Sex Dolls at Sea


Book Description

Investigating and reimagining the origin story of the sex doll through the tale of the sailor’s dames de voyage. The sex doll and its high-tech counterpart the sex robot have gone mainstream, as both the object of consumer desire and the subject of academic study. But sex dolls, and sexual technology in general, are nothing new. Sex dolls have been around for centuries. In Sex Dolls at Sea, Bo Ruberg explores the origin story of the sex doll, investigating its cultural implications and considering who has been marginalized and who has been privileged in the narrative. Ruberg examines the generally accepted story that the first sex dolls were dames de voyage, rudimentary figures made of cloth and leather scraps by European sailors on long, lonely ocean voyages in centuries past. In search of supporting evidence for the lonesome sailor sex doll theory, Ruberg uncovers the real history of the sex doll. The earliest commercial sex dolls were not the dames de voyage but the femmes en caoutchouc: “women” made of inflatable vulcanized rubber, beginning in the late nineteenth century. Interrogating the sailor sex doll origin story, Ruberg finds beneath the surface a web of issues relating to gender, sexuality, race, and colonialism. What has been lost in the history of the sex doll and other sex tech, Ruberg tells us, are the stories of the sex workers, women, queer people, and people of color whose lives have been bound up with these technologies.




The Sex Doll


Book Description

This scholarly study of the centuries-long history of fornicatory dolls examines the enduring obsession with creating an idealized, silent female sexual object and the manifestations of this desire through the ages in mythology, literature, art, philosophy and science. This particular sexual impulse has been expressed in a great variety of forms such as statues, mannequins, sex dolls, and gynoids (robots). In particular this study focuses on the evolution of the sex doll through its original incarnation as a sack cloth effigy, through the marketing of inflatable dolls, to the current elaborate cyber-technology figures, in an attempt to discover the hidden drives and desires which fuel this ongoing fantasy of creating a perfect, powerless, silent partner.




Video Games Have Always Been Queer


Book Description

Argues for the queer potential of video games While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always Been Queer argues that the medium of video games itself can—and should—be read queerly. In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D. A. Miller can bring to the popular 2007 video game Portal, or what Eve Sedgwick offers Pong, Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in Octodad or explore the pleasure of failure in Burnout: Revenge, Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games—because video games have, in fact, always been queer.




The Queer Games Avant-Garde


Book Description

In The Queer Games Avant-Garde, Bonnie Ruberg presents twenty interviews with twenty-two queer video game developers whose radical, experimental, vibrant, and deeply queer work is driving a momentous shift in the medium of video games. Speaking with insight and candor about their creative practices as well as their politics and passions, these influential and innovative game makers tell stories about their lives and inspirations, the challenges they face, and the ways they understand their places within the wider terrain of video game culture. Their insights go beyond typical conversations about LGBTQ representation in video games or how to improve “diversity” in digital media. Instead, they explore queer game-making practices, the politics of queer independent video games, how queerness can be expressed as an aesthetic practice, the influence of feminist art on their work, and the future of queer video games and technology. These engaging conversations offer a portrait of an influential community that is subverting and redefining the medium of video games by placing queerness front and center. Interviewees: Ryan Rose Aceae, Avery Alder, Jimmy Andrews, Santo Aveiro-Ojeda, Aevee Bee, Tonia B******, Mattie Brice, Nicky Case, Naomi Clark, Mo Cohen, Heather Flowers, Nina Freeman, Jerome Hagen, Kat Jones, Jess Marcotte, Andi McClure, Llaura McGee, Seanna Musgrave, Liz Ryerson, Elizabeth Sampat, Loren Schmidt, Sarah Schoemann, Dietrich Squinkifer, Kara Stone, Emilia Yang, Robert Yang




The Creator


Book Description

When La's car gets a puncture out in the countryside, the man who lives nearest proves recalcitrantly helpful. She ends up falling asleep in his armchair and wakes to intense guilt at neglecting her daughter back in Reykjavik, followed by shock at what she finds in her helper's back room - half-finished, life-size silicone women hanging from hooks. Sveinn, her host, is a craftsman; he makes sex dolls. In his workshop La is overcome with a surprising reverence, and acting on a mad notion of salvation, she steals one of the dolls for her troubled daughter Margret. For the first time ever, La finds she is a thief. And worse, when her friends and family greet her plans with incredulity, she finds that there is another more awful theft, beyond her expectations and her understanding. Bereft and adrift, how can La save her daughter from herself and what can she learn from Sveinn's loneliness? Two people who fear responsibility putting themselves in harm's way, Sveinn and La dance a fascinating dance in this striking novel from Iceland's most celebrated young novelist.




Queer Game Studies


Book Description

Video games have developed into a rich, growing field at many top universities, but they have rarely been considered from a queer perspective. Immersion in new worlds, video games seem to offer the perfect opportunity to explore the alterity that queer culture longs for, but often sexism and discrimination in gamer culture steal the spotlight. Queer Game Studies provides a welcome corrective, revealing the capacious albeit underappreciated communities that are making, playing, and studying queer games. These in-depth, diverse, and accessible essays use queerness to challenge the ideas that have dominated gaming discussions. Demonstrating the centrality of LGBTQ issues to the gamer world, they establish an alternative lens for examining this increasingly important culture. Queer Game Studies covers important subjects such as the representation of queer bodies, the casual misogyny prevalent in video games, the need for greater diversity in gamer culture, and reading popular games like Bayonetta, Mass Effect, and Metal Gear Solid from a queer perspective. Perfect for both everyday readers and instructors looking to add diversity to their courses, Queer Game Studies is the ideal introduction to the vast and vibrant realm of queer gaming. Contributors: Leigh Alexander; Gregory L. Bagnall, U of Rhode Island; Hanna Brady; Mattie Brice; Derek Burrill, U of California, Riverside; Edmond Y. Chang, U of Oregon; Naomi M. Clark; Katherine Cross, CUNY; Kim d’Amazing, Royal Melbourne Institute of Technology; Aubrey Gabel, U of California, Berkeley; Christopher Goetz, U of Iowa; Jack Halberstam, U of Southern California; Todd Harper, U of Baltimore; Larissa Hjorth, Royal Melbourne Institute of Technology; Chelsea Howe; Jesper Juul, Royal Danish Academy of Fine Arts; merritt kopas; Colleen Macklin, Parsons School of Design; Amanda Phillips, Georgetown U; Gabriela T. Richard, Pennsylvania State U; Toni Rocca; Sarah Schoemann, Georgia Institute of Technology; Kathryn Bond Stockton, U of Utah; Zoya Street, U of Lancaster; Peter Wonica; Robert Yang, Parsons School of Design; Jordan Youngblood, Eastern Connecticut State U.




Artificial Women


Book Description

What distinguishes humanity from artificial beings? What do constructed creatures tell us about ourselves? From sex dolls to Siri, talking Barbies to the Bride of Frankenstein, Artificial Women explores the ways in which today's simulated females—both real and fictional—reflect and expose our own ideas about gender and female identity. Join Julie Wosk as she probes the realm of compliant sex workers, nurturing caretakers, genial servants, and rebellious creations in film, television, literature, art, photography, and current developments in robotics. These modern-day Galateas must embrace their own synthetic nature while also striving for authenticity and autonomy, all the while foregrounding gender stereotypes and changing perceptions of women and their roles. They embody the paradoxes and tensions that continue to arise in our increasingly simulated world, where the lines between the real and the virtual only continue to blur. As these "artificial women" become ever more lifelike, so too do the questions they raise become more provocative, and more illuminating of our own conceptions and conventions. Artificial Women pushes the boundaries of gender, sexuality, and culture studies to consider new digital technologies, artificial intelligences, and burgeoning simulations.




Turned On


Book Description

'Illuminating, witty and written with a wide open mind' - Sunday Times An exploration of humans, sexuality, interaction and technology through the lens of the sex robot. The idea of the seductive sex robot is the stuff of myth, legend and science fiction. From the myth of Laodamia in Ancient Greece to twenty-first century TV shows such as Westworld, robots in human form have captured our imagination, our hopes and our fears. But beyond the fantasies there are real and fundamental questions about our relationship with technology as it moves into the realm of robotics. Turned On explores how the emerging and future development of sexual companion robots might affect us and the society in which we live. It explores the social changes arising from emerging technologies, and our relationships with the machines that someday may care for us and about us. Sex robots are here, and here to stay, and more are coming. Computer scientist and sex-robot expert Kate Devlin is our guide as we seek to understand how this technology is developing. From robots in Greek myth and the fantastical automata of the Middle Ages through to the sentient machines of the future that embody the prominent AI debate, she explores the 'modern' robot versus the robot servants we were promised by twentieth century sci-fi, and delves into the psychological effects of the technology, and issues raised around gender politics, diversity, surveillance and violence. This book answers all the questions you've ever had about sex robots, as well as all the ones you haven't yet thought of.




The Age of Perversion


Book Description

American Board and Academy of Psychoanalysis Book Prize Winner for 2018 (Theoretical Category) We have entered the age of perversion, an era in which we are becoming more like machines and they more like us.The Age of Perversion explores the sea changes occurring in sexual and social life, made possible by the ongoing technological revolution, and demonstrates how psychoanalysts can understand and work with manifestations of perversion in clinical settings. Until now theories of perversion have limited their scope of inquiry to sexual behavior and personal trauma. The authors of this book widen that inquiry to include the social and political sphere, tracing perversion’s existential roots to the human experience of being a conscious animal troubled by the knowledge of death. Offering both creative and destructive possibilities, perversion challenges boundaries and norms in every area of life and involves transgression, illusion casting, objectification, dehumanization, and the radical quest for transcendence. This volume presents several clinical cases, including a man who lived with and loved a sex doll, a woman who wanted to be a Barbie doll, and an Internet sex addict. Also examined are cases of widespread social perversion in corporations, the mental health care industry, and even the government. In considering the continued impact of technology, the authors discuss how it is changing the practice of psychotherapy. They speculate about what the future may hold for a species who will redefine what it means to be human more in the next few decades than during any other time in human history. The Age of Perversion provides a novel examination of the convergence of perversion and technology that will appeal to psychoanalysts and psychoanalytic psychotherapists, social workers, mental health counselors, sex therapists, sexologists, roboticists, and futurists, as well as social theorists and students and scholars of cultural studies.




All of Us with Wings


Book Description

This young adult fantasy debut about love, found family, and healing is “a fantastical ode to the Golden City’s postpunk era,” told through the eyes of a Mexican-American girl (Entertainment Weekly). “Complex and beautiful, blending folklore, San Franciscan history, the music scene, vampires, magic . . . hard to put down.” —School Library Journal Seventeen-year-old Xochi is alone in San Francisco, running from her painful past: the mother who abandoned her, the man who betrayed her. Then one day, she meets Pallas, a precocious twelve-year-old who lives with her rockstar family in one of the city’s storybook Victorians. Xochi accepts a position as Pallas’s live-in governess and quickly finds her place in the girl’s tight-knit household, which operates on a free-love philosophy and easy warmth despite the band’s growing fame. But on the night of the Vernal Equinox, as a concert afterparty rages in the house below, Xochi and Pallas perform a riot-grrrl ritual in good fun, accidentally summoning a pair of ancient beings bound to avenge the wrongs of Xochi’s past. She would do anything to preserve her new life, but with the creatures determined to exact vengeance on those who’ve hurt her, no one is safe—not the family Xochi’s chosen, nor the one she left behind.