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(This article is part of a multi-part feature on the viability of different business models for virtual world porn. Links to other articles will be added to this one as they are finished.)

Ok. So you've got your content, you've got it all sorted out and looking pretty, now what? It's time to release it to the unwashed masses and start the money rolling in. Except there's one last problem... What's the best form for them to see it in?

There's 3 types of media formats that we'll cover here, all of which have been used in virtual worlds to varying degrees of success. There's little to say here about the distribution of real world porn as all these formats are so ubiquitous that it would lead far off the path of virtual porn.

Let's start with magazines. When I refer to magazines here, I mean actual in-world published magazines. These are only available in the client software of either the world they were created in, or a world that allows uploadable textures. Therefore, you're most likely to see these in somewhere like Second Life or ActiveWorlds (Or for the 3 of you using Croquet out there...). In-world magazines provide two advantages to your distribution model. First off, they are, for most intents and purposes, locked into the world. It is a chore (but still doable) to pull out the textures that make up the magazine and reupload/reuse them somewhere. It also means that your revenue stream is managed simply by whatever the world provides, versus having to deal with credit cards or money transfers. Secondly, it provides an immersive experience. However unimportant it sounds, there's something to be said for being able to view erotic material while using the character the material might well be related to (i.e. BDSM, furry, or ather types of avatars or characters). It also allows you to collbratively experience (Translation: circle-jerk) with others in the world.

In world magazines are not without their very steep downsides, though. The main problem an in world magazine faces is what I call the "preaching to the choir" factor. If you are viewing virutal porn in a virtual world, there are MANY less steps between looking at the porn and actually experiencing what is happening in the pictures, than say standing in the aisle of your local bookstore ogling a copy of Hustler that "fell out of the wrapper". If doing what is pictured is a few clicks away, why just be an idle spectator to an inanimate portrait? Similarly, the audience of the magazine will consist specifically of people who are already aware of the world. Many magazines have no presense outside their in-world distribution, meaning that advertising is mostly done in other in-world places. This means that the publisher relies on the platform to draw in new readers, versus using their material to draw people into the world.

Which brings us to the next topic: websites. Setting up a website for yourself is fairly trivial these days, and for this discussion, we'll assume that it's something like Sadako's, so I recommend checking that out first if you haven't. Websites means you can augment your in-world presence in two ways: The kiosk model or the regular model. The kiosk model refers to simply posting a small "This is what's available in my magazine in world" stub page (many shops currently do this), while the "regular" model refers to setting up a full, for pay gallery site. Each of these gives you possbility of the of bringing in new users specifically with your content, which alone is worth whatever work you may have to put into the page. If your imprint is what causes someone to sign up on and use the platform, you've got a joint customer AND marketer for yourself from day one, not to mention it can sometimes mean clickthrough/sign-up program funding from the company running the platform.

The cons of websites have already been mentioned in earlier articles, especially the skills article. On the web you're up against companies with graphic designers, programmers, and who knows what else to produce their content, so your content either has to be really, really good or really, really fucked u... er, obscure (and increasingly, both at the same time). What reason does someone have to look at your generated content when there are real boobs posted daily on things like Fleshbot? You also no longer have that small but trusty gap between people just picking your content up off the page and having to pull a texture out of the cache, but that is also becoming a rather moot point as more worlds go open source (however, the DMCA and copyright law comes in here just like it would with a real world porn company).

Finally, the gap no one has really crossed yet, movies. I have yet to see any serious porn machinima (Sorry, the WoW dwarf fucking video don't count). It's certainly possible, but the pros and cons stack up just like websites. You're required to provide something specialized, something good, or else why bother with fakeness? You've got all the same production issues plus the added task of being able to navigate the camera for your chosen platform well, as well as having a machine hefty enough to both render and record at the same time.

In addition, you have to start worry about things that your chosen platform may not provide you with by default. There's soundtracks, voice work, editing, and many other things integral to movies that may be hard if not impossible to add during but the post-production process. Even so, moving images can be much more powerful than stills, and on a platform where you can create scenes with the basic software that would otherwise require expensive special effects, there's a ton of creative potential waiting to happen for the right person to capture. The right person with massive amounts of time to invest.



The Second Life Herald has an article documenting age play situation frequency in Second Life..

This information was taken from distribution of memberships in publicly listed Second Life groups, so measure your grain of salt appropriately.

The obvious tilt is toward daddy/girl play, since that dances around the edge of the "ageplay" definition in the first place (As Sadako Shikami argues on her blog). Mother/daughter I'm not quite sure what to say about outside of the usual "Wonder if both of them are guys" faux-lesbian leanings. I thought twincest would've been MUCH higher, well above hermaphroditic and even trans. Interesting.



(This article is part of a multi-part feature on the viability of different business models for virtual world porn. Links to other articles will be added to this one as they are finished.)

Titties are Timeless (as any fan of the Titté brothers knows). Unless they're pixelated, that is.

No one usually thinks about porn having an expiration date, but then again, no one usually takes virtual porn into account. In terms of sexual stimulation through visuals, we've got 3 categories to worry about.

  • Photographic/Film
  • Art
  • Virtual World Based

I'm sure there's a debate waiting to happen between the 2nd and 3rd items on this list, but humor me for now in thinking that they are two different subjects. I'm also assuming basic, mainstream porn here, as fetishes are an article unto themselves.

First off, photographs and movies. I consider the depreciation curve (The curve showing the number of people who find a type of pornography to be the most enticing, the "expiration date" of content being the point at which the curve reaches zero) on either of these is the lightest of the three mediums we're analyzing. The human form has't changed much since we discovered we could record it through burning chemicals on things, and there's certain things about all eras of media based porn that can still turn the mainstream audience on. Fucking was fucking in the 20's (and had those wonderful black and white photos to document it), in the 70's (there wouldn't be so many John Holmes documentaries and re-releases of Deep Throat if people weren't still into the stuff), and still is now. On top of this, there are people that specifically crave certain eras of porn, or it may eventually turn into an emergent form of art.

Art itself is much the same. The talent of an artist means that the pieces they create can have a timeless quality about them. Art created before photography/film is still quite erotic to some. To break into the fetish discussion for a moment (I said I wasn't going to get into it, but, well...), art can also be the only way a certain fetish can be rendered visually, meaning it can have a very deep mental impact regardless of quality (VCL, I'm looking at you here).

Virtual World Rendered porn, however, has a STEEP depreciation curve, because it works at the inverse of Moore's Law for visuals, and relies almost purely on mental and experience aspects (i.e. porn produced from a scene in which the admirer was also a participant) to keep it sexy in the eye of the beholder. Basically, you know that the top-notch rendering you are looking at right now will, in some very short amount of time, suck. Unlike vintage photography or films, there is much less of a chance that someone without experience based relation to the material will find a technologically-dated render sexy. New platforms will come up, new rendering technologies will be released, so on and so forth with the way that all technology works.

When you create a piece of Virtual World porn, the depreciation started immediately, and your content has a much more tangible expiration date on it. This can be countered by the promise of "Oh Shiny" revenue from people new to virtual worlds (or, to put it bluntly, those that don't know any better), but that is also a number approaching zero as more people become familiar with modern technology



(This article is part of a multi-part feature on the viability of different business models for virtual world porn. Links to other articles will be added to this one as they are finished.)

Yup, 'sbeen a long time since I sucked the sexy out of something like I'm about to do here.

As you saw last week, I geared up MMOrgy for it's re-entry back into the world of relevancy with a post about a press release I got from a new virtual world porn studio. Now, far be it from me to say that I did it first, but well, I did it first. Or would've done it first. I just have no follow-through.

Right around the time I started MMOrgy as a virtual world sex blog, I had multiple business vectors also planned out, as can be seen in the follow DOA domains:


  • escorts.mmorgy.com - our very own brothel! Was gonna take Isabelle for a spin at being a Madam in the hottest little whorehouse in SL.
  • studio.mmorgy.com - our very own porn studio! Making bank off takin' pictures of virtual T&A, then laugh all the way to the LindeX/IGE.

So, outside of my usual 5 minute attention span for any project and general lack of caring about non-engineering projects well after I get them started, what stopped these things from coming to fruition? Well, while researching exactly how and why I was going to execute on this plan, I ran into many roadblocks that ended up in me scrapping the whole thing due to lack of time. This series will outline my thoughts on the viability of virtual porn, the reasons why I decided it wasn't for me, and some of the business model ideas I have yet to see used, but think would work (Yes, free ideas, yours for the taking!).

Business Models of Real World Porn: Why Virtual Porn Seems Lucrative

First off, I don't claim to know a damn thing about running a real world porn business. I've been around countless people who do, and I know they'll be very happy to correct me if I'm wrong.

The simplest viable business model for internet porn is content production. Here's a high level view of what is needed to make the most no-frills, no-fetish, stereotypical straight-male-demographic-aimed original content porn site I can think of. For sake of simplicity, this also assumes that the person starting the business has at least some technical skill in creating websites, editing movies/pictures, etc.

  • Get a computer - US$500-US$1000 to do basic stills and movie production
  • Get a camera - Cheap! US$100 if you're poor, it'll still work, and hell, some people like that Polaroid quality...
  • Get a model - Not Cheap! Especially depending on the scene. US$100's at a minimum
  • If in US:
    • Get the model background checked - Not too expensive these days, but you'll need it for your 2257s. Not sure about other countries.
    • Get all 2257 compliance documentation - There are services to get these done, but once again, US$100's, 'cause if you're not in compliance, expect US$!!!!s from federal lawsuits.
    • Get legal representation - US$100's if you go prepaid
  • Place to take the pictures - Since we're going simple, as long as you've got a bed somewhere, you're covered.
  • Take pictures of model - Assuming you don't have to get them coked up, you've already paid for this. However, you still have to rely on them to show up, be ready, not look like hell, etc...
  • Get a website and enough hosting to not have to pay per gigabyte of bandwidth - Stupid, stupid cheap. Less than US$100 year
  • Create secured members only area, full tour layout, graphics, etc... - Doesn't have to be real fancy. Probably US$100's 'cause you can find some geek who will do it for free for the promise of free nudie pix.
  • Get credit card merchant account, deal with chargebacks (people defaulting/claiming they didn't make the charge, which becomes YOUR problem) - US$100's a month, especially because most credit card companies are ridiculously skiddish about taking in porn accounts due to chargebacks, so merchant accounts will cost orders of magnitude more.
  • Keep site up through attacks (this happens pretty often)- Depends on your hosting, but you'll need a decent admin or service. US$100's per month.
  • Create and distribute advertising, manage incentives programs - US$100's in fees to advertising services for VERY few click-throughs and even less conversions.

You can see how many US$100's I threw around in there. While it seems like taking a picture of your sister's slutty sorority girl friends and pasting them all over the web might be the short path to cash, to do it right takes a ton of seed cash and work.

Thus we enter the world of virtual porn, by which I mean porn generated using character models and settings from a prebuilt MMO. Watch the steps melt away!

  • Get a nice computer for rendering - < US$1500
  • Camera provided with software

  • Models provided with software - Hell, /you/ are the model! You can do the whole damn thing by yourself if you want to. All you are limited by is the number of clients you can run at once.
  • For sake of argument, say you're in Second Life...
    • Skin - US$6-10 for a texture with all the trimmings (nipples, hair if needed, etc...)
    • Genitalia - US$3-8, less if it doesn't need to "work" (i.e. just there for pictures, non-scripted)
    • Clothing - US$3-6 for a few sexy outfits
    • Set - US$3-6 for the furniture, damn near free if you have even the most basic of building skills.

    • Land - US$10 per month at minimum, just to make sure you have a nice place of your own to put everything in.
    • The top 4 can also be converted into time resources if you have the skills to make your own. Only land will always cost.
  • No legal - Yay for art laws!
  • No background check - Yay for assumed legality!
  • Website - Same as above. US$100 per year for hosting, and you probably won't have to worry about attacks quite as much depending on your content
  • In-World Distribution - Pure time-sink, unless you go for a pre-built publication solution, in which case, US$3-10
  • Money Exchange - Why take credit cards when you can just convert virtual currency? You'll lose a chunk per conversion and also live and die by the swaying of the market, but no worries about chargebacks.
  • Web Advertising - Time resource. Work blogs (like this one, or many others that will simply post about new shiny porn) for free advertising.
  • In-World Advertising - Usually nominal, if service is good enough, can quickly spread by word of mouth.

Seems like a no-brainer to the casual observer. All you need is a nice computer and a little bit of knowledge about your favorite MMO with something decently sexy in it, and you're ready to go. Right...?

(Stay tuned for the next article in our series, "Titties are timeless...")


Just got this in. Come on, you know you wanna be documentary famous! It's way better than internet famous!

A well-respected independent production company based in the UK is looking for contributors for a documentary on cybersex. We are particularly interested in the way people are having sex in online worlds such as Second Life.

Has sex online given you the courage to explore your fantasies? Do you have a fetish that is not physically possible in the real world which you can now enjoy? Perhaps you are someone who already lives out your fetishes in real life but cyber has allowed you to take things one step further? Are you just a regular guy/girl with an unusual sexual online persona?

If you are interested in being involved and happy to talk openly about your cybersexual experiences and how they relate to your real life, please send email to cybersexdoc [AT] googlemail [DOT] com, in confidence, with your story. No commitment is expected at this stage.


Wow. It's actually out.

This is the new bible of sex in video games. Brenda Brathwaite spent over a year combing the history of video games, speaking to many developers old and new, researching the latest sex technology and innovations, and calling me at all hours of the night to get my opinion on why the 2003 vintage of pixelated boobs was so much better than the 2001 vintage, in order to put this book together. It's been a labor of love, hate, then some more love, then slight frustration, then hate again, then a little love, and finally, relief. So, go buy a copy for every flat surface in your house. It also makes a great Halloween/Thanksgiving/Christmas/Bar Mitzvah/Christening/Briss/Birthday/All of the Above present! It's a dessert topping AND a floor cleaner!

Oh yeah, and you can get it for $10 cheaper at Amazon


Noche Kandora, of Apogee VR fame, has a new blog up called 5 Finger Pie. It's part personal posts, part posts about her sex in games experiences outside of Second Life. I'm sure we can expect more of the incredbly high calibur writing in this blog that we've come to expect from Apogee VR.


I usually take the stance that the majority of Gor roleplay exists in online worlds. There are always exceptions to the rule, though.

I've gotta say though, I didn't expect the BBC to be giving me the info on this one

According to this story, a splinter sect of Gorean culture known as the Kaotians were found to really not be doing anything specifically wrong, but since the police had been called and the media got ahold of it, well, what reporter is gonna turn down that story?


Ok, so I realize SXSW ended damn near a month ago, but I never did get a chance to post about all of the wonderful, wonderful press that came out of our session there.

GuideLive - SXSW: Sex By Southwest
Reciprocal Demand - Austin Chronical
Sex Alive and Well in Video Games - CNet
SXSW: My Blue World: Game Experts Give Red Light Talk
Fleshbot - Sex in Video Games at SXSW

Lots of good press from the panel, though my favorite has to be the GuideLive article. Finally, quotes I wanted to see in the press, like:

"Instead of having to be a person, you can be pretty much anything you want," said Kyle Machulis, founder of cybersex toy maker Nonpolynomial Labs. "You can have crazy plasma sex with a floating hammer." You can laugh, but the heart rate of some reader out there just increased.

I'm sure a majority of the readers here just had that heart rate increase, heeee.


In the April 2006 issue of Xbox World 360 UK, there's an interview with me on Sex in Games, as it pertains to next gen consoles. (1.06mb PDF)

It's a pretty good article, but I think my favorite part has to be the screen in the background.

That is SO a game interface I would totally design. "Dude, smash the button until she finished the partial differential! YEAH! SURFACE INTEGRAL BONUS STAGE!"

God I'm a nerd.


There are places you really don't expect to ever see your name. For me, Fox News definitely ranks very, very high on that list.

AP Writer Peter Svensson has written up a wonderful piece on MMOEGs, that's been picked up by a ton of mainstream
news agencies. It's a balanced, information filled article that does justice to the growing world of online sex games.

Oh yeah, and it totally has my name in it. OMG I'm on CNN! *school girl giggle*


Hot or Not. It's a formula that's been used time and time and time and time again. So why not apply it to virtual worlds?

That's exactly what Sexy Sprite aims to do.

They cover every world that has avatars, so no matter if you're on Second Life, Guild Wars, World of Warcraft, or any other MMO.

Hey, I wonder if I could take a picture of my desc from LambdaMOO...

via IGDA Sex in Games Blog


We've gotten a couple of articles on cybersex in today, and since sex in MMOs still mainly hinges on textual interaction (at least, until qDot gets around to finishing up something usable), we thought they'd be appropriate.

First off, a rather old article from Sex Therapist Dr. Marty Klein on whether cybersex is actually sex, and why people have cybersex at all. Between then and now, all we've gained in terms of widely-used cybersex technology is more fonts, so much of the analysis in the article is still applicable today.

Off the news wire, Reuters is reporting that a poll of Canadian students showed that 87 percent had reported having some sort of text/voice/video internet-based sex experience. Interesting statistic, especially with the number of students also likely to be playing MMOs.



Even though we tend to concentrate on the more virtually physical side of things here at MMOrgy, we know there's a lot more to online relationships than lust (though they certainly do make that part easier). American Sexuality Magazine has an article outlining the different types of romantic relationships that can happen in online games (specific to Everquest in this case). There's a lot of cute experience stories in the article, I especially love the final quote for meeting a significant other online, “it certainly is something to tell the kids. It definitely beats ‘I met him in a bar!”.

But, it's not exactly like you met him bungie jumping either...


Ok, I've been meaning to post about PlayNoEvil for a long, long time now, but now they've just provided me with a nice list of links that I can just shove into one post and be done with it.

Seriously though, PlayNoEvil has become one of my favorite online gaming blogs lately. No one really deals with the issues of security and privacy, and PlayNoEvil's got experience behind it. Always turns out to be an interesting read.

I'll shut up and let the blog speak for itself.

Review of Virtual World Prostitution Issues

Laws and their applicability to Virtual Worlds

The Consenuality of Cybersex


The Guardian has picked up our coverage on MMO pregnancy. As usual, Alecks does an absolutely wonderful job of summing up the situation, and the discussion of the topic in the comments is enlightening.

[qDot Update: From the comments... 'On a lighter note is anyone else disturbed that that avatar appears to be giving birth to a cabbage patch doll seemingly aided by Hulk Hogan?' - Seriously, Guardian Comment Threads makes this page worth running sometimes.]



We're opening a new category here on MMOrgy, called Experiences. It's something both qDot and I have been trying to avoid, trying to keep the blog a place for news and interviews. However, it seems like we're really missing out on the view of the most important being in virtual world, the user.

So, why, as a user, would anyone be interested in writing a blog? I certainly tried to do it myself, but time isn't exactly abundant due to life, so my personal journal has consisted of one post since November. We've also been eagerly watching ApogeeVR, as they're off to a good start as one of the first MMO Sex Blogs.

Even though my blog hasn't seen the attention I would've liked, I'd still like to go into the reasons I decided to start a sex blog in the first place, so that others might pick up new ideas and start their own. To say that we here at MMOrgy launched a million Anais Nins would certainly be a gold star in my book.

qDot has even been nice enough to write up an overview of the current state of Real World Sex Blogging for us, to give those of us that are "reality-challenged" a head start.

Continue reading "MMO Sex Blogging" »


My head is not a nice place sometimes.

Sure, I come up with neat things like hooking video games to sex toys, and exercise bikes that play games. But then there's shit like this that comes up, and I really start to wonder about myself.

This time around, it's Teledildonic Conception.

So, join me and the bottle of wine that I'll be taking pulls off of frequently throughout writing this, and together let's explore one of the most deeply emotionally impacting, gut-wrenching (at least, for me) MMO game design ideas I've come up with in my stint as whatever the hell it is I am these days..

Continue reading "Teledildonic Conception" »


At the moment, most press/blogs are concentrating on virtual economies, i.e. real money spent on virtual objects, or virtual money turned into real money. But what happens when we combine those two, ending up with virtual money spent on things meant to be used outside of the virtual world?


Kirame Flashgreen Dildo, by Kyrah Abbatoir

Available at KDC, Livigno (219, 154)

Recently, Future Salon reported that SLBoutique, a popular web based store for items in the Second Life world, would start offering real, physical items in trade for Linden Dollars. This brings up an interesting question... Might the abstraction of MMOs be a good place for the adult industry to start selling their wares? In this article, we look at Red Light Center, a virtual world trying to capitalize on adult products, as well as outlining what could happen when "monopoly money" starts buying tangible products.

Continue reading "MMOs: The Next Brown Paper Wrapping?" »



I try not to usually just publish Press Releases here, but this is important (and not just because it involves me :) )

---

Evergreen Events Announces the First Annual Sex in Video Games Conference

Seattle, Washington - January 11, 2006 - Evergreen Events is pleased to announce the upcoming Sex in Video Games Conference: Exploring the Business of Digital Erotic Entertainment to be held June 8 and 9, 2006 at the Nob Hill Masonic Center in San Francisco, California. The conference is the first of its type and will be an annual event.

The unique conference will focus on the design, development, and technology of sex in video games from a national as well as international perspective. In addition, this conference will also have a strong focus on business matchmaking and networking. During the conference’s two day run, it will feature numerous lectures and keynotes, a machinima art show (erotic art and movies derived from video games) as well as panel discussions with leaders in video game and adult video game development.

Currently announced lectures include “Sex in Games: Where are We Now?” by Brenda Brathwaite, Game Designer and Founder and Chair of the International Game Developers Association’s Sexuality SIG, “The Future of Sex and Technology” by Dave Taylor, Game Producer and Game Consultant, and Programmer on DOOM and Quake among others, and “The Making of the SeXbox: Applied Hardware” by Kyle Machulis, a robotics engineer and founder of Slashdong.org and MMOrgy.com. Panels include “Designing Successful Online Erotic Games,” “Creating a Massively Multiplayer Online Erotic Game,” and, focusing on the international success of the hentai market, “Integrating International AO Success into the US Market.”

Continue reading "Evergreen Events annouces Sex In Games Conf" »


The Escapist is all about addiction this week, an issue that is dealt with quite often in the intersection of sex and the internet. Despite All Our Games discusses the matters of brain chemistry behind game addiction, explaining the biological matters of why we get hooked.

As anyone who talks to me with any frequency knows, I'm all about using events to harness brain chemistry for immersive player experiences, but just like any proper mad scientist project, something can always go awry, and this article shows one of those times. Of course, it's not as bad as say, snorting coke, like some people would have you believe. But, it can still crush parts of your life pretty badly (a war story most players have experienced at one time or another.), and adding sex to the mix just makes the solution even more volatile.


Nick Yee's Daedelus Project has just released a new set of demographics for MMO users. Some of the findings that are interesting to sex in games developers:

  • For every single woman in an MMO, there are 10 single men.
  • The romantic partners of female players are about three times more likely to play the MMO they play than the romantic partners of male players.
  • Most of them didn’t stick with text-based gaming, but women were a lot more likely to stick with it than men.
  • The more a player chats and socializes in an MMO, the more likely they report having fun.
  • The more players chat and socialize, the lower their likelihood of quitting.

How these statistics will follow up in MMOVSGs are anyone's guess. The 10:1 ratio certainly doesn't bode well (though in a world that doesn't involving grinding to get anywhere, this will probably even out), but the satistics on chating and socializing are very promising.

via IGDA Sex In Games Blog


Last week was busy in terms of press, both good and bad.

On the good side, features on sex in MMOs from Germany's Der Spiegel and Wired Japan. Having covered two of what are considered to be the most sexually concious countries on the planet in the same week, we feel like we've done our job..

Back on the homefront, there's been some interesting developments in the discussion of Sex In MMOs. Mainly, it seems that few want to. Terra Nova's usually comment heavy posts went pretty light on the conversation, and Hamlet Linden's survey returned results showing that articles on Sex and Relationships were the least liked by readers.

Gauging by our technorati stats and hit statistics, Sex In MMOs still seems to be a interesting topic, though it does make me question how many people see it as a positive one. So, what do you think? Are readers just here for the shock value, are we on to something, or, once again, is it a little of both?



Ren Renoylds at Terra Nova (the blog choosy acadmics choose for their MMOG news) has a post up with predictions on the success of upcoming MMOEG/MMOVSG titles. According to Ren, the outlook for the current line-up seems a little bleak, with everyone getting something right, but no one getting everything right. Will MMOEGs take off, or will mainstream companies bend to the will of the horny consumer?

Boy, it's gonna be a fun year to watch.


As part of the special Sex in Video Games issue of nerve.com (including an interview by yours truly with Brenda Brathwaite), there's an article on a new user's tour of sex in MMOs, specifically Sociolotron, Seducity/XOXCity/VZones, and Second Life. As usual, Second Life comes out on top, though I do enjoy the relation of Sociolotron to a C++ Debugger, mainly because I could compare Socio users to many of the die hard gdb CLI users I know.

Not that all gdb users enjoy rape, but, well, I mean, you know... nevermind.


For all of our coverage of virtual world sex, it would logically follow that at some point, someone would want to simulate full reproduction. Virtual conception and pregnancy are by no means a new idea. From the BBS days when couples could have children in LORD, games have evolved in terms of what players could do with conceiving children, with games like Sociolotron having built in rule systems for pregnancy (including menstural cycles), and virtual worlds like Second Life have emergent conception and pregnancy markets.


All pictures taken at Vindi's Baby Heaven, Second Life


In this article, we start our series on in world pregnancy by covering something that general to all of the virtual worlds, reasons for wanting to engage in virtual conception and pregnancy. Though each world offers a different setting and rule structure, many of the reasons users would want to experience childbirth and raising in a simulated environment stay the same.

Continue reading "Bundle of Polys: MMO Pregnancy" »



Utopian Hell has a rant concerning sexuality and female characters in video games, with specific examples of sexism in MMO's.

After level twenty in World of Warcraft, a Warlock gets a pet ‘Succubus’. She’s busty, barely dressed, and she possesses the ability to stun her targets by mesmerizing them with her sexiness. As if that weren’t bad enough, her idle animation is slapping her ass and making a squeaking sound.

via IGDA Sex In Games SIG Blog



A long-running debate between the players of World of Warcraft is over the often-drastic differences between the art styles of clothing and armor for males and females. Some are of the opinion that the artists aren't stressing the 'Heavy' in 'Heavy Metal' very much. However, when it comes to pictures like these, it's not hard to understand why.

The posters over at wow.com's community have been debating the topic for a week now. Join the discussion here.


The BBC's H2G2 Site has a neat article up about Furni Whores (a term bearing striking resemblance to the Furnies in Elemenstor Saga Project). In the Habbo Hotel chat program, furniture is the major object of worth in the world. So, instead of trading money for sex, people trade furniture.

The users of the world have even subverted the chat filters by coming up with their own terms. So, next time someone in a bar offers you a bedroom set for a "bobba", you'll know what you're getting.

Of course, with the average age of the Habbo Hotel user being well below bar age, you should really question the bar you're at.

via The Second Life Herald


The Sexual Interactions Workshop is being held during SIGCHI 2006 (Montreal, Canada), and are currently having their Call for Participation. The workshop will cover Sex and Human/Computer Interaction, with some of the following goals:

  • To understand how sex and themes related to it can inform current HCI practice and discourse.
  • To explore the challenges in conducting human-computer sexual interactions research.
  • To brainstorm novel technologies, interactions, and research methods inspired by human sexuality.
  • To create a community for future discussion and exploration of the topic.


As sex isn't really a requirement of MMO life, it would follow that fetishes wouldn't be either. Yet, fetishes are seen more that regular, "vanilla" around many MMO worlds. MMOs are places for people to explore new experiences, and fetishes just happen to be an experience many are interested in, but few have the means to jump into in real life.

In the world of robotics, there are three adjectives describe the type of jobs robots are made to replace humans in: "dirty", "dull", and "dangerous". Interestingly enough, these three adjectives could also be used to explain the world of MMO fetish exploration and play. However, most people don't like their enjoyments being described using any of those terms, so we'll use the contractions "wouldn't", "couldn't", and "shouldn't".


"Wouldn't": qDot usually gets motion sick in real life, so Second Life is the only way he can enjoy his spinning bondage wheel fetish
Picture taken at Strokerz, Eros (189, 185), Second Life

"Wouldn't" refers to situations and fetishes people are interested in, but may not want to jump into in real life quite yet. "Couldn't" explains kinks prohibited by either cost, laws of physics, or some other limiting factor that the player cannot achieve. Finally, "Shouldn't", either in the terms of the user's life context (prior relationships, community position, etc...), the bindings of the law (fetishes illegal in the geographic area of the user), or "permanent" (those things which can only be done once...). In this article, we'll explore examples of each of these types, as well as the people that play them.

Continue reading "MMO Fetishes: Wouldn't, Couldn't, Shouldn't" »



As the popularity of Massively Multiplayer Online Games (MMOG) rises, we see interesting genres appearing through the new independant games. While the bulk of online gaming still lies within the Massively Multiplayer Online Roleplaying Games (MMORPG, i.e. World of Warcraft, Anarchy Online, Phantasy Star Online, etc...), we now have Virtual Worlds (Second Life, There, The Sims Online, etc...), Massively Multiplayer Puzzle Games (Puzzle Pirates), and even Massively Multiplayer Spreadsheets (EVE). Sex has shown up in all of these games in one way or another, but there have only been a few games with small player bases that really feature sex as the main aspect Sociolotron is one, but the general topic is outside of the usual gamer or sexually active person's... interests. Seducity is another, but really, who plays Seducity?


3Feel (The only MMOVSG in development with screenshots, currently)

In the next year, many companies will (hopefully) be releasing a new type of game known as the Massively Multiplayer Online Virtual Sex Game, or MMOVSG. Here's a list of a few that are currently in the works:

Rapture Online by Black Love Interactive
Spend The Night by Republik Games
Heavenly Bodies by Nest Egg Studios
3Feel by CM-NET

So, what will MMOVSGs bring us that we can't currently get with other worlds? Why should we throw down even more hard earned money when we can just watch a Dark Elf gyrate for a while and then go level grind some more? In this article, we go over some of the pros and cons of what MMOVSGs can present for the lonely/horny(/both) gamer.

Continue reading "Better Sex Thru MMOG or MMOVSG?" »

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