The Lyre said:
I hope you'll understand my confusion here; if this is the case, if it isn't actually a problem, if it isn't causing any harm at all, then why is everyone discussing it? If it is genuinely, utterly harmless, why was it ever raised in the first place? If it is in no way offensive or harmful, why is Anita devoting a video series to it?
There are things that we individually (and subjectively) perceive as worthy of being changed or improved. Anita feels that way about video games, and I agree with her. I think that we could stand to have more diversity in video games, and that some tropes reinforce the absence of diversity.
The Lyre said:
Trivialising real world violence is pretty damn harmful.
I would agree or disagree, depending on your specific definition of harmful. I would agree that it is very disrespectful, that it is callous and thoughtless, but I am not entirely sure that it is actually harmful, or that, if it is harmful, it is excessively so.
The Lyre said:
The natural extension of saying something is bad is saying that you think it should be different or improved.
"This kind of content is not good enough" implies that you wish it to be better - to be different.
I am not accusing you of book-burning, I am accusing you of personally desiring a specific kind of content to be removed from fiction.
"This is shitty and demeaning, I don't want to see it any more" - censorship can be perfectly benign. Use a different word if you want - remove, alter, diminish.
This is not what I want. What I want is diversity (so the trope stops being a problem because it's no longer gendered). You can address a problem without censorship. I have never advocated, nor will I ever advocate, the use of censorship to solve a problem. I advocate for education and diversity. This is what Anita is doing: she is educating the viewer on why she feels that this or that trope is in poor taste, and providing examples of its unilateral genderedness. This way, she inspires viewers to take a proactive role in reshaping the future of the medium without having to do any form of censorship.
The Lyre said:
So, are you saying that trivialising violence against women does not make it easier for men to justify harm against women?
That's exactly what I'm saying. The trivialisation is a matter of respect and empathy. The developers are displaying disrespect, thoughtlessness and a callous disregard for the treatment of violence against women. This in no way affects men; it affects women, because it sends the image (again, unintentionally) that the game industry could not care less about women, and only considers them as worthy of being victims and prizes for the male hero. This has nothing to do with the effect video games have on men, it's about the way the game industry creates an unfriendly and unappealing environment for women through the use of gendered tropes, and the inadvertent image that this sends of the gaming industry itself.
The Lyre said:
At the very, very least, I've got Anita saying that this narrative of hers;
A) Trivialises violence against women
B) Reinforces the idea that men in relationships should be more aggressive
A child could make the connection that this would lead to more violence.
That's pretty much me done - if you can provide actual evidence, actually try to make an argument that explains this or directly contradicts my interpretation, then I'll respond tomorrow, but if you're just going to dodge the issue again, don't bother. I actually watched the video - I know what the women explicitly stated.
I think that what Anita is saying in those points is that the trivialisation of violence against women sends an image of callous disregard towards violence against women. I think that her point is not that video games are responsible for violence against women, I think that what she's saying is that video games fail to treat violence against women with respect and gravity, and instead use it as a way to further a male hero's narrative, and for cheap shock value. She never mentioned that any of these things are correlated with real-life violence, what she said was that the image that the gaming industry is projecting when it does this is one of callous insensitivity for the plight that so many women have to go through. Women, in real life, get kidnapped, raped and murdered distressingly often, and what Anita is getting at, I think, is that the gaming industry exploits these events for cheap shock value and for the sake of the male hero's narrative, which sends the message that the gaming industry could not care less about the feelings of the women who suffer this violence in real life.
The point, I feel, is not that "video games create violence!", but "video games are callous and disrespectful in the use of violence!"