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Occurring individually and socially in both private and public spaces, the response to fictional characters not only discourages harming human beings, but also supports life in more-than-human worlds. For many in contemporary Japan and beyond, interactions and relations with fictional and real others are nothing short of lifelines.
Are these young men engaging in harmless sexual fantasy or rehearsing for actual rape and misogyny? Debates surrounding the ethical and social implications of these games have thus far been conducted with minimal knowledge about the people consuming them.
This data does not end the moral debate about these games, but it does provide vitally needed perspective. These types of relations require delicate analysis rather than a more convenient rush to moral judgement.
The book offers a prime example of culturally informed and ethical scholarship about this highly contentious subject. It will be immensely valuable for academics, designers, fans, artists, activists and policy makers around the globe. The book gives a comprehensive overview of games, affective game design and game-playing, gaming events and raves, without at any point leaving behind the great sex wars and academic debates of our times.
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