You are here

CYBER SEXY:ELECTRONIC GAME PLAY AND PERCEPTIONS OF ATTRACTIVENESS AMONG COLLEGE-AGED MEN

Download pdf | Full Screen View

Date Issued:
2007
Abstract/Description:
The current study was conducted to determine whether or not electronic gaming is related to the formation of certain body ideals and appraisals of attractiveness. A sample of 219 college-aged males (age 18 to 32) completed a variety of measures designed to gather information about their game play habits, their perceptions of their own attractiveness (MBSRQ, SMAQ), and their perceptions of women's attractiveness (BCRS, FRS, photographs of women of different BMIs). Results indicate that men's ratings of women's attractiveness vary across the genres of games most frequently played but that frequency of play and age of commencement of game play are not related to self-perceptions of physical attractiveness, the association of positive attributes with muscularity, or the drive to become more muscular. However, results suggest that men's appearance satisfaction and the degree to which they value muscularity are influenced by the extent to which they compare their own appearance to that of the characters they play in the games. Results indicate that unlike other forms of media, electronic gaming is not related to decreased appearance satisfaction in players or the formation of unrealistic standards of attractiveness for women.
Title: CYBER SEXY:ELECTRONIC GAME PLAY AND PERCEPTIONS OF ATTRACTIVENESS AMONG COLLEGE-AGED MEN.
46 views
21 downloads
Name(s): Wack, Elizabeth, Author
Tantleff Dunn, Stacey, Committee Chair
University of Central Florida, Degree Grantor
Type of Resource: text
Date Issued: 2007
Publisher: University of Central Florida
Language(s): English
Abstract/Description: The current study was conducted to determine whether or not electronic gaming is related to the formation of certain body ideals and appraisals of attractiveness. A sample of 219 college-aged males (age 18 to 32) completed a variety of measures designed to gather information about their game play habits, their perceptions of their own attractiveness (MBSRQ, SMAQ), and their perceptions of women's attractiveness (BCRS, FRS, photographs of women of different BMIs). Results indicate that men's ratings of women's attractiveness vary across the genres of games most frequently played but that frequency of play and age of commencement of game play are not related to self-perceptions of physical attractiveness, the association of positive attributes with muscularity, or the drive to become more muscular. However, results suggest that men's appearance satisfaction and the degree to which they value muscularity are influenced by the extent to which they compare their own appearance to that of the characters they play in the games. Results indicate that unlike other forms of media, electronic gaming is not related to decreased appearance satisfaction in players or the formation of unrealistic standards of attractiveness for women.
Identifier: CFE0001661 (IID), ucf:47243 (fedora)
Note(s): 2007-05-01
M.S.
Sciences, Department of Psychology
Masters
This record was generated from author submitted information.
Subject(s): electronic gaming
body image
Persistent Link to This Record: http://purl.flvc.org/ucf/fd/CFE0001661
Restrictions on Access: public
Host Institution: UCF

In Collections