Digital prostheses and embodied experiences: A sociotechnical analysis of digital sexual violence in gaming environment

Keywords: etnography, mass culture, sexual harassement, video games, virtual reality
Agencies: DIVISAR: Prácticas de violencia sexual digital entre la adolescencia y juventud española (2023-2025). (Referencia PID2021-123071NA-I00)

Abstract

This article analyzes digital sexual violence (DSV) in gaming environments through a comparative sociotechnical study of Grand Theft Auto Roleplay (GTA RP) and VRChat. Based on an ethnography of affordances, the research explores how digital prostheses (headsets, motion sensors) and algorithmic design reconfigure the female user experience. The study employs the concepts of continuum, hybridization, and the digital body to demonstrate that aggressions in immersive environments are not merely representations but embodied experiences with real somatic and traumatic impact. While violence in GTA RP is linked to social norms and voice chat, in VRChat, the use of haptic technology and motion tracking transforms the avatar into a direct extension of the physical body, amplifying vulnerability and enabling spatial and tactile aggressions.

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Published
2026-03-26
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How to Cite
Gallego Márquez A., Iglesias-Giráldez L. y Soto-Casás P. (2026). Digital prostheses and embodied experiences: A sociotechnical analysis of digital sexual violence in gaming environment . Teknokultura. Revista de Cultura Digital y Movimientos Sociales, Avance en línea, 1-10. https://doi.org/10.5209/tekn.103649
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Karpeta