|Item type||Home library||Collection||Class number||Status||Date due||Barcode||Item reservations|
|Long loan||London College of Communication Main collection||Printed books||794.8 WYS (Browse shelf (Opens below))||Available||54203842|
Enhanced descriptions from Syndetics:
The word sex has many implications when it is used in connection with video games. As game studies scholars have argued, games are player-driven experiences. Players must participate in processes of play to move the game forward. The addition of content that incorporates sex and/or sexuality adds complexity that other media do not share.
Rated M for Mature further develops our understanding of the practices and activities of video games, specifically focusing on the intersection of games with sexual content. From the supposed scandal of "Hot Coffee" to the emergence of same-sex romance options in RPGs, the collection explores the concepts of sex and sexuality in the area of video games.
Includes bibliographical references and index.
Introduction / Evan W. Lauteria and Matthew Wysocki -- Part one: The (R)Evolution of Video Games and Sex -- Intergenerational Tensions: Of Sex and the Hardware Cycle / Rob Gallagher -- Beyond Rapelay: Self-regulation in the Japanese Erotic Video Game Industry / Jérémie Pelletier-Gagnon and Martin Picard -- Assuring Quality: Early-1990s Nintendo Censorship and the Regulation of Queer Sexuality and Gender / Evan W. Lauteria -- The Newest Significant Medium: Brown v. EMA and the twenty-first century Status of Video Game Regulation / Zach Saltz -- Explicit Sexual Content in Early Console Video Games / Dan Mills -- Part two: Video Games and Sexual (Dis)Embodiment -- The Strange Case of the Misappearance of Sex in Videogames / Tanya Krzywinska -- Let's Play Master and Servant: BDSM and Directed Freedom in Game Design / Victor Navarro-Remesal and Shaila García-Catalán -- Countergaming's Porn Parodies, Hard-core and Soft / Diana Pozo -- Casual Sex: Using Casual Sex as Currency Within Video Games / Casey Hart -- “Embraced Eternity Lately?": Mislabeling and Subversion of Sexuality Labels through the Asari in the Mass Effect Trilogy / Summer Glassie -- Part three: Systems/Spaces of Sexual (Im)Possibilities -- Playing for Intimacy: Love, Lust, and Desire in the Pursuit of Embodied Design / Aaron Trammell and Emma Leigh Waldron -- It's Not Just the Coffee That's Hot: Modding Sexual Content in Video Games / Matthew Wysocki -- “Death by Scissors”: Gay Fighter Supreme and the Sexuality That Isn't Sexual / Bridget Kies -- Iterative Romance and Button-Mashing Sex: Gameplay Design and Video Games' Nice Guy Syndrome / Nicholas Ware -- Climbing the Heterosexual Maze: Catherine and Queering Spatiality in Gaming / Jordan Youngblood -- Assessing Player-Connected Versus Player-Disconnected Sex Acts in Video Games / Brent Kice.
Table of contents provided by Syndetics
- The (R)Evolution of Video Games and Sex
- 1 Intergenerational Tensions: Of Sex and the Hardware Cycle
- 2 From Poruno to Moe: Otaku Affectivity and the Evolution of Erotic Games in Japan
- 3 Assuring Quality: Early-1990s Nintendo Censorship and the Regulation of Queer Sexuality and Gender
- 4 The Newest Significant Medium: Brown v. EMA and the 21st Century Status of Video Game Regulation
- 5 Explicit Sexual Content in Early Console Video Games
- Video Games and Sexual (Dis)Embodiment
- 6 The Rise of Nerdcore Porn: Digital Gaming as a Technology of the Body
- 7 Let's Play Master and Servant: BDSM and Directed Freedom in Game Design
- 8 Performing Sexuality in Tomb Raider: Spaces of Concealment, Confinement, and Concupiscence
- 9 Casual Sex: Sex as Currency within Video Games
- 10 'Embraced Eternity Lately? Mislabeling and Subversion of Sexuality Labels through the Asari in the Mass Effect Trilogy
- Systems/Spaces of Sexual (Im)Possibilities
- 11 Playing for Intimacy: Love, Lust, and Desire in the Pursuit of Embodied Design
- 12 Iterative Romance and Button-Mashing Sex: Gameplay Design and Video Games' Nice Guy Syndrome
- 13 Love is in the Air: Queer (Im)Possibility in Frontierville and World of Warcraft
- 14 Climbing the Heterosexual Maze: Catherine and Queering Spatiality in Gaming
- 15 It's Not Just the Coffee That's Hot: Modding Sexual Content in Video Games
- 16 Assessing Player-Connected Versus Player-Disconnected Sex Acts in Video Games
Reviews provided by Syndetics
CHOICE ReviewThis collection raises many important issues about sexuality in video games. Given the nature of video games and the illusion of control that players have within the limited options presented by game developers, a significant amount of content related to sex and sexuality can be absorbed over an extended period of play. This volume analyzes specific games and issues, putting everything in context. Among the problem issues addressed are the frequent use of sex as a means to an end in games, the juxtaposition of sex and violence, and changing ideas about gender and sexuality. Also discussed is how the evolution from arcade play to home consoles has influenced the structure of games. Although the audience for video games is more diverse than convention would have it, the masculine perspective is still the norm. Likely readers of this book will be video game scholars, who will find the divergent views stimulating and enlightening. Summing Up: Recommended. Researchers, faculty, professionals. --Sally Sugarman, Bennington College
Author notes provided by Syndetics
Matthew Wysocki is an Associate Professor at Flagler College, USA, where he is the Coordinator of the Media Studies program. He is the editor of CTRL-ALT-PLAY: Essays on Control in Video Games and co-chair of the Game Studies Area of the Popular Culture Association/American Culture Association .
Evan W. Lauteria is a PhD student in Sociology at the University of California-Davis, USA. Lauteria has published in the UK Literary Magazine Berfrois on the topic of queer game mechanics, as well as in Reconstruction on the resistant politics of queer game mods.