3. THE SAFEST SEX OF ALL

        Arriving at the perfect bio-historical moment, the Internet presented sexually terrified consumers with a virtual remedial outlet for safe polygamy. A sanctuary of fetishes and pornographic media, it provided an escape from AIDS hysteria by offering fantasy without physical repercussions. Through online images and videos and interaction via chatrooms, one was now able to experience some amount of sexual satisfaction without leaving the home. Watching television news reports about STD epidemics from the security of the bedroom, pushed the sexual act to the office or computer room. The notoriety that the Internet garnered on account of its plethora of porn, pervaded the minds of the public and the producers of cyber-media to the extent that other digital forms - namely video games - had to adapt to the demands for simulated sex.

       Enter Lara Croft. Written about to some extent for her empowering position as the medium's first lone female avenger, she more aptly prevails as the sexual object of young male gamers' desires. With a non-existent waistline and unreasonably disproportioned breasts, she signaled an acceptance of the types of virtual stimulation gamers were willing to take on. Her form was highly pixilated and hardly realistic looking, yet the prospect that such a woman as she represented could exist was enough to indulge male fantasies of control (patches were quickly developed to allow gamers to play as Lara sans clothing). More recently, a still animated yet much more fluid and realistic sexual being has come onto the market. Porn star Jenna Jameson stars in Virtually Jenna, her own game in which the only object is to engage with her in sex acts. Options exist to take on the position of a disembodied penis, or to "direct" a scene with her and multiple partners. This game's emergence signals the direction that cybersex is headed in, and to the unacquainted it is certainly startling. Devices are already on the market which function as physical sexual stimulators to be used in interfacing with video games. One such apparatus, the Rez vibrator, adapts a completely nonsexual game into a two-player exercise in foreplay. This realm of sexually satisfying interaction which removes the need for a connection online with another person, is only destined to grow as the virtual equivalent of AIDS impedes cybersex: the most harmful of Trojan and worm viruses are frequently found in downloaded pornography.




| 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.