Are we having fun yet?

So, if you’ve read the last few posts, you may be wondering what all this talk about privilege and empathy and rhetoric has to do with gaming. At first glance, nothing.  Then, if you think about it, everything. How? Let me give a few ways:

  1. Nerd Entitlement: Aaronson speaks about being a nerdy white male and being less privileged than other white males. Because gamers and gaming is an often stigmatized group (at least in the United States), our subculture is a geekdom and participants are often “nerds” (whether called that in derision or embracing that as an identity). Gamer culture has a proportionally larger number of “lesser privileged males,” who by virtue of their interest in gaming (or their social awkwardness that drives them to seek it out) become part of this group. Thus, Aaronson’s point of view of not recognizing or understanding privilege as a result of his own marginalization and underclass treatment can be a relatively common one in gamer culture. In fact, I’d argue (and I’m pretty sure Ben agrees) that this is the root of certain feminism-resistant groups in gaming culture and their backlash against feminism in gaming. Lots to say here. More to come.
  2. Games are culture: We can learn a lot about ourselves and our culture by looking at the games we play. Play is a simulation of real life, but with differing structures and rules that create new paradigms designed for fun. Roger Caillois notes that play is governed by rules that provide a level playing field for all participants and consists of finding a response to the opponent’s action – or to the play situation – that is free within the limits set by the rules. These rules are socially and culturally constructed by game designers, storytellers, and the players themselves. Even with these game rules and mechanics, out-of-game power structures and representations get replicated, and the empowerment that is possible from games can often be distributed in normative ways rather than allowing and encouraging the liberating possibilities of play. This phenomenon is an ongoing source of inquiry for us and many others.
  3. Privilege exists in games: Games, as a cultural creation, are not immune to the social issues that exist outside of games, privilege included. Some in-game factors such as genre or historical time period call to mind certain representations of gender, race, and class. Yet certain players have power in games, regardless of their character. This power comes from outside of the game and is not fully mitigated through game mechanics. It is the result of out-of-game cultural norms as well as previous personal experience (in- or out-of-game) with specific players. Generally (but not always) at the top of this category are larger or stronger bodied, white, straight, loud-voiced men. By default their character is often deferred to (many times unconsciously) by other characters due to socialization outside the game. Exploring this privilege and how to use empathy to be aware of it and possibly transfer it is the crux of our work at the moment, and the focus of our upcoming presentation at Intercon O.
  4. Games can be safer spaces: Because games are microcosms that have their own explicit rules, a game can facilitate a respectful and tolerant community, a safer space. The injustices, intolerance, and marginalization that occurs outside of a game can be mitigated or upended within it. Many Nordic Larps and American Freeform games explore these opportunities. In addition, a game has the ability to reset the parameters of reality, which also allows awesome opportunities to explore equality. Fantastic settings don’t need patriarchal systems and realism can be reimagined by players, designers and organizers. Gaming communities also have a specific play culture: guidelines, norms, or implicit rules that may not be codified or written into the game rules and mechanics, but are nonetheless expectations of participants and are enforced informally by community members and/or game organizers. It is here that dialog about empathy, equality, and social justice can be translated into felt reality. And what begins to happen in a game or gaming community can begin to happen outside of it. This is what excites us.

These are just a few ways that we believe the discussions about social justice, nerd privilege, feminism, equality, and other -isms come into play with regard to gaming. We plan to explore each of these in more depth here, and we hope you’ll let us know what you think.