26 research outputs found

    The virtual simulation of child sexual abuse: Online gameworld users’ views, understanding and responses to sexual ageplay.

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    This paper explores cultural understandings of virtual sexual ageplay in the online world of Second Life. Online sexual ageplay is the virtual simulation of child abuse by consensual adults operating in-world with child computer characters (avatars). Second Life is primarily governed by Community Standards which rely on residents (the users of Second Life) to recognise sexual ageplay and report it, which requires an appreciation of how residents view, understand and construct sexual ageplay. The research presented drew on 12 months of resident blog posts referring to sexual ageplay: 263 total, with 91 residents. The analysis of this talk explores the cultural understandings of this banned behaviour and beliefs about the nature of Second Life which underpin residents’ likelihood to report sexual ageplay and so comply with the Community Standards. In considering these issues the paper is able to highlight issues regarding the unique cultural position of abuse against children and key concerns which underpin the reporting behaviour of residents. Key considerations relate to defining online sexual activity, child avatars; the moral status of ‘reporters’, and sexual ageplay as a form of edgeplay; belief in the harmfulness of sexual ageplay and its relationship to real world behaviours

    Introducing inclusive tourism

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    > The 4th World Conference for Graduate Research in Tourism, Hospitality and Leisure – Antalya, Turkey, 22-27 April 2008

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    2nd International Colloquium on Tourism and Leisure, Chiang Mai, Thailand 5-8th May 2008 Opportunities and Challenges: The 1st International Cruise Conference Bremerhaven, Germany 26 – 27 Sept 2008 The 2nd ITSA Biennial Conference Globalization, Tourism and Development: Mega Events and Urban Tourism, Shanghai The 4th World Conference for Graduate Research in Tourism, Hospitality and Leisure – Antalya, Turkey, 22-27 April 200

    Digital Technologies in Expanding the Boundaries Through Immersive Spaces: Case Studies in Vessel and Yacht Design

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    New VR and AR environments have been gradually coming in the world of the pleasure maritime industry implying new possibilities of experiences for costumers. In this perspective, the paper investigates the potential role of digital technology in expanding or shifting the physical boundaries of a cruise vessel or a yacht. Through case studies analysis, the study presents a reflection on the state of the art of virtual, augmented and merged reality environments in the sector, highlighting both the key concept of convergence vs divergence between the physical and digital worlds, and the purposes in technology enhancing. The results point-out how new technologies are breaking down the barriers made up of a simple physical !tting, expanding the boundaries through the use of immersive experiences, even if future scenarios are still open in the cross sectorial purpose of VR, AR and MR technology use
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