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Video Game Violence to Video Game Rapist

A lot of controversy has been around the idea that video games influence or encourage violent thoughts and behaviors, especially those of teenagers or children. Well, what about video games centered on the main character stalking and raping, yes that’s right raping, a young girl, her sister and her mother? I believe the line has been well crossed.

RapeLay, as discussed in Leigh Alexander’s article, is a Japanese video game that focuses on sexually groping and eventually raping three characters. The crime occurs in the subway as the player stalks his victim on the platform, sexually assaults the girl on the subway, and ultimately rapes her in the bathroom or in the park or some other given location. The player has to option of “prayer” which causes a gust of wind to lift up the girl’s skirt. While on the train, the player can actually grope the young girl, even while surrounded by other passengers who remain silent through the entire encounter. And finally, a “series of interactive rape scenes begin”.

The true horror lies in the fact that not only can the player rape the young victim, but the game actually portrays the crime as consensual intercourse! Based on the twisted fantasy of the main character, it is believed that the victim actually enjoys being attacked. After the rape, the player is left with three choices: a) stabbing the victim to death during sex, b) after impregnating the victim, force her to have an abortion, or c) if refusing the abortion from option b, the player commits suicide by throwing himself under a train.

The tragedy is that this actually occurs in Japanese subways where “64% of Tokyo women reported that they’d been groped on a train”. According to the 7 contextual features that can influence violence, talked about by Strasburger, Wilson and Jordan, certain features may enhance violent acts, such as the groping or eventual raping of more Tokyo women. If the reason for violence seems justified, just as the player believes that the women enjoy being attacked, then the act may become reinforced. It becomes morally acceptable. The consequence for the victim may be enough to diminish aggression by seeing the victim either murdered or the player commits suicide, but the option of abortion gives a less brutal outcome and thus an escape of any real abuse. Finally, desensitization of the severity of these attacks can occur because the individual playing the game may feel like this is a regular occurrence, and that it is acceptable in a way. If groping occurs on a subway, the individual will be less likely to intervene (just like the other passengers on the train shown in the game) and stop the act from happening.

RapeLay has been banned from America, and people believe that it will never be allowed or accepted here. But through the globalization of the Internet, it has spread to an online downloadable game that can be accessed, even more graphically than originally intended, by essentially anyone. The problem occurs when video games try to come out with stuff that is bigger and badder than ever before. But where should the line drawn and why does it have to be crossed in order to bring more attention to preventing the damaging effects of video games?

~Kimberly

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