17 research outputs found

    'You want to be swept up in it all': Illuminating the erotic in BDSM

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    This research aims to understand the eroticism of consensual bondage, discipline, dominance & submission and sadism & masochism (BDSM). Eroticism is considered a central feature of most sexual experiences, yet there is limited research that examines erotic components of BDSM as lived by practitioners themselves. By adopting an experiential approach to the study using phenomenological psychology, the lived experiences of BDSM practitioners were foregrounded in order to clarify erotic meanings and extend existing understandings of consensual BDSM. Nine frequent practitioners of consensual BDSM were interviewed; discussing specific accounts of their BDSM experiences. Template analysis was utilised to analyse data, within an interpretive phenomenological framework. Findings illustrated that one of the most important erotic aspects was the co-collaboration between practitioners in order to create, maintain and engage with the erotic fantasy. The unpacking of the complexity of eroticised power exchange that occurred when BDSM practitioners adopted their sexual roles was also an important finding to emerge from the analysis

    Engaging (in) Gameplay and (in) Debriefing

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    Computer games and organization studies

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    Computer games and organizations are becoming increasingly interwoven in the 21st century. Sophisticated computer games connected by networks are turning into spaces for organizing. Therefore, it may not be surprising that conventional organizations are now scrounging these games for novel ways to enhance efficiency. The result is the formation of game/organization hybrids; uneasy recontextualizations of partly incompatible ideas, values and practices. We begin this essay by elucidating what it is socially that makes something a game by exploring the notion’s anthropological foundations. We then introduce two examples of actual game/organization hybrids; raiding in computer games and gamification in formal organizations. We conclude by discussing the implications of such hybridization and suggest venues for how organization and management scholars can benefit from studying computer games and theories of play

    Three waves of awkwardness: A meta-analysis of sex in game studies

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    This article critically evaluates and questions the growth and maturity of game studies as a scholarly set of related approaches to the study of games, by providing an account of studies of sexuality in (mostly digital) games from 1978 to present. The main goal of this article is to highlight overarching themes and patterns in the literature, with a focus on theories and methodologies commonly used and the way game studies is still risk aware, even awkward in its discussions of sexuality. In addition to a review of 37 years of literature, the article employs a chronological and thematic metaphor analysis of past research texts to analyze whether game studies is growing up or in perpetual puberty and whether it really is exploring sexual maturity alongside the games we study. It finds that while different periods of time can be identified in research as far as approaches to sexuality in games go, game studies is still to a large extent engaged in the management of the stigma that discussing sexuality may cause. Rather than a maturation process, the waves are shown to be manifestations of different types of environmentally influenced risk awareness, consecutive risk avoidance, and a resulting awkwardness
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