Tenkage said:
This is a legit question, not trying to troll the fans, not trying to say, "She is the devil and needs to be shut down" this is a serious question. According to Anita Sarkeesian if us men play a video game and do something against woman, we will think its ok to do something against woman in real life (kill, rape, beat, etc)
Jack Thompson went on many tirades against video games claiming that if we played violent video games we will want to enact violence in real life.
Now then, answer me this, why is it that Anita is right but Jack Thompson is wrong, its basically the same thing, video games will influence us to do something wrong.
It is a fair question, and I'm glad it was asked. First of all, however, I've never seen Sarkeesian say or imply that. (Second of all, I haven't read though the rest of the thread; I just found it, and don't feel like reading 300+ posts before sharing my thoughts).
Thomson argues for single-sourced causality (that is, Doom will turn well-behaved people into rampaging killers), and seeks to ban/censor violent games. His argument is not supported by studies, basic human psychology, or my personal experience: while there is a correlation between increased aggressive behavior in children (not necessarily violent, mind) and exposure to violent video games, this is more "caused" by negligent parenting and a lack of adequate exposure to alternatives. I played Doom and Mortal Kombat as a child alongside Mario and Sonic, and was adequately taught that these behaviors are not to be emulated. I love Doom, but I hate guns. Correlation does not necessarily equal causation.
Sarkeesian argues general reinforcement (that is, wide-spread prevalence/use of certain tropes will reinforce previously-existent attitudes/behaviors), and seeks to improve the medium, not censor or ban certain types of content. That is to say, someone who previously did not exhibit sexist attitudes will likely not develop any after playing through one or two games that employ sexist representation. However, someone who already exhibits such attitudes and lacks adequate exposure to alternative depictions will have them reinforced, making them more conceptually acceptable. Someone who did not exhibit them previously might also develop less severe versions of them if games that employ them to great degrees suddenly become the sole type of game played for extended periods of time, without any alternatives, and other activities involve similar gender depictions. These hypothetical people need not necessarily be men, either, and these attitudes need not necessarily be male-power-fantasies.
When the bulk of exposure to a visually-distinguishable group of people is limited to one image and/or concept, that's all a person will associate with real-life representatives of that group when opposing reinforcement is lacking. I've been re-watching Dragon Ball lately, and have noticed that Mr. Popo isn't the only character with black-face; tons of background characters have that design, as well. However, this isn't racism(that is, deliberate dehumanization/depersonalization or negative preferential treatment based on ethnicity), but innocence; at that time, black-face was likely the only extended exposure Akira Toriyama had to African-Americans, and so was all he knew of them. A lot of the time, sexist depictions in video games are similarly sourced: not from genuine misogyny on the part of the developers (misogyny and sexism are not the same thing[footnote]When comparing to racial issues, sexism is conceptually closer to racial insensitivity, while racism is more conceptually equivalent to misogyny/misandry. The latter are by definition deliberate, while the former can be but aren't necessarily.[/footnote]), but simple innocence. Without guidance on how to depict people outside of one's general experience, accurate representation of such people is almost impossible. [footnote]Hence why the "strong, independent woman" stereotype isn't any less sexist than the "good little housewife" stereotype; neither one accurately represents women in general, even if the former comes from more progressive intentions.[/footnote]
In short: Thomson's argument has no bearing on reality, sees violent games as having no value in themselves, and he seeks legal involvement. Sarkeesian's argument is based on well-understood psychology and behavior, recognizes that individual games that depict violence and sexism are perfectly capable of being great and having value in their own right, and she promotes artistic responsibility.