AlexanderDitto wrote:1. The "research" involves collecting these tropes, organizing them, discussing them, critiquing them. That's research. Nobody just handed Anita 50+ clips of these parts of games and said "go to town." She has to gather them, collect them, curate them, cite them (all the videos come with links to related resources and transcripts), and relate them to modern research in media impact. This is what media studies research is about.
What about the video clips she used to begin with that didn't include any citation because she took them from other let's players?
If she's playing the games now, you'll need to look at 21:30 of Women as Background Decoration: Part 1, Anita talks about game developers set up a series of rules and players are invited to test these mechanics. At 22:20 she shows Hitman Absolution, Vixen Club level.
If she is the one NOW playing the game then the following is a little strange.
Anita wrote:“Players are then invited to explore and exploit these situations during their playthrough. The player cannot help but treat these female bodies as things, to be acted upon.” Agent 47 is then shown dragging one body around the room and across the body of the other stripper. “Because they were designed, constructed and placed in the environment for that singular purpose.”
The point of that 30 sec scenario is to sneak past the two strippers who are talking about their work conditions. If these characters had a singular purpose you would only be allowed to get passed by killing them. If you do that it negatively affects your rating which you notice in the top left, showing that's not what you're supposed to do.
Anita wrote:“Players are meant to derive a perverse pleasure from desecrating the bodies of unsuspecting female characters. It's a rush streaming from a carefully concocted mix of sexual arousal connected to the act controlling and punishing representations of female sexuality.”
This is what I meant about psychology, with graphic images she's declaring that these are what players are supposed to be feeling. She's making a case for the one-dimensional Behaviorist Psychology, not taking to account that learning can come from outside factors like new information.
The following sentence sounds like Anita is explaining the emotions she was experiencing while beating and desecrating the bodies, putting them into close proximity of the tribbing/scissor sisters sex act.
What she was saying comes across as confirmed fact, if so where is that citation?
AlexanderDitto wrote: Have you ever watched an episode of PBS Idea Channel?
I never heard of it before. I will check it out.
AlexanderDitto wrote: Anita's one person, working alone (though she now has a producer who helps her).
Granted at the time she was and it would take time. I have that issue with what I want to do. With all the extra money she raised she could hire a couple other people to help out.
AlexanderDitto wrote: 2. The "vibe" you're getting from the videos that is not there.
Thank you for telling me what I'm thinking.
At 18:30 Anita talks about how sexual assault is at an epidemic level in the real world. If it was an epidemic it would be on an increase but I think the rates have been dropping since the 70s. What's changed is communication and how we hear about it more and people are bolder to talk about it.
My vibe comment was aimed when she attached rape and sexual assault statistics (which maybe erroneous) to the section you mentioned here. She's done that in previous videos.
AlexanderDitto wrote:Most people still think of rape as something that happens in dark alleyways, by men who jump out of bushes and ambush unsuspecting women, or who slip mickeys into womens' drinks at clubs. They do not think of it as something that happens to women by people they considered friends, or their boyfriends, or husbands, their relatives or colleagues, even though these things make up the vast majority of cases.
My mother survived an attempted rape when she was a teenager by a stranger who basically leaped out at her.
My sister had a friend who tried to rape another friend.
From my frame of experience it's 50/50.
AlexanderDitto wrote: 3. The idea that only children are impacted by the media they consume, and that adults are somehow impervious to the effects of media, is not bourne out by studies of the subject.
I never said that children are only impacted.
AlexanderDitto wrote:There's been this knee-jerk reaction among gamers to the ghost of Jack Thompson insinuating that violent video games could never make someone violent, but it's been demonstrated pretty effectively that the media you consume can have an impact on your world-view.
People reacted because Jack Thompson lied on numerous accounts and made drew very thin ties to tragic events.
Anita has said on tape during a lecture that she doesn't like video games because they were violent and gross. She's critiquing genres she doesn't like, that would have a problem of skewing her findings.
There hasn't been, to my limited knowledge, a study that has backed up any long term effects games or other media have on people. There has been on short-term experiences (which are usually touted by people against certain forms of media) but those feelings go away after an hour either positive or negative.
AlexanderDitto wrote:Obviously, the vast majority of people don't become murderers because they play FPSes, or become rapists because they witness a heck of a lot of rape in AAA games.
Obviously because there hasn't been, to my knowledge, any correlation of that happening.
AlexanderDitto wrote:But these things can desensitize you to violence; they can normalize it, or trivialize it.
If you're using 'you' to address me personally then nope. If I was desensitized to violence why do I despise, get upset, shy away from these things in the real world? If you're generalising 'you' to mean everyone then people wouldn't get offended by war.
AlexanderDitto wrote:It is worth thinking about the sort of things we are putting in our eyes and ears, and how that will impact the way we view the world.
To say that video games are somehow exempt from affecting our thinking is ridiculous; like books and movies, they always end up impacting us in some way; at the very least, the experience of the book or movie or video game is now carried with you in your head.
Should I bring up religious verses that have had real affects on the world we live in?
AlexanderDitto wrote:4. Regarding your statement, "By that matter a major portion of the population will know that rape is wrong because they understand what it entails." I have bad news for you:
In a survey of college students, "84% of men who committed rape did not label it as rape," and "35% anonymously admitted that, under certain circumstances, they would commit rape if they believed they could get away with it."
Things get even worse internationally (in southeast asia).
When I said major portion how is 6000 people enough of a counter to cover the population of a country or the world? 6000 people said it so it must be the norm. Would that not match what I said about improper upbringing?
AlexanderDitto wrote:I will also point out that many men experience rape in their lifetimes, but don't call it rape because they have been socalized to think that rape is something that it is not. (Something that only happens to women, or something that only occurs by strangers, or something that only occurs if accompanied by violent assault.)
Education is missing there, in my opinion.
While not rape, I was sexually assaulted by a girl a few years ago, same act happened via multiple people. I mentioned it on this forum and someone here said that because of what it was it wasn't assault even though it was unwarranted. I have no idea if they said that because I was male.
AlexanderDitto wrote:5. The question Sarkeesian is really raising, then, why are these the games we choose to create, to purchase in large numbers?
The industry is designed to make money.
Not to sound flippant but Anita could see about getting a game built that could help change things around in the industry. Talking about it is good but sometimes going an extra step pushes change. The suffragette who stepped in front of the horse race.
AlexanderDitto wrote:Why do people _want_ to see women being raped, murdered, flayed, etc? Why is this the background we choose to insert into so many games? How does it impact how women feel about games, and how we think about rape, abuse, etc.? Could it impact how people think about rape, who people blame for being raped, how often people report rape?
I don't think people are actively thinking I want to buy a game that has a woman being raped (except those who bought RapeLay).
To know buying habits and how people feel to each acts we'd have to interview every single person who plays games.
AlexanderDitto wrote:6. If you can't see the difference between the way the men and the women in the L.A. Noire ads are being portrayed... you're being intentionally obtuse. The women are posed spread-eagle, their chests and legs exposed, in lingere. The men are not naked, exposed, or posed provocatively. This is a Hawkeye-effect-level difference. Even if you're asexual, you should be able to spot it.
Wrong. Those were the Hitman adverts. L.A. Noire was the top third of a lady who was covered up to the neckline by a shower curtain (hence my Psycho reference). The only exposed flesh was the right arm, face and neck. As I said if you find that sexual it's because of possible necrophiliac or sadistic desires.
If you have eyes you should be able to spot it[\sarcastic rebuttal] There was no need for you to be insulting.
That sort of thing would need be taken up with the publishers and the marketers who probably thought that it was clever word-play. I can' remember if each of the deaths depict specific levels in the game? If there was a museum level I would have done up a male victim as Michelangelo's David.
AlexanderDitto wrote:7. Re: NPCs. The point is that violence against women is being used as set-dressing; it's not treated with any gravitas. Obviously NPCs can't always have backstories; the question Sarkeesian is raising is 1. why female NPCs are so commonly treated in a way that is so different to male NPCs (you virtually never see men being raped or assaulted; games never encourage you to watch men stripping; prostitutes are never men) when WE CHOOSE WHAT WE INCLUDE IN OUR FANTASY WORLDS. This is a choice people are making; someone is creating and animating and including this content in a game. Why?
We'd have to ask developers that, it could be cheap way to make one death particularly noticeable otherwise it would be hidden amongst the hundreds or thousands of male characters killed in games.
If developers want to create a realistic world they should include male prostitutes and male rape and assaults because they do happen.
AlexanderDitto wrote:and 2. why is sexual violence virtually never treated with any sort of gravitas; as she points out, in many cases, your job in games is to punish the purpetrator of sexual violence, but the victim just vanishes or fades away. What does that say about how we think about sexual violence?
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Dead bodies vanish and fade away in games such as Wolfenstein and Jericho for the simple fact it saves on processing power.
Simple answer: That's not what Watch Dogs is about. It is a game about vigilante justice. If the developers wanted to be meaningful they could have added phone police/ambulance, add CPR (not sure how that would help the stabbing victims), go to the hospital with the victim. But with the bugs that game has already it could be a bigger mess. It was the rules they set up.
If you wanted a game about aiding a victim there should be a Special Victims Unit sort of game where you aid and counsel a victim. For that to be realistic you're have those that 'survive' to go on and have a new life and those that 'fail' and commit suicide, go to drink, etc. I'm not sure how many would want to play that type of game.
With what we know now we should do a hard reset on the industry but with how big it is it'll be hard to do but worth it. More of these type of things would probably need to go through Independent developers until they get more and more pervasive in the media.