Reading Zek Cypress Valkyrie’s
article “Cybersexuality in MMORPG’s:
Virtual Sexual Revolution Untapped” (Kimmel, et al) offered this student
quite an eye-opening experience. Literally,
had no clue that there were so many
participants in “Massive Multiplayer Online Role-Playing Games” interested in,
and experiencing virtual cyber ‘hook-ups.’
A number of thoughts surface here, in regards.
1. Cybersex
may provide a healthy outlet for stimulation and release of sexual energies. Whether one is agoraphobic, or really enjoys
jumping into the crowd, sexual MMORPG’s apparently serve a growing need for a
wide range of participants. Offering people
potential outlets for learning, and communicating about sex without shared
physical concerns, or confines.
2.
Cybersex, for the most part, is safe sex,
yes? This limited discussion being
focused on the gaming itself, and cyber relations within---prior to, or in
substitute of any outside communication or relationship potentially formed
between gamers. Since ‘players’ are
likely secluded when partaking in MMORPG sex---when considering disease,
assaults, or unwanted pregnancies, what are the risks?
3. How
will cyber-gaming sex influence the emotional health of citizens? Obvious concerns being, if people are
essentially self-gratifying (masturbating) while watching, playing, and participating
in video games, what unconscious messages does this send to the gamer, as to his
or her focus of desire, self-esteem, or self-worth? On a grander scale, how (spare inside gaming
world jokes, and comments…), will citizens who participate for decades in
cyber-gaming sex integrate, and interact with others?
4. Cybersex
knows no boundaries. MMORPG’s can be
played by gamers the entire world over.
If one has the access to computers, electricity (or battery power), and
the software… it’s game on! Creating an
opportunity, albeit in a hyper-competitive, hyper-sexual virtual environment,
to connect with people of all ages, all nationalities, and diverse economic
backgrounds from around the globe.
5. Will
keylogging, and/or spyware play a role? Concerns
about privacy, and unwarranted profiteering by third party groups must be a
concern in the world of Cybersex in MMORPG’s, as it is every where else in
society these days, no?
With
an unfortunate common setting, even in MMORPG’s, for sexual exploration
in-the-dark… “deep in the woods, in the corners of unpopulated towns, and under
the ocean…” so to speak; one wonders if the cybersex trend is something that
will help, or hinder the development of healthy sexual identities for citizens?
Is sexual experimentation via gaming
a good thing? Can exploration of sex in
an online environment do anything but enhance gamers’ knowledge of sex, sexuality,
gender, and of self? Notwithstanding
some of the concerns shared by Valkyrie (mistells, age concerns...), it appears
that cyber-gaming sex may play a large role in global sexual development for
generations to come.
SOURCES:
Kimmel,
et al; Sexualities: Identities,
Behaviors, and Society. Second
Edition. New York: Oxford University Press. 2004-15.
Print.
PHOTO:
JBuk,
stock.
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