PC release of Burst Re: Newal was not changed. For the localized release of Senran Kagura Burst Re: Newal, "Intimacy Mode", a mode where the player can play with the characters' bodies was removed, but by comparison, the same mode that was featured in previous titles like Senran Kagura: Estival Versus and Senran Kagura: Peach Beach Splash was not removed. Since 2018, Sony has now issued new regulations for PlayStation 4 games with sexual content and fan service. RapeLay's publisher, which intended the game only to be available in Japan, withdrew it from distribution. Campaigns against the sale of the game resulted in its being banned in many countries. The game RapeLay, a Japanese eroge with a storyline centering on the player's character stalking and raping a mother and her two daughters, also caused controversy. In Japan, controversy over an eroge called Rape in 1989 led to the game being banned a few months after its release. This event was dubbed the Hot Coffee mod controversy. Rockstar Games posted a loss of $28.8 million in that financial quarter. Furthermore, the game was withdrawn from sale in many stores. This feature prompted the Entertainment Software Rating Board (ESRB) to change the rating of San Andreas on 20 July 2005 to "adults only". The scene was left on the disc and could be accessed by altering a few bytes of the game's code via a hex editor. This mode, Hot Coffee, could be accessed in the PC version via mod, and through Action Replay codes in the PS2 and Xbox versions. For instance, in June 2005, an entire portion of unused code was found within the main script of Grand Theft Auto: San Andreas, allowing the player to simulate sexual intercourse with the main character's girlfriends. Controversy over sexual themes has occurred in the US. Tolerance of sexual themes in video games varies between nations. Main article: Sex and nudity in video games Another analysis discovered that more than 50% of all games rated by ESRB included violence, which encompasses more than 90% of the games rated as suitable for kids 10 years or older. According to The Pew Research Center, in 2008, a study found that 97% of kids from the ages 12–17 engaged with video games, and two-thirds of the kids in the study played some sort of action or adventure game which tended to contain violent content. Entertainment Merchants Association that ruled that video games are a protected class of free speech and blocking legislation on such sales restrictions. Within the United States, the issues of video game sales regulation led to both the formation of the Entertainment Software Rating Board in 1994, and the 2011 Supreme Court of the United States landmark case Brown v. However, it was noted, "the interpretations of these effects have varied dramatically, contributing to the public debate about the effects of violent video games." In 2017, Division 46 (Society for Media Psychology and Technology) of the American Psychological Association stated that "Scant evidence has emerged that makes any causal or correlational connection between playing violent video games and actually committing violent activities." Despite the lack of solid evidence and academic consensus, politicians and activists have sought for ways to restrict the sale of violent video games, particularly to minors, on the basis that they can lead to violent behavior. The American Psychological Association stated, in 2015, that a correlation between the use of violent video games and aggressive behavior was observed. Video games are often seen as a possible cause to violent actions, notably in the aftermath of the 1999 Columbine High School massacre, but academic studies have yet to identify solid evidences linking violence in video games and violent behavior. Video games since their inception have been the subject of concern due to the depictions of violence they may contain, which have heightened as the technology behind video games improve the amount of visual detail and realism of games.
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