GAMIN
AT THE EDGE
Sexuality and Gender at the Margins of Gamer Culture
Adrienne Shaw
‘Minnesota Press
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Universit
Minncapo(Copyright 2014 by the Regents othe Univers of Minnesotan
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Contents
Preface
Inurdtuetion.Clichés versus Womens Moving heyond Sexy
‘Sidekicks and Damsels in Distress
1 From Custer Revenge and Mario to Fable and Fallout:
ace, Gender, and Sexolty in Digital Games
2 Does Anyone Really Kentty with Lara Croft?
Unpacking ldentitction in Video Games
3 He Could Be a anny Rabbit for AIT Care!
How We Connect with Charseters ant Avatars
4 When and Why Representation Mater to Players:
Realm versus Escapism
Conclusion: A Pure Free of Diekwolves
Acknavwledgments
Notes
Gameography
Bibiography
IndexPreface
Inthe ate the 19805, my mother, sister, an lived in Japa oe four
years. Stationed on a military ase, we receive a steady stra of
US. programming ia the military broaeastng network and state
se efatves sending us VHS recordings of hows. till, my earliest
memories ate of ving in place where the majority of people and
media were not “ike” me Indeed, Lspenta great deal of my eid
hood moving, abwaysbeing out of plac. Adding tha, growing up
ava quect woman meant lately had medisted narcatives to which
Toul fll eat
‘One Christmas in Japan, my mother bought ws a Nitendo Ee
tertainment System console ala handful of games. All ehece of us
Played cregularly for many years At the ime an, indeed, for most
‘of my childhood, videogames were something everyone did. My
mother played everything from the boar game simulation Othello
to the vampire huating game Castlevania! My sister and L fought
‘ver California Games, stayed up lat paying Tiny Toon Adventures,
and blew of the seam of adolescence on Doom Mysister stil plays
‘with her husband snd daughter though as more ofa spectator now
(or soe claims).
Growing up, most of our friends played regardless of gender,
race, oF class, even though not everyone had a console their oven
home, Because ofl his, it never realy occurred tome that gaming
‘was something only a certain ype of person didn fcr, iw only
in my adult fe that {heard people aking about the heterosenl
white eisgendered male gamer asthe norm. Tha sno to say such
stereotypesdid notexist also ding my childhood and adolescence
Aus and popular eepresentation did often construct “boy” player
os the main game audience. Tere was, however, a dsjunctte be-
and the lve
tween the audience hailed by these constuctionwe Pte
experience of game play with which I grew up. am fascinated with
‘the way the male (white and middle class) image ofthe digital game
player has become enshrined ax common sense tothe extent that it
has eclipsed a much more diverse picture ofthe medium’ history
‘One need only compare a 1982 Feature in Hlectrone Games Maga
‘ine proclaiming that “women have officially artived in the world
‘oF electronic gaming” to numerous twenty-first-centiry articles
that announce with surprise that “nearly ball ofall video-gamers
sre women” tosee that theresa dsjunctue between how players
aveimagined and who actualy plays games.
“The sterentype persists despite the constant reatirmation that
players exist outside the common gamee construction. Tere has
been a shit, however, ia how this “unexpected female audience is
‘courted via tepesenttion. In 1982 Midway spokesman Stan Jarocki
‘eerie howe representation was shaped in honor ofan already
‘exiting market: “Pac-Man wasthe frst commercial yameto involve
Targe numbers of women as players... Now we're producing this
new game, Me. Pac-Man, as our wayofthankingall hose lady area
15" In the 190s and cary twenty-first century, though, most di
‘csions of rpresentition in games were focused on pling those
twho do not play into games by way of representation. Before, it
was problem of teats nor esponding tothe existing audience, and
now, isa problem of people needing to be convinced to ty this
‘medium Representation in ames has always been tel to expecta
‘ions about audiences, bur chroughout cis book I question some
ofthe easy assumptions made sbout which groups ae particulatly
‘concerned with representation snd why representation matters
auiences
There ae many waysin which this ook grew out of those early
formative experiences. 1 grew up taking what I could from mea
and my surroundings, even when they ddh’t exactly represent me,
Sure, it was hard to find people exactly like me, but ¥ could sill
find aspects of myset reflected somewhere in the mediated world
around me, Sut, wanted representation, At the same time, Le
‘ember cringing while watching movies and television shows that
were supposedly ubout people “ike me.” ln addition, ime play
has always been something much more omnipresentin ay ie than
‘ost definitions of gamer culute reflect | am sympathetic to the
project ofmaking game spaces more open, but also have spent my
“entire ie playing. a medium that never marketed to me ditty.
have found my place in the many spaces that were supposed to be
closed off to me, For these reasons, it comes a no surpeis chat my
research has always focused on questioning the commonsense los
ics of representation.
‘Tear about representation (a lot) At the start of my graduate
research, en committed t cracking open theunderexamined area
ff representation in games. My frst projet was vetualethnogra
phy of group of gy, lesbian, biserol, an transgender gamers”
‘And i cared out... many of them dil not really care about rep
resentation, This wea shock to mea fest, but the more I dug into
that projec, che more e made sense, Homophobia in giming com
‘munities was much more important to these players than was tx
tual representation because many of my interviewees played games
‘online. When it came to textual representation, chey found and
‘shared queer representations or queer readings a hey found them
in games a wells other media, The figured that nine thendus
‘ty would find aay to tap into the gay gamer niche the way other
industries had. My studies of gaming in the Middle East Finland,
ann India generated similar themes. Over and over again, people
peeling me thar they just did not care chat much aboot having
their group whatever that groupmay be, represented in ameseven
if they care about representation in oher media. Teaching classes
‘on minority eepresentation in games, I heard ths refrain repeated
yetagain by my students Veo gamesarcaiche mediumsthey are
fantasy environment; and they are designed fora narrow market.
(Ofcourse games are not diverse so what?
Teould have easly dismissed these responses os desirability
foc, cognitive dissonance, or fale consciousness, Bu such ais
‘nisl semed both uninteresting and unethical. lasted, adopted
4 postion I had learned fom feminise ethnographic media schol
frship: took ay interviewees at thee word, Isct out to reconcile
Scholars’ compelling research demonstrating the importance of
representation with marginalized audiences’ ambivalence about
representation, What does a al for eepesentation look like when
wwe take both seriously?
In exploring this question, I realize tha recognize myself in
imy participants’ responses. Aer all, too grew up playing a me-
tum for which Las nat the primary marker and media in whichony certain axpect of my ientty were ever shown ecognized
‘ich pushed back ais courses hat soa to make the
‘eaponibl for dhe ow exclson I ee loge goes that I need
tormake myself knowles mart in nde tobe repesened
to arc wat Iwan, pray when have never had the
txperenc of geting whit | win om represeaion. Bening
there ths bok explores hwy media scholars within and ue
testes, might talk about the ply of epreseration in now
trys. How do we tlk owt representation ina way tha can em
brace intersection and yb identi How do we demand
reprsentiton without sing the specter of ice marketing How
owe alkaboot representation roman sence cnc poston?
‘Whar ne hing cam we um bout meta consumption when we
beret the edge?
Introduction
Clichés versus Women
In May 2012 Anita Sarkeesin took advantage ofthe increasingly
popular Kickstarter crowd fanding site ro solicit donations for 2
Series of fv vow on female representation in cigtsl games. Her
project titled Tropes es, Women in Video Games, meant to “explore,
Snalyze and deconstruct some of the most common tropes and
‘Stereotypes female chasetersin games.” Her goalasa gamer and
2 feminist media crite was to identity the limited roles of women
in digital games, including them being featured as “damsel in dis
tees sen sidekicks," anl “rewards” Give that feminist critiques
‘of media ate not new and that the ciiisms Sarkeesan leveled at
the games industry would aot be pascularly surprising to anyone
whe has taken even a passing glance at game texts over the past
thirty years, what happened next is both troubling yet, perhaps,
expected
Following the initial equest for backers, Sarkeesian received an
conslayght of misogynistic, sexist, anti-Semitic, homaphobic, and
tenrally vitriol comments. Many ofthe attackers voiced a refain
With which many female payers of onlin, particularly console,
{games are fmilir—that women should either display thei bes
‘rleave the virtual spice." Among the more violent responses were
Cartoon depictions af Sarkeesian being raped by video game cha
ncters2 Her Wikipedia page was repeatedly vandalized, as attackers
‘replaced her images with sexually explicit ones and embedded links
toporn sites? Among the ial malicious responses was Flash game
inviting players to “beat up Anita Sarkeesian” In this game players
could beat” hero bloody pulp by clicking epeatedly on her pic
ture! T this day Sarkeesin til receives regular ape and murder
‘threats via Tote, and the company refuses to close the offenders2 beetaon
‘eld up as exemplars ofthe sexism that plagues the game ind
tey,and gaming culture more broadly Sarkeesian’s experiences are
common for women players, as games stholar Mia Consalvo and
journalist Leigh Alexander point out.” More important, however,
‘we must contextualize the seis, acim, homophobia, and other
bases of game culture within broader systems of oppression. Vio
lences in games, gume culture, nd the gaming industry are not
‘nique o gaming.
[As Andrea Braithwaite describes i relation to her analysis of
fights over characte dialog on Word of Warcaf forums: "The ange
of easul-o-vtilieant-feminism and misogyny in these discus
sions isnot attributable to veo game culture asa differen kind of|
culture, oF to digital space asa dierent kindof space" Treating
ftmning as an isolated veal makes this misogyny a spectace atthe
Same time itnocmalizes the oppresive behavior within mainstream
fumer cultures" Similarly, o treat representation in games as be
Jngjnse about games, co do dhe same for any medium for dat mat
ter fills to acount for the ways in which violence against queers
(homo-or bisexual or not) women (isgendered or queer oF nt)
snd people ofcolor (queer ornotacsgendered women or ot exists
‘everywhere, nal medi, and nl instiutons of power
“The silver lining of Sarkeesians story is that inthe face of such
olen responses her fund-raising campaign succeed (and then
ome) While her inital goal was to rise $6,000, mere month
alter opening the Kickstarter project Sarkeesian received total of|
158.922 from 6,968 backers. The added funding allowed her 10
expand! the projec to telve videos, hire a team to help develop
it, snd deliver much higher prodtion quality than she orginally
planned. In the end the very sexism her project sought to reveal
‘wasthe catalyst leading to erful risng succes. The controversy
surrounding Sarkeesian’s project served as cal to arms for many
‘people with differing arguments abovt how, when, and why rep
resentation matters in thismediam. Infact, he sera online video
project may have been the inspiration fra full-length documentary
called Gaming in Color: Queers & Gaymers ofthe Pielated Word,
‘which began its Kikstarter project with a $50,000 goal.”
Games are not the only contemporary texts that demonstrate
‘how and when representation comes to matter. In 2012 after the
hooks garnered a slew of awards and wideertcal acclaim, the fist
oseten 3
installment of Suzanne Collins’ young-adult scence fiction tily
The Hanger Games was tleased axa major motion picture.” ta che
novels and film, the protagonist Kaniss Bvetdeen and other chil
‘ren competitors from the twelve distlets of the futuristic land
Panem are pitted against one another in a bate tothe death that
is broadcast as a realty television event throughout the country.
the political and personal interests of fluent Capitol au
fences, Competingin the rena, Katniss befriends a young gi from
nother district named Rue, described in the books as having "ark
brown skin and eyes" Ralloing he casting of AmanulaStenbers,
an acres of African American and Danish aneesty, the Twitter
‘serse erupted with fin complaints over the choice ofa black actress
to play the part. One tweet in particular reference that “awkward
‘moment when Rye i some black get and not the innocent Monde
srl you picture” Further complaints were raised over the casting
fof singer songeriter Lenny Kravite (of mixed African American and
Russian Jewish ancestry) a8 Cinna, Karns’ stylist fr the Hunger
Games, despite the fact that Cinna’ race and skin tone are never
mentioned in he books."
Despite Collins lear description of RueSappearance some ans
fete outraged bythe fat that the character ehey perhaps ientifed
wth r felt attachedl to wis not going appear on the screen as she
Fadia their head” In many ways, books re the original interactive
‘eiom, inthat readers createmany ofthe literary sensory clements
in their heads In regatd to The Hunger Games, some fans ee their
‘xperienceand memory athe ext were devalued when Hallywooxt
‘ostng didnot match the mentl pictures they had created do n0t
wish co defend ther racial, not blatantly eacst, outbursts. These
‘outbursts do indicate, however, that there are specif moments in
which representation can matter to audience, though i does not
nvays matter, a [discuss throughout this book. kn tT parse bow
people connect with mesa texts va the iaterewined processes of
‘enity and identfeation. Both iaform how hey tlk about and
react co mealia representation. The manner in which identity, ent
fication, an thoughts bout representation connect, however does
‘ot necessarily follow a linear or static path, We get pleasure from
texts that represent us, cera, but we also enjoy those that do
not. Mea texts provide us with source material for what might be
possible, how idenies might be constructed, and what worl weright vein. These are the reasons media representation matters
atleast according to mi interviewees. Representation provides eve
dencefor what forms of existence are possible. Ieisthis argument for
representation tht aligns with how we interac with media, more
than those that emphasie eam. Moreover, promotes diversity
without relying on media effects or marketing discourses that ae
typical of many arguments for representation.
‘OF cours, we mut also consider the ways mest specificity
shapes how representation comes to matter. Are the stakes of rep
resentation diferent for vdeo games than fr otber media forms?”
Satkeesin had made a similar video the year before her Kickstarter
‘campaign about filmic and televisal representations of women that
acleastacconingto her own account, was well received" There was
Something particular about her critique of videogames that sucka
virtual cord, Onlincharassment of women in digital games claret
hardly new, as much ofthe coverage of and responses to the Tropes
1. Women conteoverses deals Yee there seems to be something
more at work in these attacks ona feminist gamer seeking to shed
High on the long-documented sexism of digital games spaces and
texts. Many ofthe attacks did not merely deny a woman’ ight to
be preset in a male-dominated virtual space but at out esjected
anyone’ right to eritique games as cultural texts.” Ie maybe that the
Gaming in Color documentary about LGBTQ gamers and gime
industry members hat received les vocal criticism than Tropes
Women because i aesses people involved in the production and
consumption of games rather chan critiquing game content.” Ax
1 detail, people often treat games as if there is something unique
bout them apart from other media Forms, and Fargue that dis
‘course about representation is central co this teatment. In doing
‘| demonstrate that understanding how representation comes 0
matter in games acually sheds light om how it comes to matter in
other media 98h
Throughout ths book I ako question some ofthe easy assump
sions often made about which groups are particularly concerned
with representation. Many ofthe attempts to rectify the under- or
risrepresentation of women in games, for example, has focused
exclusively on courting Female players and designers via ema:
fiend game coatent. Sony Online Entertainment, for example,
ofers an annual scholarship for aspiring female game designers
called GIRL: Gamers in Real Life. his program, however, piv
Joges marketable audiences in its demands for representation and
conflatesaudionce and prvlucer group membership wit identi
GARL. tps ase awareness ofthe serous fale garg auch
‘ence to the meda an efor Yo encourage the garng industry o
postive prone women thoughout faces of games, gare
producton and into game managerent whch wl opel impact
the way females are depctes in vdeo games ang crete anit
ce corer tobe appealing to women.”
‘This faming represents two key problems in discussions of epee
sentation n game texts Fist, representation in game texts consis-
tently inked with the lck of diversity in the video game industry
This linking, in turn, presumes that the mere presence of women (or
members ofany marginalized groups) in the industry will automat
cally result in more diversity in texts. To quote Chaslorte Bunch, this
al women and stir” approach assumes hat heze ae no structural
limitations within the indostey thar prelude ths representation,
tha men in the indasty are simply incapable of eeatng texts that
are not representations of themselves or thei fantasies, and chat all
‘women ate feminist" Having a particular body and relationship
foraoeme is neither necessiry’ nor suicient for having sensitity
tothe mance and importance of epresentation, Second, Sonys
{GIRL program snd similar projects pu ehe burden of resting ore
diverse representation on marginalized groups insisting that ifthey
inves in the industry s producers and consumers, representation
will change, What lel or, in contrast, is a rejection of that bur
den, demonstrate throughout that players/audiences, owingto the
‘complexity of thei identities, are abe to have stong connections
to people unl them on a regular asi.” By using thet fact as a
"ating point, the question becomes, Why does everyone in games,
and other media texts, lok so much alike? The industry, as well
fas scholars, must trea diversity asa goal ines own right, rather
than an exception tothe rule or the sole domain of those who are
‘marginalized,
“The Tropes, Women controversy highlights the importance of
approaching representation through hybridity, incersectionality,"
and coalition polities,” rather than through the more limitingAiscourse ofidentity polities For example, one product
dent ertcized Sarkeesian’s lack ofatention to ace her evnques
ofgender representation." Andbeyond the venomous attacks, there
were some irritiques made abou the very cursory, heteronorm-
tive, binary, eisgendered analysis of representation propose forthe
video series In addition, despite the sickening response trom some
sectors of the Internet, there was sense of hopefulness created by
‘he sheer magnitude of Sarkeesans success. As journalist Helen
Lewis describes, despite many examples ofthe “boys club-ness
(02012 gaming culture, an equal amount of social-cultra- political
force had been pushing towatd ana east gender-inclusive ganing
sphere. She eites, “Thousands of people stood up and sat the
perpetually incandescent sexss: You are nothing todo with ts, oF
with gaming. And sha hasbeen the same throughout the year”
Ther is evidence to sugges that iis not just women, or marginal
ize groups generally who care about representation in games and
are invested in diversity
Despite the broadening of veo game audiences, he Sarkeesian
controversy also demonstrates that some members ofthe gaming
«community continue co define “game culture” 3s something spe
‘ite and particularly masculine, heterosexual and white In many
‘ways digital games soem tobe the least progressive form of media
representation, despite being one of the newest medted fora
“Thisis particulary surprising given decaes of research onthe im
portance of diversity in media and some other media industries
efforts to make texts more divers (whether for polities, profits, of
more often, both). Similely, we have decades of erica theories
ot identity that demonstrate the shortcomings and violenceof
conceptualizing individvals though purely demogeaphic-based,
stable notions of identity grounded in identifiers Uke gender, race,
and seal.” Finally though the totality of media oer audiences
‘more venues through which they might find representations that
resonate with them, thispluralisic approach to representation dos
not seem to answer the soci justice-oriented calls for media
versity ina broader sense. Despite area in media sues and
contemporary polities that “ie gets better find myself as a mea
swsearcher and a player asking that ifchat i tre, why hase yet
gotten beter in games?
‘Alter several years af researching the representation of marina:
respon
ined groups in digital games, afew things continue to vex me. First
isthe point I just raise: despite the fact that digital games have
developed alongside media representation eitiques,numerouscivil
rights movemeats, and increased visibility of marginalized groups
‘cross popular media, i seeme as though digital games ae lagging.
Tami own work Ihave found that contrary tothe progressive rep-
resentation arnt that assumes diversity happens “in time, there
ate specie processes through which marginalized yeoups come to
be represented in video games, a in other modia.” Second, the
players {interviewed from marginal groups often told mi thae rep
esetation in game ters wa of litle importance to them. Thi,
und related to both ofthe previous concerns, sthat demands for the
representation of specific groups are always rather lining in how
those identities are articulated and rarely encompass the complexity
tnd intersectonslity of identities.
Tnthishook use dazensain-depth interviews with people who
play digital games and are members of marginalized groupsto parse
the connected but distinc sues of deni, dentification, and me-
tia representation, Identifation here is weed not 36 the Iynchpin
heween identity and representation but rather as a9 entry point
ico describing participants” complicated relationships with both
ontifeation also focuses primarily on the eelationship berween
plyers/audiences and text, while alo noting the nique agpecte
‘ofthat relationship when games are played with othersin a variety
of contexts (online and of). Although this hook doesnot expicily
tudes the representation of hegemonic notions of white, hetero
sexual mosulinity, the approach outlined here could also be used
to adress this “msinstream” game representation inthe fate.
build on feminist, queer, crite race, an postcolonial sudies of
ideairy and draw upon qualitative audience research methods 10
make sense of how representation comes to mater in an era of in
«easingy diversified interactive, and niche digital media oer a
textual eritique model for game representation grounded in an a
dience reception stud, arguing thatthe study ofaudience reception
Isimperative in analyzing texts designed tobe interactive
‘By breaking avay from social eategorzaion in fivor of social
contextalization, argue tat we can etter make sense of why rep
resentation is important in abroad social sense by frse unpacking
how it becomes important in an individual sense. Though [mostlyfocus on a single medium—digtl games—the concerns about rep
resentation connect across media. To that end in adition talking
tolntervieweesabout digital games, Lengage chemin conversations
about representation and identification in other media, as well
“Tieallows me to see the edges of where and when representation
{is made to matter across media texts In this ook I demonstrate
‘not only that arguments for game representation ned to be made
diferentyfrom hovr they have been made for other media ut also
‘that gamer demonstrate how representation might be discussed di
ferent in other meds
Media researchers must rethink how we argue for he importance
of iversity- Before arguing forthe importance of media represents
tion, we can do more work unpacking why, when, and how itis im
portant. When does ference make a diferenc in how members
‘of marginalized groups interact with videogames and other media?
“The identity polities-based approach to studying and demanding
representation simply does not work, More than that, arging for
‘the representation of cleanly defined, marketable identity groups
‘excludes those atthe margins of representation, those who do not
‘sc comorably in demographic categories, nd those who exist out
se the market. Arguably, these ate the indvidals who have the
‘ost at stake in demand for repeesentation ns polities, soil js:
tice sense. In particular digital games inthis study provide insight
into how we might ereate critiques of representation that are polit
cally engaged enough to resist market logics and nimble enoigh to
‘encompass interactive, personalized, customized medi texts
ln tis book I focus on the relationship berween identity, iden
‘lication, and media representation in an effort to question (1) if
and how people identify with media characters, 2) how a particu
Tar medium fees the process of identification, and (3) when and
‘how cepresentation is important audiences. I demonstrate that
identities are multifaceted and articulated in relation to particular
‘social dynamics, that identifeation can occurin a varety of ways but
inalso not abvays important to adiences, and that representation
doesnot always, or predictably, deive media consumption and re