Replication data for: The Impact of Sexualized Video Game Content and Cognitive Load on Rape Myth Acceptance and Dehumanization
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This study examined the consequences of sexualized video game content and cognitive load on rape myth acceptance, and whether dehumanization of the victim and of the perpetrator mediated these effects. Participants (N=142) played a video game using sexualized or non-sexualized female characters. Cognitive load was manipulated by setting the difficulty level of the game to low or high. After gameplay, participants read a rape date story, and were then asked to judge the victim’s and the perpetrator’s degree of responsibility and dehumanization. It was hypothesized that playing the video game with a sexualized content would increase the responsibility assigned to the victim and diminish the responsibility assigned to the perpetrator. Further, dehumanization of the victim and the perpetrator was expected to mediate this relation. The dataset consists of three files, containing the \"read me\" document providing all the information needed to understand the data files and two data files. These last two files are identical except for their file formats. They contain the data of the study.
本研究考察了性化电子游戏内容与认知负荷对强奸迷思接受度的影响,并检验了对受害者与施暴者的去人性化是否在上述效应中发挥中介作用。本研究共纳入142名被试,令其使用性化或非性化女性角色开展电子游戏游玩。认知负荷通过将游戏难度设置为低或高进行操纵。游戏结束后,被试阅读一则约会强奸情境故事,随后需对受害者与施暴者的责任程度及去人性化程度进行评判。本研究提出假设:游玩带有性化内容的电子游戏,会提升对受害者的责任归咎,并降低对施暴者的责任归咎。此外,对受害者与施暴者的去人性化程度,预计将在上述关系中发挥中介作用。本数据集包含三个文件:其一为"read me"文档,提供了理解数据文件所需的全部信息;另外两个为数据文件,二者仅文件格式存在差异,其余内容完全一致,均存储了本研究的相关实验数据。



