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Essay / Sex and Consumerism - 1602
My generation, specifically millennials, grew up with computers. Whether it's DOS, Windows or Macintosh, my peers have a talent for the virtual interface. Our parents and grandparents don't understand it. They fumble uncomfortably with their cell phones and become frustrated with the advent of the new media of video games (especially when my brothers and I would rather play Halo 3 than Pac-Man with my father). As we communicate effortlessly with each other, as if each button is an additional organic limb of our body. It's like technology is in our blood, but not in theirs. However, living with technology is very different from living in technology. He was once sitting in front of N64, playing Golden Eye with four friends. Now he's socializing at a virtual party under the username PatrickBateman, trying to see if you can then have cybersex with, hopefully, a female avatar. The “game” has changed. The rules of the “game” are no longer limited to space, law or time. We broke that mold. In the past, we placed ourselves in imaginary worlds of stories and books featuring the hero. Nowadays, we live in a fantasy world with an avatar that may or may not resemble an individual's real appearance. It’s no longer a “game”. It became real. So much so that even the virtual world affects the real world through social constructions, real estate exchanges and information consumption. This introduction only suggests that games and life have become intertwined over the last century through technological advancements. A combination of social media, new technologies and easily accessible information is propelling us into this conversation about using the virtual world. Defined as an MMORPG...... middle of paper ...... available in the media of our culture, whether on television, in the theater or online. Shopping centers never seem to be in decline, even in the midst of the recession our country is going through. Similarly, porn sales are higher than all professional sports combined. These examples only recognize the desires of our society. This is not to say that sex and consumerism didn't exist before, but rather that the virtual world only offers a new avenue for these products to flourish and that its growth is striking. Works Cited Curtis, Debra. “Commodities and sexual subjectivities: a look at capitalism and its desires.” Cultural Anthropology 19 (2004): 95-121. Lastowka, FG and Daniel Hunter. “The laws of the virtual world”. California Law Review 92 (2004): 1-73.Second Life. Computer software. Second life. June 15 2009 .