Lara Croft, Princess Zelda en andere 'virtuele babes': De impact van seksualiserende videogames op zelfobjectivering, ...

Michiel
Vandepaer

De virtuele naakte waarheid

Met de komst van Grand Theft Auto V is het weer een hot topic geworden. Seks en bloot lijken niet meer weg te denken uit de hedendaagse computerspellen.  Met 64% van de jongeren tussen 9 en 18 jaar die videogames spelen wordt de seksualisering (vrouwen met smalle taille en grote borsten, extreem gespierde mannen) in videogames al snel een ‘maatschappelijk’ probleem.

Om deze reden werd daarom de mogelijke invloed van dit soort videogames nagegaan. De invloed werd gemeten aan de hand van een experiment, gevolgd door een vragenlijst.
In de eerste plaats werd nagegaan of het spelen van een seksualiserend computerspel een invloed had op de zelfobjectivering van jongeren. Dit is de mate waarin de jongeren zichzelf als seksobject gaan zien.
In de tweede plaats werd onderzocht of de jongeren andere jongens en meisjes meer gingen objectiveren na het spelen.
In de derde plaats werd gekeken naar de aanvaarding van gender stereotiepe seksuele attitudes.

Het computerspel dat werd gekozen voor het experiment was een Japans actiespel, ‘Story of Arado’ genaamd. Wat dit spel uitermate geschikt maakte was het feit dat er met drie personages gespeeld kon worden: een geseksualiseerd mannelijk personage, een geseksualiseerd vrouwelijk personage, en een controlepersonage. Dit maakte het mogelijk om twee experimentele en een controleconditie te installeren.

De resultaten tonen aan dat spelen met een geseksualiseerd vrouwelijk personage tot een significant hogere zelfobjectivering leidde in tegenstelling tot het spelen met een controlepersonage.
Met betrekking tot objectivering werd een interessant interactie-effect vastgesteld. Het lijkt er op dat het spelen met een personage van het tegenovergestelde geslacht resulteerde in een significant verhoogde objectivering van andere jongens.
Wat betreft de objectivering van andere meisjes lijkt enkel geslacht een significante voorspeller te zijn, in die zin dat jongens andere meisjes significant meer objectiveren dan meisjes.
Gender stereotype seksuele attitudes ten slotte lijken positief beïnvloed te worden door het spelen met een geseksualiseerd vrouwelijk personage.

Wat dit onderzoek doet verschillen van zijn soortgenoten situeert zich op twee vlakken.
Ten eerste werd het onderzoek uitgevoerd bij jonge adolescenten (12 tot 14 jaar), terwijl in de meeste andere onderzoeken vaker gewerkt wordt met studenten als proefpersonen.
Ten tweede werd een experiment uitgevoerd waardoor het effect van een seksualiserend computerspel na de blootstelling gemeten kon worden.

De discussie kan dan gevoerd worden of het naakt in de videogames verantwoord kan worden. De schadelijke effecten ervan op bepaalde aspecten van het zelfbeeld van jongeren zijn in dit onderzoek vastgesteld. Hopelijk komen deze resultaten ooit onder de ogen van game-ontwikkelaars en beseffen ze de impact van hun geseksualiseerde personages op de jonge generatie van gamers.

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Universiteit of Hogeschool
KU Leuven
Thesis jaar
2013