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Sex and Relationships

Virtual Sex: How Online Games Changed Our Culture

By Damon Brown, Feral House. Posted November 27, 2008.


Games like Second Life let you to live your fantasy as a pimp, prostitute or pirate, knight, dominatrix, or any other self-created design you see fit.
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Editor's Note: The following is an excerpt from Porn and Pong: How Grand Theft Auto, Tomb Raider and Other Sexy Games Changed Our Culture by Damon Brown, published by Feral House.

The camera zooms in on a perky young woman. She looks to be in her late twenties, perhaps early thirties, and she starts talking to you about her first date: how the restaurant had to kick them out because they talked until it closed, how she looked in his eyes and could tell he was the one for her, about that instant spark, you know, the spark you feel when you click -- connect -- with someone. The distant strains of Natalie Cole's "Everlasting Love" -- also used in the Diane Lane movie "Must Love Dogs" and other modern divorcee-looking-for-love films -- begin to swell in the background.

Her husband (see the ring flashing as he's gesturing?) is now talking to you about the same incident, but he has a different, complimentary interpretation. A grey-haired, honey-voiced old man begins talking to you. His face seems to take up the whole TV screen. Aren't you tired of dating, he asks. "Find your soul-mate." He tells you that eHarmony uses scientific data to match people together. There is a science, founder Dr. Neil Clark Warren implies, a science to chemistry, something his company eHarmony analyzes and gives to its subscribers.

The Pew Institute's first online dating survey, released in 2006, found that one out of every three people knew someone who belonged to an online dating service and more than one in four knew someone who has gone out with a person they met online. "Nearly overnight, it seemed, dozens of similar sites emerged," The Atlantic Monthly wrote the same year as the survey. "Online dating became almost de rigueur for busy singles looking for love." The Los Angeles-based eHarmony alone had nine million members.

Up the coast, California developers Tom Anderson and Chris DeWolfe were also convinced social technology was going to be the next big thing. They worked within a computer company -- eUniverse -- and began MySpace, the first mainstream multimedia blog. (A disputed history has MySpace culling its concepts from eUniverse CEO Brad Greenspan, a man who has called himself "the true founder of MySpace.")

After a five-minute setup on MySpace, you can type in your interests, post messages and music, and make new friends who, in turn, would provide links to their personal web pages. It would be a test of six degrees of separation, the concept that every single person knew every other person in the world through a maximum of six connected people. Every personal site is one-page deep, but can scroll down as much as someone could fill it up with new friends and content. The average MySpace site would have a small box of bio information (22, Los Angeles, CA, Sagittarius), an uploaded picture serving as background (usually a personal pic or a favorite band photo) and stacks of friend "testimonials" reminiscent of high school yearbooks ("You are the kewlist! Stay sweet!"). Wired News called it a "highly customizable amalgam of blogging, music sharing and social-discovery services, a typical page is a near perfect reflection of the chaos and passion of youth: a music-filled space, rudely splattered with photos and covered in barely-legal prose rendered in font colors that blend together and fade into the background." MySpace grew to have seventy million users, roughly one-fourth the population size of the United States.

Geriatric mogul Rupert Murdoch bought the site for $580 million. Within weeks of the Rupert Murdoch News Corporation purchase, ABC, CBS and NBC, influential papers such as the San Francisco Chronicle and other major news outlets began covering MySpace in earnest -- as a virtual smorgasbord for teen predators. Popular among kids, MySpace entries often gave detailed personal information, if not actual data on their location. It was like a diary open to the world. "This site," said the Connecticut Attorney General, "is a parent's worst nightmare."

MySpace was not the only site of its kind. Before MySpace was a popular networking website called Friendster, and, after MySpace, Facebook became the most discussed site. Launched in 2004 by student Mark Zuckerburg as a college networking website, Facebook grew into an older-skewing version of MySpace. Newsweek featured Zuckerburg on the cover. On the inside the feature story told what happened when Facebook had one of its rare maintenance shutdowns. "Over the course of those four hours I probably tried to get in five or more times. I'm addicted to Facebook," one person lamented. She was a 40-year-old mother of three.

As Facebook began, Linden Labs released the program Second Life. It was a 3D virtual world where you could create an avatar (a digital representation of yourself) and buy land with real money, mortgage a virtual home, get married, get drunk, make new friends, start a money-making business -- in other words, you could begin and live a new life. That was it. Second Life was a video game with no video game in it. The virtual world remained quiet until Wired and other tech tastemakers began claiming Second Life could be "Web 2.0," the almost mythical multidimensional Internet that would take over the now dated World Wide Web. The New York Times, Time and others "discovered" the program in 2006. A woman, who's avatar name was Anshe Chung, became the first Second Life resident to become a millionaire in real life. (The value of the Second Life Linden dollar fluctuates like a real economy, but was roughly $300 Linden to every U.S. dollar in 2006.) She did it by buying up virtual real estate and flipping it for a higher price. Sony, Nike, and other companies created virtual stores with real products. Reuters opened up a Second Life branch. Several 2008 presidential hopefuls hopped on digital soapboxes to hold town meetings. By May 1st, 2007, Second Life had six million citizens (though critics argued that this figure was inflated since some people had multiple avatars).


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See more stories tagged with: sex, sexuality, virtual worlds, second life, video games

Damon Brown writes about sex, technology, music and video games for Playboy, New York Post and Family Circle, and is the tech columnist for AARP Online and PlanetOut.

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Second Life/MySpace/Facebook isn't bad (in moderation) that is
Posted by: Woodpecker on Nov 27, 2008 2:45 AM   
Current rating: 3    [1 = poor; 5 = excellent]
Personally I don't see what the fuss is about- like fast food, |Second Life/MySpace/Facebook(I belong to all three) is good in moderation!

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Corruption and Lies are given free reign on the Net -- but Truthful, Wake-up Sites are Banned!
Posted by: salt-of-the-earth on Nov 27, 2008 2:48 AM   
Current rating: 2    [1 = poor; 5 = excellent]
I have Time Warner for my Internet server, and recently I tried to Google up an old favorite website, Satanicvaccines.com. I was sent to a white page with Time Warner's title at the top -- FORBIDDEN. If I want to see that site I have to switch servers or figure out how to get to the site another way. Time Warner has decided "for my own good" not to let me look at that website. I wonder what other sites they have put off limit to me or plan to in the future?

Meantime, we now have all this porn and corruption that is flooding the Internet like a tsunami.

I agree with Alex Jones when he says the best way we can resist tyranny and death, to fight the New World Order, is to live right: refuse their drugs, the Illuminati's suffocating evil culture, and stand for truth and for right.

For example, while the government (aka CIA) smuggles in the same drugs from South America and Afghanistan it uses to bust young people and send them to their private (money laundering) prisons where they will work for free for a decade or more, we have the option to live drug free, to refuse to become entangled with the corrupt culture that is thrown at us from every conceivable direction by the control freaks who want to destroy us all.

All they offer is lies, virtual reality, cheap imaginations, drugged delusions, and death and slavery. Choose life, truth, reality and defeat them at their own game.

Their corrupt culture will only enslave and ruin us: body, mind and soul, as in the fairy tale Hansel and Gretal being fattened up by the witch for the kill.

We must stay strong and use the Internet for good things, to discover truth, to share and connect with each other in pursuit of what is right. We must fight to keep the Internet free. For example, a new filmmaker called Noreaga has a series called "The Arrivals." Watch this series and be blown away by truth and fight to keep such films available to everyone.

Death to the New World Order!

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Alternet doesn't know how to write a headline.
Posted by: kenhymes on Nov 27, 2008 4:38 AM   
Current rating: 5    [1 = poor; 5 = excellent]
The headline is terrible. The writer is talking about something more general than online games. And rightly so, because it started with chat, moved on to social networking sites, and only haltingly has anything to do with games. Second Life isn't even a game, anyway.

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Second Life is not indicative of online gaming
Posted by: Timberbee on Nov 27, 2008 6:14 AM   
Current rating: Not yet rated    [1 = poor; 5 = excellent]
I have played MMO's (Massively Multiplayer Online Games) for almost a decade now. I have never played Second life, nor encountered any other gamer who has ever spoken of it. There are millions of people who play online games. World of Warcraft has recently boasted of breaking the ten million, current subscriber benchmark. Something no other MMO had done. Ten Million people playing World of Warcraft... right now.

Yet, all I see on television, and now here, is this game "Second life". Why? Because its the virtual representation of face book, or something similar?

I have no ancedotes which link sexuality to these games, other than the one aspect which becomes so obvious, and so forefront soon after you begin playing, this being that most female avatars are played by males, and that you never, ever, take someone at face value, and yet, by the same token, you allow them to play in the manner that they will.

The caveat is, that people are people. The more trying the game (Pre Care bear Ultima Online) the more "griefers" that game will spawn. Griefers being those who seek to injure others in any way they can, persistantly, and with every fiber of their being. This is an "in your face" issue in these games. One which many game designers structure their games around. Either to promote it (yes, I said to promote the griefing of the game population), or to greatly reduce the ability to grief others.

In World of Warcraft, it is almost impossible to grief other players, whereas, in Shadowbane (google it), griefing was the underlying structure, something the developers were initialy proud of. I just don't see the impact of these kinds of games on sexual models.

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Prepare for Onslaught of Virtual Reality Addicts to Blast this Article
Posted by: salt-of-the-earth on Nov 27, 2008 6:52 AM   
Current rating: 2    [1 = poor; 5 = excellent]
Nobody likes to have their pet addiction exposed for what it is, a huge waste of time, corrupting to the mind and soul and body -- and worse.

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Alternet + Video Games = Bad
Posted by: sprightx on Nov 27, 2008 9:36 AM   
Current rating: 3    [1 = poor; 5 = excellent]
I'm sick of reading these prejudiced pieces of garbage on a website that proclaims itself progressive. I remember a few months ago some female journalist posted this bitchy article depicting videogames as evil because in a few instances of a few select games the gamer has THE OPTION(not the obligation)to act violently towards a female character. If she had done any research she would have realized that over 90% of the characters killed or hurt in videogames are male, but that obviously is of no importance because the objective of her piece wasnt to inform people, but to demonize her latest object of raving unjustified feminist hate.

What I mean is, AlterNet is full of bullshit articles that aren't worth reading, and just because the editors brand themselves as progressives doesnt mean they are above the smear tactics the right use in their crusades. They follow the exact same method's, they just take the time to make themselves look nice and educated when they do.

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Yeah, ok.
Posted by: Skytha on Nov 27, 2008 5:22 PM   
Current rating: 4    [1 = poor; 5 = excellent]
I'm still trying to figure out how woman as sex object and man as consumer is anything more than the same old misogynist trope. Apparently it's just saturating video games more than ever, and not the other way around. As a woman gamer I want to be taken seriously as a player rather than be represented in the gaming world solely for the tits and ass aspect.

I'm also trying to figure out how Grand Theft Auto is sexy - yes, let's continue to glamorize the beating and murder of prostitutes.

What goes for progressive these days, boggles the mind.

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» RE: Yeah, ok. Posted by: Dboy
Yes, the Internet is BAD!
Posted by: Auk on Nov 27, 2008 6:25 PM   
Current rating: Not yet rated    [1 = poor; 5 = excellent]
Stop reading this RIGHT NOW and go back to watching TV!

Don't even comment about this comment, don't even rate it!!! Just go back to watching TV!

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anything to do with bastard rupert murdoch has got to be dangerous.
Posted by: avatar_singh on Nov 27, 2008 8:57 PM   
Current rating: Not yet rated    [1 = poor; 5 = excellent]
that bastrd rupert murdoch msut not be allowed to have natural death-he is ripe for being taken out for his crime against humanity.
donto subscribe to this british bastrds. any site or paper..

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Not There Yet
Posted by: Dboy on Nov 29, 2008 11:07 AM   
Current rating: Not yet rated    [1 = poor; 5 = excellent]
Second Life is very crude. If you have not tried out Second Life then this article could lead you to believe that you're missing something. You're really not. The true cybersex experience, as depicted in films like "Thomas In Love", or "Lawnmower Man" (if you've seen *both* of these films then I'm very impressed) is a very long way away yet. The feedback system (body suit) does not exist yet, nor does the video hardware or the software. I'm guessing another 10 years. In addition I suspect that various black market drugs will be used in order to enhance the cybersex experience. It already works great with the current generation of video games. I enjoy smoking weed while playing Battlefield 2. Cannabis really improves the immersion illusion in first-person gaming, and I suspect that others are also experimenting with this. But we're nowhere near maturity in this area of technology.

dboy

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Using .coms for dating...
Posted by: Rebbs on Nov 30, 2008 6:47 AM   
Current rating: Not yet rated    [1 = poor; 5 = excellent]
Well as a person who has been using all the .com for dating - I can tell you that the online dating game has now become very dangerous with reports of malicious intents coming in news every now and then...I would rather prefer using tools like Bluepont which let you select whom you want to meet and if you dont want to meet anyone...you just dont reply!...no stalking possible !

And also I think people use .com only for fun of flirt while they still prefer the same age old "guy meets girl" stories...and that is where I think that Mobile technology is much better suited to improving the odds of natural, spontaneous meetings than traditional online dating can ever be.

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Not just online games
Posted by: PeterMadsen on Dec 4, 2008 1:58 PM   
Current rating: Not yet rated    [1 = poor; 5 = excellent]
When discussing the influence of online activities such as Second Life, its important to think of how the online communities and commercial sites are changing sexual culture to much higher degree. With anonymous and instant access to a wast range of extreme fetishes from animal sex to adult breastfeeding, anyone with a slight appetite or curiosity for such can find communities and sites where such themes seem "normal". This will also have a significant effect.

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sorry - I just don't get any of this
Posted by: charles000 on Dec 21, 2008 7:34 AM   
Current rating: Not yet rated    [1 = poor; 5 = excellent]
I can somewhat relate to Facebook or Myspace as a way for people to connect with each other - that much makes sense.

But Second Life??? Why? Why would I want to spend endless hours pretending to be some sort of avatar character, interacting with all sorts of other "fake" people avatar entities, knowing all the while that no one is anything remotely resembling who they really are.

I'm missing something here . . .

Silly me - I happen to actually enjoy interacting with real, living and breathing humanoid lifeforms, but I know, such activity actually requires real effort. If I want drama, I'll go see a play or a film.

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