目的:调查我国性别角色异性化大学生的分布情况。方法:采用问卷调查法,方便选取我国东、中、西部的27所高校,从每所高校的一至四年级大学生被试中随机整群取样,共选取了5008名学生。采用中国大学生性别角色调查量表(Chinese Sex-Ro le I...目的:调查我国性别角色异性化大学生的分布情况。方法:采用问卷调查法,方便选取我国东、中、西部的27所高校,从每所高校的一至四年级大学生被试中随机整群取样,共选取了5008名学生。采用中国大学生性别角色调查量表(Chinese Sex-Ro le Inventory,CSRI-50)进行调查。结果:(1)性别角色异性化者在大学生群体中所占比例为10.5%,其中男生性别角色异性化者(女性化男生)占男性被试的7.5%,女生性别角色异性化者(男性化女生)占女性被试的13.0%;女生性别角色异性化者多于男生(P(0.001);(2)男、女生性别刻板化者均多于性别角色异性化者(25.0%vs.7.5%,27.3%vs.13.0%;均P(0.001);(3)无论是男生还是女生,性别角色异性化者在年级间的差异均无统计学意义;(4)独生子女与非独生子女之间,男女性别角色异性化者检出率差异均无统计学意义(6.8%vs.7.3%,15.0%vs.13.2%;均P(0.05);(5)城镇学生男性化女生的比例高于乡村学生(15.6%vs.10.4%,P(0.001)。结论:性别角色异性化者在大学生中只占少数,且女生多于男生,性别刻板化者多于性别角色异性化者;大一至大四性别角色异性化者不存在年级的差异;城镇与乡村男生异性化者没有差异,而女生异性化者城镇多于乡村。展开更多
Female character in video games is the one of the most controversial topic in game studies and nowadays women's anthropology. From the beginning of role in games' plot to sexualized graphical representation, woman i...Female character in video games is the one of the most controversial topic in game studies and nowadays women's anthropology. From the beginning of role in games' plot to sexualized graphical representation, woman in virtual world were (and sometimes still are) a point of discussion about characters sexualisation and role of female sex in virtual industry. The main aim of this paper is to present analysis of female representation in video games and how in last 30 years it has changed. In other words, how female characters were ennobled from sex object to main protagonist status. In presented research, there were used mostly the examples of popular video games with extended plot and world which can be explored by protagonists. Video game historiography, textual analysis (which helped to treat video game character as a protagonist), and thematic analysis of video games were used as a main research method. The main conclusion of this paper is that female characters can overcome all gender or sexual stereotypes and even eventually became an icon of popular culture展开更多
文摘目的:调查我国性别角色异性化大学生的分布情况。方法:采用问卷调查法,方便选取我国东、中、西部的27所高校,从每所高校的一至四年级大学生被试中随机整群取样,共选取了5008名学生。采用中国大学生性别角色调查量表(Chinese Sex-Ro le Inventory,CSRI-50)进行调查。结果:(1)性别角色异性化者在大学生群体中所占比例为10.5%,其中男生性别角色异性化者(女性化男生)占男性被试的7.5%,女生性别角色异性化者(男性化女生)占女性被试的13.0%;女生性别角色异性化者多于男生(P(0.001);(2)男、女生性别刻板化者均多于性别角色异性化者(25.0%vs.7.5%,27.3%vs.13.0%;均P(0.001);(3)无论是男生还是女生,性别角色异性化者在年级间的差异均无统计学意义;(4)独生子女与非独生子女之间,男女性别角色异性化者检出率差异均无统计学意义(6.8%vs.7.3%,15.0%vs.13.2%;均P(0.05);(5)城镇学生男性化女生的比例高于乡村学生(15.6%vs.10.4%,P(0.001)。结论:性别角色异性化者在大学生中只占少数,且女生多于男生,性别刻板化者多于性别角色异性化者;大一至大四性别角色异性化者不存在年级的差异;城镇与乡村男生异性化者没有差异,而女生异性化者城镇多于乡村。
文摘Female character in video games is the one of the most controversial topic in game studies and nowadays women's anthropology. From the beginning of role in games' plot to sexualized graphical representation, woman in virtual world were (and sometimes still are) a point of discussion about characters sexualisation and role of female sex in virtual industry. The main aim of this paper is to present analysis of female representation in video games and how in last 30 years it has changed. In other words, how female characters were ennobled from sex object to main protagonist status. In presented research, there were used mostly the examples of popular video games with extended plot and world which can be explored by protagonists. Video game historiography, textual analysis (which helped to treat video game character as a protagonist), and thematic analysis of video games were used as a main research method. The main conclusion of this paper is that female characters can overcome all gender or sexual stereotypes and even eventually became an icon of popular culture