title: Virtual muscularity: a content analysis of male video game characters.
abstract: The 150 top-selling video games were content analyzed to study representations of male bodies. Human males in the games were captured via screenshot and body parts measured. These measurements were then compared to anthropometric data drawn from a representative sample of 1120 North American men. Characters at high levels of photorealism were larger than the average American male, but these characters did not mirror the V-shaped ideal found in mainstream media. Characters at low levels of photorealism were also larger than the average American male, but these characters were so much larger that they appeared cartoonish. Idealized male characters were more likely to be found in games for children than in games for adults. Implications for cultivation theory are discussed.
authors.affiliation: Department of Telecommunications, Indiana University, 1229 E. Seventh St., Bloomington, IN 47405, USA. nicomart@indiana.edu
authors.forename: Nicole
authors.initials: N
authors.lastname: Martins
authors.forename: Dmitri C
authors.initials: DC
authors.lastname: Williams
authors.forename: Rabindra A
authors.initials: RA
authors.lastname: Ratan
authors.forename: Kristen
authors.initials: K
authors.lastname: Harrison
mesh_terms: D000293:Adolescent; D000328:Adult; D000886:Anthropometry; D001828:Body Image; D049628:Body Size; D001835:Body Weight; D002648:Child; D003196:Computer Graphics; D003198:Computer Simulation; D005201:Fantasy; D005783:Gender Identity; D006801:Humans; D021621:Imaging, Three-Dimensional; D008297:Male; D053580:Muscle Strength; D011936:Reality Testing; D013008:Somatotypes; D018910:Video Games; D055815:Young Adult