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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