All posts by Gemma Amy Lee

Hi I'm Gemma. I am an university student studying a Bachelor of Media and Communications/Arts, at the University of Wollongong in Southern New South Wales, Australia. I love many things; craft, history, sitting on the internet reading thoughtful (and rubbish) articles, baking and sugar art, reading books, all forms of music, learning languages, politics, eating large quantities of chocolate, and fashion.

Sex in space

Through my exploration of sex and sexuality online during my early research, and attempt to briefly define these concepts during my presentation on sex in cyberspace, I have arrived at this research question:

How does the virtual experience transform our conceptualisation of sex, sexuality and sexual interaction?

While this is a very broad area of study which could possibly inform an honours thesis or several research articles, it’s the most concise way to query what most of my research has been pointing towards while leaving myself open to further study if I do want to take it further than this semester. But where to start?

In my last post I detailed how Iris Bull‘s thesis ‘Foreclosing Possibility in Virtual Worlds: An Exploration of Language, Space, and Bodies in the Simulation of Gender and Minecraft’ (2014) informed my analysis of sexual exploration in virtual spaces. Her work on gender and virtual worlds was really informative in my exploration of cyberspace, however it was the structure of her thesis which really gave me what I needed: a research framework which could help me define the other areas of sexual exploration online.

Through the lens of the three pillars of her thesis i.e. ‘Language, Space, and Body’, I can narrow down how my research might work to answer the above research question in a more effective way, especially if I choose just one of these interrelated areas to focus on. Based on my established research on ‘space’ e.g. blogs, social networks, forums, virtual reality, virtual worlds, I will extend my understanding of ‘space’ to include a discussion of how sex and sexuality is transformed by digital space, how objects and subjects of cyber-worlds transform these spaces, and how these spaces more adequately accomodate for paraphilic behaviours.

My digital artefact will take the shape of a virtual map of the cyberspaces which are helping people transform sex and sexuality in order to reflect the concept of non-physical ‘space’. I believe that the best spacial presentation medium for this kind of research would be a Prezi, as I can use the Zooming User Interface as a way to illustrate ‘space’. However I will still keep looking for different ways to share my ideas.

 

Feature image by Cate Storymoon 2014, used under licence CC BY-SA-2.0.

 

 

How is cyberculture creating permissive spaces for cybersex?

What if the only time in your 18 year marriage that you have felt sexually ‘alive’ was when you were online exploring your kinks with virtual strangers who made you love your body and mind?

This was the case for the woman in the Savage Love Letter column published on March 22 2016, and a trend in some of the literature that I have read so far: unfulfilled physical sex lives suddenly come alive in permissive virtual spaces. Cultural history and mass media writer Chris Barniuk suggests that this kind of revelatory and explorative behaviour is a typical characteristic of our collective first forays into cyberspace (2013). Based on the phone-phreaking culture of the early hackers, Baraniuk shows that online and networked spaces have always been ripe for self-exploration, discovery of niche interests and low barriers to participation.

Other evidence points to the virtual space as a uniquely permissive and explorative environment due to the very nature of the technical environment e.g. software, on which spaces are built. Iris Bull describes the game Minecraft as a medium which ‘grants players an impressive amount of permission to do as they like with the program’ (p. 19, 2014); reflective of this medium are alternate virtual environments like MMORPGS (Massively Multiplayer Online Role Playing Games) e.g. Second Life and social networks e.g. FetLife. The flexibility and inherent unpredictability of these online spaces encourages critical engagement with our self and societally imposed sexual restrictions.

These spaces also encourage a departure from gender and sexuality norms through the lack of emphasis on the relationship between gender and power in our physical and societal lives (Bull 2014). This departure is evidenced in the success of Tumblr blogs in providing young women with alternative spaces in which they are free to enjoy and disseminate pornographic material and feel like they are not being judged for their desires, a problem in part born from the failure of platforms like Facebook and Instagram to accept the female body in its sexual and maternal visual form (Gray 2016). The success of similar permissive spaces such as online forums like Reddit (Clark-Flory 2013), and other blogging sites and web spaces (Wheaton 2016) is directly reflected in the cyber-cultural value of community, communication and sharing (Schrock 2014).

This particular cyber-cultural value seems to be the key to the rest of my research in understanding how the virtual experience transforms our conceptualisation of sex, sexuality and sexual interaction.

 

 

What is the body in cyberspace?

If cyberspace is ‘a consensual hallucination experienced daily by billions of legitimate operators, in every nation,’ (Gibson, W. 1995) then cybersex is a collective, presumably consensual hallucination experienced by an indeterminate number of operators in every nation that has adequate internet infrastructure, dependent heavily on the minds of those involved.

The blurred line between real and virtual creates questions around how sex and actions in the online environment are perceived to affect ‘real’ or physical people and bodies.  For example, in simulation games like Second Life or text-based virtual realms e.g. MOOS/MUDS fertile ground is laid for understanding how humans respond to virtual, technologically mediated sexual interactions. How do we define a body in an online context as the boundaries between mind and body are eroded (Gorry 2009)?

It seems as if, increasingly, these two separately identified entities are becoming one and the same. In the case of virtual character exu 

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Penetrating the Digital Love Industry

This week I’m starting with a broad look at how sex and relationships are augmented and grow to accomodate new forms of cyberculture, robotics and communications. There are so many ways to tackle this subject; so many perspectives that I could explore. Whether we’re investigating the exploration and safe expression of niche sexual desires via simulation or virtual reality, the evolving communications frameworks of digital love,  the involvement of networked technology and robotics in love and sex, or the complex human psychological patterns developing in response to these subjects, there will be much ground to be covered.

While I am trying to work out which subject I would like to specifically, I am curating a general list of resources with short annotations on my blog. I hope that this short list will help me to determine exactly which area holds the most promise for the focus of my Digital…

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