If Love Is Blind, Is Digital Intimacy?
A poll conducted by the team at Magnet, a social discovery chat game that welcomes users into a 2D virtual world, has found that 83% of its users would rather have sex than eat. This is a significant finding, as it indicates that sexual attraction is one of the most powerful forces in our lives. The study was conducted via Magnet’s Daily Buzz feature, where 1,000 users of the app were asked to choose between having sex or eating their favorite food. The results were overwhelmingly in favor of sex.
Although created to help engage users in meaningful conversation, Magnet’s findings have implications for our understanding of human behavior and motivation. Most significantly, the findings contradict the conventional wisdom that put food and water at the top of our basic needs. Anyone that has studied Maslow's hierarchy of needs knows that basic physiological needs such as food and water, shelter, and sexual gratification are our foundational needs. When these needs are not satisfied, they can get in the way of an individual's happiness and overall wellness.
Contradicting Conventional Wisdom
Among our foundational needs, many experts believe that when faced with a decision between sex and food, people will almost always choose food. The logic behind this is that satisfying hunger is a more immediate need and is required for sustenance and survival, whereas sex is not an immediate necessity for survival. But if that’s the case, why did so many people choose sex over food in Magnet’s poll? The reason for the discrepancy can be found in the way our brains operate.
The need for sex and the need for food operate on different systems in the brain. While the need for food is more physiological and instinctual, the need for sexual gratification is more emotional and psychological. When people are hungry, their brains send signals to eat, and they respond by seeking food. In contrast, sexual desire is provoked by outside stimuli, such as a scent, a visual cue, or a touch, which the brain responds to by releasing dopamine.
According to KJ Dhaliwal, Chief Strategy Officer of Social Discovery Group and SDG Lab, the way we prioritize which of our brain’s signals to act on is situational. In other words, the choice between sex and food can vary depending on the individual's circumstances.
“Food may be prioritized over sex in a starving and desperate environment,” said Dhaliwal. “Similarly, one may choose to indulge in sex over food if they are trying to lose weight. These circumstances show how flexible and individualized Maslow's hierarchy of needs can be.”
It's essential to note that the choice between sex and food is not always mutually exclusive. In some cases, an individual can find a way to satisfy both desires simultaneously, such as by having a sensual meal or by incorporating food into sexual play. The interplay between the two needs can also provide insight into an individual's emotional state, such as using food as a coping mechanism for emotional distress.
Recent academic work from 2025 has reinforced that hierarchy flexibility depends on circumstances and culture, while hybrid work studies show varied need satisfaction levels across different daily rhythms. Those updates keep the original poll discussion intact yet place it inside a wider frame of situational research.
On a Quest for Intimacy, Dating Can Be Blind
In addition to its research about the human need for sex, the team at Magnet is also proving that sexual desire can be provoked by more than just a picture. The app is fulfilling a real need in the marketplace by helping people connect with others looking for sexual intimacy in a whole new way. Unlike traditional dating apps and games that rely on profile pics, this innovative platform emphasizes meaningful conversations over swipes and likes to cultivate real relationships between users. Progress in the game rests solely on effective communication, providing an exciting twist on the often-superficial dating game.
"With Magnet, we're focused on creating an engaging experience transcending physical appearances,” says Dhaliwal. "Our goal is to foster meaningful connections between people based on their personalities, above all else. And so far, Magnet is proving that love can truly be blind."
When users join Magnet, they create a cartoon avatar to represent them on their journey. This avatar can be customized to fit each user’s individual style and preferences for how they want to be portrayed digitally. Communication then plays a key role in progressing through the game. And the driving force behind this communication is Magnet’s feature called “Daily Buzz.”
Market evolution has moved toward similar avatar and VR formats, with multiple 2026 sources confirming that personality-first platforms now gain traction as users shift away from photo-heavy designs. This broader movement places the Magnet approach inside a documented trend rather than an isolated experiment.
A Daily Buzz of Intimacy
Every morning, each user receives a trending, hot icebreaker question to help make a connection. The questions range from light-hearted topics such as “Do you believe aliens exist?” to serious ones like “Are we about to see the end of TikTok in America?” These icebreaker questions help foster connections between people looking for deep and meaningful conversations. And if two people find common ground and vibe with each other, they get the opportunity to see each other's real photos, which is something that sets Magnet apart from other apps.
“The Daily Buzz feature encourages meaningful conversations that start from genuine interest for one another’s personalities,” added Dhaliwal. “We wanted to create an environment where people can express themselves freely without fear of judgment or ridicule. We believe we have achieved this with our unique features and design.”
For those interested in the minds behind Magnet, the app was developed by the team at Social Discovery Group's SDG Lab. Social Discovery Group, which owns Dating.com, is a global tech company uniting more than 40 brands, an investment fund, and the SDG Lab venture studio, which builds, acquires, and tests ideas for new products to help shape social life 3.0. SDG Lab’s apps include XOXO, Magnet, Tubit, Bam Bam, and other products based on new communication principles, focusing on video streaming, AI technologies, and game mechanics.
Icebreaker prompts followed by photo reveals have become common in emerging platforms, with similar mechanics appearing in VR dating apps like Flirtual. The pattern shows how the original Daily Buzz structure now sits inside a wider set of design choices across digital intimacy tools.
Rise of Avatar-First and VR Dating Platforms
Market trends show growing adoption of immersive, personality-driven virtual dating beyond traditional apps. Flirtual and similar VR apps enable avatar matching before real-world reveals, while 2026 reports highlight immersive experiences as a key trend in dating apps. The shift places cartoon avatars and 2D worlds inside a documented expansion of digital intimacy formats that prioritize conversation over initial visual judgment.
AI and Safety Features in Modern Digital Intimacy Apps
Current dating apps prioritize AI matching, privacy controls, and safety protocols amid rising concerns. Mashable 2026 notes mandatory video selfies and safety features in top apps, while AI companions and emotional AI have surged in popularity. These additions shape how users navigate digital intimacy, adding layers of verification and algorithmic suggestion that extend beyond simple avatar reveals.
Updates to Maslow's Hierarchy in Contemporary Research
2024-2025 studies explore how modern contexts like hybrid work alter need prioritization and hierarchy flexibility. McConnell and Metz studies on work arrangements and need satisfaction, along with evolutionary psychology revisions that include mate acquisition alongside basic needs, provide fresh context for the original discussion of situational choices between food and sex.
Challenges in Measuring Digital vs. Physical Intimacy Preferences
Poll data on sex vs. food remains situational; broader research questions self-reported preferences in virtual settings. No recent replication of the specific 83% figure has been found, and craving studies note individual and sex differences in priorities. These limitations keep the Magnet findings useful as an early data point while underscoring the need for continued measurement across both physical and digital environments.
Recent hierarchy updates support continued discussion of the interplay between needs, and the growth of avatar-first platforms shows how digital intimacy now intersects with those same questions. The conversation moves forward with new tools and new research rather than settled answers.

