Right. Now that we've (hopefully) put the "what is rape" debate to bed, allow me to jump back to one of the *other* discussions I was hoping to provoke with this article:
Echolocating said:
Education is key, people. Parental ignorance is not an excuse.
Exactly. The instances of rape/harassment/solicitation described in the article are intended to paint a picture of
what's possible. The full social, legal and moral ramifications of the events notwithstanding,
they actually happened. To real people, with real feelings and real lives. That the events described happened (mostly) online, in a virtual environment, is irrelevant; they happened, and people were effected. Mostly adult people who knew what they were getting into and why, but they did happen. This suggests that events like those described will continue to happen and will increase in frequency in some correlation with the increase in the amount of our personal business we conduct online. That we haven't heard about more instances of events like tehse is merely a function of relative ignorance on the part of those (like me) who do the reporting. I suspect that the more we dig, the more we'll find (like I did).
What this also suggests is that we can expect a great many new and interesting social issues to come out of our increased interaction with each other online. If we here in a website devoted to game issues are all aflutter over whether or not the events described in Dibbel's fantastically written article constitute rape, then imagine how goofy the courts are going to get over the issue when we start seeing the inevitable lawsuits.
I'm not trying to be an alarmist, but the flood is imminent. I recently participated in an online debate [http://www.escapistmagazine.com/news/view/71164-Xfire-Censorship-Debate-Transcript] with California Senator Leeland Yee and Hal Halpin of the ECA (among others) and the focus of that debate was mainly how to conduct effective age-restriction measure in
offline games, i.e. ESRB et al. When the moderator asked the esteemed panel what they thought of the issue of age restrictions in online, virtual worlds, there was a near complete silence - they weren't even thinking about it. Because virtual worlds, in spite of their having existed for over a decade, are still not anywhere near the mainstream radar.
Second Life is changing that, for better or worse, and we're now entering a time not unlike the early nineties when the internet was relatively well known and understood by a great many people, but seriously underreported by the mainstream.
What we're talking about with worlds like
Habbo and
Audition goes far deeper than paranoia over what could happen in a chat room. These are worlds created to make children feel safe and secure, and play with abandon. And children in these game worlds do what children do everywhere: explore and test boundaries. This is what children are supposed to do, but if we're not there with them to show them exactly where those boundaries lie, then we have only ourselves to blame for what happens next.
The story of Jung Na-yung and
Audition shows how easy it is to game these systems for illicit purposes, and what can happen when someone feels as if they're in a safe, trusting environment, and gets taken advantage of. In
Habbo Hotel, where children regularly mimic Epic Slut and "bobba for furni" we're seeing something else entirely; something potentially far more sinister. One wouldn't necessarily expect a child would need to be told that soliciting sex for goods and services is a bad thing, but then again, if we learned few here on the forum can't even agree on whether virtual assault is indeed rape, then how can we expect a child to understand why cybering for virtual loot is over the line?