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    Reproductive Rights

    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

    In This Issue:
    The Player by Logan Hill
    What Leisure Suit Larry taught me about sex.
    Game Over by Grant Stoddard
    My girlfriend and I try the relationship-in-crisis game Façade. Will we survive?

    The Terminatrix by Will Doig
    Every new version of MTV's Aeon Flux has missed the point: sex and danger go hand-in-hand.

    Marathon Man by Daniel Nester
    Gaming legend Todd Rogers played Atari for eighty-seven hours, and he can talk about sex for nearly as long.

    VoiceBox by Various
    The future of gaming.
    Sex Advice From . . . Game-Convention Girls by Justinechanel Ostapowicz
    Not-So-Final Fantasy by Gwynne Watkins
    Researcher Hugh Bowen on how video games affect us emotionally.
    The Grandmother of All Gamers by Sarah Harrison
    A Q&A with Grandma Hardcore — and her proud grandson.
    Playmates by Will Doig
    What keeps this thirty-two-year marriage exciting: Dr. Mario.
    Game Girls Advance by Kyle Machulis
    Female designers like Brenda Brathwaite are storming the castle.
    Design for Living by Marie Lyn Bernard
    For breakup therapy, I turned to The Sims.
    Countercultural Icon by Rufus Griscom
    Steven Johnson explains why too many books — and not enough gaming — rots your brain.

    © 2005, Inc.

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