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ired.com'da sanal tecavüzü inceleyen bir makale yayınlandı.
"last month, two belgian publications reported that the brussels police have begun an investigation into a citizen's allegations of rape -- in second life.
i am half convinced that the tantalizingly brief story, printed in de morgen and het laatste nieuws, is a hoax or an april fool's joke.
yet it has prompted several threads of discussion, from a legal analysis to four pages of commentary at the second citizen forums.
unfortunately, rape in virtual spaces is not unheard of. and i'm not talking about the "consensual" rape built into some games (although if you're interested in that debate, gamegrene has a good conversation about it).
there is no question that forced online sexual activity -- whether through text, animation, malicious scripts or other means -- is real; and is a traumatic experience that can have a profound and unpleasant aftermath, shaking your faith in yourself, in the community, in the platform, even in sex itself.
our laws say that an adult subjecting a teenager or child to sexual words, images or suggestions on the internet is preying on their mental and emotional state in a sexual way. even if you never try to meet the minor in person, and even if you never touch them or expose your naked self to them, it is a crime to attempt to engage sexually with a minor.
if it is a criminal offense to sexually abuse a child on the internet, how can we say it is not possible to rape an adult online?
but i have a hard time calling it "rape," or believing it's a matter for the police. no matter how disturbed you are by a brutal sexual attack online, you cannot equate it to shivering in a hospital with an assailant's sweat or other excretions still damp on your body.
that's not to say i dismiss the trauma a person suffers after being raped online. virtual rape is not just a prank, one the target needs to get over or expect as part of a role-playing world. (and if you are inclined to pooh-pooh this, first read author julian dibble's chapter about a rape that occurred in a text-only moo in the early '90s.)
a virtual rape is by definition sudden, explicit and often devastating. if you've never immersed yourself in online life, you might not realize the emotional availability it takes to be a regular member of an internet community. the psychological aspects of relating are magnified because the physical aspects are (mostly) removed.
even regular users might not realize how wide open they are until something drastic happens -- they fall in love, get dumped, have a huge fight or get attacked in the online parallel of rape. in that context, a sexual assault can indeed have a deep impact on a person's life, especially if they are actual rape survivors.
some suggest that the best way to deal with a virtual rape is to ignore it, or simply log off and come back as another user.
but in a game, you don't want to lose the long-term investment you've made in your character. and these days, your real world income or professional reputation can depend on your online self.
in a 3-d marketplace, your avatar's name is your brand. you can change the appearance of your cartoon without much impact, but changing your name makes it too difficult for customers or clients to find you.
if an online environment becomes too hostile or scary, or causes you such great anxiety you cannot work or interact with friends, more has been taken from you than your playtime. your friends will gather around to give you emotional support -- but your customers will wander off and shop elsewhere.
adult communities facilitate our need to go deeper into our sexual selves, even into secret places around gender and taboos that we cannot acknowledge anywhere else. we feel safe because of the peculiar blend of disclosure and anonymity provided in online communities, and we journey along paths we might not even glance at in the physical world. we don't expect to have our control wrenched away or our minds assaulted or even the intensity of our anguish during and after.
the truth is, anywhere people gather, we bring all of our potential with us -- for love, for sex, for community and creation, and for violence and destruction, too. that's why we still enjoy pondering whether cybersex is real sex and whether an online affair is more or less damaging to a relationship than a physical affair. it's a tacit acknowledgement that while the time-space continuum may change, people don't.
rape is the ultimate perversion of sexual intimacy. like sex, rape has mental and emotional elements that go beyond the body and the damage to the mind and spirit generally takes much longer to heal than the body.
but that doesn't make the psychological upheaval of virtual rape anywhere near the trauma of real rape. and i can't see us making virtual rape a matter for the real-life police.
it's a shitty thing to do to someone. but it's not a crime.
see you next friday,"
kaynak linki: (bkz: http://www.wired.com/culture/lifesty...ry/sexdriv)
e/2007/05/sexdrive_0504
"last month, two belgian publications reported that the brussels police have begun an investigation into a citizen's allegations of rape -- in second life.
i am half convinced that the tantalizingly brief story, printed in de morgen and het laatste nieuws, is a hoax or an april fool's joke.
yet it has prompted several threads of discussion, from a legal analysis to four pages of commentary at the second citizen forums.
unfortunately, rape in virtual spaces is not unheard of. and i'm not talking about the "consensual" rape built into some games (although if you're interested in that debate, gamegrene has a good conversation about it).
there is no question that forced online sexual activity -- whether through text, animation, malicious scripts or other means -- is real; and is a traumatic experience that can have a profound and unpleasant aftermath, shaking your faith in yourself, in the community, in the platform, even in sex itself.
our laws say that an adult subjecting a teenager or child to sexual words, images or suggestions on the internet is preying on their mental and emotional state in a sexual way. even if you never try to meet the minor in person, and even if you never touch them or expose your naked self to them, it is a crime to attempt to engage sexually with a minor.
if it is a criminal offense to sexually abuse a child on the internet, how can we say it is not possible to rape an adult online?
but i have a hard time calling it "rape," or believing it's a matter for the police. no matter how disturbed you are by a brutal sexual attack online, you cannot equate it to shivering in a hospital with an assailant's sweat or other excretions still damp on your body.
that's not to say i dismiss the trauma a person suffers after being raped online. virtual rape is not just a prank, one the target needs to get over or expect as part of a role-playing world. (and if you are inclined to pooh-pooh this, first read author julian dibble's chapter about a rape that occurred in a text-only moo in the early '90s.)
a virtual rape is by definition sudden, explicit and often devastating. if you've never immersed yourself in online life, you might not realize the emotional availability it takes to be a regular member of an internet community. the psychological aspects of relating are magnified because the physical aspects are (mostly) removed.
even regular users might not realize how wide open they are until something drastic happens -- they fall in love, get dumped, have a huge fight or get attacked in the online parallel of rape. in that context, a sexual assault can indeed have a deep impact on a person's life, especially if they are actual rape survivors.
some suggest that the best way to deal with a virtual rape is to ignore it, or simply log off and come back as another user.
but in a game, you don't want to lose the long-term investment you've made in your character. and these days, your real world income or professional reputation can depend on your online self.
in a 3-d marketplace, your avatar's name is your brand. you can change the appearance of your cartoon without much impact, but changing your name makes it too difficult for customers or clients to find you.
if an online environment becomes too hostile or scary, or causes you such great anxiety you cannot work or interact with friends, more has been taken from you than your playtime. your friends will gather around to give you emotional support -- but your customers will wander off and shop elsewhere.
adult communities facilitate our need to go deeper into our sexual selves, even into secret places around gender and taboos that we cannot acknowledge anywhere else. we feel safe because of the peculiar blend of disclosure and anonymity provided in online communities, and we journey along paths we might not even glance at in the physical world. we don't expect to have our control wrenched away or our minds assaulted or even the intensity of our anguish during and after.
the truth is, anywhere people gather, we bring all of our potential with us -- for love, for sex, for community and creation, and for violence and destruction, too. that's why we still enjoy pondering whether cybersex is real sex and whether an online affair is more or less damaging to a relationship than a physical affair. it's a tacit acknowledgement that while the time-space continuum may change, people don't.
rape is the ultimate perversion of sexual intimacy. like sex, rape has mental and emotional elements that go beyond the body and the damage to the mind and spirit generally takes much longer to heal than the body.
but that doesn't make the psychological upheaval of virtual rape anywhere near the trauma of real rape. and i can't see us making virtual rape a matter for the real-life police.
it's a shitty thing to do to someone. but it's not a crime.
see you next friday,"
kaynak linki: (bkz: http://www.wired.com/culture/lifesty...ry/sexdriv)
e/2007/05/sexdrive_0504
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