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The results of the analysis of 538 characters from 48 interactive video game systems supported these predictions and suggest that video games portray stereotypic depictions of women consistent with traditional gender roles. The implications of these findings are presented in the context of social learning theory. Furthermore, the unique features of video game play that may heighten their socializing impact are discussed.<\/p>","DOI":"10.4018\/ijicst.2012070104","type":"journal-article","created":{"date-parts":[[2013,2,22]],"date-time":"2013-02-22T16:59:55Z","timestamp":1361552395000},"page":"49-62","source":"Crossref","is-referenced-by-count":3,"title":["Beauty in the Background"],"prefix":"10.4018","volume":"2","author":[{"given":"Ashley D.","family":"Cox","sequence":"first","affiliation":[{"name":"University of Alabama, Tuscaloosa, AL, USA"}]},{"given":"Cassie A.","family":"Eno","sequence":"additional","affiliation":[{"name":"Center for Academic Excellence, Bellevue University, Bellevue, NE, USA"}]},{"given":"Rosanna E.","family":"Guadagno","sequence":"additional","affiliation":[{"name":"National Science Foundation, Arlington, VA, USA"}]}],"member":"2432","reference":[{"key":"ijicst.2012070104-0","unstructured":"Ahn, D., Guadagno, R. E., & Ewell, P. J. (2013). 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