The Selective Morality of Video Games
Posted by The Situationist Staff on May 7, 2009
Modern day video games regularly feature violence and murder, sometimes with graphic details, such as blood or dismemberment. Gamers are often rewarded for the most number of kills.
While there has been some controversy about those games, talk of banning them has gone nowhere. For the most part, in fact, people seem to be okay with them.
So if killing people in video games is socially-acceptable, why would raping someone not be okay? This is a question asked by IGN in a piece we excerpt below.
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A month before Six Days in Fallujah, an obscure Japanese game briefly caught a gust of media controversy when Amazon refused to sell RapeLay. In contrast to Six Days in Fallujah, RapeLay is a hentai game that offers players a platform to literally molest and rape women in public places. The visuals are hand drawn anime and belie the crude fantasy at the heart of the game. You control a pair of disembodied hands with your mouse and choose which parts of a woman you should grope. After the train arrives, you stalk the woman into a park and rape her. There are three different women that must be raped, the last of which is a ten year-old girl.
The game sounds immediately more repulsive than Six Days in Fallujah, or most any other shooter you might imagine. Is killing dozens of anonymous combatants really any less offensive than the idea of rape? Killing and rape are both reprehensible acts in real life, but killing is so much more acceptable as a gameplay mechanic rather than a literal simulation. In Japan, rape games are not the execrable anomaly that they are in the west. They may not be popular or part of mainstream culture, but neither are they fodder for pot boiling controversy.A big part of this is the fear that many have about how audiences relate to videogames. Christine Quinn, New York City Council Speaker called for a total ban of RapeLay in America, labeling it a “rape simulator.” For many, videogames are nothing but simulators. They are literal replications, and, as such, should be cause for the same kind of alarm the real life equivalents would inspire.
It’s this same thinking that makes Six Days in Fallujah seem abhorrent to some. If games are simulators, then a game about the Iraq Occupation that takes so many liberties with truth is indeed a vulgarization. Likewise, if RapeLay is a simulator for rape, its focus on fetishistic detail, lack of consequence and absence of victim empathy are unforgivable omissions. If it was created to engender discomfort, to enter into all those lurking areas of apprehension and fear of what we might be capable of, it becomes something else entirely.
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For the rest of the piece, click here. For other Situationist posts on the subject of virtual worlds and situationism, see “Virtual Worlds, Learning, and Virtual Milgram,” “Virtual Bias,” “Are Video Games Addictive?,” “Resident Evil 5 and Racism in Video Games,” “Encourage Your Daughters To Play Violent Video Games?,” “The Situation of First-Person Shooters,” “Suing the Suer: Video Game Company Sues Jack Thompson,” and “The Intersection between Tort Law and Social Psychology in Video Games.”