Findings

Trolls

Kevin Lewis

September 05, 2015

Insights into Sexism: Male Status and Performance Moderates Female-Directed Hostile and Amicable Behaviour

Michael Kasumovic & Jeffrey Kuznekoff
PLoS ONE, July 2015

Abstract:
Gender inequality and sexist behaviour is prevalent in almost all workplaces and rampant in online environments. Although there is much research dedicated to understanding sexist behaviour, we have almost no insight into what triggers this behaviour and the individuals that initiate it. Although social constructionist theory argues that sexism is a response towards women entering a male dominated arena, this perspective doesn’t explain why only a subset of males behave in this way. We argue that a clearer understanding of sexist behaviour can be gained through an evolutionary perspective that considers evolved differences in intra-sexual competition. We hypothesised that female-initiated disruption of a male hierarchy incites hostile behaviour from poor performing males who stand to lose the most status. To test this hypothesis, we used an online first-person shooter video game that removes signals of dominance but provides information on gender, individual performance, and skill. We show that lower-skilled players were more hostile towards a female-voiced teammate, especially when performing poorly. In contrast, lower-skilled players behaved submissively towards a male-voiced player in the identical scenario. This difference in gender-directed behaviour became more extreme with poorer focal-player performance. We suggest that low-status males increase female-directed hostility to minimize the loss of status as a consequence of hierarchical reconfiguration resulting from the entrance of a woman into the competitive arena. Higher-skilled players, in contrast, were more positive towards a female relative to a male teammate. As higher-skilled players have less to fear from hierarchical reorganization, we argue that these males behave more positively in an attempt to support and garner a female player’s attention. Our results provide the clearest picture of inter-sexual competition to date, highlighting the importance of considering an evolutionary perspective when exploring the factors that affect male hostility towards women.

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A dangerous boomerang: Injunctive norms, hostile sexist attitudes, and male-to-female sexual aggression

Jennifer Bosson et al.
Aggressive Behavior, forthcoming

Abstract:
This study examined the interactive effects of injunctive norm exposure and hostile and benevolent sexist attitudes on men's sexually aggressive responses during a behavioral analogue paradigm in which they interacted online with a bogus female partner. Heterosexual adult men (n = 201), recruited from an online sample, read fictional information regarding other men's approval of misogynistic, paternalistic, or egalitarian treatment of women, or non-gender-relevant control information. Through a media preference survey, men then learned that their female partner disliked sexual content in films, after which they had an opportunity to send her up to 120 sec' worth of either a sexually explicit or nonsexual film clip. Validating the online sexual aggression paradigm, men with a 1-year history of sexual assault exhibited more sexually aggressive responding during the film selection paradigm. Moreover, exposure to injunctive norm information produced a boomerang effect, such that men high in hostile sexist attitudes showed an increase in sexual aggression when confronted with paternalism and gender equality norms. Conversely, exposure to paternalism and gender equality norms suppressed the otherwise protective function of high benevolent sexism in reducing men's sexually aggressive tendencies. The implications of these results for social norms interventions are discussed.

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Peer Victimization and DRD4 Genotype Influence Problem Behaviors in Young Children

Lisabeth Fisher DiLalla, Kyle Bersted & Sufna Gheyara John
Journal of Youth and Adolescence, August 2015, Pages 1478-1493

Abstract:
Decades of research supports the presence of significant genetic influences on children’s internalizing (emotional), externalizing (acting out), and social difficulties, including victimization. Additionally, being victimized has been shown to relate to further behavioral problems. The current study assessed the nature of the gene–environment relationships between the DRD4 gene, peer victimization, and externalizing and internalizing difficulties in 6- to 10-year-old children. 174 children (56 % girls; 88.6 % Caucasian, 3.4 % African American, 8 % mixed race or Mayan) and their parents were administered victimization and problem behavior questionnaires, and DRD4 was genotyped for the children. An interaction between genes (DRD4) and environment (victimization) was significant and supported the differential susceptibility model for verbal victimization and child-reported externalizing behaviors. Children with the DRD4 7-repeat allele were differentially responsive to the verbal victimization environment, such that those experiencing little to no victimization reported significantly lower levels of externalizing behaviors, but if they experienced high amounts of victimization, they reported the highest levels of externalizing behaviors. Thus, consideration of how genes and environment affect children’s experiences of victimization prior to adolescence is essential for understanding the trajectory of both externalizing and internalizing behaviors during adolescent development.

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Stopping the Drama: Gendered Influence in a Network Field Experiment

Hana Shepherd & Elizabeth Levy Paluck
Social Psychology Quarterly, June 2015, Pages 173-193

Abstract:
Drawing on theories of social norms, we study the relative influence of female and male students using a year-long, network-based field experiment of an anti-harassment intervention program in a high school. A randomly selected subset of highly connected students participated in the intervention. We test whether these highly connected females and males influenced other students equally when students and teachers considered the problem of “drama” — peer conflict and harassment — to be associated with girls more than with boys. Exposure to male, but not female, intervention students caused decreased perceptions of the acceptability of harassment and decreased participation in negative behavior. Status beliefs became activated through the intervention program: gender differences in influence stem from higher levels of respect afforded to highly connected males in the program. The results support an account of social influence as it occurs across time in conjunction with other group processes.

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Masculine discrepancy stress, substance use, assault and injury in a survey of US men

Dennis Reidy et al.
Injury Prevention, forthcoming

Abstract:
To understand and ultimately prevent injury and behavioural health outcomes associated with masculinity, we assessed the influence of masculine discrepancy stress (stress that occurs when men perceive themselves as falling short of the traditional gender norms) on the propensity to engage in stereotypically masculine behaviours (eg, substance use, risk taking and violence) as a means of demonstrating masculinity. Six-hundred men from the USA were recruited via Amazon’s Mechanical Turk (MTurk) online data collection site to complete surveys assessing self-perceptions of gender role discrepancy and consequent discrepancy stress, substance use/abuse, driving while intoxicated (DWI) and violent assaults. Negative binomial regression analyses indicated significant interactive effects wherein men high on gender role discrepancy and attendant discrepancy stress reported significantly more assaults with a weapon (B=1.01; SE=0.63; IRR=2.74; p=0.05) and assaults causing injury (B=1.01; SE=0.51; IRR=2.74; p<0.05). There was no association of discrepancy stress to substance abuse, but there was a protective effect of gender role discrepancy for DWI among men low on discrepancy stress (B=−1.19, SE=0.48; IRR=0.30; p=0.01). These findings suggest that gender role discrepancy and associated discrepancy stress, in particular, represent important injury risk factors and that prevention of discrepancy stress may prevent acts of violence with the greatest consequences and costs to the victim, offender and society.

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Sexual Objectification and Sexual Assault: Do Self-Objectification and Sexual Assertiveness Account for the Link?

Molly Franz, David DiLillo & Sarah Gervais
Psychology of Violence, forthcoming

Objective: Recent research grounded in objectification theory reveals significant positive associations between experiences of sexual objectification and sexual assault victimization. However, it remains unclear why this relationship exists. To address this question, we tested a path model in which repeated experiences of body evaluation (a form of sexual objectification) were expected to increase risk of sexual assault via the mechanisms of increased body surveillance (a form of self-objectification) and lower sexual assertiveness.

Method: Participants were 297 undergraduate women who completed validated measures assessing their body evaluation experiences, body surveillance, sexual refusal assertiveness, and sexual victimization.

Results: Correlations revealed expected relations among the variables. As hypothesized, the results of path analyses revealed that higher body evaluation predicted greater sexual victimization both directly and indirectly via higher body surveillance and lower sexual assertiveness.

Conclusion: This study identifies body surveillance and sexual assertiveness as potentially important factors that may mediate associations between experiences of body evaluation and sexual assault. Findings suggest that interventions designed to interrupt persistent body surveillance and bolster assertiveness in the face of unwanted sexual experiences may be effective in reducing sexual assault.

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Violent video game players and non-players differ on facial emotion recognition

Ruth Diaz et al.
Aggressive Behavior, forthcoming

Abstract:
Violent video game playing has been associated with both positive and negative effects on cognition. We examined whether playing two or more hours of violent video games a day, compared to not playing video games, was associated with a different pattern of recognition of five facial emotions, while controlling for general perceptual and cognitive differences that might also occur. Undergraduate students were categorized as violent video game players (n = 83) or non-gamers (n = 69) and completed a facial recognition task, consisting of an emotion recognition condition and a control condition of gender recognition. Additionally, participants completed questionnaires assessing their video game and media consumption, aggression, and mood. Violent video game players recognized fearful faces both more accurately and quickly and disgusted faces less accurately than non-gamers. Desensitization to violence, constant exposure to fear and anxiety during game playing, and the habituation to unpleasant stimuli, are possible mechanisms that could explain these results. Future research should evaluate the effects of violent video game playing on emotion processing and social cognition more broadly.

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Fight fire with rainbows: The effects of displayed violence, difficulty, and performance in digital games on affect, aggression, and physiological arousal

Julia Kneer, Malte Elson & Florian Knapp
Computers in Human Behavior, January 2016, Pages 142–148

Abstract:
There is a large amount of variables that need to be taken into account when studying the effects of violent content in digital games; one of those being difficulty. In the current study participants played a modified first-person shooter in one of four different conditions, with either high or low difficulty and high or low violent game content. We assessed number of kills and number of deaths as game performance. Neither the difficulty nor the displayed violence had an effect on psychophysiological arousal during play, post-game aggressive cognitions, nor aggressive behavior. Thus, this study corroborates previous research indicating that violence in games does not substantially influence human behavior or experience, and other game characteristics deserve more attention in game effects studies. In addition, findings showed that challenge manipulated by game difficulty is of main importance for post-game emotions: Number of deaths predicted positive affect, but only in the low difficulty condition while number of kills was a positive predictor for positive affect and a negative predictor for negative affect.


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