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In May 2009, the New York-based international human rights organisation Equality Now launched an international protest campaign called “Women’s Action 33.1 Japan: Rape-simulator games and the normalisation of sexual violence.” 4 Equality Now’s Women’s Action 33.1 campaign urged its 30,000 members in over 160 countries to express their disapproval of the normalisation of sexual violence through Japanese rape-simulation video games. The article also quoted Professor Peter Hepper, head of the School of Psychology at Queen’s University Belfast, who described harmful aspects of computer games like RapeLay, and noted that these types of violent computer games may induce violent behaviour in users. RapeLay was specifically discussed in the Telegraph article, which featured an image from the game and was headlined “Amazon selling rape simulation game.” 2 In the article, Irish Labour MP Keith Vaas strongly condemned the sale of computer games such as RapeLay and expressed his intention to raise the matter in parliament. Immediately following the Telegraph article, Amazon UK pulled RapeLay off its website and, two months later, Amazon Japan followed suit. 1 Players of RapeLay stalk women and children, and then rape them in a virtual world. The controversy over the Japanese computer game ‘RapeLay’ began when the Irish newspaper the Belfast Telegraph first reported on 12 February 2009 the sale of RapeLay by the online retailer Amazon UK. Keywords: RapeLay, video games, computer games, sexual violence, child abuse, pornography, regulation, legislation. I also problematise the fact the game’s content is not prohibited in Japan because it takes the form of graphic animation, as also the fact that the game allows players to simulate the experience of perpetrating rape. I understand the game to be problematic because its content is extremely discriminatory against women, and also constitutes child pornography. I then discuss problems inherent to the RapeLay game itself. In this article I first trace the recent history of the emergence of the RapeLay game controversy, and highlight the problems inherent to the gaming industry’s self-regulation policies.
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This led to a temporary subsidence in campaigning. The Japanese government was the first to respond to the campaigns, and roughly one month later instituted measures to strengthen the gaming industry’s system of self-regulation. The campaigns followed media reports about RapeLay, which first appeared in the English-language press in August 2009. The speed at which opposition to this game spread throughout the world caught the Japanese gaming industry by surprise. The following 25 Most Disputed Video Games That Shocked The World are absolute proof that video games have a greater impact on society than some of us might think.Ongoing international campaigning against the Japan-made ‘RapeLay’ computer game since May 2009 has had a big effect on Japanese society. Even from the early ’70’s, the gaming world has been a minefield of criticism and censorship, where games have been viciously attacked or even banned for their content or objective. What’s even more encouraging is that the benefits of playing video games have been highlighted by many recent scientific studies, and they are not viewed anymore, for the most part, in as bad of a light as they were when they first became popular in the early 1980’s.ĭespite the rise of video games in modern culture, there have been more than a handful of cases where things went wrong and the industry received many blows. With millions of hard-core fans across the globe, the world of video games keeps growing each day, while many pop culture experts believe that in a few years it will officially be the leading type of entertainment, ahead of music and film. gaming revenue alone currently estimated at about $22 billion. Video gaming has been without a doubt the most revolutionary and profitable form of art among young people for over three decades now, with U.S.