hyper-masculine, talking trash and crushing bodieswith sheer force. Black players tend to engage in otherforms verbal assault with greater frequency as well. Astudy by Fair Play concluded that eighty percent ofAfrican American sports competitors engaged in ver-bally and physically aggressive behavior, compared tofifty-seven percent of white characters. The prolifera-tion of hip hop / street games has further led to theexaggeration of blatant racialized stereotypes andtropes.Given the dominance of black men within virtual sport-ing event, there lies a necessity of control and surveil-lance. The performativity of sports video games andtheir popularity, in fact, reflects a desire to reclaim andcontrol the world of sports, sanctioning, and ultimatelycontrolling black bodies. As blacks supposedly controlsports in the real world, video games allow white play-ers to not only become the other, but to discipline andpunish. While there are a number of potential exam-ples, I want to talk briefly about
NFLStreet
.While encouraging taunting, through bonus points andrewards ("stylin is what separates the players from thePlayaz"), the game seems to police this practice aswell. As you showboat, you run the risk of fumbling orotherwise stumbling in the game -- there are conse-quences for playing street. After several attempts todefeat the mighty 49ers, I had them on the ropes,leading 32-24 (on the street, you play to 36) with ballin hand. All I needed was a touchdown. With a tinge ofnervousness, I launched a pass across the field, com-pleting it through a sea of defenders. As my manmarched toward the promise land, I decided to holdthe ball back over my head as to rub my imminent vic-tory into my imagined opponent's head. Unfortunately,I started my victory stride a bit early coughing the ball-up right into the hands of Terrell Owens, who ran itback for a touchdown. I, of course, went on to lose thegame. As I slammed down my controller as any malevideo game player might do, I could hear Chick Hearnscreaming "the mustard is off the hot dog" or the voiceof any number of announcers that habitually condemnand demonize (black) athletes for excessive celebra-tion.
NFLStreet
, like the NFLRules Committee, andthe NBAwith its ban on baggy shorts, visible trashtalking and hangin' on the rim, polices those actionssee outside the spirit of the game. It reveals the con-sequences of becoming street, compelling obedienceto the hegemonic vision of sportsmanship and eti-quette.
NFLStreet
thus embodies America's simulta-neous love and hate of black urbanness, reflectingdominant desires to both police and become the other.
Virtual Playing Fields
The most popular genre within the sports game is thestreet basketball game, as evident in both
NBAStreet
,
Street Hopes
and
NFLStreet
. The problematic natureof these games transcends their acceptance and pro-motion of stereotypes that emphasize the athleticpower of black bodies. The ubiquitous focus on streetbasketball and the glorification of de-industrializedspaces of poverty contribute to common sense ideasof inner city communities and the constancy of playwith the black community. For example,
NFLStreet
takes traditional football gaming into both the streetsand realm of hip-hop. As you start against the NFCand AFC West, the initial street battles take place onthe EASports campus, a pristine field with a few trashcans littered about, and a brick wall for out-of-bounds,and the beaches of the Pacific Ocean, with wavesproving to be the only obstacles to a touchdown. Upondefeat of all eight teams, you are able to unlock theother conferences, battling on the dangerous streets ofDetroit or New York rooftops. Interesting, and not sur-prisingly given its namesake, the goal of the game isto be able to play on the streets, within America's ghet-toes, rather than on a sports field.The popularity of the game has less to do with itsgame playability, but its emphasis on an imaginedstreet (black) culture. Whether the never-ending hip-hop soundtrack or the numerous shots of graffiti art,the game plays America's love affair with urbanAmerica, particularly that which is imagined as black.As games glamorize inner city spaces, commodifyingthem seedy and dangerous places, structural shiftscontinue to worsen these spaces of life. Reflecting thehyper-visibility and glorification of de-industrualizedinner city community, games like
NFLStreet
and
Street Hopes
reflect the commodification of AfricanAmerican practices of play within popular culture. Thisprocess of borrowing is not limited to the generation ofpleasure for players, but is evident in the usefulness ofblack bodies and ghettos within
NFLStreet
. The com-modification of black urban aesthetics, in the form oftrash-talking, taunting, showboating, tattoos, earrings,violence and aggressive behavior signifies patterns ofminstrelsy given the pleasure of becoming the orbecoming part of an imagined black body, community,or aesthetic.Writing about shoe commercials, Robin Kelley arguesthat popular images of street basketball "romanticize[s]the crumbling urban spaces in which African Americanyouth play." Such "representations of 'street ball' arequite remarkable; marked by chain-link fences, con-crete playgrounds, bent and rusted nettles hoops, graf-fiti-scrawled walls, and empty buildings, they have cre-ated a world where young black males do nothing butplay." [11] The process of commodification is not limit-ed to the generation of pleasure for players, but is evi-dent in the usefulness of black bodies and space tothe video games industry. From the phenomenon ofAnd-1 streets tours to ESPN's street diaries, streetbasketball has become increasingly popular over thelast five years. Robin Kelley, again, demonstrates thepower of consuming the racialized other's space inboth an ideological and capitalist project.
gaming.leonard.03Intelligent Agent 4.4.2
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