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The Lure of Sex in Video Games

Written by Andrew Doan, MD, PhD on .

The combination of sex and pornography in a video game has the potential for explosive growth and has already proven to become so. In Second Life, it’s reported that there are over twenty million accounts with more than half of those being active gamers.

In this video game, there are people making significant amounts of real money by providing a virtual escort service, some are making six-figure incomes.[1] By day, a woman could be a mom, lawyer, or other professional. But by night, she is the voice behind an avatar that charges twenty dollars an hour for a man to have a virtual companion and virtual sex. While living in the game, otherwise known as “living on the grid,” individuals purchase genitalia and sex beds so their avatars can have virtual sex with each other. People are spending real money for virtual sexual experiences in the digital world Second Life.

In the phone sex industry, searching the Internet reveals that per minute rates could be as low as eighty-five cents, making an hour on the phone costing over fifty dollars. But in the virtual world of Second Life, where escorts charge only twenty dollars an hour, gamers not only have visual stimulus, but also voice stimulus, making virtual sex less expensive and more appealing. Excessive video game playing is hindering relationships and marriages, leaving no room for fostering healthy, relationships and sex lives with their real-life spouses and partners. Video games are increasingly cited as a reason for divorce. It is reported that about 15% of the divorce filings citing “unreasonable behavior” are due to excessive video game playing in the United Kingdom.[2] It is arguable that video game addiction is unlikely to be the only factor resulting in broken marriages. On the other hand, it is likely that there are multiple factors contributing to deterioration of marriages, and excessive video game playing may be a mechanism for escape of real life martial problems. Similar to how people use other types of addictions for escape, the video game addict uses video games to escape real life. The addictive behavior is likely a manifestation of root causes discussed in this book, such as need for challenge, ego-seeking behavior, desire for companionship, and even hunger for sex.

As computer graphics improve – this digital eye candy so to speak – the pictures within the game will begin looking more real. Technology will offer the ability to view 3D-images, surround sound, and tactile stimuli for the gamer to be completely immersed in the digital world. As games develop better graphics, it can turn into outright pornography, but players are the main characters in the porn flick. Therefore, the desire to escape and have virtual sex will become more of a draw.




[1] CBS News, “The Steamier Side of Second Life.” YouTube. 2008. http://www.youtube.com/watch?v=ruMi3MAGkvc Accessed August 27, 2011.

[2] GamePolitics.com, “Eurogamer Digs Into Divorce Online Video Game Claims”, May 31, 2011. http://www.gamepolitics.com/2011/05/31/eurogamer-digs-divorce-online-video-game-claims Accessed June 21, 2011.


 

Comments  

 
0 # wrong infokate 2011-10-25 15:25
2000 an hour sounds right.. thats about 2 US dollars...
very few people make much money in SL
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0 # Some do make money in Second LifeAndrew Doan, MD, PhD 2011-10-25 17:50
You are right. Most do not make money in Second Life. However, few do make money in Second Life. Anshe Chung reportedly made more than $150,000 a year in the virtual world. The $20 US/hour for escorts was reported in a CBS News Report titled "The Steamier Side of Second Life". Another man makes "sex beds" and sells these beds as his full-time job.

The extremely rare entrepreneurs increase the lure and dangers of Second Life. While there are some few extremely successful entrepreneurs in the game, most waste their time and lives away in the digital world.
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0 # Second Life EconomyAndrew Doan, MD, PhD 2011-10-25 17:56
http://en.wikipedia.org/wiki/Economy_of_Second_Life

http://community.secondlife.com/t5/Featured-News/bg-p/blog_feature_news

LindeX volume for Q3 amounted to U.S. $30 million, a 2 percent decline in line with seasonality, but 6.4 percent growth of the same quarter last year.

That's an economy of over $120 million dollars per year.

LindeX Volume

This metric measures the gross US$ traded between accounts on the LindeX for the exchange of L$ in the quarter. Not including fees, this is the total amount all buyers paid for L$ in the quarter, which is equal to the total amount all sellers received for L$ in the same period.
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0 # RE: Second Life EconomyAndrew Doan, MD, PhD 2011-10-25 18:00
Q3 2011 web merchandise sales volume grew 2.8 percent compared with Q2 2011, and grew 30.9 percent as compared with Q3 2010. This was over $4 million per year.

Web Merchandise Sales Volume

This number represents the total amount of Linden dollars spent by shoppers on the Web-based marketplace for virtual goods that are created and sold by other users in Second Life.

There is definitely money to be made in Second Life.
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