TY - BOOK AU - Brathwaite,Brenda TI - Sex in video games T2 - Advances in computer graphics and game development SN - 1584504595 AV - GV1469.34.S52 B73 2007 U1 - 794.8 22 PY - 2007///] CY - Boston, Mass. PB - Charles River Media KW - Video games KW - Social aspects KW - Sex N1 - Includes bibliographical references and index; 1; Defining sex --; 2; History of sex in games --; 3; Emergent sex --; 4; The sexual backlash - hot coffee --; 5; Positive inclusion --; 6; Self-regulation --; 7; Censorship --; 8; Obscenity; Deborah Solomon --; 9; What's appropriate --; 10; Reaching the market --; 11; Responsibility --; 12; Corporate concerns --; 13; Sex across cultures --; 14; Interviews N2 - "Developers, publishers, retailers, and consumers are asking themselves: When is sex appropriate in a game? How far is too far? What will it mean for the product? For its distribution? For my company? For me? Do games with sexual content sell better? Are they generally profitable? So far, there are no definitive answers to these questions." "Sex in Video Games provides insight into this issue and presents guidelines and answers by studying the history of sexual content use in games and within the industry itself. In addition, the book considers ethical issues, parental and retailer responsibility, and explores industry attempts at self-regulation, along with a growing concern about potential censorship."--BOOK JACKET ER -