child Adjustment. Journal of Child and Family Studies 28:5, pages 1379-1391.
Crossref
Greg Blackburn & Erica Scharrer. (2018) Video Game Playing and Beliefs about Masculinity Among Male and Female Emerging Adults. Sex Roles 80:5-6, pages 310-324.
Crossref
Mercè Oliva, Óliver Pérez-Latorre & Reinald Besalú. (2016) ‘Choose, collect, manage, win!’: Neoliberalism, enterprising culture and risk society in video game covers. Convergence: The International Journal of Research into New Media Technologies 24:6, pages 607-622.
Crossref
Amanda C. Cote. (2015) Writing “Gamers”. Games and Culture 13:5, pages 479-503.
Crossref
Jessica E. Tompkins & Teresa Lynch. 2018. Video Game Influences on Aggression, Cognition, and Attention. Video Game Influences on Aggression, Cognition, and Attention 119 136 .
Sam Srauy & Valerie Palmer-Mehta. 2018. Masculinities in Play. Masculinities in Play 185 207 .
Toby Hopp & Jolene Fisher. (2017) Examination of the Relationship Between Gender, Performance, and Enjoyment of a First-Person Shooter Game. Simulation & Gaming 48:3, pages 338-362.
Crossref
Laurent Bègue, Elisa Sarda, Douglas A. Gentile, Clementine Bry & Sebastian Roché. (2017) Video Games Exposure and Sexism in a Representative Sample of Adolescents. Frontiers in Psychology 8.
Crossref
Shira Chess, Nathaniel J. Evans & Joyya JaDawn Baines. (2016) What Does a Gamer Look Like? Video Games, Advertising, and Diversity. Television & New Media 18:1, pages 37-57.
Crossref
Anastasia Salter & Bridget BlodgettAnastasia Salter & Bridget Blodgett. 2017. Toxic Geek Masculinity in Media. Toxic Geek Masculinity in Media 17 43 .
Anastasia Salter & Bridget BlodgettAnastasia Salter & Bridget Blodgett. 2017. Toxic Geek Masculinity in Media. Toxic Geek Masculinity in Media 1 16 .
Nick Robinson & Marcus Schulzke. (2016) Visualizing War? Towards a Visual Analysis of Videogames and Social Media. Perspectives on Politics 14:4, pages 995-1010.
Crossref
Soraya Giaccardi, L. Monique Ward, Rita C. Seabrook, Adriana Manago & Julia Lippman. (2016) Media and Modern Manhood: Testing Associations Between Media Consumption and Young Men’s Acceptance of Traditional Gender Ideologies. Sex Roles 75:3-4, pages 151-163.
Crossref
Johannes BreuerRachel KowertRuth FestlThorsten Quandt. (2015) Sexist Games=Sexist Gamers? A Longitudinal Study on the Relationship Between Video Game Use and Sexist Attitudes. Cyberpsychology, Behavior, and Social Networking 18:4, pages 197-202.
Crossref
Patrick Walsh, Matthew H. Zimmerman, Galen Clavio & Antonio S. Williams. (2013) Comparing Brand Awareness Levels of In-Game Advertising in Sport Video Games Featuring Visual and Verbal Communication Cues. Communication & Sport 2:4, pages 386-404.
Crossref
Ran Wei & Brett A. Borton. 2014. The Handbook of Media and Mass Communication Theory. The Handbook of Media and Mass Communication Theory 552 571 .
Manish Gupta, Sung Jin, G. Lawrence Sanders, Barbara A. Sherman & Anand Simha. 2014. Inventive Approaches for Technology Integration and Information Resources Management. Inventive Approaches for Technology Integration and Information Resources Management 162 212 .
Jens Bender, Tobias Rothmund & Mario Gollwitzer. (2013) Biased Estimation of Violent Video Game Effects on Aggression: Contributing Factors and Boundary Conditions. Societies 3:4, pages 383-398.
Crossref
Michael Steven Cardwell. (2013) Video Media–Induced Aggressiveness in Children. Southern Medical Journal 106:9, pages 513-517.
Crossref
Karen E. Dill & Melinda C.R. Burgess. (2012) Influence of Black Masculinity Game Exemplars on Social Judgments. Simulation & Gaming 44:4, pages 562-585.
Crossref
Jesse Fox, Jeremy N. Bailenson & Liz Tricase. (2013) The embodiment of sexualized virtual selves: The Proteus effect and experiences of self-objectification via avatars. Computers in Human Behavior 29:3, pages 930-938.
Crossref
Christopher E Near. (2012) Selling Gender: Associations of Box Art Representation of Female Characters With Sales for Teen- and Mature-rated Video Games. Sex Roles 68:3-4, pages 252-269.
Crossref
Shyon Baumann & Kim de Laat. (2012) Socially defunct: A comparative analysis of the underrepresentation of older women in advertising. Poetics 40:6, pages 514-541.
Crossref
Manish Gupta, Sung Jin, G. Lawrence Sanders, Barbara A. Sherman & Anand Simha. (2012) Getting Real About Virtual Worlds. International Journal of Virtual Communities and Social Networking 4:3, pages 1-46.
Crossref
S. Paul Stermer & Melissa Burkley. (2012) Xbox or SeXbox? An Examination of Sexualized Content in Video Games. Social and Personality Psychology Compass 6:7, pages 525-535.
Crossref
Donghee Yvette Wohn. (2011) Gender and Race Representation in Casual Games. Sex Roles 65:3-4, pages 198-207.
Crossref
Jane D. Brown & Piotr S. Bobkowski. (2011) Older and Newer Media: Patterns of Use and Effects on Adolescents' Health and Well‐Being. Journal of Research on Adolescence 21:1, pages 95-113.
Crossref
Adrienne Shaw. 2011. Designing Games for Ethics. Designing Games for Ethics 159 177 .
Karla R. Hamlen. (2010) Re-Examining Gender Differences in Video Game Play: Time Spent and Feelings of Success. Journal of Educational Computing Research 43:3, pages 293-308.
Crossref
MONICA K. MILLER. (2010) Exploring the Relationship between Video Game Ratings Implementation and Changes in Game Content as Represented by Game Magazines. Politics & Policy 38:4, pages 705-735.
Crossref
Sabine Trepte & Leonard Reinecke. 2010. Handbuch Psychologie und Geschlechterforschung. Handbuch Psychologie und Geschlechterforschung 229 248 .
Searle Huh & Dmitri Williams. 2010. Online Worlds: Convergence of the Real and the Virtual. Online Worlds: Convergence of the Real and the Virtual 161 174 .
Dara N. Greenwood & Julia R. Lippman. 2010. Handbook of Gender Research in Psychology. Handbook of Gender Research in Psychology 643 669 .
Jesse Fox & Jeremy N. Bailenson. (2009) Virtual Virgins and Vamps: The Effects of Exposure to Female Characters’ Sexualized Appearance and Gaze in an Immersive Virtual Environment. Sex Roles 61:3-4, pages 147-157.
Crossref
Elizabeth R. Wack & Stacey Tantleff-Dunn. (2008) Cyber sexy: Electronic game play and perceptions of attractiveness among college-aged men. Body Image 5:4, pages 365-374.
Crossref
Karen E. Dill, Brian P. Brown & Michael A. Collins. (2008) Effects of exposure to sex-stereotyped video game characters on tolerance of sexual harassment. Journal of Experimental Social Psychology 44:5, pages 1402-1408.
Crossref
Karen E. Dill & Kathryn P. Thill. (2007) Video Game Characters and the Socialization of Gender Roles: Young People’s Perceptions Mirror Sexist Media Depictions. Sex Roles 57:11-12, pages 851-864.
Crossref
Monica K. Miller & Alicia Summers. (2007) Gender Differences in Video Game Characters’ Roles, Appearances, and Attire as Portrayed in Video Game Magazines. Sex Roles 57:9-10, pages 733-742.
Crossref
Kristen Harrison & Bradley J. Bond. (2007) Gaming magazines and the drive for muscularity in preadolescent boys: A longitudinal examination. Body Image 4:3, pages 269-277.
Crossref
Melinda C. R. Burgess, Steven Paul Stermer & Stephen R. Burgess. (2007) Sex, Lies, and Video Games: The Portrayal of Male and Female Characters on Video Game Covers. Sex Roles 57:5-6, pages 419-433.
Crossref
George Comstock & Erica Scharrer. 2007. Handbook of Child Psychology. Handbook of Child Psychology.
Shirley Matile Ogletree & Ryan Drake. (2007) College Students’ Video Game Participation and Perceptions: Gender Differences and Implications. Sex Roles 56:7-8, pages 537-542.
Crossref
. 2007. Media and the American Child. Media and the American Child 307 349 .

Reprints and Corporate Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

To request a reprint or corporate permissions for this article, please click on the relevant link below:

Academic Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

Obtain permissions instantly via Rightslink by clicking on the button below:

If you are unable to obtain permissions via Rightslink, please complete and submit this Permissions form. For more information, please visit our Permissions help page.