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But I am not using the scientific method here because we are not conducting a scientific experiment, so no, this is not a hypothesis.

You do not need to do "an experiment", to have a hypothesis. You claim something works a certain way. So you propose there is a mechanism at work. That is a hypothesis. No matter how you would call it.

Are you proposing also, that your hypothetical mechanism is unique to the example at hand? If not, your mechanism should be at work at other situations. It is not evident to me, that this is so. So I recect your hypothetical mechanism. Psychology actually is a science. If that mechanism exists, maybe you can point me to an article explaining the mechanism. And real psychologists would have used scientific methods to study that mechanism, btw.

I do not think this is how people are playing this game, and that you might be being a little intentionally obtuse.

That is the thing. You only imagine how or why people play the game. And you base your reasoning based on that assumption. But ultimately you do not know. Actually, it does not even matter why or how they really play it. The mechanism you propose how that game existing and being played to do harm in the real world are just not true. This was debunked decades ago with the ego shooters.

English is not my native language, so I am unsure what you mean with obtuse. If you mean playing dumb by it, no I am not playing dumb. You could not imagine a situation different from your assumptions, so I provided one when asked.

I could even unfairly go further and unfoundedly proclaim that playing the game reduces SA crimes by a mechanims that I would proclaim does exist. And you could use my own arguments against me. Our assumptions about how this works and why people play it are assumptions. Basing calls for action on such assumptions is unsound. To not play the game myself, I do not need proof. To call for a platform or the government to ban it, I would want proof. Solid proof. It is too easy to just ban everything you do not like. And some people indeed try to do so. I am offended, therefore I am right, is a mentallity I despise.

No one is snickering and laughing there way through this game because it is so absurd and amusing. How do you know? You can't know that.

And no on is playing it to try to learn about how they would react in this real life situation. I did not claim that people are playing the game with that intention. You are misrepresenting what I wrote. You asked how a hypothetical mechanism to supress urges could work. And I outlined how you would mentally deal with such situations in a safe environment of playing a game. Like you can have an imaginary conversation while having a shower.

So yeah, maybe they are playing it to masturbate, (which is also only an assumption), but they also might learn something about how they feel about a topic. And maybe confirm that they reject it in real life, but tolerate it in a fictional setting. (You asked for a mechanism. I provided one!). Oh, and about that assumption with the masturbation, they might also play the game to "preheat" with kinky fictional taboo things for the deed with their partner.

catharsis theory. That would be therapy for those clinically disturbed people I specifically said I am not talking about. You proposed some sort of build up, where people playing the game would develop and increase an urge. Blowing off steam would mean to decrease the urge. Both mechanism are equally unfounded without further proof. They are claims being made. It might be so for some and completely different for others. It might even cancel out. Point is, your way of thinking is not the only possible way. You are not right, just because you came up with a mechanism that sounds plausible to you.

But it has an effect of exacerbating those tastes particularly in those who already show tendencies toward violence. Unfounded. Cite proof for that mechanism. Or I can equally unfoundedly claim that it suppresses such tendencies. Playing games can decrease your stress. If you are stressed out, you might resort to violence if provoked. If your stress level is lower, that danger is lower. So playing games can lower violent behaviour. (The other half is, that playing games can also increase your stress. Overall I assume that the net effect is lowering stress, since it is a recreational activity. In other words, we would not do it, if it were not fun.)

 No, they become addicted by using those things.  Have you every heard of an alcoholic who had never had alcohol?  The connection I am making is that playing a pornographic game (porn is addictive) that contains sexual assault can lead people to follow that path that most addictions take (needing more to satisfy), and that that pattern

That is not true. You need a thing that is addictive to begin with. Porn is not. Alcohol is. Trivially you can get addicted obsessed with anything. I want to try another absurdity argument. If porn is addictive, it stands to reason that sex is. So are married couples not actually in love with each other, but addicted to each other?

So not only is your premise is wrong about games being addictve as such, but also your following mechanism of wanting more and more and mostly fallacious is the step you make into the real world. If someone would fall to obsession ("addiction") with playing porn games, they would want more games. Better games. Games that cater to their tastes better. Or play the game a lot. They would not suddenly being addicted to the things depicted in the game. Why should they? Where does this step in logic come from? It does not work that way! If you think so, find actual scientists that wrote about it. It would be hell of a feast for psychologists, if it were true. They would be famous for proving such a thing and all sorts of content restrictions could be made with scientific reasoning! Laws would be named after them.

I will have to read your links at a later time as I have other things to attend to now.

Your appeal to emotion at the end is what I am complaining about:

Fiction is not reality, but it is easier to fight. Why fight how women are treated in certain countries, if you can have an easy win by bashing an adult game? Who would publicly proclaim to like and play the game? So, not much opposition to be expected and making the world better by bashing video games it is.

Bashing the video games is not the solution to the world's problems. Bashing the real world liars that manipulate people might solve some problems. It sure would help if people look out for faulty reasoning and ask again and again. So much in real world actual news is based on one or another person in power telling the public bascially lies. And they believe it because of emotion or because it fits their personal views.


As I mentioned, this will likely be my last response, then you can have the final word if you wish.

"

But I am not using the scientific method here because we are not conducting a scientific experiment, so no, this is not a hypothesis.

You do not need to do "an experiment", to have a hypothesis. You claim something works a certain way. So you propose there is a mechanism at work. That is a hypothesis. No matter how you would call it.

Are you proposing also, that your hypothetical mechanism is unique to the example at hand? If not, your mechanism should be at work at other situations. It is not evident to me, that this is so. So I recect your hypothetical mechanism. Psychology actually is a science. If that mechanism exists, maybe you can point me to an article explaining the mechanism. And real psychologists would have used scientific methods to study that mechanism, btw.

"

I think you missed the point.  It is not a hypothesis because it is not something that needs further investigation.  It is not really something you can reject based on the gathering of evidence because it follows directly and entirely from the definitions of the words I used.  Did you see the point I made about the pet spider?  By getting the pet spider, they are accepting the presence of a spider.  Meaning that they do not find the presence of the spider unacceptable by the very definitions of the words.  If you entertain yourself with depictions of sexual assault, you are accepting the presence of sexual assault (accepting here means saying "it's acceptable", or appropriate, or not bad enough to utterly reject).  The same logic applies.  And it doesn't matter if it is a depiction of fictional events or not in this case because without the real events in the background, the fictional scene would have no meaning.  The spirit of the act is present in a depiction of sexual assault in a way that it would not be, say, in the presence of a picture of a spider.


"

I do not think this is how people are playing this game, and that you might be being a little intentionally obtuse.

That is the thing. You only imagine how or why people play the game. And you base your reasoning based on that assumption

... 

with kinky fictional taboo things for the deed with their partner.

"

The players of this game are obviously masturbating to it and using it to engage in sexual fantasy.  That's the point of the game.  I guess that is an "assumption", but it is an obviously true one.  Like assuming that if there are dark, stormy clouds above, it will rain.  When people look at porn, they are usually masturbating to it, but they are nearly always at least getting sexual thrills from it.  That's what I meant by obtuse, or yes, playing dumb.  If you truly don't think that this is why people are playing the game, it's hard to move the conversation on from there.


On catharsis theory, my entire point was the the idea of "blowing off steam" by playing a game like this to reduce likelihood of real-life sexual assault is, at best, based in Freudian pseudoscience.   It was in response to a claim about using a game like this to vent these desires.  I claim  nothing more than its basis in pseudoscience, not hard science.  You, meanwhile, in your next paragraph, seem to affirm this pseudoscience when you talk about venting stress.


"But it has an effect of exacerbating those tastes particularly in those who already show tendencies toward violence. Unfounded. Cite proof for that mechanism. Or I can equally unfoundedly claim that it suppresses such tendencies. Playing games can decrease your stress. If you are stressed out, you might resort to violence if provoked. If your stress level is lower, that danger is lower. So playing games can lower violent behaviour. (The other half is, that playing games can also increase your stress. Overall I assume that the net effect is lowering stress, since it is a recreational activity. In other words, we would not do it, if it were not fun.)"

This is a pretty basic principle in criminology.  People who possess multiple factors that lead towards criminality are more likely to engage in criminality.  

But that quote is actually besides the point of my argument at large.  It is not only about a game making you more likely to commit sexual assault, but it is also about a game influencing thoughts of players to make them more accepting of sexual assault in general, even if not committed by them.  You haven't shown any flaws in my case for SA video games doing this, and I have illustrated repeatedly how entertaining yourself with SA makes you more accepting of it, and how being accepting of something makes you more likely to be alright with it happening.  All you've done is say, "this other thing might be true" using logic that I thereafter demonstrated problems with, and handwave that may claim has been debunked in the past without truly engaging with the points I am making.

Additionally, you basically just described that cathartic "blowing off steam" effect I mentioned earlier in your talk about stress, which as I mentioned, is pseudoscientific.


"

 No, they become addicted by using those things.  Have you every heard of an alcoholic who had never had alcohol?  The connection I am making is that playing a pornographic game (porn is addictive) that contains sexual assault can lead people to follow that path that most addictions take (needing more to satisfy), and that that pattern

That is not true. You need a thing that is addictive to begin with. Porn is not. Alcohol is. Trivially you can get addicted obsessed with anything. I want to try another absurdity argument. If porn is addictive, it stands to reason that sex is. So are married couples not actually in love with each other, but addicted to each other?

"

Many would disagree with you on porn being addictive.  But let's not say addicted, let's go with obsessed.  The point still stands.  You don't become obsessed with something you have never had or seen before.  The obsession has to start with some kind of contact.  How can you be obsessed with something you don't know exists?

As for your point on married couples, you are right: comparing porn addiction to marriage is absurd.  Love and addiction are not even close to synonymous, and cannot be interchanged with each other like they are.  I don't think your argument from absurdity demonstrates a logical error in my point.  I also would not say that sex is addictive in the same way that drugs or porn is.


"So not only is your premise is wrong about games being addictve as such, but also your following mechanism of wanting more and more and mostly fallacious is the step you make into the real world. If someone would fall to obsession ("addiction") with playing porn games, they would want more games. Better games. Games that cater to their tastes better. Or play the game a lot. They would not suddenly being addicted to the things depicted in the game. Why should they? Where does this step in logic come from? It does not work that way! If you think so, find actual scientists that wrote about it. It would be hell of a feast for psychologists, if it were true. They would be famous for proving such a thing and all sorts of content restrictions could be made with scientific reasoning! Laws would be named after them."

They should not, maybe we should ask, "Why would they?"  They would because the things in the game would lack all meaning if it were not for the real-life version of those acts.  The point of the game is to approximate or simulate the real world thing.  Doing the real world thing is a more extreme version of doing the thing in a video game (this is the "step in logic").  It follows the exact mechanism I described, and that you mentioned above.  The addiction I am concerned about is not necessarily to the game, but to the thing the game is depicting.

And if I show you some psychologists, what then?  I think you will just reject their claims.  The whole field is fraught with so many variables that we could each just hand-wave away all evidence shown to each other, just like with statistics.


As for the emotional argument, you can complain about it all you want.  But you have not answered it.  I don't think there really is a good answer to it.  It is effective because there is truth underneath the emotions of shame you would feel.  To be entertained by playing a game where you SA a woman is to be entertained by playing a game where you sexually assault someone like a sister, mother, girlfriend, etc.  And that is shameful indeed.  Even if it doesn't affect your life in any other way (which, I believe, it would).


In summary, I think that Itchio was justified in delisting this game because they don't want to be associated with a SA game, and because their platform would be facilitating access to something that would make SA more acceptable in the minds of players, whether committed by them or by someone else.  And, I think that everyone should refrain from playing such games because they can contribute to desires that will have negative effects in their life

By getting the pet spider, they are accepting the presence of a spider.  Meaning that they do not find the presence of the spider unacceptable by the very definitions of the words.  If you entertain yourself with depictions of sexual assault, you are accepting the presence of sexual assault (accepting here means saying "it's acceptable", or appropriate, or not bad enough to utterly reject).  The same logic applies.  

If spider and sa are interchangeable to demonstrate the mechanim, let's use another word.

If you entertain yourself with murder by reading novels, playing games or watching shows about it, you accept the presence of murder.  It beomes more appropriate, to the point where you would not utterly reject it.

But murder is too harsh. Let's take a less severe crime. Like theft and breaking the speed limit.

If you entertain yourself with content around theft and speeding, like gta or fast and furios movies, you accept the presence of those things. They become more appropriate, to the point where you would not utterly reject them. Stealing a car? No big deal. Speeding? Bah, they do it in games and movies all the time, so I can do it too. It is appropriate behaviour after all.

Any increase in speeding and car thefts after release of a new GTA or a new movie? You could see such things in statistics and back up your line of thought about acceptance from seeing things to accepting them and finally imitating things. It is minor crimes, compared to sa, so the barrier to do them in real life should be lower, and it is a lot more popular, so a lot of people were exposed to the bad influence.

Copy cat crime from fiction does not exist. It would be easily prooveable, and someone would have done so already and they tried and tried. Copy cat crime from actual crimes sadly does exist. The number one factor for shool shootings is to report in the news about a school shooting.

Doing a crime in the real world has a barrier. You propose a mechanism that lowers that barrier, over "accepting" that crime's "presence". By seeing that crime in a fictional setting no less. In short, you take away the ability of adults to distinguish between reality and fantasy.

I heartily disagree on the copycat crime not existing point.  And either way, the point about normalization still stands.

Don't be blinded because you don't see an uptick in crime rates after x game is released.  Just like with the Japan statistics, a million other factors can hide the impact of a game on nationwide crime rates.  It does not mean there is no relationship between this game and SA normalization and criminality in individual cases.