Although evidence has shown that video games portray women as hypersexualized objects, video game magazines have received little study. Using the theory of Hegemonic Masculinity, an in-depth review of six video game magazines (three print and three online) revealed that the magazines consistently treat digital women as vacant pinups to be ogled or irrelevant sidekicks to be tolerated, and real women as annoying interlopers to be bullied.
BatesS. (1995). Realigning journalism with democracy: The Hutchins commission, its times, and ours. Washington, DC: The Annenberg Washington Program in Communications Policy Studies of Northwestern University.
12.
BeasleyB.Collins StandleyT. (2002). Shirts vs. skins: Clothing as an indicator of gender role stereotyping in video games. Mass Communication & Society, 5, 279–293.
BrandJ. E. (2007) Interactive Australia 2007: Facts about the Australian computer and video game industry. ePublications@ Bond University. Retrieved fromhttp://epublications.bond.edu.au/hsspubs/95
DeemingP.JohnsonL. L. (2009). An application of Bandura's social learning theory: A new approach to deafblind support groups. Journal of the American Deafness & Rehabilitation Association (JADARA), 42, 203–209.
21.
DonaldsonM. (1993). What is hegemonic masculinity?Theory & Society, 22, 643–657.
DuncanM.MessnerM.WilliamsL.JensenK.WilsonW.Gender stereotyping in televised sports. In BirrellS.ColeC. (Ed.), Women, Sport, and Culture (pp. 249–272). Champaign, IL: Human Kinetics.
24.
DunT. (2008, 11). Teresa divulges Soul Calibur IV secrets. Playstation: The Official Magazine, 1, 90–91.
HutchinsR. M. (Ed.), (1947). A free and responsible press: A general report on mass communication: Newspapers, radio, motion pictures, magazines, and books. [Nook version]. doi: 2940025726005.
32.
JournalistsS. O. P. (1996). Society of professional journalists code of ethics. Retrieved September 22, 2008, fromhttp://www.spj.org/ethicscode.asp
KentS. L. (2001). The ultimate history of video games: From Pong to Pokemon - The story behind the craze that touched our lives and changed our world. Roseville, CA: Prima Publishers.
35.
LevE. L. (2000). Counseling women with breast cancer using principles developed by Albert Bandura. Perspectives in Psychiatric Care, 36, 131.
36.
LevyD. (2007). Hegemonic masculinity. In RitzerG. (Ed.), The Blackwell encyclopedia of sociology (Vol. V, pp. 2099–2101). Malden, MA: Blackwell Publishing.
37.
LynchC. (2008, March). Soul Caliber IV: May the force be with Voldo. Playstation: The Official Magazine, 1, 28–30.
38.
McCaffreyR. (2008, 1). It stays in Vegas: Rainbow six makes a quick, ruthless return to sin city. Official XBox Magazine, 32–40.
39.
McIntyreJ. S. (1987). Repositioning a landmark: The hutchins commission and freedom of the press. Critical Studies in Mass Communication, 4, 136–161.
NapoliP. M. (2003). Foundations of communications policy: Principles and process in the regulation of electronic media. Cresskill, NJ: Hampton Press, Inc.
42.
OgletreeS. M.DrakeR. (2007). College students’ video game participation and perceptions: Gender differences and implications. Sex Roles, 56, 537–542.
ReidC. (2008, 1110). Mortal Kombat vs. DC universe preview: We go knuckle-to-spinal chord with the near-final build of Midway's controversial fighter crossover. Retrieved February 9, 2009, fromhttp://ps3.ign.com/articles/928/928314p1.html
RoperC. (2008, 57). First look: LEGO Indiana Jones: The fedora and whip may be plastic, but he can still kick your butt. Retrieved February 6, 2009, fromhttp://xbox360.ign.com/articles/872/872057p1.html
47.
SmithR. (2008a, 7). Metal gear solid 4: Guns of the patriots. Playstation: The Official Magazine, 1, 38–45.
48.
SmithR. (2008b, 6). Soul Calibur IV: Ready for the ring-outs, we go hands-on with the stylish brawler. Playstation: The Official Magazine, 1, 20–22.
49.
SpertusE. (2006). Professor in a circuit-board corset. In NewitzA.AndersC. (Eds.), She's such a geek! Women write about science, technology, and other nerdy stuff (pp. 40–49). Emeryville, CA: Seal Press.
The_Nielsen_Company. (2007, 119, 2008). Nielsen says video game penetration in U.S. TV households grew 18% during the past two years. Retrieved January 20, 2008, fromhttp://www.nielsen.com/media/2007/pr_070302.html
52.
The_Nielsen_Company. (2009). The state of the video gamer: PC game and video game console usage fourth quarter 2008 (pp. 9), The Nielsen Company.
WestmanK. E. (2007). Beauty and the Geek: Changing gender stereotypes and the Gilmore girls. In InnessS. A. (Ed.), Geek chic: Smart women in popular culture (pp. 11–30). New York, NY: Palgrave MacMillan.