1. INVASION OF THE BEDROOM

       The digital age is able to grant us more time for the things we wish to do along with the things we wish not to do. The extension of leisure is reiterated in the adage of technological innovation as a benefit to leaving behind old methods and embracing a digitization of everything. Implied in this, is that we will spend the free time apparently granted to us in a bubble of nostalgia. If we make concessions to the ones and zeroes of the workplace or the public, our home or our backyard or our bedroom can remain a haven of the organic; separate and better than the exterior of our private space. But this image is illusion. Pastimes have become the things of plug and play. The magic of marketing has convinced us that the things we enjoyed pre-Apple have gotten better, easier to partake in, and even less time-consuming. Leisure has been necessarily sped up and doubled or tripled upon itself. In writing about the notion of hyperleisure, John
Tiffin points to the micro-level activity within activity that encompasses leisure time:

The leisure industry recognizes that leisure activities are nested in other leisure activities. A film theatre will sell drinks, sweets and snacks. A resort hotel will provide swimming pools, aerobics classes, tennis courts, disco dancing and cultural events, and in the hotel rooms there will be television, radio and a minibar1.


       This wealth of relaxing moments brought about by said leisure industry is emulated by consumers in their personal time and space. Private bedrooms regularly contain televisions, radios, and maybe even minibars. Increasingly, the gaming console or PC can be added to that list of mediating extravagances. (Games themselves continue the nesting of activity by often featuring mini-games that the avatars are required to play in the game's world). The bedroom has become overrun with forces that deny it a place in the private sphere. As a frequent site for the enacting of sexual fantasy and thus closing off external forces, the bedroom's allowance of video games and the digital (including the opportunities for virtual sex) reverses the power agreement of the private space. Inviting the exterior into the bedroom closes of the ability of personal connectivity, offering instead the opportunity for strictly mediated interaction. Gaming is an impediment to the sexual act in its coming between partners and in its further isolation of the single bedroom dweller from the opportunity of socialization.


| INTRODUCTION |
| ABOUT THE AUTHOR |
| LINKS | CONTACT | FORUM |
| WORKS CITED |

1. Invasion of the bedroom

2. "I like to watch, Eve."

3. The safest sex of all

4. This ain't your parents'
    interface

5. Invasion of the subway

6. Programming the city

7. Linguistic determinism for
    dummies

8. They'll be selling popcorn in
    my living room

9. I really didn't want to
      mention "The Matrix", but...

10. Narratology. Narratoday.
      Narratomorrow.

11. Add and abstract

12. Invasion of the mind

13. The procession of simulacra

14. My Sims clean up so I don't
      have to

15. Games make me murder
      people

16. Pause and reboot

17. Party like it's 1999

18. Real-world military
      simulation

19. Manufacturing consent
      in MMORPGs

20. I want to be just like me
      (only better)

21. The soundtrack of a
      generation

22. Invasion of the body

23. My mom went to cyberspace
      and all I got was this lousy
      t-shirt

24. When I get lost I stop for
      directions

25. Invasion of the soul

| CONCLUSION |

 

| INTRODUCTION |
| ABOUT THE AUTHOR |
| LINKS | CONTACT | FORUM |
| WORKS CITED |

Paul T. Hanlon's 2005 undergraduate thesis project, supervised by Prof. Susan Lord.
Queen's University Film Studies Dept.