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"L’avocat que je suis peut témoigner qu’il faut des années pour qu’une plainte soit  instruite pour retrouver l’auteur de propos illicites tenus sur les réseaux sociaux. "

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Le métavers, si nous en entendons tous parler, nous sommes moins nombreux à l'avoir visité. Ce qui suit est donc encore pour beaucoup de l'anticipation. Mais l'on peut prédire facilement l'avenir juridique du métavers, par la simple observation des 20 dernières années de droit de l'internet. Le métavers sera-t-il une nouvelle zone de non-droit ? Suivez le guide.

Si nous pouvons facilement convenir que l'univers (le vrai) n'appartient à personne et que le territoire national appartient à l'ensemble des citoyens, le métavers appartient à coup sûr à une seule et unique personne : la société qui le développe, l'exploite et en autorise l'accès.

Au-delà de la métaphore du méta-univers, les utilisateurs du métavers sont donc bel et bien, et uniquement, en relation contractuelle avec l'organisateur du métavers qui les autorise donc à entrer " chez lui ".

Les voici donc soumis à ce qu'ils ont déjà l'habitude de connaître sur les réseaux sociaux : " la charte " de la communauté, qui vient à supplanter les bonnes vieilles lois nationales, charte aussi unilatérale que fluctuante au gré des besoins de celui qui l'édicte.

Ceux qui ont été bannis des réseaux sociaux à la suite d'une publication qui " viole les principes de la chartes " pourront bientôt connaître le bannissement en réalité " augmentée " en étant bannis du métavers en cas d'écart.

Sauf que si le métavers réunit tout ce que l'on nous annonce qu'il réunira, le bannissement, même temporaire, aura une tout autre portée. Ce n'est plus seulement l'incapacité à communiquer avec votre communauté que vous perdrez : c'est l'accès à tous les biens que vous aurez accumulés dans le métavers, à tous les services qui seront devenus indispensables : avec votre banque, avec votre médecin, avec votre travail, peut-être même avec les services de l'Etat.

Un droit de l'expulsion du métavers (intra et extra métavers) devra donc se développer pour lutter contre l'arbitraire du métavers-grand manitou qui pourrait vous expulser sans jugement...

Que possédons-nous dans le métavers ?

Il y a beaucoup de pays sur cette planète pour lesquels le concept de propriété est important et qui ont organisé leur système juridique pour protéger ce droit. En France, l'article 2 de la déclaration des droits de l'homme et du citoyen nous présente le droit de propriété comme un droit naturel et imprescriptible de l'homme.

Mais dans le métavers, les biens virtuels qui pourront être créés, échangés, accumulés seront-ils objet d'un droit de propriété, opposable aux autres utilisateurs, mais surtout au promoteur du métavers ? Rien n'est moins sûr. Regardons, par exemple, ce que propose The Sandbox, qu'on cite parfois en exemple d'un métavers, dans ses conditions de service : " En utilisant les Services, vous accordez à TSB une licence mondiale, non exclusive, gratuite, perpétuelle, irrévocable, sous-licenciable, transférable d'utiliser, reproduire, représenter, distribuer et adapter les Actifs et Jeux [de l'utilisateur] aux fins de développer, distribuer, fournir, améliorer et promouvoir les Services et nos activités ". Pas si propriétaire que ça donc.

Non. Dans le métavers tous vos déplacements, vos interactions avec d'autres utilisateurs, les propos que vous tenez, les biens que vous y " possédez ", les endroits que vous y visitez seront en direct et en permanence analysés, inventoriés, conservés.

Le RGPD vous sauvera-t-il du traçage permanent ? Il n'a pas été conçu avec une telle ambition. Sauf qu'avec un métavers prévu pour être le lieu d'une offre démultipliée de services et de contenus, le promoteur du métavers sera le point nodal d'une collecte d'informations pléthoriques sur les us et coutumes de ses utilisateurs qu'il pourra monnayer cher aux annonceurs.

C'est une réglementation un peu plus " agressive " que celle sur l'acceptation des cookies qu'il faudra mettre en œuvre si l'on ne veut pas que le métavers soit le grand repoussoir des libertés individuelles.

Est-ce qu'il y a des frontières ?

Oui. Et de nombreuses.

Les protocoles qui ont permis à internet d'émerger dans les années 90 ont été conçus par des chercheurs et universitaires qui ont fait don de leurs efforts et de leurs créativités à la communauté. Il en est ainsi du TCP/IP, HTTP puis un peu après du WWW. Sur ces bases, des entreprises privées ont prospéré, elles sont devenues ce que l'on appelle les GAFAM.

Tout comme le monde iOS ne communique qu'avec parcimonie avec le monde Androïd, il faut s'attendre à ce que chaque promoteur de métavers recherche à garder ses utilisateurs dans un univers fermé pour éviter leurs infidélités avec d'autres métavers, source de pertes de revenus.

A moins qu'un métavers réussisse à remporter la mise comme l'a fait Google pour les moteurs de recherche.

Dans les deux cas, monopole ou cloisonnement des métavers, il faudrait souhaiter qu'un droit de la concurrence rapide et efficace puisse préserver les consommateurs de ces deux écueils.

Mais le droit de la concurrence, au cours des 20 dernières années, n'a pas brillé par

sa capacité, avec une régulation ex post, à conserver la pluralité d'offres sur le marché des services et appareils numériques. AWS, Google, Facebook n'ont pas eu à s'en plaindre. C'est donc une régulation ex ante qu'il faut appeler de ses vœux, comme celle qui a présidé à la dérégulation du secteur des télécommunications au milieu des années 1990.

Le Digital Markets Act, qui est proche d'être porté sur les fonts baptismaux par l'Union Européenne, saura-t-il assurer un environnement concurrentiel vertueux dans le métavers ou bien est-il déjà en retard d'une guerre technologique ?

Y sommes-nous en sécurité ?

Tous les contenus susceptibles de causer un préjudice qui circulent aujourd'hui sur internet se retrouveront dans le métavers : violation des droits de propriété intellectuelle, diffamation, injures, contenus haineux, harcèlement, etc. Il n'y a pas de raison que le métavers soit plus propre qu'internet.

S'ajoutera à cette problématique le risque d'être harcelé " en direct " dans le métavers. Protégés par la distance et l'anonymat, des avatars sans foi ni loi pourraient venir troubler le méta-univers. A peine accessible, Horizon Worlds de Facebook a déjà été le lieu de cyber-harcèlement selon le témoignage de nombreuses femmes. Une forme de harcèlement de rue numérique.

On connait déjà la réponse du promoteur du métavers lorsque ces problèmes lui seront remontés : " Je ne suis qu'un " hébergeur ", je ne suis pas responsable des contenus et comportements des utilisateurs. Notifiez-moi le problème, et je verrai dans plusieurs semaines ou plusieurs mois si je fais quelque chose. Et je ne ferai probablement rien ".

L'avocat que je suis peut témoigner qu'il faut des années pour qu'une plainte soit instruite pour retrouver l'auteur de propos illicites tenus sur les réseaux sociaux.

C'est un échec du droit et de la justice qu'il faut déplorer et dénoncer. Malheureusement, le Digital Services Act en cours d'élaboration par l'Union Européenne ne laisse espérer aucune amélioration du sort des victimes de contenus et comportements illicites en ligne.

Les rues du métavers ne seront peut-être pas sûres et il ne faudra pas y laisser traîner ses enfants.

Est-ce qu'il y aura des impôts ?

Il ne faut pas rêver. L'Etat (le vrai) prélèvera sa dîme sur les revenus et plus-values faites dans le métavers et le promoteur du métavers sur toutes les transactions qui s'y dérouleront. On connait la " taxe Apple " de 30% sur toutes les transactions in-App. Elle a pavé la voie au modèle économique du métavers.
Etienne Papin, Avocat associé, NEXT avocats

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toute l\'actualité des professionnels du droit

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Ballade juridique dans le métavers : retour à une réalité pas virtuelle

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Le métavers, si nous en entendons tous parler, nous sommes moins nombreux à l'avoir visité. Ce qui suit est donc encore pour beaucoup de l'anticipation. Mais l'on peut prédire facilement l'avenir juridique du métavers, par la simple observation des 20 dernières années de droit de l'internet.

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By Annabel Rackham
Newsbeat reporter

Image source, Jasmine Jada

Image caption,
Jasmine is a full-time gamer and streamer from Leeds

Female gamers who regularly get sexist abuse and rape threats online say more needs to be done to protect them.

Women have shared their experiences of sexual harassment while gaming, as part of a report being submitted to MPs.

The charity behind the report wants gaming companies to put more controls in place.

Jasmine Jada, a full-time streamer from Leeds, says: "I've had men talk to each other trying to guess what my body's like, guess what I'm wearing."

"It's always worse when there's more than one," the 23-year-old tells Radio 1 Newsbeat.

"They think it's a bit of fun but they're making playing the game extremely uncomfortable."

Jasmine says the harassment women get from playing online multiplayer games with strangers "has got to a point where girls don't want to have to speak in games anymore".

"The chances of you getting some sort of sexist comment back when you haven't provoked them puts you off the game you were there to enjoy," she adds.

Image source, Jasmine Jada

Image caption,
Jasmine produces content from her home alongside her dog Bear

Jasmine says "nine out of 10 times" the things people say to her online will be "stereotypical sexist remarks, like about being in the kitchen".

"There's no girl I know that hasn't experienced some sort of sexism or sexual harassment while playing an innocent game," she says.

Jasmine, who has over 12,000 followers, says the worst games for abuse are shooter games like Call of Duty, Counter-Strike and Valorant.

Call of Duty's makers Activision say they've already taken steps to make their game safer for users.

Last year they banned over 350,000 accounts for toxic behaviour and created new software to detect offensive messages in chat boxes.

Riot Games' Valorant has similar safety filters, and Valve Corporation's Counter-Strike allows users to kick a person out of a game.

Image source, Activision

Image caption,
Jasmine says she often receives abuse whilst playing Call of Duty

But Jasmine says a lot more needs to be done by developers to prevent abuse from happening.

"It would be nice to have a way of monitoring what people are actually saying so that if you were to report them for comments that were massively inappropriate it's not just a 'he said/she said'," she says.

"If someone were to say something to me and I report it there's no evidence to back it up that they've done it."

The report being submitted to a cross-party group of MPs, created by the Young Gamers and Gamblers Education Trust (YGAM), features gamers who have had a similar experience to Jasmine.

Mollie Barker, 21, is one of them.

She says the "normality of rape threats" to young women in the gaming world "can warp your sense of trust in men or male presenting people".

Mollie worries the fact that some male gamers have turned sexism "into a joke" could mean women and girls are deterred from reporting other abusive behaviour they encounter in life outside of gaming.

The report includes data from marketing research company Bryter, which suggests 40% of female gamers have experienced abuse from male gamers while playing online multiplayer games and 28% have experienced sexual harassment from male or other gamers.

YGAM makes three recommendations on what could be done to prevent sexual harassment in gaming:

Inform parents on the behaviour young people could experience when involved in multiplayer games online

Educate boys on rape culture and the impact of sexual discrimination

Safeguard female gamers and create a safe environment for victims of harassment.

Listen to Newsbeat live at 12:45 and 17:45 weekdays - or listen back here.

More on this story

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Online gaming abuse: ‘Men like to guess what I’m wearing’

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Women share experiences of sexual harassment while gaming online, in a report submitted to MPs.

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Harcèlement dans les mondes en ligne - CSV - result - result

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- Rédaction Paris Match Belgique. "Rape Day : La réponse hallucinante du développeur du jeu faisant l’apologie du viol", Paris Match Be, 8 mars 2019. URL :
<https://parismatch.be/lifestyle/jeux-video/247004/rape-day-la-reponse-hallucinante-du-developpeur-du-jeu-faisant-lapologie-du-viol>
- William Audureau. "Rape Day » : comment un jeu vidéo de viol a pu se retrouver sur la plate-forme Steam", Le Monde, 08 mars 2019. URL :
<https://www.lemonde.fr/pixels/article/2019/03/08/comment-un-jeu-video-de-viol-a-pu-se-retrouver-sur-la-plate-forme-steam_5433258_4408996.html>
- Stephanie Buck. "The ‘rape in cyber space’ from 25 years ago posed problems we still haven’t solved today", Medium, 30 Octobre 2016. URL :
<https://timeline.com/rape-in-cyberspace-lambdamoo-da9cf0c74e9e>
- Victoria Kennedy. "BBC report exposes VRChat app used to groom children", Eurogamer, 23 Février 2022. URL :
<https://www.eurogamer.net/vr-chat-app-is-being-used-to-groom-children>

- BELAMIRE, Jordan. « My First Reality Groping », Medium, Communauté Athena Talks, 20 octobre 2016. URL :
<https://medium.com/athena-talks/my-first-virtual-reality-sexual-assault-2330410b62ee#.8lcy2o2bh>
- LILIA, « Métavers : Un cas de harcèlement sexuel sur Horizon Wolrds » realite-virtuelle.com, Décembre 2021. URL :
<https://www.realite-virtuelle.com/metavers-harcelement-sexuel-horizon/>
- DIALLO, Kesso. « Un deuxième cas de harcèlement sexuel dans le metaverse de Meta ? », l’Eclaireur Fnac, 03 février 2022. URL :
<https://leclaireur.fnac.com/article/67269-un-deuxieme-cas-de-harcelement-sexuel-dans-le-metaverse-de-meta/>
- CRAWFORD, Angus & SMITH, Tony. « Metaverse app allows kids into virtual strip club », BBC News, 23 février 2022. URL :
<https://www.bbc.com/news/technology-60415317>
- RACKHAM, Annabel. « Online gaming abuse: 'Men like to guess what I'm wearing' », BBC News, 17 juin 2021. URL :
<https://www.bbc.com/news/newsbeat-57511089>
- SACCO, Dom. « Three quarters of women disguise their gender to avoid sexual harassment when gaming online, while 25% stop playing due to abuse », Esports News UK, 8 mars 2022. URL :
<https://esports-news.co.uk/2022/03/08/three-quarters-women-disguise-gender-gaming-online-abuse/#:~:text=Esports%20News%20UK-,Three%20quarters%20of%20women%20disguise%20their%20gender%20to%20avoid%20sexual,stop%20playing%20due%20to%20abuse&text=Three%20quarters%20(76%25)%20of,International%20Women's%20Day%202022%20today.>

- « Cyberharcèlement : que dit la loi ? », Internet Sans Crainte.fr. URL :
<https://www.internetsanscrainte.fr/dossiers/cyberharcelement-2/conseils/cyberharcelement-que-dit-la-loi>
- Direction de l'information légale et administrative (Premier ministre), Ministère chargé de la justice. « Cyber-harcèlement (harcèlement sur internet) », Service-Public.fr, 30 novembre 2020. URL :
<https://www.service-public.fr/particuliers/vosdroits/F32239>
- Etienne Papin, Avocat associé, NEXT avocats. "Ballade juridique dans le métavers : retour à une réalité pas virtuelle", Le Monde du Droit, 4 Avril 2022. URL:
<https://www.lemondedudroit.fr/decryptages/80801-ballade-juridique-metavers-retour-realite-pas-virtuelle.html>

- Swansea University. "Young victims of cyberbullying twice as likely to attempt suicide and self-harm, study find", Science Daily, 19 Avril 2018, URL :
<https://www.sciencedaily.com/releases/2018/04/180419130923.html>
- ADL. "Free to Play? Hate, Harassment and Positive Social Experience in Online Games 2020", ADL, 17 Novembre 2017. URL :
<https://www.adl.org/resources/report/free-play-hate-harassment-and-positive-social-experience-online-games-2020>
- Apolline Merle. "Esport : bruits d'animaux, insultes, propos sexistes... Le harcèlement des gameuses, un fléau qui empoisonne les jeux vidéo en ligne", France infos, 22 Avril 2022. URL :
<https://www.francetvinfo.fr/sports/esport/esport-bruits-d-animaux-insultes-propos-sexistes-le-harcelement-des-gameuses-un-fleau-quiempoisonne-les-jeux-video-en-ligne_5082322.html>
- Beatriz Augusto Gonçalves e Álvaro. "Virtual killing vs Virtual raping: an overview.", Linkedin, 10 Octobre 2020, URL :
<https://www.linkedin.com/pulse/virtual-killing-vs-raping-overview-beatriz-%C3%A1lvaro?trk=public_profile_article_view>

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Liste source journalistique Certification ISO 690

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Liste source journalistique Certification ISO 690

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"Society's attitude to gaming sends this message: to enjoy virtual killing is normal, but to enjoy virtual raping is wrong. Either view could be defended, but the different approach to different forms of violence is impossible to justify."
Beatriz Augusto Gonçalves e Álvaro*[1]

ABSTRACT: This paper discusses the emerging debate concerning online game, and its nuances at many levels. It is a fact that online gaming has been suffering improvements, mainly when it comes to different types of games recently adopted. But are they really improvements? Raping at society's perception is an issue absolutely doomed from the get-go that should never be treated as normal. Nevertheless, murdering consists also on a crime globally condemned that, contrariwise, became ordinary within the gaming world. Are the differences between those pretty obvious? Is it justifiable that we look at these different forms of violence from a nonidentical approach? And do we for real?

In this regard, after presenting the most important positions on the issue, I will introduce my point of view, according to which gaming online assumes diverse forms and that our perception of a crime has its hierarchy.

KEYWORDS: Gaming Online; Raping; Murder.

The correlation between violent video games and real-life aggression

The video game industry is now one of the largest entertainment industries in the world, representing the isolated largest in the UK. Inclusively, 2011 industry figures have identified that game sales have exceeded both video and music sales. [2] By saying that, and analysing which games underlie these statistics, it can be concluded that violent games are the most famous played on the web by the gamers[3]. And so, studies have been made in order to conclude the relation between these statistics and players' real-life behaviour towards aggression. Studies have then found that there is a strict correlation between violent video game play and real-life aggression[4][5][6].

Even though these are reliable studies, there are contrariwise many others showing that there is no engagement between those videogames and any type of aggression by its online players[7].

We must conclude, however, as meta-analysis confirms, that most of the times there is a casual link connecting those realities.[8] This is the data that is going to be on the core of the following paper, keeping up with the underlying question: are aggressors likely to become more violent when playing aggressive videogames? Or, on the contrary, is it possible to become an aggressor by playing these games? Or being an aggressor is a first condition that we should assume as fact and all that we are evaluating is levels of aggression?

To make it clearer, many surveys have been using the General Aggression Model (therefore GAM), a worldwide accepted model towards understanding media effects. GAM, widely described as considering "the role of social, cognitive, personality, developmental, and biological factors on aggression"[9], thus bearing in mind "how person and situation factors influence cognitions, feelings, and arousal, which in turn affect appraisal and decision processes, which in turn influence aggressive or nonaggressive behavioural outcomes."[10]

Figure 1- GAM

By saying that, let's take the following study as an example: "Carnagey and Anderson[11] found that rewarding violence increased in-game violence and that rewards for killing other racing drivers and pedestrians, in the race-car video game Carmageddon 2, increased levels of hostile emotion, aggressive thinking and aggressive behaviour. These findings lend support to the processes involved in the GAM"[12].

In conclusion, and as an introduction for what is coming, we should take into consideration from now onwards that violent games and real-life aggression are inwardly related to each other.

Rape games vs Murdering games

Maze is the name of the first shooting game, dated 1973, that comes from an experimental project created by students who later presented the experiment to the Massachusetts Institute of Technology, the famous MIT. The students, participating in a NASA-sponsored study program, had the task of exploring Imlac computer systems. Then they created a maze game in which the walls were cubes positioned side by side. First, it was only possible to walk. Then, when the students connected two computers, they included weapons.[13]

Rape Day, a game released in March 2019, created by someone calling himself Jake Roberts, is the first game in which you can rape other people. In its original version, it was allowed to rape babies, but the game's developer has removed that option, so rape can now only occur in adults... and always women. [14]

Although this was the first official game, there were sexual incidents in online games many years earlier. In 1993, Julian Dibbell wrote an article in "The Village Voice" describing the world's first virtual rape. [15] The incident he described took place in a virtual world called LambdaMOO. People in LambdaMOO create avatars and interact with one another through textual descriptions. But then there was one incident on LambdaMOO, where an avatar took the control of two other users' avatars and force them to engage in sexual acts.

At least one of the victims found the incident extremely traumatising. She even cried when asked about what happened.[16] But in the very end, LamdaMOO was not made to rape one another, but it incidentally happened. That is why we cannot say that this game was aiming to sexual assault when it was first developed. And these is not an isolated case.

There is QuiVR which is an archery game where players fight off marauding zombies. Somehow, a gamer started to rub the area where other player breasts would be and chased her around.[17] Again, the intention of the game was not rapping, but sexual assault was part of it. It leads us to the conclusion that even though the game was not planned to allow people to act like rapists, it did not prohibit such behaviours.

In fact, we can find many differences at first glance through this simple introduction.

The first is that 46 years separate these two types of games, which have different forms of aggression. The second is that, on the one hand, shooter games have been standardized and still exist today, and people continue to play them as often as they used to. It can be seen through some pro-game moves. Take for example the movement "We are gamers, not killers", post-tragedy in Brazil. [18]

On the other hand, the game where it is possible to rape adult women has already received criticism and there are even petitions for it to be banned. [19] Admittedly, no game-related tragedy has yet occurred, but this is mainly due to the time niche: the game has only been around for a few months and has few players compared to any other game available online.

And why is that?

There are several issues that need to be addressed. Is the online world a mirror of a real player behaviour? If not, should we censor what they choose to play? And being so, can we say that there is undoubtedly a causal link between the game and its acts in real life?

First and on a very tenuous line of argument, most of us have the feeling that raping is somehow worse than killing. But is it the same when it comes to real life? I wouldn't claim with such confidence. But in a game, yes, indeed. And is there any way to explain why? Some argue saying they have an instinct feeling that raping someone makes them "feel something on their guts" that cannot be explained. Some believe this is due to the proximity of the likelihood of these events occurring in real life. Martin Tournoij, the software developer, justifies that it is harder to imagine- because it is less likely to happen- someone that we love being murderer than being rapped- because the likelihood for this last one to happen is higher. What is at stake is that we feel more distressed the more likely a particular event is to happen. [20]

The proof that this is an argument that, although little explored, presents practical repercussions, is the case of the School Shooter game, where gamers could enter schools and kill students - this game was banned from the web. In contrast, games like Carmageddon, where players drive around and kill thousands of innocents, even though there are more deaths registered, the distance from reality is longer in this case than in the case of the School Shooter. Which is why, although fewer people die in School Shooter, this game has been banned and Carmagedoon has not. [21]

It is curious how the author emphasizes the rape jokes, considering that they are much more sensitive content than any other: "If I quip "mate, do that again and I will kill you", then it's clearly a joke in many contexts, but "mate, do that again and I will rape you" would be somewhere between weird and "run as fast as you can" -creepy. "[22]

So, what we dare to say is that murder is forbidden in real life, but it should not be in the game. "It is precisely because killing is prohibited that one is attracted to its enactment within the videogame"[23] . When it comes to rape, what we are saying is that it is banned in real life, and it should also be banned online.

On the one hand, there are those who argue in favour of raping games, arguing that

those who play them are because in reality they crave for real rape. This argument seems fallacious to me. Aside from having no statistical basis, or any other kind of analysis to support, we can also argue that a serial killer in a game kills people because that is what they intend to do in real life.

On the other hand, there are those who say that there are differences and that we cannot allow raping games because they differ in everything from shooting games. Behind shooting games is the idea of earning points, a competitive idea, of being on top of someone. Therefore, the focus is not on itself the feeling of killing someone and seeing pleasure in it, but of winning on the ground from a game perspective only. [24] I wonder if raping games are the same if rape is used as a mean to get to an end.

To illustrate this line of argumentation, we can use the example developed by Morgan Luck.[25] The author presents a curious dilemma: If in a game where the goal is to steal a crown, one of the steps is to violate a 15-year-old, should we morally do so? Some "will enjoy the thrill of enacting this taboo in addition to or irrespective of stealing the Crown Jewels"[26], whereas others "enjoy enacting this character's vileness precisely because it is not real and one knows this to be the case"[27]. This is what some theorists call moral management. [28][29]

Despiting all of this weighing, the truth is that the public reaction to raping games has moved petitions, and very early. When the game Rape Day was presented online, it had a petition that gathered about 8000 signatures, and it is believed to be one of the main causes for banning the game from the web. [30] The general perception of society in relation to the Rape Day game was that the objectification of women was being normalized as well as violence in general and especially rape.

Still, some authors explain very clearly why these games have clear differences.

Firstly, "murder can be justified, rape cannot," [31] explaining that shooting games where there are murders, always have a purpose: either it is in the context of war and makes sense, or it is in a game like Call of Duty where the arm the players game with a cause, a final motivation that is justified. In the context of a raping game, by contrast, there is no purpose or justifiable means, and the only purpose is to violate someone.

Secondly, "the non-discriminatory nature of murder"[32], claiming that while in shooting games anyone, regardless of gender, colour, ethnicity, can be a target, in raping games, nine out of ten victims are female.

Finally, we may also turn to a third argument, which is the emotional one. [33] The argument is that killing in the online world becomes a feeling-free routine, since after we kill someone we do not have to stick around and face our feelings after a head shooting someone. Contrariwise, it is very difficult to separate the raping from the rapist and stay indifferent to someone being raped, even in the game.

In my view, games present many differences. Most games that aim to kill the opponent are in the context of war. The war is not a beautiful scenario, but it exists, and its ultimate goal is not to make simply kill others, but to fight for their own survival, diminishing the other's resistance. And it is the logic of survival that is played, so I do not consider that there is any special perversity. In its turn, raping someone for the sole purpose of doing so, carries with it an emotional dimension that personally makes me look at both scenarios differently.

Nowadays, when an idea of "moving forward" is beginning to be encouraged, it seems paradoxical to look lightly at these kinds of issues.

[1] Master's Degree Student at Vrije Universiteit, taking LLM in International Technology Law; Graduated in Law at Catholic University of Portugal, Oporto's Regional Centre.

[2] Entertainment Retailers Association (2012) The voice of entertainment retailing. Available: http://www.eraltd.org/info-stats/overview.aspx

[3] . Dill KE, Gentile DA, Richter WA, Dill JC (2005) Violence, sex, age and race in popular video games: A content analysis. In Cole E, Henderson-Daniel J, editors. Featuring females: Feminist analyses of media. Washington DC: American Psychological Association. pp. 115-130

[4] Anderson CA, Dill KE (2000) Video games and aggressive thoughts, feelings, and behavior in the laboratory and life. Journal of Personality and Social Psychology 78: 772-790.

[5] DeLisi M, Vaughn MG, Gentile DA, Anderson CA, Shook JJ (2013) Violent video games, delinquency, and youth violence: New evidence. Youth Violence and Juvenile Justice 11: 132-142.

[6] Krahe´ B, Mo¨ller I (2004) Playing violent electronic games, hostile attribution style, and aggression related norms in German adolescents. Journal of Adolescence 27: 53-69

[7] Williams D, Skoric M (2005) Internet fantasy violence: A test of aggression in an online game. Communication Monographs 72: 217-233.

[8] Anderson CA, Shibuya A, Ihori N, Swing EL, Bushman BJ, et al. (2010) Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries. Psychological Bulletin 136: 151-173.

[9] Sciense Direct, "The General Aggression Model", February 2018 https://www.sciencedirect.com/science/article/pii/S2352250X17300830 accessed on 31st of March 2020.

[11] Carnagey NL, Anderson CA (2005) The effects of reward and punishment in violent video games on aggressive affect, cognition, and behavior. American Psychological Science 16: 882-889.

[12] JournalS, "The Effect of Online Violent Video Games on Levels of Aggression", 2014, https://journals.plos.org/plosone/article/file?id=10.1371/journal.pone.0111790&type=printable accessed on 31st of March 2020.

[13] Link, "a história do primeiro jogo de tiro em primeira pessoa" https://link.estadao.com.br/blogs/modo-arcade/a-historia-do-primeio-jogo-de-tiro-em-primeira-pessoa/

[14] The Conversation; "'Rape Day': A new video game glorifying sexual assault raises questions about regulation" March 2019 https://theconversation.com/rape-day-a-new-video-game-glorifying-sexual-assault-raises-questions-about-regulation-113178 accessed on 31st of March 2020.

[15] Dibbell, I. 'A Rape in Cyberspace: How an Evil Clown, a Haitian Trickster Spirit, Two Wizards, and a Cast of Dozens Turned a Database Into a Society', The Village Voice, 23 December 1993. The article also appears as Chapter 1 in Dibbell's My Tiny Life (New York: Holt Publishers, 1998).

[16] Philpapers "The Law and Ethics of Virtual Sexual Assault" by John Danaher https://philpapers.org/archive/DANTLA.pdf accessed on 1st of April 2020

[18] Destak Jornal, "Somos gamers não assassinos. Após tragédia, jogos de tiro dividem opiniões na internet" https://www.destakjornal.com.br/brasil/detalhe/somos-gamers-nao-assassinos-apos-tragedia-jogos-de-tiro-dividem-opinioes-na-internet

[19] The Conversation; "'Rape Day': A new video game glorifying sexual assault raises questions about regulation" March 2019 https://theconversation.com/rape-day-a-new-video-game-glorifying-sexual-assault-raises-questions-about-regulation-113178 accessed on 1st of April 2020.

[20] Arp242 "Why "rape games" are worse than violent games", https://www.arp242.net/rape-day.html , 2019, accessed 1st of April 2020.

[23] IAI News "The Gamer's Dilemma" by Garry Young May 2017 https://iai.tv/articles/the-gamers-dilemma-is-virtual-murder-morally-wrong-auid-827 accessed on 1st of April

[26] Luck, M. (2009). The gamer's dilemma: An analysis of the arguments for the moral distinction between virtual murder and virtual paedophilia. Ethics and Information Technology, 11, 31-36.

[27] Luck, M. (2009). The gamer's dilemma: An analysis of the arguments for the moral distinction between virtual murder and virtual paedophilia. Ethics and Information Technology, 11, 31-36.

[28] Klimmt, C., Schmid, H., Nosper, A., Hartmann T., & Vorderer, P. (2008). Moral management: Dealing with moral concerns to maintain enjoyment of violent video games". In A. Sudmann-Jahn, & R. Stockmann (eds.) Computer games as a sociocultural phenomenon: Games without frontiers - wars without tears (pp.108-118). Hampshire, UK: Palgrave.

[29] IAI News "The Gamer's Dilemma" by Garry Young May 2017 https://iai.tv/articles/the-gamers-dilemma-is-virtual-murder-morally-wrong-auid-827 accessed on 1st of April.

[30] The Conversation; "'Rape Day': A new video game glorifying sexual assault raises questions about regulation" March 2019 https://theconversation.com/rape-day-a-new-video-game-glorifying-sexual-assault-raises-questions-about-regulation-113178 accessed on 1st of April 2020.

[31] Games Beat "Distinguishing Between Rape and Murder in Video Games" 2010, https://venturebeat.com/2010/02/07/distinguishing-between-rape-and-murder-in-video-games/ accessed on 1st of April 2020.

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Virtual killing vs Virtual raping: an overview.

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Research Question: "Society's attitude to gaming sends this message: to enjoy virtual killing is normal, but to enjoy virtual raping is wrong. Either view could be defended, but the different approach to different forms of violence is impossible to justify.

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"Le harcèlement en ligne est un harcèlement s'effectuant via internet (sur un réseau social, un forum, un jeu vidéo multijoueurs, un blog...). On parle aussi de cyberharcèlement."

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Vérifié le 30 novembre 2020 - Direction de l'information légale et administrative (Première ministre), Ministère chargé de la justice

Le harcèlement via internet (mails, réseaux sociaux...) est appelé cyberharcèlement. Il s'agit d' un . Si vous êtes victime de ce type de harcèlement, vous pouvez demander le retrait des publications à leur auteur ou au responsable du support électronique. Vous pouvez aussi faire un signalement en ligne à la police ou à la gendarmerie ou porter plainte. Ce délit est sanctionné par des peines d'amendes et/ou de prison. Les sanctions sont plus graves si la victime a moins de 15 ans.

Le harcèlement est le fait de tenir des propos ou d'avoir des comportements répétés ayant pour but ou effet une dégradation des conditions de vie de la victime. Cela se traduit par une dégradation de la santé physique ou mentale de la personne harcelée (anxiété, maux de ventre....)

C'est la fréquence des propos et leur teneur insultante, obscène ou menaçante qui constitue le harcèlement.

Le harcèlement en ligne est un harcèlement s'effectuant via internet (sur un réseau social, un forum, un jeu vidéo multijoueurs, un blog...). On parle aussi de cyberharcèlement.

Les propos en cause peuvent être des commentaires d'internautes, des vidéos, des montages d'images, des messages sur des forums...

Le harcèlement en ligne est puni que les échanges soient publics (sur un forum par exemple) ou privés (entre sur un réseau social).

Les premiers responsables en cas de harcèlement en ligne sont les auteurs des propos en cause.

La responsabilité des intermédiaires relèvent de règles spécifiques.

Ces intermédiaires techniques peuvent être

les hébergeurs qui stockent des contenus rédigés et réalisés par des tiers (hébergeurs d'un réseau social, d'un forum, d'un jeu en ligne, d'un blog)

ou les fournisseurs d'accès offrant une simple connexion au réseau internet.

Un intermédiaire ne sera responsable que :

s'il a eu connaissance des messages publiés,

et s'il n'a pas agi rapidement pour faire retirer ces messages dès qu'il en a eu connaissance.

La victime peut agir directement auprès des intermédiaires en cas de cyberharcèlement. Cette démarche n'est pas une plainte officielle. Par exemple, auprès des responsables d'un forum ou d'un réseau social.

Les réseaux sociaux ou les hébergeurs de vidéos permettent également de demander le retrait de tel ou tel contenu au nom du respect des personnes. Cependant, leurs conditions de retrait dépendent de leurs propres critères et non des lois françaises.

Sur les forums, les messages jugés obscènes ou menaçants peuvent être signalés aux responsables.

Les réseaux sociaux permettent également de une personne, c'est-à-dire d'empêcher toute mise en contact.

Vous pouvez alerter les directement les responsables des réseaux sociaux :

Signaler un comportement inapproprié sur Twitter

Signaler un comportement abusif sur Facebook

Signaler un comportement abusif sur Instagram

Signaler un abus ou un problème de sécurité sur Snapchat

Signaler un comportement abusif sur TikTok

Si vous êtes victime de cyberharcèlement et que votre situation nécessite une intervention urgente des forces de l'ordre, vous pouvez alerter la police ou la gendarmerie.

En cas d'urgence, et uniquement dans cette situation, il est possible d'alerter la police ou la gendarmerie par appel téléphonique, ou par SMS, si vous êtes dans l'incapacité de parler.

Répondez aux questions successives et les réponses s'afficheront automatiquement

Vous ne pouvez pas téléphoner

Le 114 est le service relais des appels d'urgence si vous êtes dans l'impossibilité de parler au téléphone (sourds, malentendants ...) ou si cela risque de vous mettre en danger.

Le site PHAROS: titleContent , géré par des policiers et gendarmes spécialisés, permet de signaler les contenus illicites se trouvant sur internet.
Signaler un contenu internet illégal (internet-signalement : Pharos)
Vous pouvez faire un signalement même si vous êtes mineur.

Les réseaux sociaux ont souvent leurs propres dispositifs de signalement. Ils évoluent en fonction des conditions générales de vente de la société-mère et non en fonction des lois françaises.

Vous pouvez néanmoins demander le retrait des contenus illégaux à leur auteur ou à l'hébergeur du site.

Si vous êtes victime ou témoin d'une situation de cyber harcèlement, vous pouvez contacter la police ou gendarmerie par messagerie instantanée.

Une messagerie instantanée (chat) vous permet de dialoguer avec un fonctionnaire de police ou un militaire de la gendarmerie. À tout moment, l'historique de discussion pourra être effacé de votre ordinateur, téléphone portable ou tablette.
Signaler un cyber harcèlement (harcèlement sur internet)

Collecte de preuves

Sans attendre l'enquête de police ou de gendarmerie, la victime peut collecter elle-même les preuves de son harcèlement notamment par le biais de captures d'écran.

Il est possible de faire appel à un commissaire de justice (anciennement huissier de justice et commissaire-priseur judiciaire) pour réaliser ces captures. Ces pièces pourront être utilisées lors du procès.

Dépôt de plainte

La victime peut porter plainte contre le ou les auteurs du harcèlement.

Un mineur peut se rendre seul au commissariat ou à la gendarmerie et signaler les faits. Mais il ne peut pas se constituer partie civile lui-même en vue de demander des dommages et intérêts, ses parents doivent le faire en son nom.

Si la victime ne connaît pas les véritables identités du ou des auteurs, elle peut porter plainte contre X. Les intermédiaires techniques doivent permettre à la justice d'identifier le ou les auteurs des contenus en cause.

À savoir

la plainte électronique pour harcèlement moral et sexuel à caractère discriminatoire sur internet doit être déposée devant le tribunal judiciaire de Paris, lorsque les faits ont été commises sur l'ensemble du territoire.

Répondez aux questions successives et les réponses s'afficheront automatiquement

L'auteur est majeur

Les sanctions varient suivant que la victime a plus ou moins de 15 ans.

La victime a plus de 15 ans

L'auteur d'un harcèlement en ligne risque

La victime a moins de 15 ans

La peine maximale est portée à 3 ans de prison et 45 000 € d'amende si la victime a moins de 15 ans.

L'auteur est mineur

Les sanctions varient suivant que l'auteur a plus ou moins de 13 ans, et que la victime a plus ou moins de 15 ans. Dans tous les cas, ce sont les parents des auteurs mineurs, quel que soit leur âge, qui seront responsables civilement. Ce sont eux qui devront indemniser les parents de la victime.

L'auteur est un mineur de plus de 13 ans

La victime a plus de 15 ans

La peine maximale pour un harcèlement sera de

L'auteur est mineur de moins de 13 ans

Des règles et mesures applicables aux mineurs de moins de 13 ans relèvent de règles spécifiques.

Qui peut m'aider ?

Vous avez une question ? Vous souhaitez être accompagné(e) dans vos démarches ?

"Numéro d'urgence:" Renseignement administratif par téléphone - Allo Service Public

Les informateurs qui vous répondent appartiennent au ministère de la justice.

Coût : service gratuit

Service accessible aux horaires suivants :

"Numéro d'urgence:" Numéro national pour les victimes de violences numériques

Pour poser vos questions de façon anonyme et confidentielle sur le harcèlement en ligne (cyber-harcèlement).

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Le harcèlement via internet (mails, réseaux sociaux...) est appelé cyberharcèlement. Il s'agit d' un délit. Si vous êtes victime de ce type de harcèlement, vous pouvez demander le retrait des publications à leur auteur ou au responsable du support électronique. Vous pouvez aussi faire un signalement en ligne à la police ou à la gendarmerie ou porter plainte.

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"We want everyone using our products to have a good experience and easily find the tools that can help in situations like these, so we can investigate and take action. For cross platform apps...we provide tools that allow players to report and block users."

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A new report has revealed grooming and inappropriate behaviour being directed towards minors in the VRChat app.
Warning: this article details disturbing content related to the sexual harassment of minors.
The BBC report documents researcher Jess Sherwood's experience while using VRChat. Posing as a 13-year-old girl, Sherwood used a Meta Quest headset to enter different virtual reality rooms. When she was in, she was approached by grown men who asked her why she "wasn't in school" before encouraging her to take part in VR sex acts.

In a virtual strip club, Sherwood witnessed men chasing a child round, instructing them to remove their clothing. These rooms contained sex toys and condoms, and one user began simulating sexual acts with a beer bottle on the female characters in the room.

She also bore witness to racial insults and threats of rape while using the VR app.

"Everything about the rooms feels unnerving. There are characters simulating sex acts on the floor in big groups, speaking to one another like children play-acting at being adult couples", Sherwood said.

"It's very uncomfortable, and your options are to stay and watch, move on to another room where you might see something similar, or join in - which, on many occasions, I was instructed to do".

Another VR user told the BBC that they had to intervene and protect a seven-year-old who was being threatened with rape while using a Meta owned app.

"I shouldn't have had to do that, but that's because there's no moderation, or apparently very little moderation."

National Society for the Prevention of Cruelty to Children (NSPCC) representative Mr Burrows told the BBC, "This is a product that is dangerous by design, because of oversight and neglect. We are seeing products rolled out without any suggestion that safety has been considered".

In response to this report, VRChat told the BBC it was: "working hard to make itself a safe and welcoming place for everyone".

"Predatory and toxic behaviour has no place on the platform".

Meanwhile, Bill Stillwell from Meta stated: "We want everyone using our products to have a good experience and easily find the tools that can help in situations like these, so we can investigate and take action. For cross platform apps...we provide tools that allow players to report and block users."

"We will continue to make improvements as we learn more about how people interact in these spaces."

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BBC report exposes VRChat app used to groom children

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A new report has revealed grooming and inappropriate behaviour being directed towards minors in the VRChat app. Warning: this article details disturbing content related to the sexual harassment of minors. The BBC report documents researcher Jess Sherwood's experience while using VRChat.

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Free speech vs. virtual 'action' on the early web

All of a sudden, they were raping someone. They didn't choose to do it. But all they could do was watch themselves perform horrific acts on their friends in the living room. Moments later, they were the ones being violated, forced into oral sex by the fat, laughing clown who orchestrated it all. His belt was twirled with mistletoe; the buckle read, "KISS ME UNDER THIS, BITCH!"

The thing is, the victims could have walked away at any time - at least, in real life. The rape occurred inside a multi-user dimension (MUD), an online database designed only to simulate reality. There were no graphics, no animation, no pictures even. It was 1993, and this particular MUD - a mystical mansion layered with bedrooms, cafes, and even an underground mall - was built entirely in script. That meant players read the rape in real time, witnessed it scroll down their feeds one unspeakable act after the other for several hours.

He wasn't there when the violence occurred, but journalist Julian Dibbell had an account with LambdaMOO, the name of this experimental database, which was hosted inside a Xerox computer in Palo Alto. A relative newbie, Dibbell watched the aftermath as his enraged community struggled to determine consequences for the grave acts that, while not technically criminal, ripped into their online utopia and damaged the real-life psyches of devoted participants. His resulting article, published in The Village Voice, explored repercussions of online violence that were entirely new for early web users, and inspired legal and ethical queries we have yet to solve today.

The clown's name was Mr. Bungle. Besides his girth and "cum-stained Harlequin garb," he lived relatively unnoticed before that fateful March evening, around 10 p.m. But for reasons we'll likely never know, he planned an assault using a complex subprogram, which he called a "voodoo doll," that allowed him to hack other MOO users' commands. Into the night, Bungle's doll haunted victims who gathered in the living room, the most populated space in the mansion, by commanding their characters to abuse themselves and each other for all to see. He forced one user, called legba, a gender-ambiguous Haitian trickster spirit in a grey suit and top hat, into performing sexual acts on him. Collectively, users were able to evict Bungle from the room but his doll continued unperturbed. He commanded legba to eat their own pubic hair. Then he took over Starsinger's account: "As if against her will, Starsinger jabs a steak knife up her ass, causing immense joy. You hear Mr. Bungle laughing evilly in the distance." Finally, a veteran user named Zippy was called upon to fire a powerful gun and "cage" the vicious doll. The laughing ceased.

The following day, legba posted a furious message to a MOO mailing list titled *social-issues. "I tend to think that restrictive measures around here cause more trouble than they prevent," they wrote. "But I also think that Mr. Bungle was being a vicious, vile fuckhead, and I...want his sorry ass scattered from #17 to the Cinder Pile. I'm not calling for policies, trials, or better jails. I'm not sure what I'm calling for. Virtual castration, if I could manage it. Mostly, [this type of thing] doesn't happen here. Mostly, perhaps I thought it wouldn't happen to me. Mostly, I trust people to conduct themselves with some veneer of civility. Mostly, I want his ass." Later, Dibbell interviewed the real-life legba. She wrote the words from her real-life home in Seattle as real-life tears coursed down her face.

In his piece, Dibbell tellingly doesn't reveal that the mansion or the rape are virtual devices until 1,100 words in. For users, who routinely spend tens of hours per week inside MOO's electronic walls, it was all real. Besides the living room, users occupied three stories inside the mansion itself, and they could teleport between closets and corridors, or sleep inside tiny floating bubbles that defied spacial logic. Dibbell lived "inside a TV set inside the little red hotel inside the Monopoly board inside the dining room." His best friends in the game were a bohemian clan that occupied a barn just outside, behind a lawn littered with carefully curated junk. The backyard had a pool beside a crop of hot air balloons. The lawn to the east of the house sloped down to the Pacific Ocean.

MOO may have existed inside a database but it was visceral space shared by a loving tribe of people who built it. And despite the occasional dogging or flame war, trust lived there. It's why, Dibbell argued, "what happens inside a MUD-made world is neither exactly real nor exactly make-believe, but profoundly, compellingly, and emotionally meaningful." MOO occupied a beautiful but fraught space between real life and virtual experience.

Two days after the rape, legba proposed swift and uncommon consequences: "I am requesting that Mr. Bungle be toaded [the MOO term for deleted] for raping Starsinger and I. I have never done this before, and have thought about it for days. He hurt us both." More than 50 players supported the motion.

The following day, 30 characters gathered in a sympathetic user's room to caucus on Bungle's fate. But they soon discovered that their boundless Arcadia, designed to circumvent earthly rules and governing structures, had no swift solution. The erasure of a character account required a "wizard" Xerox admin. Unfortunately, months earlier the arch-wizard Haakon (LambdaMOO's real-life principal architect) had thrown up his hands and declared himself too busy to adjudicate social disagreements and violations. He was, for all intents and purposes, out of the game, a mere technician that kept its features running. "From then on, it was decreed, LambdaMOO would just have to grow up and solve its problems on its own," wrote Dibbell.

Gathered users suggested establishing democratic and judicial structures to handle future instances of violence. Some demanded the wizards reclaim their prior responsibilities. Adamant technolibertarians-as they do today-insisted it was the price we pay for a free internet. We take the good with the bad, the happy birthdays with the rapes, they argued. Just use the block tool (in this case @gag) and ignore the bastard.

Then Bungle entered the room. At that point, everyone was tired. Legba simply observed with "no hate, no anger, no interest at all. Just...watching." Instead of ejecting him, they probed. Why did he do it? He took his time to answer, then said, "I engaged in a bit of a psychological device that is called thought-polarization, the fact that this is not RL simply added to heighten the affect [sic] of the device. It was purely a sequence of events with no consequence on my RL existence."

In short, "Mr. Bungle was a psycho," Dibbell wrote, a sociopath. He was not to be reasoned with. At that point, people started trickling out of the room, spent and defeated.

Little did they know, a wizard known as JoeFeedback had quietly watched the entire debate. He thought on it, weighing both sides. Then, without notifying anyone, he silently toaded Mr. Bungle.

After Bungle was banished, business as usual appeared to resume, but players never forgot. A year after the incident, a user named Laurel distributed a petition that proclaimed virtual rape "abhorrent and totally unacceptable in our society." However, according to Dibbell's follow-up book on MOO culture, she lost supporters when she attempted to pass a clause that drew a line between virtual "speech" and virtual "action." Free speech was always tolerated, she argued, but virtual rape would never be. In a world created entirely around text, the argument fell flat. Some maintained that equating virtual rape with "real-life" rape trivialized the latter. Others, who had witnessed Bungle's acts or been the victims, felt something inside themselves change in an unquestionably real-life way.

"The commands you type into a computer are a kind of speech that doesn't so much communicate as make things happen, directly and ineluctably, the same way pulling a trigger does," concluded Dibbell. For him, the fact that such a heinous act could occur so seamlessly signaled the full passage into the Information Age.

Today-when revenge porn is all too common, when tweeting support for a college basketball team earns rape threats, or when a troll photoshops penises into strangers' mouths-even a passive internet presence has become fraught. Women, persons of color, those with religious backgrounds, or, in general, people who spend their waking hours in online social spaces are constantly subject to random (and in some cases chronic) online abuse that triggers real life misery. If you are an internet citizen, you are are potential victim.

The " Rape in Cyberspace," as Dibbell's article was titled, exposed many readers to these realizations for the first time. With the internet and social communities like MOO, suddenly people had an entirely new, incredibly vast space to fear. The risks weren't necessarily to one's physical body, but the psychological tolls ran deep. Bungle's actions inspired legal and ethical debates about how to continue to build the internet, how to regulate it, and how to potentially prosecute crimes that had never existed before. For years, law professors invited their students to log into MOO and ask players about the rape. Dibbell himself began teaching cyberlaw at Stanford.

After Bungle was toaded, MOO wizards implemented a ballot tool that bound administrators to implement the popular will of players, a purely democratic system. Still, toading remained uncommon in a mostly self-regulating universe that considered character-deletion akin to a symbolic death sentence.

In any case, only days after Bungle was banished MOO regulars noticed a new character-with "blue eyes...suggestive of conspiracy, untamed eroticism and perhaps a sense of understanding of the future," who built Nazi antiques and furnished his room with an operating table-had signed on. His name was Mr. Jest. By the time he wrote his book, Dibbell's sources had confirmed that both Bungle and Jest originated from IP addresses traced to the NYU dorms. And that fateful night of the rape, the young man who typed the scenarios of knives and pubic hair was surrounded by friends and acquaintances who had been calling out suggestions.

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The 'rape in cyber space' from 25 years ago posed problems we still haven't solved today

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Free speech vs. virtual 'action' on the early web All of a sudden, they were raping someone. They didn't choose to do it. But all they could do was watch themselves perform horrific acts on their friends in the living room.

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"[Steam] préférait ne pas prendre la responsabilité de la validation des jeux, « sauf si nous décidons qu’ils sont illégaux ou relèvent de la pure provocation »."

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Ecran d'accueil de la plate-forme Steam. CAPTURE D'ÉCRAN

Et dire que cet article est publié le jour de la journée internationale des droits des femmes. Valve, le géant américain de la distribution de jeux vidéo, a annoncé dans la nuit du mercredi 6 au jeudi 7 mars qu'il ne mettrait finalement pas à dispositionun jeu vidéo de viol sur sa plate-forme Steam.

Rape Day, qui devait sortir en avril prochain, se voulait ouvertement provocateur. " Harcelez verbalement, tuez et violez des femmes pour progresser dans l'histoire. C'est un monde dangereux et sans règles. Les zombies aiment manger la chair des humains et les violer avec brutalité mais vous êtes le violeur le plus dangereux de la ville " : tel était le descriptif du jeu visible sur Steam avant d'en être retiré.

L'apparition de ce projet a suscité de nombreuses réactions outrées sur les réseaux sociaux, tandis que plusieurs pétitions pour l'empêcher ont été lancées, l'une d'entre elles rassemblant près de 8 000 signatures sur Change.org. La députée britannique Hannah Bardell a qualifié pour sa part ce jeu de " tordu ". " Le contenu de ce jeu est totalement pervers ", a-t-elle dit jeudi dans un communiqué. " Il est temps que le gouvernement britannique regarde de près la façon dont les entreprises technologiques et les plates-formes de jeux - Steam en particulier - parviennent à [diffuser] sans problème ce genre de stupidité ", a-t-elle poursuivi.

Condamnation ambiguë de Valve

Après avoir tardé à prendre position, l'éditeur américain de la plate-forme aux 65 millions de joueurs mensuels a fini par se désolidariser mollement du projet. " Nous respectons le désir des développeurs [ de jeux] de s'exprimer, et la mission de Steam est de [les] aider à trouver un public mais ce développeur a choisi un sujet et une façon de l'illustrer qui rendent cette tâche très difficile pour nous ", s'est justifié de manière équilibriste Valve, qui revendique une modération de sa boutique " qui doit se faire a posteriori ".

Page de " Rape Day ", depuis supprimée. CAPTURE D'ÉCRAN

Ce n'est pas la première fois que l'entreprise américaine est confrontée à pareille polémique. L'an dernier, elle avait déjà dû retirer Active Shooter, un titre qui mettait en scène une fusillade dans une école. D'autres titres choquants sont quant à eux toujours disponibles, comme Hatred, simulateur de massacre de civils qui avait défrayé la chronique en 2015, ou Gynophobia, jeu de tir dans lequel le héros misogyne doit tuer des femmes monstrueuses.

Valve est connue pour son organisation interne atypique, presque entièrement horizontale, basée sur la prise d'initiative personnelle et le consensus. Une philosophie d'entreprise qui a permis à Steam de se développer de manière exponentielle depuis le début de la décennie, mais qui contribue également à une modération laxiste, voire inexistante. Dans un billet datant de 2018, la compagnie reconnaissait être elle-même déchirée en interne sur la question de la place des jeux polémiques, et préférait ne pas prendre la responsabilité de la validation des jeux, " sauf si nous décidons qu'ils sont illégaux ou relèvent de la pure provocation ".

Lire aussi : Derrière le jeu vidéo " Hatred ", une microcommunauté misanthrope et provocatrice

Contre-culture misogyne et prime aux jeux chocs

Derrière cette multiplication de projets chocs, souvent artisanaux, une triple problématique. D'un côté, la persistance d'une culture de " l'anti-politiquement correct ", qui s'est exacerbée aux alentours de 2014-2015 avec le resserrage de vis de la modération sur les forums 4chan et Reddit, et l'apparition de forums libertariens misogynes, extrémisteset antisociauxcomme 8chan ou Voat. Sur la page d'annonce de Rape Day, son développeur Desk Plant évoquait d'ailleurs une comédie noire destinée aux " 4 % de la population qui sont des sociopathes ".

De l'autre, la politique ultralibérale de Valve, qui a progressivement ouvert les vannes de la publication sur sa plate-forme, notamment avec le lancement en 2012 de Steam Greenlight (devenu Steam Direct), un système de soumission déléguant le rôle de validation aux internautes. Le développeur de Rape Day est ainsi parfaitement inconnu, n'importe qui pouvant aujourd'hui soumettre sa production sur Steam.

Enfin, dans un contexte d'explosion de l'offre, de saturation du marché et de chute totale de visibilité pour les nouveaux projets - le nombre annuel de sorties sur Steam est passé de 565 en 2013 à 9 050 en 2018 -, le recours à des stratégies de provocation offre un levier de médiatisation. Avec le risque, rare mais pas nul, de voir son projet déréférencé.

Lire aussi Les professionnels du jeu vidéo tentent de faire face à une saturation record

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" Rape Day " : comment un jeu vidéo de viol a pu se retrouver sur la plate-forme Steam

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Et dire que cet article est publié le jour de la journée internationale des droits des femmes. Valve, le géant américain de la distribution de jeux vidéo, a annoncé dans la nuit du mercredi 6 au jeudi 7 mars qu'il ne mettrait finalement pas à dispositionun jeu vidéo de viol sur sa plate-forme Steam.

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« Si ce n’est pas votre genre de jeu, vous n’avez pas besoin d’y jouer. Mais comme d’autres l’ont déjà dit, j’ai essayé de faire un jeu auquel j’aurais aimé jouer, et il y a d’autres gens comme moi »

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Le but du jeu est de " harceler, tuer et violer des femmes ", mais les explications de son développeur face à la polémique sont tout aussi choquantes.
Hébergé sur la plateforme Steam, le jeu vidéo Rape Day, " journée du viol ", permet aux utilisateurs de se mettre dans la peau d'un violeur dans un univers de zombies. La description du jeu " réservé aux adultes " est plutôt claire : " Vous contrôlez les choix d'un tueur et violeur en série pendant une apocalypse de zombies. Vous devez harceler verbalement, tuer et violer des femmes au cours de votre progression dans l'histoire ", rapporte .

Selon qui a eu accès à des visuels, le jeu présentait des femmes nues pour la plupart, battues, violées, poursuivies ou menacées avec des armes par un personnage masculin. Sans surprise, le jeu faisant l'apologie des violences sexistes et sexuelles a rapidement créé la polémique, forçant le studio qui détient Steam à ne plus le distribuer sur sa plateforme.
Lire aussi > Un jeu vidéo simulant une fusillade dans une école fait polémique
Un créateur persévérant

Le développeur du jeu, Desk Plant, a tenté de défendre sa création : " Si ce n'est pas votre genre de jeu, vous n'avez pas besoin d'y jouer. Mais comme d'autres l'ont déjà dit, j'ai essayé de faire un jeu auquel j'aurais aimé jouer, et il y a d'autres gens comme moi ", ajoutant que, selon lui, 4 % de la population mondiale est constituée de sociopathes, et que d'autres personnes pourraient se divertir avec ce type de contenus. peu avant l'annonce du retrait de Steam, il avait déclaré que, si son jeu n'était pas autorisé, il trouverait un autre moyen de le commercialiser. " Je n'ai pas enfreint de règles, je ne vois donc pas comment mon jeu pourrait être banni à moins que Steam ne modifie ses règles ", a-t-il déclaré selon .

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Rape Day : La réponse hallucinante du développeur du jeu faisant l'apologie du viol

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Le but du jeu est de " harceler, tuer et violer des femmes ", mais les explications de son développeur face à la polémique sont tout aussi choquantes. Hébergé sur la plateforme Steam, le jeu vidéo Rape Day, " journée du viol ", permet aux utilisateurs de se mettre dans la peau d'un violeur dans un univers de zombies.

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Esport : bruits d’animaux, insultes, propos sexistes... Le harcèlement des gameuses, un fléau qui empoisonne les jeux vidéo en ligne

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Les comportements sexistes ainsi que les cas de harcèlement sont légion dans le milieu de l’esport.

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Free to Play? Hate, Harassment and Positive Social Experience in Online Games 2020

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ADL's nationally representative survey looking at the experience of hate, harassment and positive social experiences in online multiplayer games in 2020.

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Le cyberharcèlement est un délit. Il est puni par la loi. Les peines encourues sont les suivantes :

Des règles spécifiques s'appliquent pour les sanctions et les peines des mineurs de moins de 13 ans.

Dans tous les cas, ce sont les parents des auteurs mineurs, quel que soit leur âge, qui seront responsables civilement. Ils devront indemniser les parents de la victime.

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Le cyberharcèlement est un délit. Il est puni par la loi....

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Children and young people under 25 who are victims of cyberbullying are more than twice as likely to self-harm and enact suicidal behavior, according to a new study.

The research also suggests that it is not just the victims of cyberbullying that are more vulnerable to suicidal behaviours, but the perpetrators themselves are at higher risk of experiencing suicidal thoughts and behaviours as well.

Cyberbullying is using electronic communication to bully another, for instance by sending intimidating, threatening or unpleasant messages using social media.

The systematic review study, led by Professor Ann John at Swansea University Medical School in collaboration with researchers from the Universities of Oxford and Birmingham looked at more than 150,000 children and young people across 30 countries, over a 21-year period.

Their findings, published in the Journal of Medical Internet Research, highlighted the significant impact that cyberbullying involvement (as bullies and victims) can have on children and young people.

The researchers say it shows an urgent need for effective prevention and intervention in bullying strategies.

Professor Ann John said: "Prevention of cyberbullying should be included in school anti-bullying policies, alongside broader concepts such as digital citizenship, online peer support for victims, how an electronic bystander might appropriately intervene; and more specific interventions such as how to contact mobile phone companies and internet service providers to block, educate, or identify users."

"Suicide prevention and intervention is essential within any comprehensive anti-bullying programme and should incorporate a whole-school approach to include awareness raising and training for staff and pupils."

A number of key recommendations have been made:

Cyberbullying involvement should be considered by policymakers who implement bullying prevention (in addition to traditional bullying) and safe Internet use programmes.

Clinicians working with children and young people and assessing mental health issues should routinely ask about experiences of cyberbullying and be trained to do so.

Children and young people involved in cyberbullying should be screened for common mental disorders and self-harm.

School, family, and community programmes that promote appropriate use of technology are important.

Prevention of cyberbullying should be included in school anti-bullying policies, alongside broader concepts such as digital citizenship, online peer support for victims, how an electronic bystander might appropriately intervene; and more specific interventions such as how to contact mobile phone companies and Internet service providers to block, educate, or identify users.

Suicide prevention and intervention is essential within any comprehensive anti-bullying programme and should incorporate a whole-school approach to include awareness raising and training for staff and pupils.

The study also found a strong link between being a cyber-victim and being a perpetrator. This duality was found to particularly put males at higher risk of depression and suicidal behaviours.

The researchers highlighted that these vulnerabilities should be recognised at school so that cyberbullying behaviours would be seen as an opportunity to support vulnerable young people, rather than for discipline.

It was recommended that anti-bullying programmes and protocols should address the needs of both victims and perpetrators, as possible school exclusion might contribute to an individual's sense of isolation and lead to feelings of hopelessness, often associated with suicidal behaviours in adolescents and young people.

The research also found that students who were cyber-victimised were less likely to report and seek help than those victimised by more traditional means, thus highlighting the importance for staff in schools to encourage 'help-seeking' in relation to cyberbullying.

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children's health; medical education and training; accident and trauma; child psychology; child development; educational psychology; educational policy; ethics; poverty and learning

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Young victims of cyberbullying twice as likely to attempt suicide and self-harm, study finds

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Children and young people under 25 who are victims of cyberbullying are more than twice as likely to self-harm and enact suicidal behavior, according to a new study. The research also suggests the perpetrators themselves are at higher risk of experiencing suicidal thoughts and behaviors as well.

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Metaverse app allows kids into virtual strip clubs

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A BBC investigation witnesses grooming, sexual material and a rape threat in a virtual reality world.

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« Dans les 60 secondes qui ont suivi mon adhésion – j’ai été harcelée verbalement et sexuellement – 3 à 4 avatars masculins (…) ont pratiquement violé mon avatar »

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Une femme affirme avoir été violée dans Horizon Venues, la plateforme de réalité virtuelle de l'entreprise dédiée à l'événementiel.

Un vrai problème dans le metaverse. Avec la plateforme Horizon Venues, Meta permet aux utilisateurs d'assister à des événements en direct en réalité virtuelle. Une femme affirme y avoir été victime de harcèlement sexuel le même mois. " Dans les 60 secondes qui ont suivi mon adhésion - j'ai été harcelée verbalement et sexuellement - 3 à 4 avatars masculins (...) ont pratiquement violé mon avatar ", explique Nina Jane Patel dans une note de blog publiée sur Medium.

Vice-présidente de Metaverse Research pour Kabuni, une entreprise de technologie immersive, elle indique que ces personnages virtuels ont pris des photos et lui ont envoyé des commentaires comme " ne fais pas semblant de ne pas avoir aimé ". De plus, d'autres personnes auraient réagi à son premier article de blog en lui envoyant " ne choisis pas un avatar féminin, c'est simple à corriger " ou " ne sois pas stupide, ce n'était pas réel ".

Un problème présent sur plusieurs plateformes

En réponse à ses commentaires, Nina Jane Patel a évoqué une étude publiée dans la revue Communication Research en 2009 abordant " l'effet Proteus ". Ce terme est utilisé pour désigner la tendance des personnes à être affectées par leurs représentations numériques. Les chercheurs ont constaté que les gens basaient leur comportement social sur l'attractivité de leur avatar. Les utilisateurs qui se sont vu attribuer des avatars plus grands et plus attrayants avaient, par exemple, tendance à négocier de manière plus agressive.

Ce n'est pas la première fois que Meta fait face à une affaire de harcèlement sexuel au sein de sa plateforme. Alors que la plateforme Horizon Worlds était uniquement ouvert à des bêta-testeurs, une femme a affirmé, début décembre, avoir été victime de harcèlement sexuel. Le vice-président de la plateforme avait alors expliqué qu'elle n'avait pas utilisé les fonctionnalités de sécurité intégrées. D'un autre côté, l'entreprise dans le domaine du metaverse n'est pas seule à être confrontée à ce genre de problèmes. Des faits de harcèlement sexuel ont récemment été rapportés dans Roblox, le jeu en ligne particulièrement populaire chez les enfants. Fin janvier, un YouTubeur a été ordonné par un tribunal de ne plus accéder à la plateforme après avoir enfreint les conditions d'utilisation. L'entreprise avait porté plainte contre lui, notamment pour avoir engagé des conversations sexuelles avec des joueurs et harcelé sexuellement d'autres utilisateurs.

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Un deuxième cas de harcèlement sexuel dans le metaverse de Meta ? - L'Éclaireur Fnac

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Une femme affirme avoir été violée dans Horizon Venues, la plateforme de réalité virtuelle de l'entreprise dédiée à l'événementiel. Un vrai problème dans le metaverse. Avec la plateforme Horizon Venues, Meta permet aux utilisateurs d'assister à des événements en direct en réalité virtuelle. Une femme affirme y avoir été victime de harcèlement sexuel le même mois.

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Métavers : Un cas de harcèlement sexuel sur Horizon Worlds

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le métavers est déjà devenu un environnement hostile pour les femmes. Une affaire d’harcèlement sexuel a été signalé sur Horizon Worlds

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Last week I was groped in virtual reality - did you know that could happen? I didn't, but now I'm all the wiser.

While visiting my brother-in-law last weekend, we decided to check out his HTC Vive, a virtual reality (VR) system. My husband and I stood in his home in Redwood City, on an idyllic eighty degree day, the three of us taking turns on the Vive.

It was my turn next. I glanced one last time around the room before strapping on the massive headset, and into a world more beautiful than I could have imagined.

Image source: http://www.theverge.com/2016/4/5/11358618/htc-vive-vr-review

Turning around 360 degrees, I reveled in the snowy medieval fortress of a game called QuiVr, where you play an archer shooting down the walking dead.

After some instruction, I found my groove with the gameplay. My bow and arrow strung taut, I let an arrow fly and it punctured a demon right through the skull. Nailed it.

Never had I experienced virtual reality that felt so real. I was smitten. I never wanted to leave this world.

The world of QuiVr, single player. Image source: http://store.steampowered.com/app/489380/

To complete the reality of my experience, my brother-in-law directed me to the top of the highest tower in the game.

"Now walk off the ledge," he suggested.

Ummm... might as well try. I inched closer and closer to the edge, looking out onto a very convincing hundred foot drop. My fear of heights started kicking in, strong. Closing my eyes, I took a single step off the ledge and... nothing happened. I didn't fall, and I was walking on air. I was a god. Virtual reality had won me over, lock, stock and barrel.

Or so I thought.

A few minutes later I started a new QuiVr game, and hit multi-player mode. In multi-player mode, other real-time players appear beside you. Every player looks nearly identical with a floating helmet, a persistent bow in one hand, and another free floating hand. Keep that free floating hand in the back of your mind.

The QuiVr avatar. Image source: http://store.steampowered.com/app/489380/

So, there I was shooting down zombies alongside another real-time player named BigBro442. The other players could hear me when I spoke, my voice the only indication of my femaleness. Otherwise, my avatar looked identical to them.

In between a wave of zombies and demons to shoot down, I was hanging out next to BigBro442, waiting for our next attack. Suddenly, BigBro442's disembodied helmet faced me dead-on. His floating hand approached my body, and he started to virtually rub my chest.

"Stop!" I cried. I must have laughed from the embarrassment and the ridiculousness of the situation. Women, after all, are supposed to be cool, and take any form of sexual harassment with a laugh. But I still told him to stop.

This goaded him on, and even when I turned away from him, he chased me around, making grabbing and pinching motions near my chest. Emboldened, he even shoved his hand toward my virtual crotch and began rubbing.

There I was, being virtually groped in a snowy fortress with my brother-in-law and husband watching.

As it progressed, my joking comments toward BigBro442 turned angrier, and were peppered with frustrated obscenities. At first, my brother-in-law and husband laughed along with me- all they could see was the flat computer screen version of the groping. Outside the total immersion of the QuiVr world, this must have looked pretty funny, and definitely not real.

Remember that little digression I told you about how the hundred foot drop looked so convincing? Yeah. Guess what. The virtual groping feels just as real. Of course, you're not physically being touched, just like you're not actually one hundred feet off the ground, but it's still scary as hell.

My high from earlier plummeted. I went from the god who couldn't fall off a ledge to a powerless woman being chased by an avatar named BigBro442.

I wasn't as experienced a player as BigBro442. Everywhere I ran, he appeared beside me, ready to grope as soon as the zombie wave was over. I'd had enough. With a final parting obscenity, I yanked the headset off my face and stood back in the sunny, familiar room of my brother-in-law's home.

What had just happened? I hadn't lasted three minutes in multi-player without getting virtually groped.

What's worse is that it felt real, violating. This sounds ludicrous to anyone who hasn't stood on that virtual reality ledge and looked down, but if you have, you might start to understand. The public virtual chasing and groping happened a full week ago and I'm still thinking about it.

Now that the shock has mostly worn off, I'm faced instead with the residual questions about the unbridled misogyny that spawns from gaming anonymity. It's easy to dismiss the most egregious offenses as the base actions of a few teenage boys, but I don't think it's as rare as a few bad apples. How could it be, when my brother-in-law has played multi-player mode a hundred times without incident, but my female voice elicited lewd behavior within minutes?

As VR becomes increasingly real, how do we decide what crosses the line from an annoyance to an actual assault? Eventually we're going to need rules to tame the wild, wild west of VR multi-player. Or is this going to be yet another space that women do not venture into?

Women are allowed, sure, but the BigBro442s of the world will make sure you never want to come back.

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Last week I was groped in virtual reality - did you know that could happen? I didn't, but now I'm all the wiser. While visiting my brother-in-law last weekend, we decided to check out his HTC Vive, a virtual reality (VR) system.

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Quelle est la position du législateur ? (le droit dit-il quelque chose du harcélement sexuel en ligne ?)

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Quelle est la position du législateur ? (le droit dit-il quelque chose du harcélement sexuel en ligne ?)

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Quelle est la position des associations de victimes ? et des victimes ?

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Quelle est la position des associations de victimes ? et des victimes ?

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Quelle est la position des concepteurs de mondes virtuels face au harcèlement en ligne ?

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Quelle est la position des concepteurs de mondes virtuels face au harcèlement en ligne ?