Video gaming is seen as a male space. Female gamers are seen as atypical, have their competence challenged, and face more harassment than male gamers do. This precarious position is increasingly problematic as video gaming is now one of the most prevalent leisure activities, providing an opportunity to both forge and maintain friendships, and to achieve social status and career opportunities.
View Article and Find Full Text PDFExposure to sexual objectification is an everyday experience for many women, yet little is known about its emotional consequences. Fredrickson and Roberts' (1997) objectification theory proposed a within-person process, wherein exposure to sexual objectification causes women to adopt a third-person perspective on their bodies, labeled which has harmful downstream consequences for their emotional well-being. However, previous studies have only tested this model at the between-person level, making them unreliable sources of inference about the proposed intraindividual psychological consequences of objectification.
View Article and Find Full Text PDFSexual objectification, particularly of young women, is highly prevalent in modern industrialized societies. Although there is plenty of experimental and cross-sectional research on objectification, prospective studies investigating the prevalence and psychological impact of objectifying events in daily life are scarce. We used ecological momentary assessment to track the occurrence of objectifying events over 1 week in the daily lives of young women (N = 81).
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