Pengaruh Intensitas Bermain Video Game dan Social Dominance Orientation Terhadap Hostile Sexism
Unduhan
Hasil penelitian tentang pengaruh intensitas bermain video game masih berkontradiksi. Dilakukan kembali penelitian pengaruh intensitas bermain dalam konteks Indonesia menggunakan regersi linear hierarkis. Hasil penelitian melihatkan bahwa intensitas bermain bukan prediktor kuat sementara Social Dominance Orientation (SDO) menjadi prediktor kuat. Penelitian ini dapat menunjukkan bahwa intensitas bermain memang tidak berpengaruh dan SDO menjadi prediktor lebih baik. Pengaruh gender individu dibahas pula dalam penelitian ini.
Agut, S., Martín-Hernández, P., Soto, G., & Arahuete, L. (2022). Understanding the relationships among self-ascribed gender traits, social desirability, and ambivalent sexism. Current Psychology. https://doi.org/10.1007/s12144-022-03650-6
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(MAR), 1–7. https://doi.org/10.3389/fpsyg.2017.00466
Decision Lab. (2018). A Behavioral Analysis of Mobile Gamers Content.
Entertainment Software Association. (2022). 2022 Essential Facts About the Video Game Industry.
Feather, N. T., & Mckee, I. R. (2012). Values, right-wing authoritarianism, social dominance orientation, and ambivalent attitudes toward women. Journal of Applied Social Psychology, 42(10), 2479–2504. https://doi.org/10.1111/j.1559-1816.2012.00950.x
Ferguson, C. J. (2020). Aggressive video games research emerges from its replication crisis (Sort of). In Current Opinion in Psychology (Vol. 36, pp. 1–6). Elsevier B.V. https://doi.org/10.1016/j.copsyc.2020.01.002
Ferguson, C. J., Sauer, J. D., Drummond, A., Kneer, J., & Lowe-Calverley, E. (2022). Does sexualization in video games cause harm in players? A meta-analytic examination. Computers in Human Behavior, 135. https://doi.org/10.1016/j.chb.2022.107341
Fordham, J., Ratan, R., Huang, K. T., & Silva, K. (2020). Stereotype Threat in a Video Game Context and Its Influence on Perceptions of Science, Technology, Engineering, and Mathematics (STEM): Avatar-Induced Active Self-Concept as a Possible Mitigator. American Behavioral Scientist, 64(7), 900–926. https://doi.org/10.1177/0002764220919148
Fox, J., & Tang, W. Y. (2014). Sexism in online video games: The role of conformity to masculine norms and social dominance orientation. Computers in Human Behavior, 33, 314–320. https://doi.org/10.1016/j.chb.2013.07.014
Fox, J., & Tang, W. Y. (2017). Women's experiences with general and sexual harassment in online video games: Rumination, organizational responsiveness, withdrawal, and coping strategies. New Media and Society, 19(8), 1290–1307. https://doi.org/10.1177/1461444816635778
Glick, P., & Fiske, S. T. (1996). The Ambivalent Sexism Inventory: Differentiating Hostile and Benevolent Sexism. Journal of Personality and Social Psychology, 70(3), 491–512. https://doi.org/10.1037/0022-3514.70.3.491
Glick, P., & Fiske, S. T. (1999). The ambivalence toward men inventory: Differentiating hostile and benevolent beliefs about men. Psychology of Women Quarterly, 23(3), 519–536. https://doi.org/10.1111/j.1471-6402.1999.tb00379.x
Huda, K. (2020). Peran Perempuan Samin Dalam Budaya Patriarki Di Masyarakat Lokal Bojonegoro. Sejarah Dan Budaya : Jurnal Sejarah, Budaya, Dan Pengajarannya, 14(1), 76–90. http://dx.doi.org/10.17977/um020v14i12020p76-90
Kaye, L. K., & Pennington, C. R. (2016). "Girls can't play”: The effects of stereotype threat on females' gaming performance. Computers in Human Behavior, 59, 202–209. https://doi.org/10.1016/j.chb.2016.02.020
Krause, E. D., Vélez, C. E., Woo, R., Hoffmann, B., Freres, D. R., Abenavoli, R. M., & Gillham, J. E. (2018). Rumination, Depression, and Gender in Early Adolescence: A Longitudinal Study of a Bidirectional Model. Journal of Early Adolescence, 38(7), 923–946. https://doi.org/10.1177/0272431617704956
Kuznekoff, J. H., & Rose, L. M. (2013). Communication in multiplayer gaming: Examining player responses to gender cues. New Media and Society, 15(4), 541–556. https://doi.org/10.1177/1461444812458271
Navas, M. P., Maneiro, L., Cutrín, O., Gómez-Fraguela, J. A., & Sobral, J. (2020). Associations between dark triad and ambivalent sexism: Sex differences among adolescents. International Journal of Environmental Research and Public Health, 17(21), 1–11. https://doi.org/10.3390/ijerph17217754
PaaíŸen, 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, 76(7–8), 421–435. https://doi.org/10.1007/s11199-016-0678-y
Partini. (2013). Glass ceilling dan guilty feeling sebagai penghambat karir perempuan di birokrasi. KOMUNITAS: International Journal of Indonesian Society and Culture, 5(2).. https://doi.org/10.15294/komunitas.v5i2.2740
Pramesty, B. I. (2021). Diskriminasi pada Pemain Game Online Perempuan. Jurnal Audience, 4(02), 234–248. https://doi.org/10.33633/ja.v4i2.4498
Pratto, F., Sidanius, J., Stallworth, L. M., & Malle, B. F. (1994). Social Dominance Orientation: A Personality Variable Predicting Social and Political Attitudes. Journal of Personality and Social Psychology, 67(4), 741–763. https://doi.org/10.1037/0022-3514.67.4.741
Roets, A., Hiel, A. van, & Dhont, K. (2011). Is Sexism a Gender Issue? A Motivated Social Cognition Perspective on Men's and Women's Sexist Attitudes Toward Own and Other Gender. European Journal of Personality. https://doi.org/10.1002/per.843
Ruvalcaba, O., Shulze, J., Kim, A., Berzenski, S. R., & Otten, M. P. (2018). Women's Experiences in eSports: Gendered Differences in Peer and Spectator Feedback During Competitive Video Game Play. Journal of Sport and Social Issues, 42(4), 295–311. https://doi.org/10.1177/0193723518773287
Schelfhout, S., Bowers, M. T., & Hao, Y. A. (2019). Balancing Gender Identity and Gamer Identity: Gender Issues Faced by Wang ‘BaiZe' Xinyu at the 2017 Hearthstone Summer Championship. Games and Culture, 16(1), 22–41. https://doi.org/10.1177/1555412019866348
Sibley, C. G., Wilson, M. S., & Duckitt, J. (2007). Antecedents of men's hostile and benevolent sexism: The dual roles of social dominance orientation and Right-Wing authoritarianism. Personality and Social Psychology Bulletin, 33(2), 160–172. https://doi.org/10.1177/0146167206294745
Wasserman, J. A., & Rittenour, C. E. (2019). Who wants to play? Cueing perceived sex-based stereotypes of games. Computers in Human Behavior, 91, 252–262. https://doi.org/10.1016/j.chb.2018.09.003
Zainal, Z. (2016). Dominasi Laki-Laki Terhadap Perempuan Bugis (Catatan Kritis tentang Marginalisasi Perempuan pada Kebudayaan Bugis). ETNOREFLIKA: Jurnal Sosial dan Budaya, 5(3), 226–235.
Hak Cipta (c) 2022 Anakin Tristan Wilson Perdana, Rahkman Ardi
Artikel ini berlisensi Creative Commons Attribution 4.0 International License.
BRPKM adalah terbitan berkala dengan akses terbuka Creative Commons Attribution 4.0 International (CC-BY 4.0) sehingga hak cipta tetap berada di tangan penulis.
Dengan lisensi ini, siapapun berhak menggunakan informasi dan melakukan re-distribusi konten yang dimuat dalam jurnal ini untuk kepentingan apapun, termasuk kepentingan komersial. Hal tersebut dapat dilakukan selama memenuhi dua kondisi, yaitu; (1) anda harus memberikan atribusi dengan mengutip sumber tautan aslinya, dan menyatakan apabila ada perubahan yang dilakukan; dan (2) anda tidak dapat menggunakan ketentuan hukum atau sarana kontrol teknologi yang secara hukum dapat membatasi orang lain untuk melakukan hal-hal yang diizinkan oleh lisensi ini.
Redaksi jurnal tidak akan meminta penulis untuk melakukan persetujuan transfer hak cipta atas semua naskah yang diterbitkan.