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Agenda

Thursday, June 8
8:00 - 9:15

Registration and Networking

9:15 - 10:15

Lecture: Sex In Games – Where are We Now?
Brenda Brathwaite, Professor, Savannah College of Art & Design

In the last two years, the market for adult games has exploded with big players entering the scene hoping to capitalize on the public’s desire for adult entertainment. Meanwhile, mature themes and storylines are finding their way into mainstream games like God of War® and Indigo Prophecy®. What does this mean for the average developer? What hurdles do we as adult content developers face? Where is adult content development now and where are we going from here? Brenda Braithwaite’s 1-hour lecture will explore the current state-of-the-art in adult game development and tackle these very issues.

10:15 - 10:30

Break

10:30 - 11:30

Panel: Selling Adult Games
Moderator: Damon Brown, Author and Journalist
Daniel Terdiman, CNET News.com
Peter Payne, JAST USA / J-List - Hentai Dating-Sim Games
Gabe Zichermann, Boonty

In traditional video game sales, 80% of products are moved through big box retail stores. Not so for games with sexual themes, even if they score the coveted Mature rating from the ESRB. How can adult video games reach the market? What selling strategies have others put in place? From film distribution to comic books stores to the ever-increasing importance of digital distribution, this panel explores successful sales strategies and plans for the future.

11:30 - 1:00

Lunch Break

1:00 - 2:00

Keynote - Game Off: How Sex Happens Online
Regina Lynn, Wired Magazine

Cybersex and games may go hand-in-joystick (or joystick-in-hand), but not everyone interested in one is interested in the other. Yet games and virtual worlds are the new IRC when it comes to flirting, courtship, and sex. How do you attract users who don't identify as "gamers" but who want to participate in this new era of online sex? Wired.com columnist Regina Lynn discusses how people interact in adult communities and why it's important for designers to think outside the game when developing user interfaces, input/output devices, and in-world functionality. She draws from her own cybersex experiences as well as research into how sex in virtual spaces has evolved since the first telegraph operators fell in love over the wires.

2:00 - 2:15

Break

2:15 - 3:15

Lecture: The Future of Technology & Sex
Dave Taylor

Dave Taylor will show dramatic examples of how accurately we will soon be able to model and simulate deliciously believable characters with the latest in processing, physics, and graphics hardware.

3:15 - 3:30

Special Guest
Gregory A. Piccionelli, Esq., Intellectual Property and Adult Entertainment Attorney

Adult content and adult videogames are also valuable intellectual property. What criminal laws apply to adult videogame creation and distribution? What intellectual property laws should you know about to protect and fully exploit your innovations and creations?

3:30 - 3:45

Break

3:45 - 4:45

Panel: Integrating the Adult & Game Markets
Moderator: Jeb Havens
Brad Abram, Virtually Jenna
Kathee Brewer, Editor at Large, AVN Online
Ray Schwartz, Utherverse

More than ever, Hollywood and Silicon Valley are joining forces to create entertainment for players. It’s natural that the adult industry and Silicon Valley will do the same. In the last two years, major players have released their own games – from Jenna Jameson’s VirtuallyJenna and Ron Jeremy’s line of cell phone games – and more releases on the horizon. How can we integrate the world of fast projects, low cost and high profit with video games’ long development cycles, high cost and a hope that profitability will come? What challenges lie ahead? How can we overcome them? This panel will explore those questions and more.

4:45 - 5:00

Break

5:00 - 6:00

Panel: Pleasing the Player: What Emergent Sex Can Teach Developers
Moderator: Brenda Brathwaite, Professor, Savannah College of Art & Design
Andrea Fryer, Pixel artist and MMOG player
Noche Kandora, Apogeevr.com
Phoenix Linden, Second Life

In virtual worlds, people are flirting, dating, and hooking up like never before – and all of this without one bit of help from online game developers. In massively multiplayer online role-playing games like World of Warcraft® and City of Heroes®, emergent sexual behavior is present and has even spawned machinima porn and fan sites like World of P0rncraft. In the popular online world Second Life, most anything goes. Is emergent sex? What lessons can developers of adult content learn from those who facilitate and enjoy it? This panel explores the possibilities in of the space and the attempts to gain insight for future development.

Friday, June 9
9:15 – 10:15

Lecture:
Dr. Marty Klein

What turns people on? How do we operate as sexual beings? In this talk, Dr. Marty Klein, a prominent sexologist, answer these and other questions.

10:15 – 10:30

Break

10:30 – 11:30

Panel: Creating Successful Games with Erotic Content
Moderator: Kelly Rued
Brad Abram, Virtually Jenna
Jeb Havens, Playboy: The Mansion
Phoenix Linden, Second Life
Brian Shuster, Utherverse

With the high costs of production, knowing what makes a game with sexual themes successful beforehand is critical to any developer hoping to enter or improve the sexual content in their video game. From mainstream titles like Playboy: The MansionÔ to the emergent sex in Second Life, this panel brings together some power players in the industry to discuss the lessons they learned on the road to online and retail sales success.

11:30 - 1:00

Lunch Break

1:00 - 2:00

Keynote
Sheri Graner Ray, Women in Games Internation, Sr. Game Designer/Author

2:00 – 2:15

Break

2:15 – 3:15

Panel: Turning on The Player
Moderator: Brian Shuster, Utherverse, Inc.
Violet Blue, TinyNibbles.com
Dr. Marty Klein
Kelly Rued, Black Love Interactive, Rapture Online

A naked avatar, a chat interface, a player-created machine that allows avatars to have sex. Exactly what turns on a player in a virtual world or video game? The answers are as evolving as the medium itself. While traditional turn-ons certainly have their place in the virtual space, the medium presents unique challenges as one moves beyond the visual to the sensual, the romantic and, ultimately, player gratification. How do we turn the player on through games? What turns them on in virtual worlds? What turns them off? This high-power panel will explore the possibilities of sex and technology and games.

3:15 - 3:45

Break

3:45 - 4:45

Panel: Morals & Ethics & Sex & Games
Moderator: Joan Irvine, ASACP
Tom Hymes, Free Speech Coalition
Deb Levine, Internet Sexuality Information Services, Inc.
Ren Reynolds
Lawrence G. Walters, Attorney

From sex crimes to sexual freedom, moral and ethical decisions face game developers every day as they manage an ever-increasing user base. They face challenging questions and issues. Should consensual sexual violence be allowed in virtual worlds? How does one handle sex crimes in virtual spaces? How do you prevent the same? Do we have an obligation to show safe sex practices? This panel brings a leading game ethicist, a prominent First Amendment lawyer and developers together to ask these very questions.

4:45 - 5:00

Break

5:00 - 6:00

MMOEG Panel
Moderator: Phoenix Linden, Second Life
Noah Dudley, Naughty America, Naughty America: The Game
Ken Heidenreich, FX Interactive
Patric Lagny, Sociolotron
Kelly Rued, Black Love Interactive, Rapture Online
Ray Schwartz, Utherverse

With the success of the massively multiplayer online role playing game (MMORPGs) and emergent sexual content found in those worlds, it was only a matter of time before developers – and big money – stepped in to create worlds specifically designed to cater to the adult segment. The next two years alone will see the release of five MMOs with erotic themes, and more are likely in the works. This panel will explore the minds of these developers to find out where they’re going, what issues they have, and what information they can share with the development community at large.

   

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