Video games are not just for kids — or guys — anymore. The average player is thirty. Forty-three percent are women. It's a multibillion-dollar industry, and where billions of dollars and eyeballs go, sex follows, from gawk-a-thons (Playboy: The Mansion) to console games with hidden sexual content (Grand Theft Auto) to the interactive online worlds of EverQuest and Sociolotron. Will video games have a real effect on sex and relationships in the future? Are they still the provenance of those who can't get laid, or are they the new online personals? What's the future of gaming, and where do those old sci-fi visions of virtual reality come into play? In this issue, we have reports on women and gaming; essays on how people use games to find, avoid and enhance physical interaction; and an expert roundtable on the future of pixelated sex, violence and adjustable breasts. — Michael Martin
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