Filtering by Tag: popular culture
Crimcast welcomes Dr. Kishonna Gray, assistant professor at Eastern Kentucky University. Dr. Gray’s work focuses on race, class, gender, and criminal justice. Her book Race, Gender, and Deviance in Xbox Live explores how the gaming culture reproduces hegemonic masculinities that serve to marginalize the “other.” While much attention has focused on how (white) women are oppressed within the gaming community, Dr. Gray sheds light on the importance of understanding how intersectionality—the interlocking identities of race, gender, and class—impacts the experience of gaming.
Gaming is generally considered a young, white, male environment, although recent ESA research shows that 46% of gamers are women, and the average age of gamers is 31 years old. What do you think is the impact of the changing demographics on gamers’ experiences? Do you agree, as Leigh Alexander proposed, that “gamers are over?”
OMG when I read that article I was like “absolute power to the truth.” Sadly, we get it. Marginalized bodies recognize that they have always been a part of the conversation. I think there is just more recognition of this fact. As was mentioned in the article, it’s hard for someone to let go of what they once owned. They aren’t that special anymore. They have to share. This entitlement culture is over. The pie that they once had is now cut into more slices for other people to share.
Now does that mean that everyone is opening doors and welcoming women, people of color, and other marginalized individuals within gaming culture? Absolutely not. These folks who have always had and have always been privileged will fight hard to hang on. But as the article indicated, they can be ignored. I don’t have to deal with them. We don’t have to listen to them. They don’t have control over access anymore. And that’s the beauty of it. They must begin to expand their definition of what it means to be a gamer. Because their game is over.
I also love how social media and fandom have allowed those who’ve previously been excluded access to be a part of gaming culture now. So if I don’t like a story line in a game, FanFic allows me to just create my own story line. And I can have a following around my stories. That’s powerful. That empowering. We don’t have to rely on what’s been created.
The struggle is still real for minority game developers, gamers, etc. But with male allies, White allies, and other privileged bodies who are down with coalition building, this does not have to dominate the reality within gaming culture.
In your book, you discuss how racism and sexism in the Xbox Live experience is common and condoned. Can you explain why racist and sexist remarks and behavior should be distinguished from other forms of “flaming?”
Critical race and critical feminist scholars contend that in order to talk about a problem, you have to name that problem. We can’t talk about if we don’t name it. So we can talk about flaming all day. But is that really talking about racism? Is that really addressing sexism, or heterosexism? No.
When something is named, we draw our attention to it. Flaming is a general vague term that encompasses all sorts of virtual ills. People have negative associations with words like racism and sexism. There is no negative association with flaming. People who engage in these kinds of activities relish in being called a troll. It’s cool in many segments of toxic gamer culture. This is why we have to call the problems what they really are. Another reason people don’t like using the real terms to describe these real problems is because one would then have to check their own behavior and their own actions within the space. You have to ask yourself, am I engaging in this behavior? Am I a racist? Am I sexist? Etc. People don’t want to be complicit in these systems. We also have to examine these behaviors as an extension of real life. Real world problems are manifesting in virtuality. By using the concept of flaming, one can situate themselves in digital spaces. You can leave that on the internet. Racism follows you. Sexism follows you. It exists not just in virtual spaces, it is exists in the real world.
And it’s ok if people become uncomfortable. Marginalized bodies are uncomfortable all the time.
You describe Xbox Live as a type of virtual community where identities are constructed and expressed through avatars and voices. Can you describe the importance of voice and linguistic profiling in understanding gamers’ experiences?
Comparing old and new games, they are so much different. If you recall old MUD’s and MOO’s, they were mostly text based. We had no idea who people were. But with the diffusion of digital technology in games, such as audio, video, image capture, use of avatars, etc, it’s hard to hide who you are.
Xbox Live is a voice based community. Gamers chat with each other. When people hear a person that deviates from the norm, meaning they don’t sound like a White dude, people start flaming out. So, women experience a host of sexism and misogynistic language. People of color experience racism.
Even aside from actual verbal cues, non-verbal cues are telling about identity. Gamertags are a huge point of contention. Many women choose to gender their gamertags by incorporating Miss or something like that. Many people of color racialize their gamertags too incorporating PR for Puerto Rican, or using alternative spellings for the n-word. So even if a person doesn’t speak, there are still ways to gauge a sense of what that person’s identity may be. And avatars are important but they aren’t as important as computer games like WOW.
But modern games rely on interacting with others within the space so when people hear you talk, your voice is automatically emitted into virtuality. Back in the day the New Yorker had a caption saying that on the internet, nobody has to know you’re a dog. That’s not true anymore. You can’t escape who you are.
And why should people escape who they are? Why don’t we value identity and difference? Having to acknowledge difference means that a person has to deal with that person holistically. You have to challenge your assumptions or generalizations especially if you aren’t used to dealing with a particular group within a space that has long be controlled and dominated by privileged bodies.
In your book you talk about various forms of resistance to oppression such as gaming strategies that use friendly fire to kill teammates. How do official Xbox Terms of Service actually serve to perpetuate racism and sexism while simultaneously cracking down on resistance strategies?
Over the past few months, mainstream media has focused attention on #GamerGate, revealing the extent of misogyny and oppression of women within the gamer community. While initially #GamerGate supporters attempted to frame the issue as one of “ethics in gamer journalism,” the rape and death threats toward those critical of the movement made clear that the motives were misogynist in nature. As someone who has written at length about intersectionality and oppression in the gamer community, can you give us your reaction to #GamerGate and your take on #NotYourShield?
I don’t think anybody really wants my opinion on this. I will end up making a lot of folks mad. But here it goes!
The article you referenced talked about how GamerGate hurt the reputation of the gaming community. No. The gaming community is complicit in GamerGate.
Gaming culture created GamerGate. By accepting a culture that diminishes the status of women as full members of the gaming community, this toxic environment has been able to fester and take shape and lead to harassment and threats of violence against women in our community. Since video games have existed, women have been marginalized and have had to accept second class citizenship within gaming culture. Devaluing a culture renders it powerless, unable to define itself or articulate on its own behalf. As Iris Marion Young suggests, powerlessness leads to the exposure of disparate treatment because of diminished status. Powerlessness is one of the strongest forms of oppression and this is apparent given Anita Sarkeesian’s inability to speak at Utah State or Brianna Wu and other women in the gaming industry now fearing for their lives.
I appreciate the mobilization of the gaming community against GamerGate but it has come too late. Our response needs to be more than just condemning an anonymous group. We need sweeping changes to our culture to ensure future cowards know that punishment will be quick and swift. Of course, this requires a complete change in ideology and operating. One I’m not sure we’re, the gaming community, is entirely ready for.
Can we expect more work in this area from you in the future? Do you have any upcoming work that you would like to tell our readers about?
Oh absolutely. Privileging the experiences of marginalized gamers is my bread and butter! I can’t wait to go back and interview participants from my original study. The online environment was just so toxic and it’s much less so now. But many of the women in that study left Xbox Live forever. I might try to get them to come back! As far as other work, yes I am currently working on a book manuscript that I hope MIT Press will love! But it’s tentatively titled, Beyond the Box: Mediated Console Multiplayer Environments. It will provide a much needed conceptual framework to situate contemporary console video games. By providing gaming, entertainment, socialization, and other forms of interaction, we must rethink the limited narrative of ‘console game’ and position them within our convergent culture providing an all-in-one experience for users (I use the term user because research has shown that a segment of owners of consoles aren’t even gamers). So I will provide a brief overview of the process leading to the convergence of all these mediums into the consoles, PlayStation, Xbox, and even Nintendo Wii! Another recent project I am working on with a colleague explores the use of non-verbal cues within Xbox Live as I previously discussed. So specifically, we want to examine the use of Gamertag’s as an aspect of identity and representation in the Xbox Live virtual gaming community. Now the gamertag is interesting because you’re limited by the programming code to 15 characters in length, and you must adhere to Xbox Live’s Terms of Service and not contain any graphic or offensive language. But, Xbox Live users actively bypass this restriction and generate Gamertag’s that are representative of one’s physical identity.
Call for Papers
Edinburgh Napier University, Edinburgh, Scotland
Keynote Speaker: Professor Diane Negra (University College Dublin)
We would like to invite proposals for papers for a one-day conference framed around discussions of the Netflix original series Orange is the New Black (2013-). The series has received a great deal of critical media attention, particularly surrounding its representation of sexualities and women of colour. The series is the most recent in a sequence of TV programmes and feature films exploring women’s incarceration in a popular format. Considered as part of the ‘women in prison’ genre, the show upholds certain stereotypes while simultaneously using the genre framework to explore new territory. This conference aims to open up scholarly debates surrounding OITNB and to further contextualise it alongside other representations of women in prison from a multidisciplinary range of perspectives. We also welcome contributions from creative practitioners on their engagement with the ‘women in prison’ genre.
Contributors are invited to address OITNB in relation to issues around the representation of women’s experience with imprisonment in any geographical location, in both historical and contemporary contexts. Some of the questions this conference wishes to address are: what defines the ‘women in prison’ genre and how has it changed historically? What effects does it have on specific groups of (incarcerated) women and public audiences? How do new modes of circulation impact on audience reception of the ‘women in prison’ genre?
Possible topics include but are not limited to:
· OITNB and genre
· OITNB and questions of adaptation
· Comparative analyses with other ‘women in prison’ series or feature films
· Gender, class, ethnicity, sexuality and age in OITNB
· OITNB and questions of ‘the gaze’
· OITNB in relation to ‘real world’ criminal justice settings
300 word abstracts should be sent to:
OITNBConference@gmail.com by midnight on 16 January 2015.
For further inquiries please contact the conference organisers:
Join Intellect academic publishers on Thursday 7th August at 4.30pm BST/11:30am EST for a Tweet chat on the topic of Crime in Film/Media/Popular Culture.
You can chat @IntellectBooks and hashtag #IntellectChat
Some academics currently scheduled for the tweet chat are:
Louis Bayman completed his doctoral thesis on post-war Italian melodrama at King’s College, London, and is currently researching theoretical approaches to the social and aesthetic characteristics of popular cinema.
A contributor to Film International since 2005, Carl Freedman is the James F. Cassidy Professor of English at Louisiana State University (Baton Rouge). He is the author of many books and articles, including, most recently, The Age of Nixon: A Study in Cultural Power (Zero Books, 2012).
Chris Richardson is a doctoral student in Media Studies at The University of Western Ontario. He received a Bachelor of Journalism from Ryerson University in 2007 and a Master of Arts in Popular Culture from Brock University in 2008. His work primarily focuses on intersections of popular culture, journalism and the construction of space/place. He has written on Bloc Party, Bret Easton Ellis and Kanye West, and is currently co-editing a collection on habitus and representations of ‘the hood’ with Hans A. Skott-Myhre of Brock University.