Sex Dolls at Sea

Sex Dolls at Sea
Title Sex Dolls at Sea PDF eBook
Author Bo Ruberg
Publisher MIT Press
Pages 302
Release 2022-06-14
Genre Social Science
ISBN 0262543672

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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.

Video Games Have Always Been Queer

Video Games Have Always Been Queer
Title Video Games Have Always Been Queer PDF eBook
Author Bo Ruberg
Publisher NYU Press
Pages 278
Release 2019-03-19
Genre Social Science
ISBN 1479843741

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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

The Queer Games Avant-Garde
Title The Queer Games Avant-Garde PDF eBook
Author Bo Ruberg
Publisher Duke University Press
Pages 181
Release 2020-03-20
Genre Games & Activities
ISBN 1478007303

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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 Sex Doll

The Sex Doll
Title The Sex Doll PDF eBook
Author Anthony Ferguson
Publisher McFarland
Pages 237
Release 2014-01-10
Genre Social Science
ISBN 0786456620

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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.

The Creator

The Creator
Title The Creator PDF eBook
Author Gudrun Eva Minervudottir
Publisher Portobello Books
Pages 223
Release 2012-09-06
Genre Fiction
ISBN 1846274540

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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

Queer Game Studies
Title Queer Game Studies PDF eBook
Author Bonnie Ruberg
Publisher U of Minnesota Press
Pages 336
Release 2017-03-28
Genre Games & Activities
ISBN 1452954631

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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

Artificial Women
Title Artificial Women PDF eBook
Author Julie Wosk
Publisher Indiana University Press
Pages 249
Release 2024-04-02
Genre Social Science
ISBN 0253069270

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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.