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#1 (permalink) |
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Join Date: Dec 2005
Location: Ottawa
Age: 45
Posts: 857
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Virtual Culture, Real Vice
Some food for thought for those into virtual culture studies and related fields...
Noteworthy in the article below is the lax attitude towards virtual sex crime in the USA compared with other nations. This accords with American laws on expression, which allow for far greater levels of hate speech than Canadian and European laws and tend to place individual rights over collective welfare. American jurisprudence permits far greater levels of online hate and virtual child porn than other Western democracies (on thiis also see The Empire of Mind, M. Strangelove, UT Press, 2005). From today's Washington Post: "Does Virtual Reality Need a Sheriff? Reach of Law Enforcement Is Tested When Online Fantasy Games Turn Sordid By Alan Sipress Washington Post Staff Writer Saturday, June 2, 2007; A01 Earlier this year, one animated character in Second Life, a popular online fantasy world, allegedly raped another character. Some Internet bloggers dismissed the simulated attack as nothing more than digital fiction. But police in Belgium, according to newspapers there, opened an investigation into whether a crime had been committed. No one has yet been charged. Then last month, authorities in Germany announced that they were looking into a separate incident involving virtual abuse in Second Life after receiving pictures of an animated child character engaging in simulated sex with an animated adult figure. Though both characters were created by adults, the activity could run afoul of German laws against child pornography, prosecutors said. As recent advances in Internet technology have spurred millions of users to build and explore new digital worlds, the creations have imported not only their users' dreams but also their vices. These alternative realms are testing the long-held notions of what is criminal and whether law enforcement should patrol the digital frontier. "People have an interest in their property and the integrity of their person. But in virtual reality, these interests are not tangible but built from intangible data and software," said Greg Lastowka, a professor at the Rutgers School of Law at Camden in New Jersey. ... Simulated violence and thievery have long been a part of virtual reality, especially in the computer games that pioneered online digital role-playing. At times, however, this conduct has crossed the lines of what even seasoned game players consider acceptable. In World of Warcraft, the most popular online game, with an estimated 8 million participants worldwide, some regions of this fantasy domain have grown so lawless that players said they fear to brave them alone. Gangs of animated characters have repeatedly preyed upon lone travelers, killing them and making off with their virtual belongings. Two years ago, Japanese authorities arrested a man for carrying out a series of virtual muggings in another popular game, Lineage II, by using software to beat up and rob characters in the game and then sell the virtual loot for real money. Julian Dibbell, a prominent commentator on digital culture, chronicled the first known case of sexual assault in cyberspace in 1993, when virtual reality was still in its infancy. A participant in LambdaMOO, a community of users who congregated in a virtual California house, had used a computer program called a "voodoo doll" to force another player's character to act out being raped. Though this virtual world was rudimentary and the assault simulated, Dibbell recounted that the trauma was jarringly real. The woman whose character was attacked later wept -- "post-traumatic tears were streaming down her face" -- as she vented her outrage and demand for revenge in an online posting, he wrote. Since then, advances in high-speed Internet, user interfaces and graphic design have rendered virtual reality more real, allowing users to endow their characters with greater humanity and identify ever more closely with their creations. Nowhere is this truer than in Second Life, where more than 6 million people have registered to create characters called avatars, cartoon human figures that respond to keyboard commands and socialize with others' characters. The breadth of creativity and interaction in Second Life is greater than on nearly any other virtual-reality Web site because there is no game or other objective; it is just an open-ended, lifelike digital environment. Moreover, Linden Labs, which operates Second Life, has given users the software tools to design their characters and online setting as they see fit; some avatars look like their real-life alter egos, while others are fantastical creations. ... "This is the double-edged sword of the wonderful creativity in Second Life," Dibbell said in an interview. One user found herself the unwilling neighbor of an especially sordid underage sex club. "Tons of men would drop in looking for sex with little girls and boys. I abhorred the club," wrote the user on a Second Life blog under the avatar name Anna Valeeva. She even tried to evict the club by buying their land, she wrote. The question of what is criminal in virtual reality is complicated by disagreements among countries over what is legal even in real life. For example, virtual renderings of child abuse are not a crime in the United States but are considered illegal pornography in some European countries, including Germany. After German authorities began their investigation, Linden Labs issued a statement on its official blog condemning the virtual depictions of child pornography. Linden Labs said it was cooperating with law enforcement and had banned two participants in the incident, a 54-year-old man and a 27-year-old woman, from Second Life. Some Second Life users objected on the blog that Linden Labs had gone too far. "Excuse me. You banned two residents, both mature, who did a little role-playing? No children, I repeat no children, were harmed or even involved in that act," protested another user on the Second Life blog. "Since when is fantasy against the fricking law?""
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#2 (permalink) |
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Join Date: Dec 2006
Location: Massachusetts
Posts: 3,762
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Re: Virtual Culture, Real Vice
My opinion: it's just a game. Games are full of immaturity; just take a look at the player base. Unless they violated the Terms of Service, they really haven't done anything wrong.
I seriously think that if whoever was "virtually raped" was so psychologically attached to his or her character that the trauma was even slightly transfered to real life, the individual needs to take a break from fantasy until he or she can get a grip on reality.
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The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt. ~ Bertrand Russell I have a tendency to key out three or four things and then let them battle for supremacy while I key, so there's a lot of backspacing as potential statements are slaughtered and eaten by the victors. ~ Magna Centipede |
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#5 (permalink) | |
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Join Date: Aug 2005
Location: Taxachusetts
Age: 30
Posts: 2,923
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Re: Virtual Culture, Real Vice
Quote:
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#6 (permalink) |
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Join Date: Feb 2007
Location: Real life.
Age: 36
Posts: 4,209
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Re: Virtual Culture, Real Vice
Very interesting read. It really demonstrates the different cultural attitudes towards these things. There are two sides to this coin for the US, one is that the US is too permissive and callous. The other is that US does not take their games too seriously and gaming worlds are simply not that important.
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#7 (permalink) | ||
![]() ![]() ![]() Join Date: May 2003
Location: Dallas/Ft. Worth area of Texas, USA
Age: 33
Posts: 16,638
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Re: Virtual Culture, Real Vice
Quote:
Quote:
It's just a game. What's next? Arresting anyone that plays Thief? Charging people with murder when they play Hitman?
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![]() ![]() Take the world's smallest political quiz! "I was touched by His Noodly Appendage." TacticalGamer TX LAN/BBQ Veteran:
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#8 (permalink) |
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Join Date: Aug 2005
Posts: 3,762
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Re: Virtual Culture, Real Vice
Yeah I don't get it... wouldn't this make all of us the most prolific mass murderers ever? And will people who've played GTA3 be arrested for soliciting prostitutes?
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Current good song: Justice - Stress "$250,000 a year won't get me to Central Park West."
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#9 (permalink) |
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Join Date: Dec 2006
Location: Massachusetts
Posts: 3,762
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Re: Virtual Culture, Real Vice
That's awesome. Looks like this might spawn some groups of people interested in taking care of the pirates. Have any Charles Bronsons shown up?
__________________
The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt. ~ Bertrand Russell I have a tendency to key out three or four things and then let them battle for supremacy while I key, so there's a lot of backspacing as potential statements are slaughtered and eaten by the victors. ~ Magna Centipede |
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#11 (permalink) | |
![]() Join Date: May 2006
Location: California
Posts: 2,124
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Re: Virtual Culture, Real Vice
Quote:
There is a problem with 8 year olds with high level characters and an e-peen the size of a peanut who think its cool to repeatedly kill low level characters and corpse camp them until they logout or spirit res (coming back at a graveyard instead of the corpse). You can't loot corpses killed in PvP so they get nothing out of it and you don't lose durability when killed from PvP so the victims don't lose anything out of it either except time. There are definate 'ganking is bad' and 'ganking is cool' camps on the PvP servers where this is allowed. On PvE servers the only way to kill another player is to flag PvP (turning it on manually or through actions) or enter a PvP Battleground. So yeah, if level 70 ashats want to band together and make life for level 15 characters a living hell by repeatedly killing them its allowed. Their response to fair play is the ever repeated "reroll carebear PvE noob" line. Then again I hear horror stories of people who play Ultima Online. Three steps after leaving a town they are killed by a delayed cast fireball from someone they can't even see, have their corpse looted, and have to start from scratch/what they've saved with an XP penalty. Rinse and repeat. Think Spawn Camping in a FPS with the same people yelling "It's a legitimate strategy!"
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My sanity is not in question... It was a confirmed casualty some time ago. ![]() |TG|Tarenth Battlefield 2142 Mirra World of Warcraft Light, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to hide the bodies of the people I had to kill because they ticked me off. |
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#12 (permalink) |
![]() Join Date: Dec 2005
Location: Palo Alto, CA
Posts: 1,278
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Re: Virtual Culture, Real Vice
The same thing goes down in Eve. Older players and pirates preying on newer players who venture into low security areas or using some un-obvious mechanics to get the newbies to aggress them in high security space. Whats different about Eve, is that its feasible for a bunch of newer players to gang together and utterly wtfpwn the asshat. Or hire a corporation of mercs to do that for them.
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Do or do not, there is no try.... -- Yoda, Dagobah |
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#13 (permalink) |
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Join Date: Mar 2007
Location: Northern Minnesota
Age: 48
Posts: 83
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Re: Virtual Culture, Real Vice
So is this your way of igniting another gun debate? I'll throw the first stone then.
Maybe they should allow the virtual citizens in the games to arm themselves. There it is. Ladies and gentlemen light your flamethrowers! |
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#14 (permalink) |
![]() ![]() ![]() Join Date: May 2003
Location: Dallas/Ft. Worth area of Texas, USA
Age: 33
Posts: 16,638
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Re: Virtual Culture, Real Vice
How many games do we play that don't already have armed characters?
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![]() ![]() Take the world's smallest political quiz! "I was touched by His Noodly Appendage." TacticalGamer TX LAN/BBQ Veteran:
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#15 (permalink) | |
![]() ![]() ![]() ![]() Join Date: Oct 2001
Location: Rhode Island, USA
Age: 35
Posts: 8,868
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Re: Virtual Culture, Real Vice
Quote:
Just another Bandoleer of Carrots.
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Diplomacy is the art of saying "good doggie" while looking for a bigger stick.
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