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But, he says, the real-world functionality of computer-enabled sex toys hasn’t really caught up with its potential.
“There are some cool ideas that just don’t work in implementation,” he says.
She was an avatar in Second Life, the online, 3D, digital world developed by San Francisco company Linden Labs.
Allowing separated couples to stay in touch, almost literally, is only one of the many positive aspects that virtual-sex advocates see in the refinement of — and increasingly widespread access to — cyber-sex technologies.
“There’s no safer place to meet,” she says, “than in a virtual world.” The Internet can also be a boon for busy adults, Brathwaite says, allowing people to have social and romantic encounters online that they simply don’t have time for in conventional space.
“For a busy single mom or dad whose life is packed with activity,” she says, “at the end of the day virtual worlds can allow them to socialize.” Brathwaite, who is also a professor at Savannah College of Art and Design, says cybersex holds tremendous potential for education on sexual health topics for youth and at-risk populations as well as untapped potential for sex therapy for couples.
“One of the huge benefits is safety,” says Brenda Brathwaite, a veteran video game developer (whose credits include Playboy: The Mansion) and author of Sex in Video Games.
In addition to STD-free interactions, Brathwaite says virtual worlds offer users the ability to explore sexuality in an anonymous environment.