Party Girls
An industry giant brought its mainstream muscle to VR, and XBIZ noticed
The Award
"Party Girls" won Best Sex Scene, Virtual Reality at the 2023 XBIZ Awards, marking Naughty America's breakthrough in the VR award space. As one of the oldest and most recognized names in digital adult entertainment, Naughty America had been producing VR content for years, but this was their first major VR scene win at XBIZ.
The Scene
"Party Girls" is a New Year's celebration group scene featuring four performers in a festive setting. The scenario plays to VR's strengths: a party atmosphere where multiple performers interact creates the kind of spatial awareness and environmental immersion that flat content can't match. Naughty America's approach is polished and mainstream, bringing the production values their brand is known for to the VR format.
The Performers
Kenzie Anne, Ashley Lane, and Jazlyn Ray represent a strong cross-section of talent. Ashley Lane is a multi-award-nominated performer known for her versatility. Kenzie Anne had been building momentum as one of the more sought-after newer performers. Jazlyn Ray added energy to the ensemble. Alex Mack handled the male POV role. The casting reflects Naughty America's access to high-profile talent, a significant advantage they bring to every format they enter.
The Studio
Naughty America is one of the longest-running names in digital adult entertainment, operating since 2001. They were an early adopter of VR, launching VR content in 2016 and even showcasing their technology at CES. Their VR catalog leverages the same high-production-value approach that built their brand in traditional content: clean lighting, recognizable performers, mainstream appeal. We don't currently cover Naughty America with full reviews.
Why It Matters
Naughty America winning a VR scene award at XBIZ demonstrated that legacy studios could compete with VR-native brands. While studios like WankzVR and VR Bangers were purpose-built for VR, Naughty America proved that established production infrastructure and talent access could translate effectively to the immersive format. It also signaled that the VR scene category wasn't locked into a two-studio race. The field was wide open.