Research Background, Field, Context, Research Question As videogames increasingly tackle difficult and thought-provoking topics, sexuality is still an uncomfortable fit in the games industry. While violence is rarely question by commercial studios, sex and sexuality - whether depicted or even just referenced - are often taboo. When games do tackle sex, they usually do so primarily for titillation. In this context, Dark Room Sex Game (DRSG) attempts to raise critical questions about how sexuality is discussed, both in games and in public more generally. Research Contribution, Innovation, New Knowledge DRSG is a no-graphics videogame for 1, 2, or 4 participants, played with sound and motion controllers. Wilson was a co-designer and programmer, in conjunction with the CPH Game Collective. In DRSG, partners must work together at the appropriate rhythm to reach "climax." Each swing of the controller is accompanied by an erotic soundscape and rumble feedback. The non-traditional lack of visuals can make the gameplay more awkward than it would be with titillating visuals; we wonder what the other players might be imagining. As such, the game asks players to reflect on why talking about sex - or even just hearing erotic noises - can be awkward. DRSG isn't just software, but also a performance. We present the game at technology exhibits and game industry conferences where sexuality is under-discussed. The playful use of commercial controllers acts as a kind of intervention into conservative game industry culture, which often ignores sexuality. Research Significance, Evidence of Excellence DRSG pioneered a non-commercial and artistic approach to videogames, sexuality, and performance, challenging certain game industry norms. An early version was a Finalist at IndieCade 2008, where it won the Most Fun Award. A more final version was exhibited more recently, in 2015 at the Museum of the Moving Image in NYC, as part of the three-month "Sensory Stories" exhibition.