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How does it feel to be virtually raped? Who would decide to commit rape in a game? Should we, as a society, worry about people who pretend to rape software? What does "rape in gaming" even mean, and why does it happen? In this groundbreaking volume, the technology writer Julian Dibbell and the feminist S&M writer Clarisse Thorn have selected ten pieces that discuss, debate, and explore the concept of rape in gaming. From the classic 1974 roleplaying game Dungeons & Dragons to the video games of 2012, rape has come up in every type of game imaginable. How best can we deal with it? Nobody knows for sure, but we have a lot of ideas. 10% of the profits from this volume will benefit the Electronic Frontier Foundation! * * * JULIAN DIBBELL has published widely about online life. He is the author, most recently, of "Play Money: Or How I Quit My Day Job and Made Millions Trading Virtual Loot." CLARISSE THORN is a feminist S&M writer who has lectured from Berlin to San Francisco and written from The Guardian to Jezebel. She's published a lot of stuff lately, including an investigation of the 'seduction subculture' called "Confessions of a Pickup Artist Chaser."
Victims of sexual assault experience their trauma in different ways, and often one path to recovery and healing is right for one person, but not right for another. While there are some general mental health effects of sexual violence, this book outlines and describes the impact of particular types of sexual violation. Whether the survivor has experienced childhood sexual abuse, sexual assault during adulthood, marital rape, sexual harassment, sex trafficking, or sexual violence within the military, they will find aspects of her experience in these pages. Once survivors understand the ways in which they have been affected, they are introduced to various pathways to surviving sexual violence and moving forward. The chapters provide case examples and specific activities which give a fuller description of the ways survivors can make use of the particular approaches, which include mind-body practices, counseling, group therapies, self-defense training, and others. Anyone who has been a victim of sexual violence, or knows and cares about someone who has, will find relief in these pages, which offer practical approaches to finding balance and healing.
Feminism in Play focuses on women as they are depicted in video games, as participants in games culture, and as contributors to the games industry. This volume showcases women’s resistance to the norms of games culture, as well as women’s play and creative practices both in and around the games industry. Contributors analyze the interconnections between games and the broader societal and structural issues impeding the successful inclusion of women in games and games culture. In offering this framework, this volume provides a platform to the silenced and marginalized, offering counter-narratives to the post-racial and post-gendered fantasies that so often obscure the violent context of production and consumption of games culture.
In 2016, a female videogame programmer and a female journalist were harassed viciously by anonymous male online users in what became known as GamerGate. Male gamers threatened to rape and kill both women, and the news soon made international headlines, exposing the level of abuse that many women and minorities face when participating in the predominantly male online culture. Gaming Masculinity explains how the term “gamer” has been constructed in the popular imagination by a core group of male online users in an attempt to shore up an embattled form of geeky masculinity. This latest form of toxicity comes at a moment of upheaval in gaming culture, as women, people of color, and LGBTQ individuals demand broader access and representation online. Paying close attention to the online practices of trolling and making memes, author Megan Condis demonstrates that, despite the supposedly disembodied nature of life online, performances of masculinity are still afforded privileged status in gamer culture. Even worse, she finds that these competing discourses are not just relegated to the gaming world but are creating rifts within the culture at large, as witnessed by the direct links between the GamerGate movement and the recent rise of the alt-right during the last presidential election. Condis asks what this moment can teach us about the performative, collaborative, and sometimes combative ways that American culture enacts race, gender, and sexuality. She concludes by encouraging designers and those who work in the tech industry to think about how their work might have, purposefully or not, been developed in ways that are marked by gender.
Rethinking Rape applies current feminist theory to an urgent political and ethical issue to counter definitions of rape as mere assault Book jacket.
From its origins in academic discourse in the 1970s to our collective imagination today, the concept of “rape culture” has resonated in a variety of spheres, including television, gaming, comic book culture, and college campuses. Beyond Blurred Lines traces ways that sexual violence is collectively processed, mediated, negotiated, and contested by exploring public reactions to high-profile incidents and rape narratives in popular culture. The concept of rape culture was initially embraced in popular media – mass media, social media, and popular culture – and contributed to a social understanding of sexual violence that mirrored feminist concerns about the persistence of rape myths and victim-blaming. However, it was later challenged by skeptics who framed the concept as a moral panic. Nickie D. Phillips documents how the conversation shifted from substantiating claims of a rape culture toward growing scrutiny of the prevalence of sexual assault on college campuses. This, in turn, renewed attention toward false allegations, and away from how college enforcement policies fail victims to how they endanger accused young men. Ultimately, she successfully lends insight into how the debates around rape culture, including microaggressions, gendered harassment and so-called political correctness, inform our collective imaginations and shape our attitudes toward criminal justice and policy responses to sexual violence.
Beginning with the outbreak of the Irish Rebellion of 1641 and concluding with reactions to the accession of William and Mary, The Politics of Rape is the first full-length study to examine theatrical representations of sexual violence in the latter-half of the seventeenth century.
Centered on legal discourses of Islam's first six centuries, this book analyzes juristic writings on the topic of rape.
A comprehensive examination of the pervasive and persistent social problem of sexual violence and abuse that plagues millions of women, children, and men across the globe. Sexual Violence and Abuse: An Encyclopedia of Prevention, Impacts, and Recovery coalesces the vast amount of information available on the subject, providing a convenient and comprehensive resource on sexual violence and abuse for students, practitioners, and general readers. It is the first of its kind to bring together a full range of topics on sexual violence and abuse across a human lifespan in a single work. The entries are written by a range of professionals who represent academics, researchers, and individuals working in the field of sexual violence and abuse. The two-volume work contains 264 fully cross-referenced entries in alphabetical order, starting with abortion and ending with yoga therapy. The bibliography provides important books, articles, online resources, and videos on a wide range of topics. The encyclopedia also includes a list of key topics with corresponding entries to assist readers needing to examine a group of related entries.
Dungeon World is a roleplaying game of fantasy adventure. Explore a land of magic and danger in the roles of adventurers searching for fame, gold, and glory.