Hypothesis 1b
Hypothesis 1b stated that playing the sexualized female character would result in lower self-efficacy in women. This hypothesis was supported. A main effect for condition
was revealed, F (2, 204)=3.55, p=.03, η 2=.03. Specifically, Tukey pairwise comparisons (p<.05) indicated that playing the sexualized character (M=5.40, SD=.66) versus
playing no video game (M=5.67, SD=.52) resulted in lower self-efficacy for female participants. In other words, playing a sexualized female video game character negatively
affected feelings of self-efficacy in women, compared to playing no video game character.
Hypotheses 2a, 2b, 2c, and 2d
Hypothesis 2(a–d) proposed that condition would predict attitudes and beliefs about gender among both male and female participants. Some support was found for this
relationship. Video game condition was found to have a significant main effect on subsequent beliefs about genderrelated capabilities, F (2, 325)=3.38, p=.04, η 2=.02.
Specifically, participants who played the sexualized character (M=2.93, SD=1.17) reported less favorable attitudes toward women’s cognitive capabilities than did participants who did not play a video game (M=2.52, SD=1.01).