2024
Caetano, Mayara Araujo
Tagging in 3DXChat animated sex game porn production Journal Article
In: Porn Studies, vol. 12, iss. 3, pp. 501-520, 2024, ISSN: 2326-8743.
Abstract | Links | Tags: 3DXChat, Porn, Sex in games
@article{nokey,
title = {Tagging in 3DXChat animated sex game porn production},
author = {Mayara Araujo Caetano},
url = {https://doi.org/10.1080/23268743.2024.2415626},
doi = {10.1080/23268743.2024.2415626},
issn = {2326-8743},
year = {2024},
date = {2024-11-14},
journal = {Porn Studies},
volume = {12},
issue = {3},
pages = {501-520},
abstract = {This qualitative study of tagging practices within online animated pornographic content produced inside the massive online multiplayer game 3DXChat examines how user-generated porn producers position themselves within the structure of the online free porn platform XVideos and the porn conventions they relate their videos to. Based on a purposeful sample of 112 videos uploaded to XVideos, I retrieved 166 unique tags. I contextualize them through a two-year online ethnography experience and discuss them according to information categorization (taxonomy and folksonomy), sexual data within online porn platforms, and pornography. I conclude that 3DXChat user-generated porn is subject to the consolidated sex-tech structures of its time, leaning towards conventional porn categories; the few social tags reflect the in-between stage of ‘niched-mainstream’. Tags exemplify the serialization, indexation, influences, and potential limitations for sexual play.},
keywords = {3DXChat, Porn, Sex in games},
pubstate = {published},
tppubtype = {article}
}
This qualitative study of tagging practices within online animated pornographic content produced inside the massive online multiplayer game 3DXChat examines how user-generated porn producers position themselves within the structure of the online free porn platform XVideos and the porn conventions they relate their videos to. Based on a purposeful sample of 112 videos uploaded to XVideos, I retrieved 166 unique tags. I contextualize them through a two-year online ethnography experience and discuss them according to information categorization (taxonomy and folksonomy), sexual data within online porn platforms, and pornography. I conclude that 3DXChat user-generated porn is subject to the consolidated sex-tech structures of its time, leaning towards conventional porn categories; the few social tags reflect the in-between stage of ‘niched-mainstream’. Tags exemplify the serialization, indexation, influences, and potential limitations for sexual play.
2020
Passmore, Cale; Harrer, Sabine; Spiel, Katta
Between Pleasure and Power: Game Design Patterns in Clickbait Ludoporn Proceedings Article
In: DiGRA ’20: Proceedings of the 2020 DiGRA International Conference: Play Everywhere, DiGRA, 2020, ISSN: 2342-9666.
Abstract | Links | Tags: Clickbait, Game design, Games, Ludoporn, Play, Porn
@inproceedings{Passmore2020,
title = {Between Pleasure and Power: Game Design Patterns in Clickbait Ludoporn},
author = {Cale Passmore and Sabine Harrer and Katta Spiel},
url = {http://www.digra.org/digital-library/publications/between-pleasure-and-power-game-design-patterns-in-clickbait-ludoporn/},
issn = {2342-9666},
year = {2020},
date = {2020-06-02},
booktitle = {DiGRA ’20: Proceedings of the 2020 DiGRA International Conference: Play Everywhere},
publisher = {DiGRA},
abstract = {Despite its pervasiveness and prosperity in online spaces, the genre of playable online pornog- raphy, or ludoporn, has received little scholarly attention both in Human-Computer Interac- tion (HCI), Games Studies, and Porn Studies. In this paper, we discuss clickbait ludoporn as a hybrid design genre bridging games and pornography as they are offered for free on online platforms. We develop a tentative taxonomy of common design features, analysing game mechanics in terms of the libidinal investments and sexual pleasures promoted to players. Our analysis is based on a sample of 18 games retrieved from three different platforms. We suggest that the design of clickbait ludoporn mechanics incorporate mainstream approaches to sexuality, intimacy, and corporeality with fundamental consequences on how pleasure is culturally produced, articulated and normalised. We close on a call for game researchers and designers to claim the space of clickbait ludoporn with transformative intent.},
keywords = {Clickbait, Game design, Games, Ludoporn, Play, Porn},
pubstate = {published},
tppubtype = {inproceedings}
}
Despite its pervasiveness and prosperity in online spaces, the genre of playable online pornog- raphy, or ludoporn, has received little scholarly attention both in Human-Computer Interac- tion (HCI), Games Studies, and Porn Studies. In this paper, we discuss clickbait ludoporn as a hybrid design genre bridging games and pornography as they are offered for free on online platforms. We develop a tentative taxonomy of common design features, analysing game mechanics in terms of the libidinal investments and sexual pleasures promoted to players. Our analysis is based on a sample of 18 games retrieved from three different platforms. We suggest that the design of clickbait ludoporn mechanics incorporate mainstream approaches to sexuality, intimacy, and corporeality with fundamental consequences on how pleasure is culturally produced, articulated and normalised. We close on a call for game researchers and designers to claim the space of clickbait ludoporn with transformative intent.
