The game allows you to even impregnate a girl and urge her to have an abortion. Then you can follow her aboard the train, assaulting her sister and her mother.Īs you continue to play, "friends" join in and in a series of graphic, interactive scenes, you can corner the women, rape them again and again. With the click of your mouse, you can grope her and lift her skirt. That is when you, the player, can choose your method of assault. She notices you are looking at her and asks, "Can I help you with something?"
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We suggest that a key implication of these zones of cultural exception, in which social rules can be more or less abandoned, is their role in further assisting denials of harm from the perspective of hyper-masculinist and militaristic social value systems.Tokyo, Japan (CNN) - The game begins with a teenage girl on a subway platform. In particular, we focus on a distinctive hallmark of much online pornography and massively popular violent video games-the offer of unchecked encounters with others who can be subordinated to violent and sexual desire. In this article, we offer a preliminary analysis of the consequences of these new media zones, acknowledging their allure, excitement and everyday cultural position. In this context, the mainstreaming of sex and violence via mobile and screen media systems opens important questions about the degree to which these influences are harmful or indicative of deeper social problems. New media formats and technologies raise questions about new-found abilities to indulge apparently limitless violent and sadistic curiosity within our culture.
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Gender-based violence and videogames Gender-based violence is "violence perpetrated against women which is primarily or exclusively motivated by their gender", and includes both intimate partner abuse and physical or sexual assault by strangers. The conclusion drawn from this research leads us to ask whether, as Amnesty International claims, we are in breach of the Convention on the Elimination of All Forms of Discrimination against Women, which requires States to take steps to remove such discrimination in all its manifestations. The results show that video games, which contain explicit incitements to violence, are widely available on the Internet, from the "anime", with various subgenres such as eroge and hentai, to the famous GTA, one of the best-selling video games worldwide, which contains a clear incitement to violence in the sense defined by the Comprehensive Law against Gender-Based Violence. Rather, an analysis was conducted of the videogames themselves, examining their contents, dynamics and development, and the possibilities that they offer, etc., based on a "videographic analysis" of the variables explored. The methodology employed went beyond the administration of questionnaires to ascertain the perceptions of those who use video games or an analysis of the associated advertising, the habitual research strategies in this field. The aim of the present research was to investigate whether gender-based violence is depicted in the world of video games and whether video games contribute to the socialisation of young people in this regard. Gender-based violence is violence perpetrated against women, which is primarily or exclusively motivated by their sex, and includes both intimate partner abuse and physical or sexual assault by strangers.
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We discuss the possibilities of interpreting the video game through catharsis/sublimation theory, rape terror management, anime orientation, age play and a rape fantasy kinky framework. In the second half of our article we problematize the discourse and reaction of the anti-Rape-Lay movement, and challenge the essentialist reading of the game as having a singular, stable and malevolent meaning. Our analysis argues that the reaction in the West is an example of orientalism and yellow peril, wherein the Japanese 'Other' was targeted as immoral, dangerous and sexually deviant, spurring a call to discipline, educate and enlighten Japanese regulators and industry leaders about the perceived harms attached to sexually violent video games. Is it inherently wrong, or inescapably harmful, to make a game of rape? For the activists, politicians and pundits in ''the West'' who learned about the existence of the Japanese video game RapeLay, the answer would be a resounding and self-evident, 'yes!' The controversy the game sparked was relatively unexpected in its native Japan, where the game forms part of a broad erotic cartoon and game culture.