
In order to understand how these forces act and whether their proposals are successful, this research is based on the advocacy coalition framework. In other words, individuals who appreciate Japan's pop culture can act together to maintain the current system and those who dislike such materials also join forces to change policies to prohibit certain behaviors. This research adds to the body of work by taking into account that individuals get together with others who share the same beliefs to influence local or global policies. This paper seeks to contribute to this literature with an analysis of the forces that drive or attempt to influence changes in the way Japan regulates animation, games and comics, especially concerning fictitious depictions of children. The academic literature on these issues focuses on: analyzing cute culture ( Kinsella 1998 Okano 2014), the relationship between cuteness and gender ( Kinsella 1995 Allison 2006), media theory ( Lamarre 2013) a psychological or anthropological analysis of otaku ( Allison 2006 Hinton 2014), an economic analysis of otaku culture ( Kam 2013), a philosophical study of otaku ( Saito 2013 Azuma 2009), and legal and sociological issues concerning otaku and virtual pornography ( Galbraith 2011 Shibata 2008 Kato 2008 Mathews 2011).
#Video game rapelay free#
Debates about the desirability and existence of these materials have been polarizing with individuals placing them as expressions of free speech and sexuality, while others call for their criminalization and prohibition 3 ( Takeuchi 2015). As Japanese pop culture can be centered on a notion of cuteness, these fictitious characters are often drawn in ways to look cute and young. This pornographic subgenre of pop culture can be heavily focused on sexual violence and fictitious depictions of children in animation, comics and video games. This world centered on fantasy and on cuteness has a wide variety of genres including pornography and violence. Since the 1980s, Japanese popular culture has continued to grow as a relevant global commodity and an increasing aspect of Japan's soft power ( Kawasaki 2007 Heng 2014). Palabras clave: Pornografía virtual, Lolicon, Japón, Cultura pop. Este artículo analiza cómo se forman estas coaliciones y si son efectivas.

Cada grupo busca o cambia de las políticas públicas o el mantenimiento del modelo japonés actual. Hay dos coaliciones opuestas sobre este tema: la “coalición de protección infantil” y la “coalición de status quo”.

El enfoque de este artículo está especialmente en el juego llamado “RapeLay”. Resumen: Utilizando el modelo de coalición de defensa, se busca analizar ese complejo sistema relacionado con las fantasías de violación que involucran imágenes ficticias de menores en videojuegos y juegos de computadora. Palavras-chave: Pornografia virtual, Lolicon, Japão, Cultura pop. Esse artigo analisa como essas coalisões são formadas e se são eficazes. Cada grupo busca ou mudar políticas públicas ou a manutenção da atual modelo japonês.
#Video game rapelay pro#
Há duas coalizões opostas sobre esse tema: a “coalizão de proteção infantil” e a “coalizão pro status quo”. O foco desse artigo é especialmente no jogo chamado “ RapeLay”. Resumo: Utilizando o modelo de coalizões de defesa busca-se analisar o complexo sistema relacionado a fantasias de estupro envolvendo imagens fictícias de menores em jogos de videogame e computador. Keywords: Virtual pornography, Lolicon, Japan, Pop culture.

This article analyzes how these coalitions are bound together and whether they are efficient. Each group seeks to influence people to either change or to maintain the current non-criminalization of these products. There are two opposing coalitions in Japan: the “children protection coalition” and the “pro status quo coalition”. Abstract: The Advocacy Coalition Framework provides an efficient lens to analyze a complex subsystem concerning the controversial issue of fictitious depictions of children and rape fantasies in games, especially a game released in Japan called RapeLay.
