Let's start by talking about journals.
dsheinem wrote:
Aside from the impact factor itself being a highly flawed system, the argument doesn't hold water here since we're talking about Game Studies research vs. psychological research. Games and Culture is THE preeminent journal for Game Studies scholarship (which is what we are discussing here) and is published quarterly in a field without many other journals or stand-alone academic programs. The Journal of Interpersonal Violence is a middling-to top 1/3 or so journal that sees monthly publication in a field that is saturated with many journals and programs (thus it has more articles that then get cited much more often that would ever be the case for quarterly journal in a more obscure field). So comparative the impact factor doesn't really make sense, since we aren't comparing equal publications and the scale doesn't account for the field of Game Studies.
You were the one who brought up Games and Culture as a good way to understand the affect that games have on us, therefore comparing to other journals that talk about how games affect us.
I was puzzled by that because Games and Culture seems to be mostly theoretical (in the social science sense) articles, with few empirical studies of game violence. The one empirical study on violence, "The meaning of Race and Violence in Grand Theft Auto: San Andreas" is qualitative, mostly consisting of asking kids how playing the game makes them feel. Since most people who study the effect of violence are talking about subconscious effects, it's useless to ask people's opinions about how it affects them. It doesn't seem like you will find much useful, scientific studies of how we are affected by game violence in Games and Culture currently.
Also, you don't seem to understand how Impact Factor works. It takes the number to times articles from a given journal were cited in a given year/The total number of articles in the past 2 years. So, it is normalized for the amount of publications a journal has: it is a per article measurement. The other things you mention: Games and Culture isn't published very often, the field is small, it's the top journal, etc. should make it easier for it to have a higher Impact Factor, since the small number of quality papers in the field would make it more likely that they would be cited by other people in the field.
Games and Culture may be a good journal to read critical gaming theory but not to figure out how violent content in games affect people.
dsheinem wrote:
Even more problematic, they only SHOWED some select scenes from GTA IV, they didn't let players play the game for themselves or come to understand anything about the context for violence.
I would like to see some proof that putting violence in context actually lessens the affects that it has on people. You keep making this claim, but you never support it.
Likewise, why would playing the game and being the one perpetrating the violent acts make them less likely to affect you? Since your involvement is higher and your identification with the person doing the violence in greater, the literature would predict a larger effect.
dsheinem wrote:
B) Their own qualifying statement seems germane to our discussion.
Although the design employed in the current study resulted in robust findings, the results are still limited in terms of generalizability to other populations. Future studies may expand this area of research by attempting to obtain a more representative sample of gamers. As indicated earlier, the majority of gamers in the United States are male, with an average age of 34. The majority of the study participants were female, with an average age of 23.
A few points here. The study that showed that gamers as a whole have an average age of 34 comes from the ESA and they are counting a broad definition of gamer. The relevant group to our discussion would be the age of people who play God of War or GTA, which I'd guess was lower. If you use the membership of the Playstation Network as a proxy for PS3 players, the average age is 28. Which, while not the same, is closer.
Do you honestly think, knowing the vast consensus in the literature about how violence in media affects people, that looking at an older age group is really going to change things? As you note, the actual research is well done.
Also, from the developers' point of view, this criticism of the article is basically arguing, "It's OK, the product I make for a living only makes the younger part of my male audience more likely to be unsympathetic to female victims of sexual violence." I guess some developers could convince themselves of this makes it alright, but it seems to require a level of intellectual dishonesty that I wouldn't be comfortable with.
Lastly, of note, the people affected by the violence are the intended audience. The average age was 23, well above the age of majority and the M ESRB rating label. The targeted audience are the ones who are becoming less sympathetic to female victims of violence.
dsheinem wrote:
No, my argument is that the violence itself is not sexual in any way - he isn't doing anything that can be easily construed as sexual to her. Yes she is sexual, yes she is the victim of violence. That isn't the definition of sexualized violence.
Allow me to remind you of the definition that
you posted:
Sexualized violence is a crime of power. It is an act of violence performed in a sexualized way. It is about control, hostility and assertion of power— it is not about sex.
Emphasis mine.
dsheinem wrote:
Again, a scene that is "violent" that features someone "sexual" is not necessarily one of sexualized violence. It is a fine distinction but an important one.
Once more you are making an assertion and not an argument here. You give no reason fro anyone to believe that it's a fine distinction or even what that distinction would be. This is an especially questionable assertion since your own chosen definition of sexualized violence seems to go out of the way to claim that it's not a fine distinction.
The woman that you, as Kratos, murder in God of War is clearly meant by the developers for you to think of in a sexualized manner. What about that scene can be interpreted in a way in which the developers did not want you to associate her sexuality with the violence you are doing to her? Look at the camera angles in the short cutscenes, they are all about emphasizing both her body and your power over her.
dsheinem wrote:
I don't know if I would say that the one particular scene is "ok" - it is still disturbing. It isn't sexualized violence, though.
Do you think that this scene will affect men in the same way as scenes selected for the various research studies that examine media violence and their affect on men? The definition we give to it won't change the effect it has.
dsheinem wrote:As for context, the GOW games feature almost every woman in the game as half naked, as is keeping with the particular vision of ancient Greece they've chosen to utilize (one that is shared by many many other texts, I'd add). Neither Kratos nor the other characters draw attention to this characteristic of the world except in the sex scenes found in the games, which are not violent. In other words, the game clearly has moments where sexual acts are committed and defines them in a particular way (non-violent) and it also has lots of sexual imagery/attractive characters (male and female) that are defined in another way (subject to violence like everything else). You can't just conflate the two ideas and create "sexualized violence".
1. I'd like to see that list of texts that support this view of ancient Greece.
2. The devs are still responsible for the choices they decide to put into the game. The fact that they chose a concept of ancient Greece that would allow them to put in this type of sexualized violence, in no way justifies their choice to include the violence.
Which women in God of War are not normally topless? Kratos wife, Athena, etc.
Which women in God of War are normally topless? The women in the sex scenes, the woman you murder int he gears, etc.
So, the women are you supposed to sexualize are topless, the one's you aren't, aren't.
Also, the sex scenes in the game are non-violent, in that they are consensual, but the the game makes the same (or an incredibly similar) noise when you hit the correct QTE input as it does sometimes for Kratos using his blades, explicitly linking sex and violence.
Also, the vision of male sexuality the game offers is one of dominance. Women constantly offer themselves up to him, Aphrodite's handmaidens are somewhat horrified but also turned on by one sex act that Kratos does to Aphrodite, and Kratos' power is such that he causes vases to fall off nearby stands. The sexualization in these games for males is a power fantasy: men have the power, women are sex objects.