While the issue of sexist content in video games has been well documented in numerous content analyses, the cultivation of sexist beliefs and attitudes over time has yet to be examined. The current study addressed this issue by examining the influence of video game exposure on sexist beliefs and attitudes over a 3 year period. However, no evidence for a cultivation effect on sexist attitudes was found. At the same time, the study also showed no signs of a selection effect. These findings conflict with the results of previous cross-sectional and experimental work that found some evidence for links between sexist video game content and benevolent sexism and tolerance for sexual harassment. However, these studies were either cross-sectional or looked at short-term effects. They also focused on very specific games and types of sexism, whereas the present study was longitudinal and looked a general beliefs about gender roles in society and overall use of video games. Both the design of the current study and its main findings are more in line with previous cultivation studies on violence in video games that found no or only very limited evidence for cultivation effects. The weak—and mostly non-significant—effects that were found in the current study also do not deviate too much from average cultivation effect found for television exposure according to a meta-analysis of 97 studies that reports an average correlation of 0.1 and an average partial correlation of 0.09. Although the findings from the present study are certainly not conclusive, the absence of any longitudinal links between video game use and sexist attitudes at least suggests two things. First, similar to what has been suggested for aggression, it is likely that there are factors, such as personal experience and family and peer influences, that affect the development, proliferation, prevention, or reduction of sexist attitudes more strongly than (fictional) media content. Second, general and broad cultivation effects of video games are somewhat unlikely, as players differ in the games they play, and the interactivity of the medium also causes the experience of the same game to differ between players