Sex in Video Games

Sex in Video Games PDF Author: Brenda Brathwaite
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 344

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Book Description
Sex in games has been around almost as long as the medium itself. With the release of games like Playboy: The Mansion, Leisure Suit Larry: Magna Cum Laude, and The Singles, sexual content gained a firm foothold and for the first time, ventured into the mainstream. Even casual games like the Sims started to rev things up a bit, and in on-line games, tales of ?cybering? have become common place. Seeking to understand this emerging trend, developers, publishers, retailers and consumers are asking themselves: when is sex appropriate in a game? how far is too far? what will it mean for the product? for its distribution? for my company? for me? do sexual content games sell better? are they generally profitable? And so far, there are no definitive answers. Sex in Video Games seeks to provide insight into this issue and provide guidelines and answers by exhaustively studying the history of sexual content in games and the games industry as well as public and political reaction to it. In addition, the book considers ethical issues, parental and retailer responsibility, and explores the industry attempts at self-regulation and the growing issue of censorship.

Sex in Video Games

Sex in Video Games PDF Author: Brenda Brathwaite
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 344

Get Book Here

Book Description
Sex in games has been around almost as long as the medium itself. With the release of games like Playboy: The Mansion, Leisure Suit Larry: Magna Cum Laude, and The Singles, sexual content gained a firm foothold and for the first time, ventured into the mainstream. Even casual games like the Sims started to rev things up a bit, and in on-line games, tales of ?cybering? have become common place. Seeking to understand this emerging trend, developers, publishers, retailers and consumers are asking themselves: when is sex appropriate in a game? how far is too far? what will it mean for the product? for its distribution? for my company? for me? do sexual content games sell better? are they generally profitable? And so far, there are no definitive answers. Sex in Video Games seeks to provide insight into this issue and provide guidelines and answers by exhaustively studying the history of sexual content in games and the games industry as well as public and political reaction to it. In addition, the book considers ethical issues, parental and retailer responsibility, and explores the industry attempts at self-regulation and the growing issue of censorship.

After the Game

After the Game PDF Author: Abbi Glines
Publisher: Simon and Schuster
ISBN: 148143893X
Category : Juvenile Fiction
Languages : en
Pages : 352

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Book Description
The third book in Glines' #1 "New York Times"-bestselling Field Party series. Two years ago, Riley Young fled Lawton, Alabama, after accusing the oldest Lawton son, Rhett, of rape. Everyone had called her a liar. Now she's back, raising the little girl that no one believed was Rhett's.

Woke Gaming

Woke Gaming PDF Author: Kishonna L. Gray
Publisher: University of Washington Press
ISBN: 0295744197
Category : Social Science
Languages : en
Pages : 321

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Book Description
From #Gamergate to the 2016 election, to the daily experiences of marginalized perspectives, gaming is entangled with mainstream cultures of systematic exploitation and oppression. Whether visible in the persistent color line that shapes the production, dissemination, and legitimization of dominant stereotypes within the industry itself, or in the dehumanizing representations often found within game spaces, many video games perpetuate injustice and mirror the inequities and violence that permeate society as a whole. Drawing from groundbreaking research on counter and oppositional gaming and from popular games such as World of Warcraft and Tomb Raider, Woke Gaming examines resistance to problematic spaces of violence, discrimination, and microaggressions in gaming culture. The contributors of these essays seek to identify strategies to detox gaming culture and orient players and gamers toward progressive ends. From Anna Anthropy’s Keep Me Occupied to Momo Pixel’s Hair Nah, video games can reveal the power and potential for marginalized communities to resist, and otherwise challenge dehumanizing representations inside and outside of game spaces. In a moment of #MeToo, #BlackLivesMatter, and efforts to transform current political realities, Woke Gaming illustrates the power and potential of video games to foster change and become a catalyst for social justice.

Game Love

Game Love PDF Author: Jessica Enevold
Publisher: McFarland
ISBN: 147661878X
Category : Games & Activities
Languages : en
Pages : 284

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Book Description
What does love have to do with gaming? As games have grown in complexity, they have increasingly included narratives that seek to engage players with love in a variety of ways. While media attention often focuses on violent emotions and behavior in gaming, love has always been central to the experience. We love to play games, we have titles that we love, and sometimes we love too much or love terrible games for their shortcomings. Love in gaming is rather like love in life--often complicated and frustrating but also exciting and gratifying. This collection of fresh essays explores the meaning and role of love in gaming, describing a number of ways--from coding to cosplay--in which love can be expressed in, for and around games. Investigating how gaming involves love is also key to understanding the growing importance of games and gamers as cultural markers.

Sex in the Digital Age

Sex in the Digital Age PDF Author: Paul G Nixon
Publisher: Routledge
ISBN: 1315446227
Category : Social Science
Languages : en
Pages : 361

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Book Description
Shifts in societal development resulting from economic and technological advancements have had an impact upon the development of human sexuality and behaviour, and with the expansion of developments such as the Internet and associated technologies, it is likely that further societal shifts will ensue. This book recognises the importance of new digital spaces for discourses surrounding sexuality, examining issues such as pornography; sex education and health; LGBTQ sexualities; polysexuality or polyamory; abstention; sexual abuse and violence; erotic online literature; sex therapy; teledildonics; sex and gaming; online dating; celebrity porn; young people and sexual media; and sexting and sextainment, all of which are prominently affected by the use of digital media. With case studies drawn from the US, the UK and Europe, Sex in the Digital Age engages in discussion about the changing acceptance of sex in the 21st century and part played in that by digital media, and considers the future of sex and sexuality in an increasingly digital age. It will therefore appear to scholars across the social sciences with interests in gender and sexuality, new technologies and media and cultural studies.

Simulation and Gaming

Simulation and Gaming PDF Author: National Gaming Council
Publisher:
ISBN:
Category : Game theory
Languages : en
Pages : 464

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Book Description


Passion and Play

Passion and Play PDF Author: Michelle Clough
Publisher: CRC Press
ISBN: 1000570525
Category : Computers
Languages : en
Pages : 416

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Book Description
Hoping to add some steam and sex to your next game? Then this book is for you. This practical guide provides you with the foundational tools needed to write, design, and create healthy sexual content in video games in ways that are narratively compelling, varied, and hot! Challenging the assumptions that sex in games is superfluous, exploitative, or only of interest to straight guys, this book encourages designers to create meaningful, enjoyable sexual content for all audiences. Using examples from well-known AAA games (and some standout indie content!), each chapter provides a framework to guide game writers, designers, and developers through the steps of creating and executing sexual content in their games – from early concept, to setting it up in larger game narrative, and finally to executing specific sexual scenes and sequences. It also lays out a host of details and considerations that, while easily missed or forgotten, can have a major impact on the quality or theme of the scene. Offering expert insight and ideas for creating sex scenes in games, this book is vital reading for game designers, writers, and narrative designers who are interested in making games with sexual content. It will also appeal to artists, cutscene directors, audio engineers, composers, and programmers working on these games – or really, any game developer with an interest in the topic!

Who's in the Game?

Who's in the Game? PDF Author: Terri Toles Patkin
Publisher: McFarland
ISBN: 1476676917
Category : Games & Activities
Languages : en
Pages : 282

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Book Description
Some board games--like Candy Land, Chutes & Ladders, Clue, Guess Who, The Game of Life, Monopoly, Operation and Payday--have popularity spanning generations. But over time, updates to games have created significantly different messages about personal identity and evolving social values. Games offer representations of gender, sexuality, race, ethnicity, religion, age, ability and social class that reflect the status quo and respond to social change. Using popular mass-market games, this rhetorical assessment explores board design, game implements (tokens, markers, 3-D elements) and playing instructions. This book argues the existence of board games as markers of an ever-changing sociocultural framework, exploring the nature of play and how games embody and extend societal themes and values.

Sexidemic

Sexidemic PDF Author: Lawrence R. Samuel
Publisher: Rowman & Littlefield
ISBN: 1442220406
Category : History
Languages : en
Pages : 255

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Book Description
Sexidemic is the first real cultural history of sexuality in the United States since the end of World War II. For a people who supposedly love sex, the author argues, Americans have had no shortage of problems with it. Since the end of World War II, in fact, we've had a contentious relationship with sexuality, the subject a source of considerable tension and controversy on both an individual and societal level. Rather than being a simple pleasure of life, something to be enjoyed, sex has served as a challenging and disruptive force in many Americans' everyday lives for the last two-thirds of a century. Our love affair with sex has thus been a rocky one, filled with bumps in the road that have caused major instability across our cultural landscape. Our individualistic, competitive, consumerist, and anxious national character is both reflected in and reinforced by this "sexidemic," something few have recognized or perhaps want to admit. By charting the cultural trajectory of sex in America since the end of World War II, Sexidemic reveals how the nation's continual woes with sexuality helped make us an anxious, insecure people. The sex lives of many, perhaps most Americans have been in a perpetual state of crisis, a constant source of concern. We've fretted over every dimension of it, with problems in both quality and quantity. With this unhealthy view of sexuality, it was not surprising that we felt we needed a variety of potions and gadgets to make it happen or be pleasurable. In tracing the cultural trajectory of sex in our society, Samuel illustrates our bipolar approach to sexuality: low libido and sex addiction emerged as common disorders, and sex scandal after sex scandal has made headlines, especially over the last couple of years. Only money has surpassed sex as a source of stress for Americans; indeed, sex has come to be seen and treated as a commodity. In this timely work, the author traces the role sex plays in our society, how it shapes us and the world around us, and how we got where we are today in our views, treatment, and practice of sex and sexuality in our everyday lives.

Rated M for Mature

Rated M for Mature PDF Author: Matthew Wysocki
Publisher: Bloomsbury Publishing USA
ISBN: 1628925760
Category : Games & Activities
Languages : en
Pages : 283

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Book Description
Furthers our understanding of the practices and activities of video games, specifically focusing on the intersection of games with sexual content as considered by a number of different theoretical approaches.