Arts. Have an idea for a story or review? Contact the editor at arts@theotherpress.ca Sex is everywhere in the Museum of Vancouver Explore Vancouvers sexual history with Sex Talk in the City By Angela Espinoza, Arts Editor he Museum of Vancouver (MOV) plays host to several exhibits, both permanent and temporary, that serve to teach us about Vancouver's vibrant and colourful history. One of the MOV’s recent exhibits has been Sex Talk in the City, a four-room look at Vancouver from under the sheets. On top of experiencing this fantastic exhibit, Curator of Contemporary Issues Viviane Gosselin spoke to us on the process of bringing many bits of Vancouver's sexual history to light. Sex Talk takes the unique approach of exploring Vancouver's history in its relation to sexuality. The four rooms are carefully laid out to blend with each other as folks weave their way through the city’s surprisingly liberated history. Everything from high school learning tools to the different kinds of relationships Rated M for Have video games reached sexual maturity? By Brittney MacDonald, Contributor remember my first encounter with sexuality in video games. I was giggling over pixelated nipples in Duke Nukem with my cousins, hoping no adults wandered in when we handed her the cash. As I've grown older, I’ve expected more from my video games than a plumber and his princess, or a chauvinist beefcake interacting with stationary “babes.” Romance has always been a part of console gaming, but the way it is presented has changed over time. I’ve witnessed and played through the fairy tale-like worlds of Mario and Zelda, helping the hero get the girl and crossing my fingers for that long-awaited end game kiss. 10 people can have to what has been challenged and accepted over time is analyzed in a way that does not overwhelm attendees. “The idea came years ago,” Gosselin starts, “I was working on an exhibition on human biology, and of course at one point you talk about sexuality and...teen sexuality. I noticed that there were so many bright, challenging conversations with the staff and visitors that I thought, ‘T have to promise myself at one point I’d do something like an exhibition dedicated explicitly and solely to the topic of sexuality.’ So when I came on staff at the Museum of Vancouver three years ago, that was the first exhibition subject that I proposed, and people were very receptive.” Perhaps the exhibit’s biggest advantage is that it is taking place in a museum that focuses on Vancouver's anthropology. Exploring the city’s sexual underground from this perspective shows us that, while surprisingly liberated, we've had previous issues with gay rights, what sorts of learning materials are allowed in schools, and complicated issues such as birth control. In obtaining some of the mature The NES made these games a popular new hobby and created a generation (or two) of gaming addicts, and that part hasn’t changed. Kids nowadays are growing up with graphics- heavy titles, and complicated game play. But what happens to the other gamers? The ones cultivated on Atari and Super Nintendo? Those gamers have matured, and so have their tastes. So games started going through an evolution, starting with the addition of mainstream graphic violence like Mortal Kombat. Though it sold well, it also brought another element to gaming: the idea of controversy. Mortal Kombat, Night Trap, and many other games got caught up in a congressional hearing protesting their content. All this attention did little to dissuade the gaming industry, and only led to the addition of game ratings. Ratings are a little system for parents to use to tell if the game is the “Curb more historical objects, such as dozens of vibrators, gorgeous burlesque outfits, and a bondage chest-and-head piece, Gosselin added: “T could not have done [this] without a large advisory committee. My challenge was to calibrate and invite key people and, at the same time, try to have this very diverse topic of sexuality live in that same place. After six months of talking to this advisory committee that I gathered—they were educators, historians, and public health experts—it became obvious that how we learn about sexuality is an important question. We think about where our ideas of sexuality come from, and how...our education, formal and informal, influences the way we live our sexuality.” You'll also find that each room is designed specifically to reflect the key areas where we all learn about sexuality: the classroom, the bedroom, and the streets. Gosselin further explained these concepts: “T came up with four themes that became the four spaces of the exhibition. So you have pedagogy, how we learn about sex and sexuality; pleasure, how people define sexual pleasure; politics, how certain groups and divisions of power stomping your enemies” kind of fun or the “Learn to play the flute from a talking boat” kind. Games with questionable sexual content had already been created, but they were now receiving sequels. The early ‘90s for gaming were a time I like to refer to as, “The Hormonal Teenager.” A male- dominated industry filled with sex and violence, with little substance to glue it all together. There were exceptions of course (such as Final Fantasy 7), but titles like Duke Nukem 3D, the Leisure Suit Larry series, and many others displayed a certain puberty-driven aesthetic that, although entertaining and hilarious, missed the mark on being especially memorable. After all, can you pick out one Duke Nukem game from the next purely based on substance, and not the evolution of technology or graphics? But as teenage boys grow up and learn the lingerie section of the Zellers’ catalogue isn’t the Vibrators through the ages | Photo courtesy of Rebecca Blissett can influence the way we live sexually; and permission, which is a space dedicated to giving visitors permission to talk about sexuality, even to strangers.” One of the most important lessons to take from Sex Talk is that, in terms of this being a museum exhibit, unlike niche interests, sexuality is one of the few subjects that actually does affect everyone. We all have different turn-ons and fetishes, some that are easy to enjoy in this city and some that aren’t, and how we come to learn those things about ourselves requires pinnacle of eroticism, the games industry also grew. Suddenly writers and storylines became more important, perhaps even more important than eye candy. Attractive characters and love interests were combined with immersive game play and deep, plot-driven arcs. The early 2000s brought us games like Final Fantasy X (a personal favourite) and Shadow of the Colossus (SOTC). In some ways, this may have been a jump back, especially with SOTC. A hero is still doing everything he can to save his “princess,” but the key difference is the evolution of character development. Characters are now faced with moral choices and gamers become more emotionally involved in the games they play. More recently, sex has been reintroduced as an achievement, but unlike the early days of the ‘90s, that achievement is less of a conquest and more an element to game play. Successful series such as Mass Effect and some very in-depth learning on our parts. This exhibit offers a warm and inviting environment for visitors to openly discuss sexuality with each other, something that is inevitable after viewing old copies of the 1950s to 1970s gay magazine Physique Pictorial and the uniform of Vancouver's safe sex superhero, Captain Condom. Sex Talk in the City will be running until September 2; student tickets are $10, so take a friend or partner and ruffle through some drawers. Dragon Age have incorporated relationships and sex as an optional element to enhance the plot, but nothing is lost should the player wish to ignore it. These games have enjoyed commercial success, and Mass Effect 2 even won Game of the Year (with a nomination for Game of The Decade) from Spike’s Video Game Awards. But what does this mean to older gamers? The ones that grew up with the games industry and have been a part of the gaming market since learning the ‘Konami Code’ with their Kool-Aid moustache? I can’t speak for everyone, but I look forward to the continued progression as writers and developers work to perfect the human experience of relationships in the digital arena. I just hope that means more options like Garrus Vakarian, because nothing says sexy like a seven-foot-tall grasshopper in a space suit.