Gaming desires: A brief look at ‘venatophilia’
Posted by drmarkgriffiths
In a previous blog on sexual paraphilias that have yet to be studied empirically, I briefly mentioned ‘venatophilia’. In an online article about cartoon quicksand fetishes (which I discuss below), there was mention of a fetish group called ‘Giant Video Game Girls’ and they appear to have coined the term ‘venatophilia’ from the Latin venatus, meaning ‘game’ and describes sexual attraction to or fascination with video game characters. Venatophilia also gets a mention on the Wiktionary protologism page (a page that lists prototype neologisms) where it listed alongside venatology (“the study of games, the act of playing them, and the players and cultures surrounding them”), venatomania (an obsession with games), and venatophobia (a fear of games). Personally I find this somewhat strange as most paraphilias derive from Greek (rather than Latin) names. If this paraphilia exists I would argue that it is a sub-type of toonophilia (sexual attraction to cartoon characters) that I examined in a previous blog.
Cartoon quicksand fetishes are an integration of quicksand fetishes (itself a form of ‘stuck fetishism‘ that I examined in a previous blog) and (as mentioned above) cartoon fetishism (‘toonophilia‘). The Motherboard article by Jagger Gravning featured an interview with ‘quicksand artist’ A-020 who draws fictional damsels, women that are stuck in quicksand typically wearing a “tight miniskirt, pantyhose, heels, and boots”. (If you are interested, there is lots of art featuring women stuck in quicksand on the Deviant Art webpage). A-020 said:
“I’m open with [my quicksand cartoon fetish] online because I’m comfortable under a screenname…Though when it comes to knowing me in person, it’s pretty much a secret! I haven’t been in a situation where I had to reveal this fetish…I was pretty young, maybe 7 or 8, when I started seeing quicksand scenes in a movie or a TV show. Some of those films I recall seeing were Beastmaster, Neverending Story, A Nightmare on Elm Street 4 and Ursus in the Valley of the Lions…Once in a while, I’d fantasize about it”.
Gravning makes the point that there are other fetishes that cartoonists incorporate into their videogame graphics. Some of these are strange behaviors that I outlined in a previous blog – ‘unbirthing’ (i.e., returning to the womb) such as that featuring ‘Princess Peach’ and Pokemon characters (such as those here and here) and vore (vorarephilia). In fact, Zeus Tipado wrote an online article for The Stoned Gamer about the “vore fetish of game characters swallowing each other whole”. There are also online articles that examine the best sexual moments in videogame history. In an online article entitled ‘Gamers as fetishists‘ by Gus Mastrapa on the Joystick Division website notes:
“Nowadays we equate fetishism with perversity, but the roots of the word are about perceiving power in objects or things. A religious idol is a fetish object. In the days when more and more parts of our lives are digital it is easy to fetishize the physical. Gamers, I think, have a bit of a head start. Because the videogames we play have long been about making our imaginations physical – by embodying and creating the ideals and fantasies we carry around with us. I mean just look at the characters in a Final Fantasy game and tell me that gamers aren’t serious fetishists…There’s a huge swath of the gaming community who love JRPGs [Japanese role playing games] like Final Fantasy and Persona – where characters are defined more by what they wear than their facial features. Costumes are a huge concern for these fans…It is easy to pick on anime nerds and their weird fixation with trench coats, boots and nerdy glasses. But this exercise would be pointless without self-examination…Gamer fetishism goes beyond the aesthetic…Games encourage obsession. They draw it out of us or provide a vessel for us to pour it into. And so it makes sense that they’d also be filled with objects of our obsession. Weapons, riches, vehicles, clothing, other people – they’re all things we want because we fill them with our dreams and desires”
Earlier this year, the makers of World of Warcraft launched a new videogame, Overwatch which according to an article in Maxim magazine by Zeynep Yenisey is “an over-sexualized first-person shooter featuring tons of big-breasted anime chicks”. Yenisey reported that after the game was released, there had been an 817% increase on Pornhub for Overwatch-related searches particularly for the buxom character Tracer.
So what is the psychology behind fetishes and sexual attraction to videogame characters? Gravning interviewed the evolutionary psychologist Dr. Catherine Salmon
“If somebody has attached to a character because they play a game a lot and fantasize about that character, it wouldn’t be surprising that they take that character and stick it somewhere else. It’s not surprising that some of the female characters in video games who are heroines and are portrayed as very sexual characters in terms of the way that they’re drawn might end up as the stars of gamers’ sexual fantasies. The social aspect of using familiar characters is another reason for using them in quicksand imagery and other fetishes. If you use a known character for a fetish, it gives your work some degree of a built-in audience, a device often used for fanfiction…There is a community of men who are creating and sharing these stories or these images. If they share an interest in the original material as well, then using that original material creates an additional commonality of interest. It’s one thing to have your sexual fantasies and it’s another thing to share your sexual fantasies. If you’re creating art or fiction and you’re putting it on the web, you’re not just doing it for yourself, it’s not just your fantasy that you’re jerking off to, you’re giving that to other people as well. To do that, you find a built-in community if you’re using a shared character”.
Gravning notes some of the “shared characters” find themselves in “exactly the same situations that these artists fetishize” and asked Dr. Salmon whether witnessing individuals repeatedly stuck in quicksand when a child could possibly lead to such unusual fetishes:
“It could be something like that. Whether it’s quicksand or tar pits, there’s things like that in children’s cartoons. It could be something as simple as that. Part of it is the damsel in distress kind of image. Watching ‘Wonder Woman’ caught in that kind of circumstance when people are younger – [it’s] an image that’s eroticized, a very sexually drawn, very feminine image. And they might enjoy watching that sort of thing or the struggle, as she’s trying to get out of whatever that circumstance is. There are a lot of unusual circumstances in cartoons and fantasy and you may get aroused while you’re watching it and then carry some of that too”.
Gravning also interviewed the sex therapist Dr. Elizabeth Lars (who shares my own view on this by alluding to classical conditioning). Dr. Lars calls such associations “accidents of learning” in which the associations “don’t have to be exactly like the fantasy that comes, it just has to resemble it”. Furthermore, she went on to speculate:
[Quicksand fetishists] probably fantasized and got into the feeling that goes with that, not just watching. It could [also] be identifying with it. The kid imagining himself stuck in quicksand in the victim’s place, for example, could be part of its erotic appeal. You could either be observing it or experiencing it. You could be doing both at the same time in a fantasy. Some evidence certainly suggests that sexual patterns are already there, for sure in males, by the age of eight. They may or may not have begun masturbating to fantasies until adolescence, but something is going on internally at a very young age. This highly influential period of age eight through adolescence is also probably for many a prime time for the ingestion of the bizarre imagery and situations contained in video games and cartoons, which often also incorporate sexualized heroines. It looks like what we call fetishes are remarkably easy to install in the early learning experiences. Same thing about fears too.”
Back in the late 1990s, I had a regular column with the now defunct magazine Arcade. My very first column (which you can download here) was on the psychology of Tomb Raider and the sexualization of lead character Lara Croft and the influence it might have on young boys and emerging adolescents. This is echoed by the neuroscientist Dr. Ogi Ogas who when interviewed by Gravning said that pubertal males probably spending a lot of time with sexualized videogame characters like Lara Croft.
“They are seeing these characters during their formative time. They are kind of perfect and ideal – and you don’t have to actually interact with them. Psychologically, it’s truly like a stripped-down, pure erotic stimuli. So it’s much easier to imprint on that, to fetishize that. Part of the fascination is simply being culturally exposed to characters like Lara Croft…[In relation to quicksand fetishes], the notion of being smothered or trapped is universal in the sense that it exists to greater and lesser degrees all over. It’s not just one or two people that have it. It is found in a lot of places. Clearly our normal brain design is not that far removed from [wanting to be] enveloped. It’s probably something to do with our tactile system, our touch system of the brain, that’s quite naturally wired to our sexual arousal system. The tactile system is also interconnected with sensations like being smothered and being interred, being doused with water. Probably, somehow – and I’m speculating here – that’s what got crossed up for whatever reasons. How someone’s brain entangles sexual arousal with the notion of being trapped or smothered might simply be a perturbation of the neural system. A quirk in the brain, essentially. It could be some randomness in the seemingly infinite complexity of your DNA. So, from a perspective rooted in computational neuroscience, niche sexual desires needn’t be wholly, or at all, explained as the result of social construction or evolutionary adaptation. As we’re learning more about the genetics of brain construction, “we’re coming to understand the genetic expression that leads to different neural wiring is highly variable and dependent on so many things [that] could happen in the womb, things that happen in early life, different environmental things. There’s just myriad, myriad factors that can cause unusual neural wiring to arise.”
Dr. Ogas also claimed are fundamental to the human condition and that one in particular (domination/submission) seems to underlie many fetishes:
“The most important, underappreciated sexual interest in our species is an interest in domination and submission. This interest in manifestations of domination and submission applies to people worldwide. To men, women, whether they be gay, lesbian, straight, or anything else. Everybody. Whether your mindset is to be dominant or submissive sexually is fundamental to your sexual identity even though this interest is thought of culturally as an atypical fetish. The concept that one person has power, one person doesn’t, runs through all forms of erotica across the world”.
Based on what I’ve seen and read online, venatophilia appears to exist although it could be argued that videogame fetishes are just sub-classes of other types of fetishes and paraphilias such as vorarephilia, unbirthing, and stuck fetishism.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Aggrawal A. (2009). Forensic and Medico-legal Aspects of Sexual Crimes and Unusual Sexual Practices. Boca Raton: CRC Press.
Gravning, J. (2016). The fetish for video game characters trapped in quicksand. Motherboard, March 19. Located at: http://motherboard.vice.com/read/quicksand
Griffiths, M.D. (1998). Shrink rap: The Croft Report. Arcade, 1 (November), p. 49.
Love, B. (2001). Encyclopedia of Unusual Sex Practices. London: Greenwich Editions.
Mastrapa, G. (2011). Gamers are fetishists. Joystick Division, March 9. Located at: http://www.joystickdivision.com/2011/09/gamers_are_fetishists.php
McCombs, E. (2008). Toonophilia: Is it porn? Huffington Post, October 1st. Located at: http://www.asylum.com/2008/10/01/toonophilia-is-it-porn/
Monroe, W. (2012). Fetish of the week: Schediaphilia (toonophilia). ZZ Insider, March 12. Located at: http://www.zzinsider.com/blogs/view/fetish_of_the_week_schediaphilia_toonophilia
Tipado, Z. (2015). Exploring the vore fetish of game characters eating each other whole. The Stoned Gamer, October 25. Located at: http://thestonedgamer.com/features/item/351-exploring-the-vore-fetish-of-game-characters-swallowing-each-other-whole
Yenisey, Z. (2016). How the bizarre ‘overwatch’ fetish is getting gamers hot and bothered. Maxim, May 11. Located at: http://www.maxim.com/entertainment/overwatch-pornhub-2016-5
About drmarkgriffithsProfessor MARK GRIFFITHS, BSc, PhD, CPsychol, PGDipHE, FBPsS, FRSA, AcSS. Dr. Mark Griffiths is a Chartered Psychologist and Distinguished Professor of Behavioural Addiction at the Nottingham Trent University, and Director of the International Gaming Research Unit. He is internationally known for his work into gambling and gaming addictions and has won many awards including the American 1994 John Rosecrance Research Prize for “outstanding scholarly contributions to the field of gambling research”, the 1998 European CELEJ Prize for best paper on gambling, the 2003 Canadian International Excellence Award for “outstanding contributions to the prevention of problem gambling and the practice of responsible gambling” and a North American 2006 Lifetime Achievement Award For Contributions To The Field Of Youth Gambling “in recognition of his dedication, leadership, and pioneering contributions to the field of youth gambling”. In 2013, he was given the Lifetime Research Award from the US National Council on Problem Gambling. He has published over 710 research papers, five books, over 150 book chapters, and over 1500 other articles. He has served on numerous national and international committees (e.g. BPS Council, BPS Social Psychology Section, Society for the Study of Gambling, Gamblers Anonymous General Services Board, National Council on Gambling etc.) and is a former National Chair of Gamcare. He also does a lot of freelance journalism and has appeared on over 3000 radio and television programmes since 1988. In 2004 he was awarded the Joseph Lister Prize for Social Sciences by the British Association for the Advancement of Science for being one of the UK’s “outstanding scientific communicators”. His awards also include the 2006 Excellence in the Teaching of Psychology Award by the British Psychological Society and the British Psychological Society Fellowship Award for “exceptional contributions to psychology”.
Posted on November 4, 2016, in Case Studies, Compulsion, Computer games, Cyberpsychology, Games, Gender differences, I.T., Obsession, Pain, Paraphilia, Popular Culture, Pornography, Psychology, Sex, Technology, Video games and tagged A Nightmare On Elm Street 4: The Dream Master (film), Damsel in Distress fetishism, Gamers as fetishists, Japanese role playing games, Lara Croft, Neologisms, Overwatch (videogame), Pokémon, Princess Peach, Quicksand fetishes, Sexual paraphilia, Stuck fetishism, The Beastmaster (film), The NeverEnding Story (film), Tomb Raider, Toonophilia, Unbirthing, Unbirthing fetishes, Ursus In The Valley Of The Lions (film), Venatophilia, Venatophobia, Video games, Videogame fetishism, Vorarephilia, Wonder Woman (TV series), World of Warcraft. Bookmark the permalink. 3 Comments.