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    Gaming as a path to sexual assault: a content analysis of fan comments in response to a virtual reality sexual assault discussion

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    Wilson_2017.pdf (90.88Kb)
    Date
    2017-04-28
    Author
    Wilson, Derek
    Advisor
    Hertzog, Jodie
    Metadata
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    Citation
    Wilson, Derek. 2017. Gaming as a path to sexual assault: a content analysis of fan comments in response to a virtual reality sexual assault discussion--In Proceedings: 13th Annual Symposium on Graduate Research and Scholarly Projects. Wichita, KS: Wichita State University, p.98
    Abstract
    Trends in technology include the use of virtual reality (VR) and providing side gaming options. Scholars of popular culture have drawn attention to gender troupes and the sexualized nature of video game content. The current study extends that research by analyzing a random sample of 50 viewer responses to a gaming commentary group known as Funhaus' podcast discussing opposing perspectives on a 2016 video game that involves heavy sexualization of anime women and allows for a VR "sub-game" where players are given the option to sexually assault said anime girls. The content analysis explores where podcast viewers fell on the debate of whether the game option was viewed as good because sexual predators can turn to VR to meet their desires or if the game contributes to a larger rape culture. Results indicated that many viewers responded positively to the discussion while negative responses included attacking or defensive behavior.
    Description
    Presented to the 13th Annual Symposium on Graduate Research and Scholarly Projects (GRASP) held at the Rhatigan Student Center, Wichita State University, April 28, 2017.

    Research completed in the Department of Sociology, Fairmount College of Liberal Arts and Sciences
    URI
    http://hdl.handle.net/10057/13344
    Collections
    • Proceedings 2017: 13th Annual Symposium on Graduate Research and Scholarly Projects
    • SOC Graduate Student Conference Papers

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