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dc.contributor.advisorFields, Sherecce A
dc.creatorLange, Krista Leigh
dc.date.accessioned2016-09-16T13:34:01Z
dc.date.available2018-08-01T05:57:39Z
dc.date.created2016-08
dc.date.issued2016-07-29
dc.date.submittedAugust 2016
dc.identifier.urihttps://hdl.handle.net/1969.1/157774
dc.description.abstractResearch suggests that virtual environments present revealing and unrealistic representations of males and females; however, the effect of exposure to virtual worlds remains understudied. Objectification theory and social learning theory suggest that exposure to these images may impact one’s view of their own body, and in turn, result in maladaptive beliefs and behaviors to obtain these unrealistic ideals. The current study sought to examine the effects of exposure to modest and revealing video game avatars on adolescents’ reported state self-objectification, body image, negative affect, food consumption, and task performance. Further, empathy, self-objectification, and immersion were examined as potential mediators and moderators of this relationship. A total of 213 male and female adolescents residing in a southeast town in Texas completed the current study. Results suggested that exposure to same- or opposite-gendered, exposed avatars resulted in higher levels of state self-objectification for both males and female adolescents. Further, females reported greater negative affect following exposure to these image when compared to males. However, no support was garnered for exposed images affecting body image, negative affect, food consumption, and task performance. Further, empathy, immersion, and self-objectification did not mediate or moderate this relationship. Implications for prevention and treatment for male and female adolescents exposed to revealing avatars are discussed, as this may lead to negative perceptions about the self and negative affect.en
dc.format.mimetypeapplication/pdf
dc.language.isoen
dc.subjectself-objectificationen
dc.subjectvideo gamesen
dc.subjectadolescentsen
dc.subjectdisordered eatingen
dc.subjectcognitive performanceen
dc.titleThe Role of Video Games in Self-Objectification: Does That Avatar Become You, Too?en
dc.typeThesisen
thesis.degree.departmentPsychologyen
thesis.degree.disciplineClinical Psychologyen
thesis.degree.grantorTexas A & M Universityen
thesis.degree.nameDoctor of Philosophyen
thesis.degree.levelDoctoralen
dc.contributor.committeeMemberMiner, Kathi
dc.contributor.committeeMemberLiew, Jeffrey
dc.contributor.committeeMemberSchlegel, Rebecca
dc.contributor.committeeMemberSmallman, Rachel
dc.type.materialtexten
dc.date.updated2016-09-16T13:34:01Z
local.embargo.terms2018-08-01
local.etdauthor.orcid0000-0002-0420-1251


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