Abstract
Video games often contain sexist content that may be connected to negative consequences for female video game players, such as internalizing negative attitudes and beliefs about women. However, aspects of feminist identification may prevent such negative outcomes from occurring. The present study investigated the relationships among time spent playing video games, internalized misogyny, and the synthesis dimension of feminist identity, which is characterized by embracing the positive aspects of being a woman and incorporating feminine attributes into one’s own unique personality. A total of 319 U.S. female video game players completed measures of media usage, internalized misogyny, and feminist identity. The authors tested a moderation model in which gaming predicted internalized misogyny and synthesis moderated this relationship. Gaming was positively associated with internalized misogyny at lower, but not higher, levels of synthesis. Thus, those who value the positive aspects of womanhood and have thoughtful and realistic perceptions of gender may be resistant to internalizing some harmful beliefs about women perpetuated in games. The present study provides evidence for the potential negative influence of cumulative video game exposure for some women and the protective effect of feminist identity synthesis. Counselors and activists should do work aimed at critically evaluating and challenging gendered messages in video games and affirming women’s gender identities and feminine attributes. Game developers must consider the impact of their content on players and strive to create female characters that are agentic, complex, and competent. Conversely, gamers should avoid supporting games with depthless depictions of women.

Similar content being viewed by others
Explore related subjects
Discover the latest articles, news and stories from top researchers in related subjects.References
Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12, 353–359. https://doi.org/10.1111/1467-9280.00366.
Anderson, C. A., & DiDomenico, L. (1992). Diet vs. shape content of popular male and female magazines: A dose-response relationship to the incidence of eating disorders? International Journal of Eating Disorders, 11, 283–287. https://doi.org/10.1002/1098-108X.
Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78, 772–790. https://doi.org/10.1037/0022-3514.78.4.772.
Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., ... Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in eastern and Western countries: A meta-analytic review. Psychological Bulletin, 136, 151–173. https://doi.org/10.1037/a0018251.
Apperley, T. H. (2006). Genre and game studies: Toward a critical approach to video game genres. Simulation & Gaming, 37, 6–23. https://doi.org/10.1177/1046878105282278.
Bargad, A., & Hyde, J. S. (1991). Women’s studies: A study of feminist identity development in women. Psychology of Women Quarterly, 15, 181–201. https://doi.org/10.1111/j.1471-6402.1991.tb00791.x.
Bègue, L., Sarda, E., Gentile, D. A., Bry, C., & Roché, S. (2017). Video games exposure and sexism in a representative sample of adolescents. Frontiers in Psychology, 8, 466–472. https://doi.org/10.3389/fpsyg.2017.00466.
Behm-Morawitz, E., & Mastro, D. (2009). The effects of the sexualization of female video game characters on gender stereotyping and female self-concept. Sex Roles, 61, 808–823. https://doi.org/10.1007/s11199-009-9683-8.
Bishara, A. J., & Hittner, J. B. (2012). Testing the significance of a correlation with nonnormal data: Comparison of Pearson, Spearman, transformation, and resampling approaches. Psychological Methods, 17, 399–417. https://doi.org/10.1037/a0028087.
Bliss, C. I. (1967). Statistics in biology. New York: McGraw-Hill.
Breuer, J., Kowert, R., Festl, R., & Quandt, T. (2015). Sexist games= sexist gamers? A longitudinal study on the relationship between video game use and sexist attitudes. Cyberpsychology, Behavior and Social Networking, 18, 197–202. https://doi.org/10.1089/cyber.2014.0492.
Cummings, H. M., & Vandewater, E. A. (2007). Relation of adolescent video game play to time spent in other activities. Archives of Pediatrics & Adolescent Medicine, 161, 684–689. https://doi.org/10.1001/archpedi.161.7.684.
Deaux, K., & Lewis, L. L. (1983). Components of gender stereotypes. Psychological Documents, 13, 25. (Ms. No. 2583)
Dempster, A. P., Laird, N. M., & Rubin, D. B. (1977). Maximum likelihood from incomplete data via the EM algorithm. Journal of the Royal Statistical Society. Series B (methodological), 1–38. Retrieved from http://www.jstor.org/stable/2984875. Accessed 20 June 2017.
Downing, N. E., & Roush, K. L. (1985). From passive acceptance to active commitment: A model of feminist identity development for women. The Counseling Psychologist, 13, 695–709. https://doi.org/10.1177/0011000085134013.
Downs, E., & Smith, S. L. (2010). Keeping abreast of hypersexuality: A video game character content analysis. Sex Roles, 62, 721–733. https://doi.org/10.1007/s11199-009-9637-1.
Eagly, A. H., & Steffen, V. J. (1984). Gender stereotypes stem from the distribution of women and men into social roles. Journal of Personality and Social Psychology, 46, 735–754. https://doi.org/10.1037/0022-3514.46.4.735.
Edwards, K., Weststar, J., Meloni, W., Pearce, C., & Legault, M. J. (2014). Developer satisfaction survey 2014. Summary report. Retrieved from http://www.igda.org/news/179436/IGDA-Developer-Satisfaction-Survey-Summary-Report-Available.htm. Accessed 02 Jan 2018.
Ellemers, N. (2018). Gender stereotypes. Annual Review of Psychology, 69, 275–298. https://doi.org/10.1146/annurev-psych-122216-011719.
Entertainment Software Association. (2015). Sales, demographic, and usage data: Essential facts about the computer and video game industry. Retrieved from http://www.theesa.com/about-esa/essential-facts-computer-video-game-industry/. Accessed 22 Nov 2017.
Entertainment Software Association. (2018). Sales, demographic, and usage data: Essential facts about the computer and video game industry. Retrieved from http://www.theesa.com/wp-content/uploads/2018/05/EF2018_FINAL.pdf. Accessed 05 Mar 2019.
Fischer, A. R., Tokar, D. M., Mergl, M. M., Good, G. E., Hill, M. S., & Blum, S. A. (2000). Assessing women's feminist identity development: Studies of convergent, discriminant, and structural validity. Psychology of Women’s Quarterly, 24, 15–29. https://doi.org/10.1111/j.1471-6402.2000.tb01018.x.
Fox, J., & Potocki, B. (2016). Lifetime video game consumption, interpersonal aggression, hostile sexism, and rape myth acceptance: A cultivation perspective. Journal of Interpersonal Violence, 31, 1912–1931. https://doi.org/10.1177/0886260515570747.
Frazier, P. A., Tix, A. P., & Barron, K. E. (2004). Testing moderator and mediator effects in counseling psychology research. Journal of Counseling Psychology, 51, 115–134. https://doi.org/10.1037/0022-0167.51.1.115.
Friedberg, J. (2015). Gender games: A content analysis of gender portrayals in modern, narrative video games (unpublished master’s thesis). Georgia State University, Atlanta, Georgia.
Gentile, D. A., Berch, O. N., Choo, H., Khoo, A., & Walsh, D. (2017). Bedroom media: One risk factor for development. Developmental Psychology, 53, 2340–2355. https://doi.org/10.1037/t01135-000.
Gerbner, G., Gross, L., Morgan, M., Signorielli, N., & Shanahan, J. (2002). Growing up with television: Cultivation processes. In J. Bryant & D. Zillmann (Eds.), Media effects: Advances in theory and research (pp. 43–67). Mahwah, NJ: Lawrence Erlbaum Associates.
Gestos, M., Smith-Merry, J., & Campbell, A. (2018). Representation of women in video games: A systematic review of literature in consideration of adult female wellbeing. Cyberpsychology, Behavior and Social Networking, 21, 535–541. https://doi.org/10.1089/cyber.2017.0376.
Grabe, S., Ward, L. M., & Hyde, J. S. (2008). The role of the media in body image concerns among women: A meta-analysis of experimental and correlational studies. Psychological Bulletin, 134, 460–476. https://doi.org/10.1037/0033-2909.134.3.460.
Haines, E. L., Deaux, K., & Lofaro, N. (2016). The times they are a-changing… or are they not? A comparison of gender stereotypes, 1983–2014. Psychology of Women Quarterly, 40, 353–363. https://doi.org/10.1177/0361684316634081.
Hayes, A. F. (2013). An introduction to mediation, moderation, and conditional process analysis: A regression-based approach. New York: Guilford Press.
Hyde, J. S. (2002). Feminist identity development: The current state of theory, research, and practice. The Counseling Psychologist, 30, 105–110. https://doi.org/10.1177/0011000002301007.
Ivory, J. (2009). Still a man’s game: Gender representation in online reviews of video games. Mass Communication and Society, 9, 103–114. https://doi.org/10.1207/s15327825mcs0901_6.
Kirsh, S. J. (1998). Seeing the world through mortal Kombat-colored glasses: Violent video games and the development of a short-term hostile attribution bias. Childhood, 5, 177–184.
Lauzen, M. M., Dozier, D. M., & Horan, N. (2008). Constructing gender stereotypes through social roles in prime-time television. Journal of Broadcasting & Electronic Media, 52, 200–214. https://doi.org/10.1080/08838150801991971.
Liss, M., & Erchull, M. J. (2010). Everyone feels empowered: Understanding feminist self-labeling. Psychology of Women Quarterly, 34, 85–96. https://doi.org/10.1111/j.1471-6402.2009.01544.x.
Lynch, T., Tompkins, J. E., van Driel, I. I., & Fritz, N. (2016). Sexy, strong, and secondary: A content analysis of female characters in video games across 31 years. Journal of Communication, 66, 564–584.
Mierlo, J. V., & Bulck, J. V. d. (2004). Benchmarking the cultivation approach to video game effects: A comparison of the correlates of TV viewing and game play. Journal of Adolescence, 27, 97–111. https://doi.org/10.1016/j.adolescence.2003.10.008.
Miller, M. K., & Summers, A. (2007). Gender differences in video game characters’ roles, appearances, and attire as portrayed in video game magazines. Sex Roles, 57, 733–742. https://doi.org/10.1007/s11199-007-9307-0.
Moradi, B., & Subich, L. M. (2002). Feminist identity development measures: Comparing the psychometrics of three instruments. The Counseling Psychologist, 30, 66–86. https://doi.org/10.1177/0011000002301004.
Mou, Y., & Peng, W. (2008). Gender and racial stereotypes in popular video games. In R. Ferdig (Ed.), Handbook of research on effective electronic gaming in education (pp. 922–937). Hershey: IGI Global.
Near, C. E. (2013). Selling gender: Associations of box art representation of female characters with sales for teen- and mature-rated video games. Sex Roles, 68, 252–269. https://doi.org/10.1007/s11199-012-0231-6.
Nelva, G. (2014, January 24). Naughty dog’s the last of us is the most awarded game in recorded history by critics. Retrieved from http://www.dualshockers.com/the-last-of-us-is-the-most-awarded-game-in-history-by-critics/. Accessed 23 Nov 2017.
Paaßen, B., Morgenroth, T., & Stratemeyer, M. (2017). What is a true gamer? The male gamer stereotype and the marginalization of women in video game culture. Sex Roles: A Journal of Research, 76, 421–435. https://doi.org/10.1007/s11199-016-0678-y.
Piggot, M. (2004). Double jeopardy: Lesbians and the legacy of multiple stigmatized identities (Unpublished thesis). Swinburne University of Technology, Australia.
Pigott, T. D. (2001). A review of methods for missing data. Educational Research and Evaluation, 7, 353–383. https://doi.org/10.1076/edre.7.4.353.8937.
Rickard, K. M. (1989). The relationship of self-monitored dating behavior to level of feminist identity on the feminist identity scale. Sex Roles, 20, 213–226. https://doi.org/10.1007/BF00287993.
Rivera, R., Santos, D., Brändle, G., & Cárdaba, M. Á. M. (2016). Design effectiveness analysis of a media literacy intervention to reduce violent video games consumption among adolescents: The relevance of lifestyles segmentation. Evaluation Review, 40, 142–161. https://doi.org/10.1177/0193841X16666196.
Sabik, N. J., & Tylka, T. L. (2006). Do feminist identity styles moderate the relation between perceived sexist events and disordered eating? Psychology of Women Quarterly, 30, 77–84. https://doi.org/10.1111/j.1471-6402.2006.00264.x.
Saunders, K. J., & Kashubeck-West, S. (2006). The relations among feminist identity development, gender-role orientation, and psychological well-being in women. Psychology of Women Quarterly, 30, 199–211. https://doi.org/10.1111/j.1471-6402.2006.00282.x.
Schooler, D., & Daniels, E. A. (2014). “I am not a skinny toothpick and proud of it”: Latina adolescents’ ethnic identity and responses to mainstream media images. Body Image, 11, 11–18. https://doi.org/10.1016/j.bodyim.2013.09.001.
Stermer, S. P., & Burkley, M. (2015). SeX-Box: Exposure to sexist video games predicts benevolent sexism. Psychology of Popular Media Culture, 4, 47–55. https://doi.org/10.1037/a0028397.
Szymanski, D. M., & Kashubeck-West, S. (2008). Mediators of the relationship between internalized oppressions and lesbian and bisexual women's psychological distress. The Counseling Psychologist, 36, 575–594. https://doi.org/10.1177/0011000007309490.
Szymanski, D. M., Gupta, A., Carr, E. R., & Stewart, D. (2009). Internalized misogyny as a moderator of the link between sexist events and women’s psychological distress. Sex Roles, 61, 101–109. https://doi.org/10.1007/s11199-009-9611-y.
Szymanski, D. M., Ikizler, A. S., & Dunn, T. L. (2016). Sexual minority women’s relationship quality: Examining the roles of multiple oppressions and silencing the self. Psychology of Sexual Orientation and Gender Diversity, 3, 1–10. https://doi.org/10.1037/sgd0000145.
Weber, R., Ritterfeld, U., & Kostygina, A. (2006). Aggression and violence as effects of playing violent video games? In P. Vorderer & J. Bryant (Eds.), Playing video games: Motives, responses, and consequences (pp. 347–361). Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
Williams, D. (2006). Virtual cultivation: Online worlds, offline perceptions. Journal of Communication, 56, 69–87. https://doi.org/10.1111/j.1460-2466.2006.00004.x.
Williams, D., Martins, N., Consalvo, M., Martins, N., & Ivory, J. D. (2009). The virtual census: Representations of gender, race and age in video games. New Media & Society, 11, 815–834. https://doi.org/10.1177/1461444809105354.
Willson, M. (2015). Social games as partial platforms for identity co-creation. Media International Australia, 154, 15–24.
Wohn, D. Y. (2011). Gender and race representation in casual games. Sex Roles, 65, 198–207.
Author information
Authors and Affiliations
Corresponding author
Ethics declarations
Our methodology conforms to APA standards on ethical treatment of participants and was approved by the governing university’s institutional review board.
Additional information
Publisher’s Note
Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.
Rights and permissions
About this article
Cite this article
McCullough, K.M., Wong, Y.J. & Stevenson, N.J. Female Video Game Players and the Protective Effect of Feminist Identity Against Internalized Misogyny. Sex Roles 82, 266–276 (2020). https://doi.org/10.1007/s11199-019-01055-7
Published:
Issue Date:
DOI: https://doi.org/10.1007/s11199-019-01055-7