Honors College Thesis
 

Reducing media harm through gender diversity in live-streaming platforms

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https://ir.library.oregonstate.edu/concern/honors_college_theses/d791sr04k

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  • This study examined the effects of sexualization in video games and the presence/gender of live-streamers on participants’ mood, self-efficacy, self-objectification, and body satisfaction. While no significant effects were found for live-streamer presence or gender, there was a significant effect of game on self-efficacy. Participants in the sexualized game conditions (Duke Nukem Forever) reported higher levels of self-efficacy than those in the non-sexualized conditions (The Last of Us), which contradicted prior research. This may be due to participants’ greater familiarity with The Last of Us, which may have influenced their perceptions of self-efficacy based on its more realistic and frightening scenarios. These results suggest that media exposure, especially to familiar content, can impact self-efficacy. Further research is needed to better understand the effects of gender and sexualized content in more controlled live-streaming contexts.
  • Keywords: video games, live-streaming, sexualization, objectification, gender
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  • 84 pages
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