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	<title>Comments on: The Intersection between Tort Law and Social Psychology in Violent Videogames</title>
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		<title>By: Encourage Your Daughters To Play Violent Video Games? &#171; The Situationist</title>
		<link>http://thesituationist.wordpress.com/2007/01/25/videogames-violence-and-the-law/#comment-7543</link>
		<dc:creator><![CDATA[Encourage Your Daughters To Play Violent Video Games? &#171; The Situationist]]></dc:creator>
		<pubDate>Mon, 08 Oct 2007 04:03:53 +0000</pubDate>
		<guid isPermaLink="false">http://thesituationist.wordpress.com/2006/12/31/videogames-violence-and-the-law/#comment-7543</guid>
		<description><![CDATA[[...] found in videogames on several occasions (see “The Situation of First-Person Shooters“; “The Intersection between Tort Law and Social Psychology in Violent Videogames“). We have also examined how, because of stereotype threat, the situation in which women find [...]]]></description>
		<content:encoded><![CDATA[<p>[...] found in videogames on several occasions (see “The Situation of First-Person Shooters“; “The Intersection between Tort Law and Social Psychology in Violent Videogames“). We have also examined how, because of stereotype threat, the situation in which women find [...]</p>
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		<title>By: The Situation of First-Person Shooters &#171; The Situationist</title>
		<link>http://thesituationist.wordpress.com/2007/01/25/videogames-violence-and-the-law/#comment-989</link>
		<dc:creator><![CDATA[The Situation of First-Person Shooters &#171; The Situationist]]></dc:creator>
		<pubDate>Tue, 01 May 2007 01:30:13 +0000</pubDate>
		<guid isPermaLink="false">http://thesituationist.wordpress.com/2006/12/31/videogames-violence-and-the-law/#comment-989</guid>
		<description><![CDATA[[...] have written about possible connections between playing violent videogames and violent acts (&#8221;The Intersection between Tort Law and Social Psychology in Violent Videogames&#8221; and &#8220;Suing the Suer: Video Game Company Sues Jack Thompson&#8220;). In the wake of the [...]]]></description>
		<content:encoded><![CDATA[<p>[...] have written about possible connections between playing violent videogames and violent acts (&#8221;The Intersection between Tort Law and Social Psychology in Violent Videogames&#8221; and &#8220;Suing the Suer: Video Game Company Sues Jack Thompson&#8220;). In the wake of the [...]</p>
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		<title>By: Suing the Suer: Video Game Company Sues Jack Thompson &#171; The Situationist</title>
		<link>http://thesituationist.wordpress.com/2007/01/25/videogames-violence-and-the-law/#comment-244</link>
		<dc:creator><![CDATA[Suing the Suer: Video Game Company Sues Jack Thompson &#171; The Situationist]]></dc:creator>
		<pubDate>Wed, 21 Mar 2007 03:11:18 +0000</pubDate>
		<guid isPermaLink="false">http://thesituationist.wordpress.com/2006/12/31/videogames-violence-and-the-law/#comment-244</guid>
		<description><![CDATA[[...] by The Situationist Staff on March 20th, 2007  In January, The Situationist featured a posting on the intersection between tort law and social psychology in violent video games. That post, which generated some wonderful reader comments, examined the legal maneuvers of [...]]]></description>
		<content:encoded><![CDATA[<p>[...] by The Situationist Staff on March 20th, 2007  In January, The Situationist featured a posting on the intersection between tort law and social psychology in violent video games. That post, which generated some wonderful reader comments, examined the legal maneuvers of [...]</p>
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		<title>By: Oskar Shapley</title>
		<link>http://thesituationist.wordpress.com/2007/01/25/videogames-violence-and-the-law/#comment-81</link>
		<dc:creator><![CDATA[Oskar Shapley]]></dc:creator>
		<pubDate>Tue, 27 Feb 2007 19:09:03 +0000</pubDate>
		<guid isPermaLink="false">http://thesituationist.wordpress.com/2006/12/31/videogames-violence-and-the-law/#comment-81</guid>
		<description><![CDATA[You should comment on the several children who replayed Saddam&#039;s hanging and killed themselves in the process. This example is a good argument for the influence of video games on behaviour and could be even decisive in court.]]></description>
		<content:encoded><![CDATA[<p>You should comment on the several children who replayed Saddam&#8217;s hanging and killed themselves in the process. This example is a good argument for the influence of video games on behaviour and could be even decisive in court.</p>
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		<title>By: Jeff McDonald</title>
		<link>http://thesituationist.wordpress.com/2007/01/25/videogames-violence-and-the-law/#comment-22</link>
		<dc:creator><![CDATA[Jeff McDonald]]></dc:creator>
		<pubDate>Sat, 03 Feb 2007 01:03:00 +0000</pubDate>
		<guid isPermaLink="false">http://thesituationist.wordpress.com/2006/12/31/videogames-violence-and-the-law/#comment-22</guid>
		<description><![CDATA[Professor McCann&#039;s Article &quot;The Intersection...in Violent Video Games&quot; strikes an interesting chord in the &#039;Nature vs. Nurture&#039; debate.  As these video game become more real, undoubtedly culminating in virtual reality or beyond, they create an interesting &#039;environmental&#039; quirk: These games create a &#039;world&#039; (and potentially a worldview) which is becoming increasingly real.  For those that participate excessively- essentially living in, or taking prolonged &quot;vacations&quot; in this virtual world- it would be reasonable that they absorb the values imposed or implied within that world, much like we do in the real world. The more influencable the person (the weak, young, isolated, tormented, or aggresive) may begin to consciously, unconsciously and/or subconsciously begin to derive their social demeanor, behavior and values from that world.  These may then, more than probably, manifest themselves outside of the scope of the game.  Much of our behavior results from our perception of the world and reaction to it.  As the line between game and reality dulls so does the line which separates behavior in the virtual world and the real. So, why should the lines of liability and social duty do the same?
Great article!]]></description>
		<content:encoded><![CDATA[<p>Professor McCann&#8217;s Article &#8220;The Intersection&#8230;in Violent Video Games&#8221; strikes an interesting chord in the &#8216;Nature vs. Nurture&#8217; debate.  As these video game become more real, undoubtedly culminating in virtual reality or beyond, they create an interesting &#8216;environmental&#8217; quirk: These games create a &#8216;world&#8217; (and potentially a worldview) which is becoming increasingly real.  For those that participate excessively- essentially living in, or taking prolonged &#8220;vacations&#8221; in this virtual world- it would be reasonable that they absorb the values imposed or implied within that world, much like we do in the real world. The more influencable the person (the weak, young, isolated, tormented, or aggresive) may begin to consciously, unconsciously and/or subconsciously begin to derive their social demeanor, behavior and values from that world.  These may then, more than probably, manifest themselves outside of the scope of the game.  Much of our behavior results from our perception of the world and reaction to it.  As the line between game and reality dulls so does the line which separates behavior in the virtual world and the real. So, why should the lines of liability and social duty do the same?<br />
Great article!</p>
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		<title>By: Bruce Boyden</title>
		<link>http://thesituationist.wordpress.com/2007/01/25/videogames-violence-and-the-law/#comment-12</link>
		<dc:creator><![CDATA[Bruce Boyden]]></dc:creator>
		<pubDate>Sun, 28 Jan 2007 17:46:45 +0000</pubDate>
		<guid isPermaLink="false">http://thesituationist.wordpress.com/2006/12/31/videogames-violence-and-the-law/#comment-12</guid>
		<description><![CDATA[There&#039;s a couple of interesting issues here for gamers. One is the optimal amount, or perhaps extent, of realism in combat-simulation games such as Call of Duty 3 or (one of my favorites) Counterstrike. Speaking for myself, what draws me to these games is the same thing that drew me to cardboard-counter board games in the 1980s, which is the tactical challenges of combat. Real combat, on the other hand, is a terrifying and gruesome experience. Game developers will have to choose between whether to have more realistic injuries in their games, alongside more realistic physics, etc.  That would take a lot of the fun out of such games, at least for me, unless the purpose of the game was more storytelling than tactical -- e.g., &quot;role-play a soldier on D-Day,&quot; as opposed to &quot;achieve the objective.&quot;

I believe game developers are aware of this.  Soldiers in most games who are hit tend to just groan and fall over, as they did in 1950s war movies, even though it is possible to depict more realistic responses (e.g., the fortunately short-lived &quot;Soldier of Fortune&quot; games).  Also, several games seem to go out of their way to minimize the humanity of (or maximize the justification for killing) the enemy; in Doom, any human soldiers you encounter are possessed zombies; in Half-Life 1, the marines are shown killing unarmed scientists before you ever get a chance to shoot at them (although, interestingly, they arguably have their own justification, as the fate of the entire planet is at stake); in Half-Life 2, the humanoid soldiers are actually drone-like cyborgs; in F.E.A.R., most of the opposing soldiers are mindless, telepathically controlled clones.  More free-form games may allow the player to, in essence, do whatever they want, and without a fully modeled society, the in-game consequences may be limited.  Even in Half-Life, nothing prevents the player from killing the scientists too, if he or she wants.  But my impression is that most games minimize the realism of the violence in way or another.

A further indication of the separation between in-game and real-world violence is that, in multiplayer games such as Counterstrike or Battlefield 2, a lot of people play against their friends. Perhaps they are working out deep-seated aggressions, but my sense is that players play shooter games against friends for the same reason one plays any competitive game against friends--for the shared experience, not because you&#039;d secretly like to see them dead. 

I realize my evidence is anecdotal, but as someone strongly opposed to, e.g., vigilantism, I certainly do not think there is any necessary connection between enjoying combat or shooter games and &quot;condon[ing] or even prais[ing] real-life violence.&quot; There may be an element of American culture that does, in fact, condone or praise a level of violence beyond that which is optimal, and that may be reflected in the level or sort of enjoyment some players get out of some games. But I&#039;m not sure that problem can be traced even to mass media, let alone video games in particular.]]></description>
		<content:encoded><![CDATA[<p>There&#8217;s a couple of interesting issues here for gamers. One is the optimal amount, or perhaps extent, of realism in combat-simulation games such as Call of Duty 3 or (one of my favorites) Counterstrike. Speaking for myself, what draws me to these games is the same thing that drew me to cardboard-counter board games in the 1980s, which is the tactical challenges of combat. Real combat, on the other hand, is a terrifying and gruesome experience. Game developers will have to choose between whether to have more realistic injuries in their games, alongside more realistic physics, etc.  That would take a lot of the fun out of such games, at least for me, unless the purpose of the game was more storytelling than tactical &#8212; e.g., &#8220;role-play a soldier on D-Day,&#8221; as opposed to &#8220;achieve the objective.&#8221;</p>
<p>I believe game developers are aware of this.  Soldiers in most games who are hit tend to just groan and fall over, as they did in 1950s war movies, even though it is possible to depict more realistic responses (e.g., the fortunately short-lived &#8220;Soldier of Fortune&#8221; games).  Also, several games seem to go out of their way to minimize the humanity of (or maximize the justification for killing) the enemy; in Doom, any human soldiers you encounter are possessed zombies; in Half-Life 1, the marines are shown killing unarmed scientists before you ever get a chance to shoot at them (although, interestingly, they arguably have their own justification, as the fate of the entire planet is at stake); in Half-Life 2, the humanoid soldiers are actually drone-like cyborgs; in F.E.A.R., most of the opposing soldiers are mindless, telepathically controlled clones.  More free-form games may allow the player to, in essence, do whatever they want, and without a fully modeled society, the in-game consequences may be limited.  Even in Half-Life, nothing prevents the player from killing the scientists too, if he or she wants.  But my impression is that most games minimize the realism of the violence in way or another.</p>
<p>A further indication of the separation between in-game and real-world violence is that, in multiplayer games such as Counterstrike or Battlefield 2, a lot of people play against their friends. Perhaps they are working out deep-seated aggressions, but my sense is that players play shooter games against friends for the same reason one plays any competitive game against friends&#8211;for the shared experience, not because you&#8217;d secretly like to see them dead. </p>
<p>I realize my evidence is anecdotal, but as someone strongly opposed to, e.g., vigilantism, I certainly do not think there is any necessary connection between enjoying combat or shooter games and &#8220;condon[ing] or even prais[ing] real-life violence.&#8221; There may be an element of American culture that does, in fact, condone or praise a level of violence beyond that which is optimal, and that may be reflected in the level or sort of enjoyment some players get out of some games. But I&#8217;m not sure that problem can be traced even to mass media, let alone video games in particular.</p>
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		<title>By: Ann Bartow</title>
		<link>http://thesituationist.wordpress.com/2007/01/25/videogames-violence-and-the-law/#comment-10</link>
		<dc:creator><![CDATA[Ann Bartow]]></dc:creator>
		<pubDate>Sun, 28 Jan 2007 14:36:57 +0000</pubDate>
		<guid isPermaLink="false">http://thesituationist.wordpress.com/2006/12/31/videogames-violence-and-the-law/#comment-10</guid>
		<description><![CDATA[Will, I replied yesterday but perhaps my comment get caught in your spam filter. It contained several links and the word &quot;pornography,&quot; both of which are unsuprisingly associated with spam!  

The &quot;rape role play&quot; noted above is sort of a business model at SL, so in that sense it is consensual, but once a rape is paid for, I don&#039;t think the purchaser has to behave as if it is a role play, if that makes any sense. 

Some games feature &quot;rape simulations&quot; where the rape is part of the programmed play, so consenting players are not required, see e.g. http://www.honestgamers.com/systems/content.php?review_id=4775&amp;game_id=21487&amp;console_id=13
Whether these types of activities are available at SL I do not know.]]></description>
		<content:encoded><![CDATA[<p>Will, I replied yesterday but perhaps my comment get caught in your spam filter. It contained several links and the word &#8220;pornography,&#8221; both of which are unsuprisingly associated with spam!  </p>
<p>The &#8220;rape role play&#8221; noted above is sort of a business model at SL, so in that sense it is consensual, but once a rape is paid for, I don&#8217;t think the purchaser has to behave as if it is a role play, if that makes any sense. </p>
<p>Some games feature &#8220;rape simulations&#8221; where the rape is part of the programmed play, so consenting players are not required, see e.g. <a href="http://www.honestgamers.com/systems/content.php?review_id=4775&#038;game_id=21487&#038;console_id=13" rel="nofollow">http://www.honestgamers.com/systems/content.php?review_id=4775&#038;game_id=21487&#038;console_id=13</a><br />
Whether these types of activities are available at SL I do not know.</p>
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		<title>By: Ann Bartow</title>
		<link>http://thesituationist.wordpress.com/2007/01/25/videogames-violence-and-the-law/#comment-9</link>
		<dc:creator><![CDATA[Ann Bartow]]></dc:creator>
		<pubDate>Sat, 27 Jan 2007 22:19:42 +0000</pubDate>
		<guid isPermaLink="false">http://thesituationist.wordpress.com/2006/12/31/videogames-violence-and-the-law/#comment-9</guid>
		<description><![CDATA[Someone has set up &quot;rape role plays&quot; as a business in SL, so I guess you could say the rape was consenual.  Read the comments here:
http://www.destructoid.com/second-life-now-with-more-rape--28711.phtml

As the Feministing post notes, there is also a game called &quot;Rapelay&quot; that is described here:
http://www.honestgamers.com/systems/content.php?review_id=4775&amp;game_id=21487&amp;console_id=13
It is a &quot;rape simulator&quot; so consenting players are not required.

The legal scholars who study and write about gaming don&#039;t seem much interested in the ramifications of this, or of the rampant presence of pornography in SL.]]></description>
		<content:encoded><![CDATA[<p>Someone has set up &#8220;rape role plays&#8221; as a business in SL, so I guess you could say the rape was consenual.  Read the comments here:<br />
<a href="http://www.destructoid.com/second-life-now-with-more-rape--28711.phtml" rel="nofollow">http://www.destructoid.com/second-life-now-with-more-rape&#8211;28711.phtml</a></p>
<p>As the Feministing post notes, there is also a game called &#8220;Rapelay&#8221; that is described here:<br />
<a href="http://www.honestgamers.com/systems/content.php?review_id=4775&#038;game_id=21487&#038;console_id=13" rel="nofollow">http://www.honestgamers.com/systems/content.php?review_id=4775&#038;game_id=21487&#038;console_id=13</a><br />
It is a &#8220;rape simulator&#8221; so consenting players are not required.</p>
<p>The legal scholars who study and write about gaming don&#8217;t seem much interested in the ramifications of this, or of the rampant presence of pornography in SL.</p>
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		<title>By: Will</title>
		<link>http://thesituationist.wordpress.com/2007/01/25/videogames-violence-and-the-law/#comment-8</link>
		<dc:creator><![CDATA[Will]]></dc:creator>
		<pubDate>Sat, 27 Jan 2007 20:42:27 +0000</pubDate>
		<guid isPermaLink="false">http://thesituationist.wordpress.com/2006/12/31/videogames-violence-and-the-law/#comment-8</guid>
		<description><![CDATA[Ann - I am not familiar with Second Life, so I was rather shocked to see that post.  Am I correct, though, when I say that as an in-game feature, it is designed for two adults to roleplay a fantasy of non-consensual sex?  By that I mean, you aren&#039;t allowed to actually rape another player, right?

Also, from what I read in the comments on the Gawker post, how does Second Life&#039;s &quot;user created&quot; status influence how we should view this?  Should the moderators of the game be able to include something in their Terms of Service that prohibits or censors the creation of such game features?  And if there ever was a case similar to the ones the Professor McCann describes above (in which GTA is blamed for violent behavior), who would the defendant in that case be?  The creators of Second Life, or the creators of the fantasy scenario?  

I think this question extends beyond Second Life.  There are many games in which you can create  unique modules or use a game editor to customize the gaming experience.]]></description>
		<content:encoded><![CDATA[<p>Ann &#8211; I am not familiar with Second Life, so I was rather shocked to see that post.  Am I correct, though, when I say that as an in-game feature, it is designed for two adults to roleplay a fantasy of non-consensual sex?  By that I mean, you aren&#8217;t allowed to actually rape another player, right?</p>
<p>Also, from what I read in the comments on the Gawker post, how does Second Life&#8217;s &#8220;user created&#8221; status influence how we should view this?  Should the moderators of the game be able to include something in their Terms of Service that prohibits or censors the creation of such game features?  And if there ever was a case similar to the ones the Professor McCann describes above (in which GTA is blamed for violent behavior), who would the defendant in that case be?  The creators of Second Life, or the creators of the fantasy scenario?  </p>
<p>I think this question extends beyond Second Life.  There are many games in which you can create  unique modules or use a game editor to customize the gaming experience.</p>
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		<title>By: Ann Bartow</title>
		<link>http://thesituationist.wordpress.com/2007/01/25/videogames-violence-and-the-law/#comment-7</link>
		<dc:creator><![CDATA[Ann Bartow]]></dc:creator>
		<pubDate>Sat, 27 Jan 2007 16:21:30 +0000</pubDate>
		<guid isPermaLink="false">http://thesituationist.wordpress.com/2006/12/31/videogames-violence-and-the-law/#comment-7</guid>
		<description><![CDATA[What should one conclude about game features like the ability to &quot;role play&quot; rape? See e.g. http://feministing.com/archives/006218.html#more]]></description>
		<content:encoded><![CDATA[<p>What should one conclude about game features like the ability to &#8220;role play&#8221; rape? See e.g. <a href="http://feministing.com/archives/006218.html#more" rel="nofollow">http://feministing.com/archives/006218.html#more</a></p>
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