Professional Documents
Culture Documents
Feminist War Games?
Feminist War Games? explores the critical intersections and collisions between
feminist values and perceptions of war, by asking whether feminist values can
be asserted as interventional approaches to the design, play, and analysis of
games that focus on armed conflict and economies of violence.
Focusing on the ways that games, both digital and table-top, can function
as narratives, arguments, methods, and instruments of research, the volume
demonstrates the impact of computing technologies on our perceptions,
ideologies, and actions. Exploring the compatibility between feminist values
and systems of war through games is a unique way to pose destabilising
questions, solutions, and approaches; to prototype alternative narratives; and
to challenge current idealisations and assumptions. Positing that feminist
values can be asserted as a critical method of design, as an ideological design
influence, and as a lens that determines how designers and players interact
with and within arenas of war, the book addresses the persistence and bru-
tality of war and issues surrounding violence in games, whilst also considering
the place and purpose of video games in our cultural moment.
Feminist War Games? is a timely volume that questions the often toxic
nature of online and gaming cultures. As such, the book will appeal to a
broad variety of disciplinary interests, including sociology, education, psych-
ology, literature, history, politics, game studies, digital humanities, media and
cultural studies, and gender studies, as well as those interested in playing, or
designing, socially engaged games.
Jon Bath is an associate professor of Art and Art History at the University of
Saskatchewan, Canada, where he teaches electronic art, design, and the book
arts, and researches the connection between the form and content of commu-
nication technologies.
iii
Postdigital Storytelling
Poetics, Praxis, Research
Spencer Jordan
Feminist War Games?
Mechanisms of War, Feminist Values, and Interventional Games
Jon Saklofske, Alyssa Arbuckle, and Jon Bath
Feminist War Games?
Mechanisms of War, Feminist Values,
and Interventional Games
First published 2020
by Routledge
2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN
and by Routledge
52 Vanderbilt Avenue, New York, NY 10017
Routledge is an imprint of the Taylor & Francis Group, an informa business
© 2020 selection and editorial matter, Jon Saklofske, Alyssa Arbuckle, and
Jon Bath; individual chapters, the contributors
The right of Jon Saklofske, Alyssa Arbuckle, and Jon Bath to be identified as the authors
of the editorial material, and of the authors for their individual chapters, has been asserted
in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988.
All rights reserved. No part of this book may be reprinted or reproduced or utilised
in any form or by any electronic, mechanical, or other means, now known or
hereafter invented, including photocopying and recording, or in any information
storage or retrieval system, without permission in writing from the publishers.
Trademark notice: Product or corporate names may be trademarks or registered trademarks,
and are used only for identification and explanation without intent to infringe.
British Library Cataloguing-in-Publication Data
A catalogue record for this book is available from the British Library
Library of Congress Cataloging-in-Publication Data
Names: Saklofske, Jon, editor. | Arbuckle, Alyssa, editor. | Bath, Jon, editor.
Title: Feminist war games? : mechanisms of war, feminist values, and
interventional games / edited by Jon Saklofske, Alyssa Arbuckle, and Jon Bath.
Identifiers: LCCN 2019033852 (print) | LCCN 2019033853 (ebook) |
ISBN 9780367228187 (hardback) | ISBN 9780429276996 (ebook)
Subjects: LCSH: Video games–Social aspects. | War games–Social aspects. |
Violence in video games–Social aspects. | Feminism.
Classification: LCC GV1469.34.S52 F46 2020 (print) |
LCC GV1469.34.S52 (ebook) | DDC 794.8–dc23
LC record available at https://lccn.loc.gov/2019033852
LC ebook record available at https://lccn.loc.gov/2019033853
ISBN: 978-0-367-22818-7 (hbk)
ISBN: 978-0-429-27699-6 (ebk)
Typeset in Times New Roman
by Newgen Publishing UK
vii
Contents
PART I
Introduction 1
PART II
Play as inquiry 11
x Contents
4 Reframing the domestic experience of war in This War of
Mine: life on the battlefield 53
RYAN H OU SE
PART III
Feminism as war 65
PART IV
Challenging the industry 119
Contents xi
13 Toxic pacifism: the problems with and potential of
non-violent playthroughs 182
J ON BAT H AN D ELLY C O C K RO FT
PART V
Afterword 193
Index 202
xii
Contributors
Jon Bath is an associate professor of art and art history at the University of
Saskatchewan where he teaches electronic art, design, and the book arts,
and researches the connection between the form and content of communi-
cation technologies.
List of contributors xiii
Elly Cockcroft is an interdisciplinary studies MA student at the University
of Saskatchewan. Her SSHRC-funded project examines the potential for
video games to promote death positivity.
Mary Flanagan is the artist, game designer, and theorist who holds the
Sherman Fairchild Distinguished Professor Chair at Dartmouth College.
www.maryflanagan.com.
Ryan House is a PhD student in media, cinema, and digital studies at the
University of Wisconsin-Milwaukee.
Jennifer Jenson is a professor in the Department of Language and Literacy
at the University of British Columbia. Her work with Suzanne de Castell
focuses on gender and digital games research.
Adan Jerreat-Poole is a PhD candidate at McMaster University working in
Mad/crip feminisms, autobiography, and digital media. Their academic
work has appeared in a/b: Auto/Biography Studies and First Person Scholar.
Their creative work has appeared in The New Quarterly, Qwerty Magazine,
and Soliloquies.
Mark Kaethler teaches early English literature at Medicine Hat College and
serves as the assistant project director of Mayoral Shows for the Map of
Early Modern London, hosted at the University of Victoria. He is a co-
editor of Shakespeare’s Language in Digital Media: Old Words, New Tools
(2018), and his work has appeared in several journals and collections of
essays.
Christopher Kampe is a PhD candidate of the communication, rhetoric and
digital media program at North Carolina State University. His research
interests include game design in the classroom, procedural generation, crit-
ical approaches to design/play, software development, and user-experience.
He is a collaborator at the Laboratory for Analytic Sciences, researching
interdisciplinary teamwork and holistic approaches to prototype evalu-
ation. He is affiliated with ReFiG, where he worked to develop resources for
educators (analytic frameworks, assignment scaffolding, online resources).
Gabi Kirilloff is an assistant professor of English at Texas Christian University,
where she specialises in digital humanities and new media studies. She has
worked on several large-scale digital projects including the Willa Cather
Archive, the Nebraska Literary Lab, and the Novel TM grant. Much of
Gabi’s research uses digital tools and computational methods to explore
the portrayal of gender in fiction.
Elizabeth Losh is an associate professor of English and American studies at
William and Mary with a specialisation in new media ecologies. Before
coming to William and Mary, she directed the culture, art, and technology
program at the University of California, San Diego. She is the author
of Virtualpolitik: An Electronic History of Government Media- Making
xiv
List of contributors xv
also participates in projects researching and documenting the history of
Dungeons & Dragons and the Gen Con game convention. He is part of
the Philadelphia Game Maker’s Guild and his first publicly released board
game, Bee Lives: We Will Only Know Summer, will be available in 2019.
Derek Siemens is currently an undergraduate student at the University of
Victoria studying computer science and software engineering. He has
always had an interest in video games, especially games involving strategy
and problem solving. These interests have guided him into his studies in
computer science, and continue to be one of many favourite aspects of his
discipline.
Sarah Stang is a PhD candidate in the communication and culture program
at York University in Toronto, Ontario. She approaches the study of
digital games and other media from an interdisciplinary, intersectional
feminist perspective. Her published work has focused on interactivity,
game adaptations, gender representation, fatherhood and familial bonds,
representations of madness, and the monstrous-feminine in digital games.
Her current research explores the symbolic representation of marginalised
bodies as hybrid monsters in digital games, tabletop roleplaying games,
and science fiction and fantasy media.
xvi
newgenprepdf
Acknowledgements
Thank you to all those who helped to bring this book to light. Most spe-
cifically to Dr. Ray Siemens with the Implementing New Knowledge
Environments (INKE) Partnership, Dr. Dene Grigar with the Electronic
Literature Organization (ELO), the Digital Humanities Summer Institute
(DHSI), the excellent editorial team at Routledge, Hannah McGregor, and all
of the talented authors who contributed to this volume.
1
Part I
Introduction
2
3
Feminist war games?
Mechanisms of war, feminist values, and
interventional games
Alyssa Arbuckle, Jon Saklofske, Jon Bath,
and the Implementing New Knowledge
Environments Partnership
It’s not enough to let go of the misplaced hope for a good or a better man.
It’s not enough to honour femininity. Both of these options might offer a
momentary respite from the dangers of masculinity, but in the end they
only perpetuate a binary and the pressure that bears down when we live
at different ends of the spectrum.
In doing so, Shraya gestures toward expanding definitions like Gay’s to include
non-binary, two spirit, and all other gender identities and expressions beyond
the limiting categories of ‘men’ and ‘women’. Foundationally, though, both
Gay and Shraya pursue notions of equality, and moreover equity, in defiance
of a toxic masculinity focused on preserving privilege. On a similar note, for
Erin Wunker a feminist is
one who recognizes that the material conditions of contemporary life are
built on inequities of gender, race, and class. One who recognizes that
patriarchal culture is inherently coercive and stifling for women and other
Others. One who works to make those inequities visible and one who
works to tear them down.
(2017, pp. 25–26)
I was attempting to point out that questions about the validity of violence
should have been directed to those institutions that held and continue to
hold a monopoly on violence: the police, the prisons, the military … At
the time I was in jail, having been falsely charged with murder, kidnap-
ping, and conspiracy and turned into a target of institutional violence,
I was the one being asked whether I agreed with violence. Very bizarre.
(2016, p. 7)
I. Play as Inquiry
II. Feminism as War
III. Challenging the Industry
9
Yes.
No.
Obviously!
Absolutely not.
Possibly …?
Notes
1 According to the Canadian Women’s Foundation, on average fully employed
Canadian women make 75 cents for every dollar that fully employed Canadian men
10
References
Ahmed, S 2017, Living a feminist life, Duke University Press, Durham, NC.
Alderman, N 2016, The power, Little, Brown and Company, New York, NY.
Bogost, I 2007, Persuasive games: the expressive power of videogames, MIT Press,
Cambridge, MA.
Bogost, I 2011, How to do things with videogames, University of Minnesota Press,
Minneapolis, MN.
Caillois, R (1961) 2001, Man, play, and games, M Barash (trans), Free Press of Glencoe,
New York, NY. Reprint, University of Illinois Press, Chicago, IL.
Canadian Women’s Foundation 2018, The facts about the gender wage gap in Canada,
www.canadianwomen.org/the-facts/the-wage-gap/.
Chemaly, S 2018, Rage becomes her: the power of women’s anger, Atria Books,
New York, NY.
Cooper, B 2018, Eloquent rage: a Black feminist discovers her superpower, St. Martin’s
Press, New York, NY.
Davis, AY 2016, Freedom is a constant struggle, Haymarket Books, Chicago, IL.
Flanagan, M 2009, Critical play: radical game design, MIT Press, Cambridge, MA.
Galloway, AR 2006, Gaming: essays on algorithmic culture, University of Minnesota
Press, Minneapolis, MN.
Gay, R 2014, Bad feminist, Harper Perennial, New York, NY.
Huizinga, J 1949, Homo ludens: a study of the play-element in culture, Routledge and
Kegan Paul, London, UK.
Lorde, A (1984) 2007, Sister outsider, Ten Speed Press, New York, NY.
McGonigal, J 2011, Reality is broken: why games make us better and how they can
change the world, Penguin, New York, NY.
Peterson, J 2016, ‘A game out of all proportions: how a hobby miniaturized war’, in P
Harrigan & MG Kirschenbaum (eds.) Zones of control: perspectives on wargaming,
MIT Press, Cambridge, MA, pp. 3–31.
Shraya, V 2018, I’m afraid of men, Penguin, Toronto, ON.
Sicart, M 2013, Beyond choices: the design of ethical gameplay, MIT Press, Cambridge,
MA.
Solnit, R 2014, Men explain things to me, Haymarket Books, Chicago, IL.
Solnit, R 2017, The mother of all questions, Haymarket Books, Chicago, IL.
Wunker, E 2017, Notes from a feminist killjoy: essays on everyday life, BookThug,
Toronto, ON.
11
Part II
Play as inquiry
12
13
1
Are there (can there be/should there be)
feminist war games?
Jon Saklofske, Emily Cann,
Danielle Rodrigue-Todd, and Derek Siemens
A few years ago, Jon Saklofske gave an art gallery talk on unconventional
representations of war in video games, and focused on games which eroded
the standard tropes of heroic and ideologically driven soldiers, glorified vio-
lence, normative Western perspectives, and good vs. evil binaries. His overall
argument was that while many commercial digital games model systems
and narratives that reductively reinforce and essentialize idealistic cultural
paradigms and perceptions about war, game environments can also function
as a test chamber, a lab in which conditions, parameters and perspectives
can be imaginatively experimented with. In the Q&A session after the talk,
Dr. Rachel Brickner, a professor from Acadia University’s Politics Department
asked a simple but profound question. She recognized that unconventional
or not, most of the games that were cited in the presentation as exceptions
were still operating within the frame of masculine power fantasies, even
as they questioned the locations of power at the heart of more traditional
representations of armed conflict. She asked: ‘Is there a feminist war game?’
Jon was at an absolute loss and had no answer for her at the time, but her
question has subsequently generated a fair amount of research, thinking and
experimentation, and continues to reveal the problematic ways that war and
violence are perceived, represented, idealized and interpreted through various
media forms.
Identifying the need to confront and challenge traditional habits of
head, hand, heart and media representation when it comes to game-based
perceptions of war (which can reflect and shape attitudes towards war in gen-
eral) is not unique to this chapter. Mary Flanagan (2016, p. 706), in ‘Practicing
a New Wargame’, discusses the perceptual limitations reproduced by conven-
tional tabletop wargames and calls for alternative ways of imagining conflict
resolution:
War: what is it (good for)?
It would be easy to simply equate war with conflict. Conflict is inherent in
all stories and narratives. However, given the subject matter of the popular
games that inspired this project, we would like to define war as armed con-
flict between large groups of people. Another useful definition which calls
attention to an additional layer of consideration and highlights the proced-
ural economies of most game experiences is that war is a violent form of
resource management and acquisition.
Is peace the ultimate aim of armed conflict? Is that the goal of most war
scenarios? No. Peace is the aim of diplomacy, not war, because participants
in armed conflict do not entertain victory, defeat and compromise as equally
desirable pathways to war’s end. War is what happens when peaceful intentions
fail, when diplomacy breaks down.
A persistent narrative in relation to war is the notion of a ‘just war’. A just
warrior is one who ‘takes up arms reluctantly and only if he must to prevent
a greater wrong or to protect the innocent from certain harm’ (Elshtain 1987,
p. 127). Kimberly Hutchings (2011, p. 28) argues that this idea of the just
warrior privileges masculine authority—those who do not epitomize control
and civilization cannot be just warriors. Also, this politics of rescue infers
that those who are protected or helped do not share or possess the capacity of
responsibility of the helpers. More often than not, in these situations, men are
rescuing or protecting less capable ‘others’.
15
La? guerre
Women have participated historically in war in diverse ways. There are par-
ticular legends, anecdotes and histories of women who have been involved in
combat roles: Joan of Arc; women who dressed as men to fight in the US Civil
War; and Russian female soldiers in the First World War who were allowed
into combat out of necessity, and while some were recognized for bravery and
excellence, many were terrorized by men during their service. In the world
wars, many women supported the war effort at home by working in factory
jobs normally reserved for their male counterparts.
However, many of these stories are often-repeated exceptions, as tradition-
ally women have been perceived as part of the helpless population (along with
children and the elderly) that need to be saved or protected through armed
conflict. In this sense, they often function as motivators for male soldiers, as
supportive spectators, as rewards for a job well done. Ironically, populations
that supposedly require protection have historically been the victims of war-
time sexual violence and mass rape during war.
In popular stories and movies, such victimization practices are not often
showcased, but it is interesting to note that a number of literary and cinematic
narratives have not shied away from examining and interrogating the ways
that women have been sexually instrumentalized in times and situations of
war (which mirrors the ways that men are similarly exploited as instruments
of violence in wartime economies). A memorable and uncomfortable example
is Brian de Palma’s film Casualties of War (1989), where wartime rape is
featured to provoke questions about military cultures, hierarchies and gender
performance. The film universally critiques the destructive and dehumanizing
tendencies of warfare for all involved while also exposing the ways that such
situations implicitly favour male privilege.
Casualties of War also highlights the ways in which film viewers often desire
provocative, troublesome, tension-filled and often horrific storylines, events
and scenes. This isn’t a fetishized form of pleasure, but results from a desire
to safely experience and engage with difficult issues and behaviours. Why are
game players so comparatively limited in their desires for various forms of
experience, and why are depictions of rape or sexual violence not present in
and interrogated by war simulations and game-based representations of armed
conflict? Early wargames were more concerned with strategic simulations and
resource management challenges than personal and traumatic consequences
of war on individual participants, and most current wargames continue to
avoid asking or focusing on such difficult questions. Interactive simulations,
especially contemporary digital games and virtual reality experiences, are less
‘safe’ than the spectatorial nature of film viewing. Such participatory involve-
ment has produced tireless debate about the effects of game-based violence
on perception and behaviour. This, along with the fact that the commercial
video game industry’s products have generally been marketed to younger
16
A further example:
Prevented from fighting their equals, and shrinking year by year, the mili-
tary machines designed for such wars no longer have a vital role to play;
so why not fill them with women who, so long as it does not come to
combat, can do the job equally well? Whether in or out of the military,
feminism is and always has been a peacetime luxury.
(2000b, pp. 14–15)
He concludes: ‘When Freud wrote to his bride that the best thing a woman
can do for herself is to shelter in the house of a man, perhaps he was not so
wrong after all’ (2000b, p. 16).
Creveld’s work demonstrates that the misogyny inherent in military cultures
can easily become internalized and perpetuated through scholarly voices as well.
His critical positions oppose feminism to war by implying that it, and women,
have no place in ‘serious’ military culture and operations, save for corrupting
and weakening a force’s strength. Such a perspective embodies the anachronistic,
sexist motivations and inherent anxieties that feed hypermasculine military cul-
ture, Gamergate proponents, and alt-right and populist perspectives: privileged
voices loudly and threateningly asserting such privilege to sustain their own power
rather than to enable, empower or make room for conventionally disempowered
others. Creveld’s statements, buttressed by misogynist statements from Freud
and Nietzsche, are not well- supported arguments. They are assertions that
uncritically rehearse status quo perspectives via a rhetorical position of moral
certainty, assertions that value violence and war as instruments of a social sta-
bility that favours male dominance.
However, to simply oppose Creveld’s position and argue for equal oppor-
tunity participation in military forces ignores the conceptual dangers of
automatically accepting that a nation’s military force is an essential social
institution and that the threat of armed conflict is perpetual and inevitable.
Women gaining access to all branches of military service to fulfil hopes and
aspirations is an affirmation of military institutions and ideologies. If women
derive empowerment from combat roles, this empowerment is gained at the
cost of giving up their individual power and becoming instruments of the state,
becoming well-trained and well-armed expendables. Giving women and men
equal opportunity to subscribe to a military culture that is known to support
toxic versions of militarized masculinity which value violence, othering, hier-
archy and domination is certainly problematic. Is it better to march in step
with or work to eradicate the old boy’s network? Perhaps Creveld correctly
18
All games are abstractions, and all abstractions involve human, and thus,
political decisions about what to include or emphasize. In the context of
digital games where the rules can be selectively concealed from the player,
these decisions are invisibilized and naturalized.
(2014, emphasis added)
The values and politics of designers thus subtly shape games into possibility
fields which are ultimately realized by the player. But these biases become
the invisible infrastructures underlying the world of the game, and players,
to an extent, must accept or adapt to them while playing. Representations of
and interactions with war situations in games are shaped by these naturalized
biases, and such biases tend to favour violent antagonism as a means to power.
Finally, Kopas quotes Paolo Pedercini (Molleindustria), who ‘points out [that]
most videogames place the player in a relatively straightforward scenario with
clear goals. The overwhelming focus on goals, efficiency, and accomplishment
20
War ≠ fun
There are many types of war games but most feed similar expectations/habits
through repetitive design assumptions and stereotypical narratives. Most war
21
Feminist war games
While applying feminist values to game design doesn’t always necessitate a
focus on female characters, female characters in most mainstream war games
are perceived and represented as damsels in distress, decoration, prostitutes
and trophies. However, some female characters are also (and this crosses over
between films and games) presented as feminine alternatives to a dominant
male default player-character, as militarized, but often sexualized female
warriors which are designed to aesthetically appeal to straight male players
rather than giving women more agency. Some examples of games which fea-
ture sexualized ‘warrior women’ characters (akin to the ‘Full Metal Bitch’
character in the film Edge of Tomorrow (2014), which resembles a game-like
structure in its ‘try, die, restart’ time-loop narrative) include Resident Evil
(1996), Bayonetta (2010), Lollipop Chainsaw (2012), Metal Gear Solid 5: The
Phantom Pain (2015), Remember Me (2013), Tomb Raider (1996) and Wet
(2009). Even though there was no video-game released as a movie-tie-in
(which is a curious omission), one might even associate Patty Jenkins’s 2017
film Wonder Woman with the above list. While the warrior Diana fights for
peace in this film and supposedly models female empowerment, she is also
dressed in much more revealing clothing than her male counterparts. Jenkins
defended this portrayal by stating that ‘I, as a woman, want Wonder Woman
to be hot as hell, fight badass and look great at the same time’ (Sperling 2016).
While this over-sexualization of female characters should not simply be
accepted as the norm, should it be balanced with other representations, or
eliminated completely in game designs? Should the option to have hyper-
feminine female characters be retained? To offer alternative but equally
limited and limiting representations of women and men in digital war games
is likely not an effective interventionist strategy. More choice and broader
options for gendered appearances and related power and empowerment fan-
tasies would be ideal, but in doing so, game designers need to make sure that
these power fantasies aren’t solely constructed through the male gaze. As well,
while such representational variety might not be in keeping with well-groomed
23
Feminist anti-war games
Just as equal opportunity sexual objectification isn’t the answer to sexual
objectification, equal opportunity warfare might not be the solution to
warfare’s constitution of women. Alternatively and more broadly, feminist
values could be used to generate anti-war game experiences, to undermine
the conventions of war, and to undermine war itself as a way of negotiating
difference. As Margery Hourihan suggests, the ‘tale of the hero and his quest
… has always glorified the patriarchy … [and] if women are to achieve real
equality … we must change our entrenched perceptions, and that involves
changing the story which articulates and reinforces them’ (1997, p. 233). This
would not just involve telling different stories in different ways, but engaging
the player in participatory narratives that offer alternatives to expectations
with the goal of challenging and overcoming militarized hypermasculinity as
this model of masculinity is a toxic one and is a learned, social construction
of gender that can be resisted, unlearned and redefined.
To effect a critique of current models and idealizations of war, feminist
war game prototypes need to explore methods of empowerment other than
violence or weapons. Perhaps violence needs to be offered as a problematic,
consequential, affective choice rather than a programmed necessity, and war
needs to be presented as not a winning condition (or a gameplay condition),
but as a losing condition. If war means game over not game on, the goals
of games which feature armed conflict would change. Some alternatives to
‘winning the battle’ might include:
Some examples of prototype feminist war games that could promote a cri-
tique of militaristic traditions include:
Let’s play?
Could any of the above feminist gaming models be introduced into conventional
war games without a backlash from habitual consumers? Films that necessitate a
critical confrontation with complexity are being made and are profitable, so why
27
References
Auditor General of Canada 2018, ‘Report 5— inappropriate sexual behaviour—
Canadian Armed Forces’, 2018 Fall reports of the Auditor General of Canada to
the Parliament of Canada, Government of Canada, www.oag-bvg.gc.ca/internet/
English/parl_oag_201811_05_e_43203.html#hd2d.
28
2
Gendered authorship in war gaming
Whose fantasy is it anyway?
Anastasia Salter
A feminist wargame?
A woman playing a game, and thus fulfilling fantasies of power and control
within the defined play space of the wargame, might engage in subversive
or feminist actions through play. However, the presence of a woman at the
table is not enough to make a game’s power fantasies feminist any more than
my presence as a Duke Nukem player could change the on-screen toxicity of
binary gender roles. It is also important to note in this context that the lens
of feminism on games and play must be intersectional, and the dominance of
32
32 Anastasia Salter
power fantasies centered on cisgendered, heterosexual, white male able-bodied
leaders and soldiers is in and of itself a hindrance to feminist play within
most wargames. The question of feminist war games inevitably starts with
an existence proof: can a war game be feminist? Given the very nature of war
(and the military industrial complex that surrounds it), what does a feminist
war game imply? I believe that this question must begin with authorship. The
games industry is notoriously hypermasculine: the Gamasutra Salary Survey
conducted in 2014 notes that women make up only 13% of game designers, 9%
of artists and animators, and 5% of programmers and engineers. Numbers are
similarly grim for other groups traditionally marginalized within the games
industry, and the recent culture war of Gamergate emphasized the resistance
of that same group to inclusivity (Chess & Shaw 2015). While it is not neces-
sarily impossible for feminist work to emerge in this context, it is rather like
expecting reasonable birth control legislation from a mostly white cisgendered
male legislative body: possible, but exceedingly unlikely (Cosslett 2017).
Authorship in wargames, on the other hand, has historically been tied
to the same structures and institutions of the military itself: in the US, this
means a troubled history of gender equity and exclusions. Within traditional
wargames, women are increasingly visible as authors but far from a majority.
Linda Mosca’s Battle of the Wilderness, released in 1975, is a Civil War module
for Blue & Gray II that is the first wargame credited to a woman designer.
The game features a battle between the Union Army of the Potomac and the
Confederate Army of the Northern Virginia and is set in 1864. The game is
certainly not recognizable as a feminist work, as its mechanics are traditional,
but its existence itself is significant. Linda Mosca addressed women players
in an interview:
I would like to remind women wargamers that while they are fewer in
numbers, they make equally effective generals. That war is a man’s domain
is disproven by the fact that its wellsprings are societal and outcome
affects all, regardless of gender. That history belongs to men is disproven
by the few accounts of great women that filtered down, even as recorded
by male historians. Remember, of the three persons most feared by Rome,
two were women (Cleopatra & Zenobia).
(Mosca 1975/2009)
Simulating fantasy
Perhaps one of the greatest challenges faced by designers seeking to create
opportunities for feminist representation and strategy within board wargames
is their reliance upon history: the history of the military industrial com-
plex does not lend itself to bringing in such opportunities while honoring
the genre’s prevailing interest in historical accuracy and fidelity. Likewise,
the scale of board wargames does not lend itself to representing war’s cost
with the same empathy that is possible in games that use a more focused
first-person or second-person lens, which is more common in video games
than in simulations. However, this is where the intersection of wargames
with other genres yields profitable space for feminist intervention and sub-
version. The space of fantasy is particularly retelling: I remember the first
shooter game I truly loved, Heretic (1994). Heretic is a re-skinning of Doom
(1993): engine-wise, very little is different except the weaponry. In Heretic, the
player is invited to use spells, mana and health potions, and even the ‘Morph
Ovum’, an egg that once launched turns enemies temporarily into chickens.
The ‘Morph Ovum’ resonated with me as a child player on many levels, and
34
34 Anastasia Salter
not just because of the metaphor of egg as weapon: it also opened up new
avenues of strategy and play, allowing me to choose sections of a level to
disengage with, passing through before my opponents were restored to their
fighting selves.
Obviously, the addition of such a mechanic into the world of the his-
torical boardgame would be fairly ludicrous. However, the genre of fan-
tasy simulations has no such limitations, and while arguments over ‘realism’
still inevitably haunt them, there is inherently more freedom for subversive
design. In 1974, Advanced Dungeons & Dragons (Tactical Studies Rules, later
Wizards of the Coast) was released by Gary Gygax. The game had many of
the trappings of a traditional wargame re-imagined in a fantasy setting, and
carried with it the deeply entrenched misogyny of both those games and its
designer. One of the most notable features of this first edition was a table of
Harlot encounters, described as
A roll of the dice decided whether the player would encounter an ‘expensive
doxy’, ‘aged madam’, or ‘slavenly trull’, among other similarly descriptive
options (p. 191). Likewise, early versions of the game included stat limitations
for women: the ‘maximum strength possible for a female gnome character’,
for instance, was 15, while a male gnome was allowed 18 (Gygax 1978, p. 9).
These disparities in potential strength were detailed for every race and binary
gender combination in an abilities table. This was despite text in the introduc-
tion that stressed the game wasn’t limited by an adherence to realism: ‘You
will find no pretentious dictums herein, no baseless limits arbitrarily placed
on female strength or male charisma, no ponderous combat systems for
greater “realism” ’ (p. 6).
In spite of this deeply embedded hypermasculinity and commitment to
reinforcing a misogyny embedded in a gendered binary of sexuality and
perceived promiscuity, the game attracted a wider player base. This is perhaps
in part thanks to how easily these rulings from Gygax could be subverted or
ignored: unlike in the restricted procedural world of a video game, edicts from
the Player’s Handbook could be disregarded without altering the underlying
system. Jon Peterson notes that rapid pace of women authors in joining the
Dungeons & Dragons adventure scene when contrasted with wargames:
Of course, the rise of visible women authorship in both areas was contem-
poraneous: the 1970s gaming scene brought with it an increased visibility of
women as gamers, though it would be a long time before those players would
be acknowledged in the main game’s books and modules. In an analysis of
gender representation over 30 years of Dungeons & Dragons, Vanessa Rose
Phin observed:
[T]he first PHB was almost entirely populated with males of comic book
buffness … in [the] fourth, the first ambiguously gendered characters
began to appear, and women shot up in representation. By [the] fifth
edition, there were more pictures of women than ever before, and defin-
itely more characters who didn’t have large breasts, heavy brows, or overly
broad shoulders.
(Phin 2016)
The new Player’s Handbook explicitly talks about the gender binary
and gender fluidity. ‘Think about how your character does or does not
conform to the broader culture’s expectations of sex, gender, and sexual
behavior’, it reads. ‘You don’t need to be confined to binary notions of
sex and gender … You could also play a female character who presents
herself as a man, a man who feels trapped in a female’s body, or a bearded
female dwarf who hates being mistaken for a male’. D&D players are
being pushed to think critically about gender as a historical construct
at the same time they’re deciding whether to be ‘Quarion the elvaan
druid’ or ‘Havilar the dragonborn sorcerer’. Dungeons & Dragons is
a game that hinges on the collective process of imagination, and now
we’re being asked to summon a world that doesn’t share in our dominant
heteronormative paradigms.
(D’Anastasio 2014)
While representation alone does not make the revised Dungeons & Dragons a
feminist wargame, it does provide scaffolding for more imaginative, nonbinary
36
36 Anastasia Salter
play with gender identity through the game’s system. Previous versions of
the game (particularly in the early editions) reinforced highly toxic binaries,
which, while open to subversion, could be so off-putting that a player might
never get further than the pulp hypersexualized imagery of the covers and
interior imagery. By making more inclusive gender a part of the rules system,
Dungeons & Dragons is, as D’Anastasio put it, ‘summoning’ a world outside
of dominant paradigms—including hypermasculine war fantasies.
References
Behm-Morawitz, E & Mastro, D 2009, ‘The effects of the sexualization of female
video game characters on gender stereotyping and female self-concept’, Sex Roles,
vol. 61, no. 11–12, pp. 808–823.
Chess, S & Shaw, A 2015, ‘A conspiracy of fishes, or, how we learned to stop worrying
about #GamerGate and embrace hegemonic masculinity’, Journal of Broadcasting
& Electronic Media, vol. 59, no. 1, pp. 208–220.
Cosslett, RL 2017, ‘This photo sums up Trump’s assault on women’s rights’, The Guardian,
24 January, viewed 25 April 2019, www.theguardian.com/commentisfree/2017/jan/24/
photo-trump-womens-rights-protest-reproductive-abortion-developing-contries.
D’Anastasio, C 2014, ‘Dungeons & Dragons has caught up with third-wave feminism’,
Vice.com, 27 August, viewed 19 April 2017, www.vice.com/en_ca/article/exmqg7/
dungeons-and-dragons-has-caught-up-with-third-wave-feminism-827.
Doom 1993, id Software, PC.
37
3
An overview of the history and design
of tabletop wargames in relation
to gender
From tactics to strategy
Matt Shoemaker
Wargames, as we know them today, began their development in the early nine-
teenth century. Though they have branched into a wide variety of mediums,
scales, and mechanics over the past 200 years, their focus on physical violence
as a means of conflict resolution between two or more parties has remained
untouched as the genre’s core theme. While this defining characteristic of
wargames has remained unchanged, how that theme is expressed and explored
has shifted in the past four decades. Wargames have traditionally been made
by men for men and feature characters and strategies represented in gendered
ways, but relatively recent changes to gaming communities have expanded the
player base and the available flavors of these types of games. These changes
have pushed the definition of what is a wargame from its original purpose,
and now provides opportunity to explore topics and themes within this
genre that have previously seldom been broached. By increasing the variety
of wargame designers, both in their background and gender, this genre can
continue to expand and engage new audiences beyond those traditionally
targeted, an example of which can be seen in the following observations by an
anonymous woman:
You can play a male or female character without gaining any special
benefits or hindrances. Think about how your character does or does not
conform to the broader culture’s expectations of sex, gender, and sexual
behavior. For example, a male drow cleric defies the traditional gender
divisions of drow society, which could be a reason for your character to
leave that society and come to the surface.
You don’t need to be confined to binary notions of sex and gender. The
elf god Corellon Larenthian is often seen as androgynous or hermaphro-
ditic, for example, and some elves in the multiverse are made in Corellon’s
image. You could also play a female character who presents herself as
a man, a man who feels trapped in a female body, or a bearded female
dwarf who hates being mistaken for male. Likewise, your character’s
sexual orientation is for you to decide.
(Crawford et al. 2014, p. 121)
43
Scale of games
The success of Chainmail and Dungeons & Dragons proved there was a
demand for tabletop wargames outside of the historicals market. Games
Workshop, a London- based company founded in 1975, produced their
first in-house fantasy wargame, Warhammer Fantasy Battle, in 1983. In
1995, Games Workshop produced the skirmish wargame Necromunda. This
tactical-scale science-fiction wargame focuses on the conflict between the six
houses of the planet Necromunda as battled between players through gangs
in the lower levels of large hive cities. Players of Necromunda choose which
house they wish their gang to represent and then individually customize the
weapons, skills, appearance, and other attributes of their gang’s members
(gangers) and background of the gang itself. As a miniature-based wargame,
this preparation can take considerable time as players not only assign the
mechanical attributes of their gangers, but also paint and modify the mini-
ature representations of these individual characters. Once ready, players
are encouraged to participate in a campaign with their gang.3 Players com-
pete against each other using a squad assembled from a number of their
gangers equal to a predetermined point limit. Injuries, deaths, and other
consequences that occur within one game are resolved during various out-
of-game phases that build the narrative of a player’s gang and their relation
to other gangs participating in the campaign. This cycle continues until the
campaign concludes after a set number of campaign turns, a specific gang
has gained control over a certain size of territory, or other victory conditions
as set by the participants.
44
Notes
1 Though selfishness and apathy are not strictly feminist or anti-feminist, they do
make it more difficult to explore feminist concepts in a game environment. One
cannot consider the plight of those affected by violence and war if they are not
empathetic of first-and third-party victims.
50
References
A Distant Plain: Insurgency in Afghanistan 2013, Counter Insurgency (COIN) series,
GMT Games.
Advanced Dungeons & Dragons 1977, Tactical Studies Rules (TSR) Inc.
Aidley, K 2018, ‘The truth about sexual harassment and boardgaming’, Katie’s Game
Corner Blog, viewed 5 March 2019, https://katiesgamecorner.com/2018/06/20/the-
truth-about-sexual-harrassment-and-boardgaming/.
Andean Abyss 2012, by V Ruhnke, Counter Insurgency (COIN) series, GMT Games.
Brooks, M 2018, Wanted: dead, Black Library, Nottingham.
51
4
Reframing the domestic experience
of war in This War of Mine
Life on the battlefield
Ryan House
Writing in the 1980s amid debates concerning the admittance of women into
combat positions within the armed forces, Genevieve Lloyd challenges the
conventional notions of the inherent masculinity of war—rhetoric adopted
even by some feminist peace groups at the time—by explicating the conceptual
relationship between war and citizenship in Western philosophical thought
(Lloyd 2013). She posits that war as it is conceived allows men to transcend
self-interest and fear of death in order to attain a higher, sublime form of
selfhood that must be, as this line of reasoning goes, intrinsically masculine:
Throughout the roughly 30-year interim between Lloyd’s chapter and this one,
there is ample evidence of these ideas continuing to shape the social construc-
tion of gender through representations of war in media. Narratives of war in
video games, for instance, typically focus on the hypermasculine experiences
of war, presenting the player with a power fantasy in which they assume either
the role of the hero single-handedly combatting an onslaught of enemy forces
or that of a master tactician strategically deploying troops from the perspec-
tive of the general-god, all in the pursuit of an ideologically righteous goal.
These depictions of war frame life as existing in one of two ways: either as a
subject who exists to inflict death upon others or as objects to be killed.
This War of Mine (TWoM), a 2014 game inspired by real events such as
the siege of Sarajevo, breaks from this tradition of heroic individualism. In
it, players assume the collective role of a group of civilians trapped within a
fictionalized war-torn, besieged city who must work together to survive their
precarious situation. To create as authentic an experience as possible, 11 Bit
Studios, the game’s developer and publisher, researched survivors’ accounts
of armed conflicts such as the Bosnian War (1992–1996), the First Chechen
54
54 Ryan House
War (1994–1996), the Kosovo War (1998–1999), the Syrian Civil War (2011–
ongoing), and others (Kwiatkowski 2016, p. 693). These accounts emphasized
the extent to which people relied upon closely knit groups to survive living
within war zones, and the developers chose to underscore this communal
aspect in the gameplay (2016, p. 694). Players control a group of characters
with unique backstories, personalities, and skills, such as being a good cook,
a skilled trader, or a fast runner, who must work together to survive for a ran-
domly determined amount of time until a ‘cease fire’ is declared. Because they
represent the often-unseen ramifications of war, these characters epitomize
what Judith Butler (2010, p. 31) calls ‘ungrievable lives’, or ‘populations [that]
can be forfeited, precisely because they are framed as being already lost or
forfeited’, and the game’s ‘perma-death’ mechanic underlines the precarious-
ness of their lives. Once a character dies, they are gone for the remainder of
the game, and their absence makes survival for the group that much harder.
Through its narrative and representation of domestic responsibility, TWoM
reframes the experience of war from a hypermasculine glorification of vio-
lence and death to a meditation on communal survival and the challenges of
non-violence in the face of violence.
Frames are a particularly useful metaphor for discussing this game’s depic-
tion of war, as its environments are presented in the style of a dollhouse-like
cutaway. Characters are often literally framed within their domestic roles as
the player deploys them to cook food, construct beds and tools, or scan radio
frequencies for news from the outside world. The destabilization of life in a
war-zone disrupts traditional gendered notions of the division of domestic
labor and social order. Likewise, characters are framed within their indi-
vidual narratives, beginning with a backstory of their lives before the war
and developing throughout the game as players navigate the difficult decisions
they’re presented with and contend with the consequences of those choices. In
this reframing of war from the battlefield to the realm of ‘mere life’, TWoM
enables players to consider the human subjects that are often excised from the
frames imposed by traditional portrayals of armed conflict.
[Image]ining war
War, in the popular imagination, is a quintessential rite of passage into
manhood, and this idea is reinforced through most depictions of war and
the military in popular culture. Images of the stoic commander boldly and
decisively leading his men to battle and of brave, loyal soldiers dutifully
holding the line are for many the perfect ideal of masculinity. Although many
portrayals attempt to depict the horrors of combat, war remains a privileged
space for boys to be tested and for men to achieve glory.1
Participating in a war, or at least the fantasy of participating in a war,
takes on a meaning that is somewhat divorced from its geopolitical causes. It
becomes not unlike a team sport in which one seeks to best the other team
through steadfast teamwork and individual heroics. In their book Reel Men
55
56 Ryan House
games as emotional technology is unprecedented because they render imme-
diate the violence and stress of war that prior media have only been able to
present indirectly through the user’s imagination. Although much has been
said on the ability of the affective power of games to strengthen interper-
sonal relationships,2 Engberg-Pedersen warns that the effectiveness of these
new wargames at eliminating our innate fears of war may one day ‘remove a
dimension of human experience that is fundamental to preventing that war
becomes anything other than the action of last resort’ (2018, p. 73).
Indeed, most video games about war glorify the battlefield by offering
players the opportunity to embody the hero in a militaristic power fantasy.
The Call of Duty franchise, for instance, allows players to virtually take part
in the Second World War, the Vietnam War, and fictionalized versions of
modern wars through the point-of-view of an army-of-one, blasting through
enemy troops to secure a checkpoint or rescue someone. These types of games
reinforce the hypermasculine values traditionally associated with war by
allowing players to enact them. When teammates are present, they are typic-
ally relegated to little more than decoration—the AIs are designed to appear
to be fighting alongside the player, but usually just fire wildly in the general
direction of the enemies. The glory is reserved for the player who must move
from behind cover to brazenly advance on the enemy and to accomplish the
objective against seemingly great odds. Ironically, the immediacy of these
images of war may actually undermine our ability to form lasting, meaningful
readings of them. Jan Mieszkowski (2018) argues that our contemporary
mediascape, in which anyone from a drone pilot to a bystander can capture
and upload images of conflict that can then be viewed by virtually everyone on
Earth, is double-edged. While its democratization circumvents authoritative
discourses of the ‘theater of war’, its proliferation also potentially separates
images from their original context. Cell-phone footage of IEDs exploding
may be recontextualized as a viral internet video, for instance, that one sees
repeated on morning news shows. Mieszkowski posits that through this con-
textually isolated method of spectatorship:
Mieszkowski contends that our ability to view war directly has not resulted
in any greater understanding of war, but rather has caused an increasingly
sophisticated scrutiny for what looks (and thereby is) real in our war media.
Furthermore, any ‘experience’ of war derived from games like Call of Duty
57
Reframing the image
Images of war are framed not only within their context, but by the subjects
that capture them. These embedded perspectives can easily be mistaken as a
sense of objective immediacy, or an unconstructed reality. In her book Frames
of War, Judith Butler discusses how these representations establish norms for
the ‘recognizability’ of life, that is, how those norms enable us to recognize a
being as a life or as not-a-life. Butler claims that, in this way, all life is precar-
ious because of the dependency on others to recognize one’s life as life and,
furthermore, the conditions for that recognition are constantly shifting. Yet,
rather than finding common ground in this shared condition of precarious-
ness, ‘each body finds itself potentially threatened by others who are, by defin-
ition, precarious as well’ (Butler 2010, p. 31). This inevitably leads to:
58 Ryan House
This formulated, yet fragmented perception of war correlates with Angela
Davis’s claim of the ‘unrepresentability of war in the United States’ which has
not seen a war within its own borders since the mid-1800s (2008, p. 19). To
live as a civilian in modern America, then, is to have only a mediated know-
ledge of war that is always situated elsewhere—a knowledge framed through
distance and entertainment and news media. Davis argues that in order to
redress this often incomplete knowledge, we need to emphasize ‘certain habits
of perception, certain habits of imagination’ (2008, p. 26) that empower us to
‘remake the world so that it is better for its inhabitants’ (2008, p. 20) into a
world without war. One small step on the road to this utopian idea may be to
rethink our use of the emotional technology of the wargame.
it’s not much fun to actually play. It’ll make you feel terrible about your
actions at almost every turn. But in spite of all that, there is something
so essential about this gaming experience that I urge you to give this
game a try.
(Lange 2016)
This turn away from the goal of producing ‘fun’ entertainment to instead
edifying players through perspectives other than their own perhaps situates
TWoM closer to didactic wargames such as Kriegs-Spiel than to Call of Duty.
Interestingly, where the map of the Kriegs-Spiel provides an overview of its
game space to teach aspiring generals to control their emotions, the close-up
and intimate play space of TWoM, situated as it is within the domestic realm,
enhances its potential for emotional realism. Although the gameplay strongly
resembles real-time strategy (RTS) games,4 the change of the player’s point
of view from a bird’s-eye-view to ground level reframes their perception of
59
60 Ryan House
them to rest. Kwiatkowski (2016, p. 697) highlights the importance of the
emergent narrative to the player’s experience:
62 Ryan House
act. This experience is one that only a feminist wargame could provide—a
reframing of the experience of war through a disruption of the masculine and
feminine spaces of life to lead us to consider new ways of living.
Notes
1 Jessica Meyer calls war ‘a sphere of masculine attainment and suffering’ (2009,
p. 1); Stefan Dudink et al. describe it as the ‘seemingly “natural” homelands of mas-
culinity’ (2004, p. xii); and Leo Braudy notes that ‘war enforces an extreme version
of male behavior as the ideal model for all such behavior’ (2003, p. xvi).
2 See works by Katherine Isbister (2016), Aubrey Anable (2018), and Rosalind
W. Picard (2000).
3 See reviews by Dennis Scimeca (2014), Evan Narcisse (2014), and Harry Slater
(2015).
4 A genre that typically simulates military campaigns from a top-down, god-like per-
spective as seen in games like Warcraft, Civilization, and Command & Conquer.
5 Alexander Galloway’s term for having the property of ‘mimetic reconstruction of
real life’ (2006, p. 72).
6 Miguel Sicart’s term for ‘the metaphors, contexts, and cultural practices that wrap
around a game’s procedural core’ (2013, p. 45).
References
Anable, A 2018, Playing with feelings: video games and affect, University of Minnesota
Press, Minneapolis, MN.
Braudy, L 2003, From chivalry to terrorism: war and the changing nature of masculinity,
Alfred A. Knopf, New York, NY.
Butler, J 2010, Frames of war: when is life grievable? Paperback edition, Verso,
New York, NY.
Call of Duty: Ghosts 2013, Activision, PC.
Command and Conquer 1995, Virgin Interactive Entertainment, PC.
Davis, AY 2008, ‘A vocabulary for feminist praxis: on war and radical critique’, in RL
Riley, CT Mohanty & MB Pratt (eds.), Feminism and war: confronting U.S. imperi-
alism, Zed Books, London, UK, pp. 19–26.
de Smale, S, Kors MJL, & Sandovar AM 2017, ‘The case of This War of Mine: a
production studies perspective on moral game design’, Games and culture, August
2017, pp. 1–23, viewed 8 March 2019, https://doi.org/10.1177/1555412017725996.
Donald, R & Macdonald, K 2011, Reel men at war: masculinity and the American war
film. Scarecrow Press, Lanham, MD.
Dudink, S, Hagemann, K, & Tosh J 2004, ‘Editors’ preface’, in S Dudink, K
Hagerman, & J Tosh (eds.), Masculinities in politics and war: gendering modern his-
tory, Manchester University Press, Manchester, UK, pp. xii–xv.
Engberg-Pedersen, A 2018, ‘Flat emotions: maps and wargames as emotional tech-
nologies’, in A Engberg-Pedersen & K Maurer (eds.), Visualizing war: emotions,
technologies, communities, Routledge, New York, NY, pp. 59–77.
Galloway, AR 2006, Gaming: essays on algorithmic culture, University of Minnesota
Press, Minneapolis, MN.
Isbister, K 2016, How games move us: emotions by design, MIT Press, Cambridge, MA.
63
Part III
Feminism as war
66
67
5
Gamified suburban violence and the
feminist pleasure of destructive play
Rezoning warzones
Adan Jerreat-Poole
Child’s play
In those hot July nights, we played at war: Cops and Robbers, Risk, GoldenEye.
We played to the backdrop of the Kingston Penitentiary, the Royal Military
College, the army base, the police station. I was young, safe in my whiteness,
in those early years before gender reared its ugly head, and I played at war
without understanding that the suburb was already a war zone, that the
structures that propped up my polite Canadian city were used to police and
terrorize people of colour (POC), particularly trans-and cis-women, and
queer bodies of all kinds (Ahmed 2017; Browne 2015; Davis 2013).
Last night I was followed down the street by a man catcalling. Fear settled
into my bones and I recognized the shape—it has been living in my body for
years. Always, there are men. Sometimes these men have uniforms. Always,
they are permitted to follow us. For a few moments I fantasized about turning
around and screaming, wielding my ragged fingernails like talons. I wanted to
gift him my fear.
Games have the potential to disturb the white middle-class suburb by
uncovering the violence of the police city. Games can also allow players to
explore fear, anger, power, agency, and resistance through feminist fantasies
of violence. In this chapter I first explore the representation of the suburb and
the gendered and racialized concept of ‘safety’ in Life Is Strange (2015) (and
briefly, its prequel, Life Is Strange: Before the Storm (2017)), and Night in the
Woods (2017) before moving on to discuss the messy and ambivalent perform-
ance of feminist violence as a form of pleasure. I make the uncomfortable
claim that role-played and imagined acts of feminist violence are modes of
‘critical play’ (Flanagan 2009) that allow for complicated feminist identity
performances that acknowledge and celebrate the bad feelings of hurt, fear,
and anger that marginalized bodies experience under settler colonialism.1
This mode of affective play honours Rebecca Traister’s call to ‘recognize
our own rage as valid’ (2018, xxviii). As the tagline for her Feminist Killjoys
blog suggests, Sara Ahmed envisions ‘killing joy as a world-making project’
(2013); in these games, suburban digital spaces become reclaimed through
destruction-as-feminist-creation.
68
Welcome to the ’burbs
Mailboxes and tennis shoes, manicured lawns and blonde couples with 2.5
kids: welcome to the suburbs, the American Dream, the safest and most
boring place in the world. In pop culture the suburbs are used as shorthand
for the white middle-class experience, designed for white middle-class viewers
and players. The Burb family in The Sims 2 (2004) epitomizes this represen-
tation: they are a white, heterosexual, nuclear family living in Pleasantview.
‘Pleasant’ may be the best way to describe the representation of suburbia in
pop media: suburban neighbourhoods are used to provide a safe and boring
setting to teenage romance and drama, or, in television shows like Santa
Clarita Diet or Desperate Housewives, this pleasantness is used to provide
a playful juxtaposition to the outrageous over-the-top murder and intrigue.
What rarely gets represented on screen is the suburban legacy of racial
segregation, from the ‘white flight’ of the 1950s and 1960s following the
desegregation of education, to present-day policies and practices (Avila 2004;
Boustan 2010). Eric Avila writes that ‘Postwar suburbanization sanctioned
the formation of a new racial geography’ as ‘federally sponsored suburban-
ization removed an expanding category of ‘white’ Americans from what
deteriorated into inner-city … racialized poverty’ (2004, p. 4). In Canada, the
increase in visible minorities and immigrants in urban centres has been cited
as one impetus for white Canadians moving out of urban centres as early
as the 1920s but particularly after the Second World War (Belshaw 2016).
The racialization of the city and suburb in North America continues today,
from gated and policed communities to gentrification, which displaces lower-
income and working-class families (often along racial and ethnic lines) (Arel
2017; Hwang 2015; Kirkland 2008).
Feminist snap
I’m in a junkyard smashing shit with a baseball bat. I’m playing Life Is
Strange: Before the Storm. It’s the day Brett Kavanaugh is elected to the
Supreme Court.2 It feels good to break something, even virtually. Bottle?
Smash. Toolbox? Smash. Car? Fuck yes. Smash. Smash. Smash.
Ahmed calls these moments ‘snap’: ‘Snap is quite a sensation. Your snap
can be to make a sharp sound. As a feminist killjoy, I have been giving my
ear to those who sound sharp’ (2017, p. 188). Snap can be a refusal, a rejec-
tion: ‘By snapping you are saying: I will not reproduce a world I cannot bear,
a world I do not think should be borne’ (p. 199). Moments of snap appear
across these games, where things are irrevocably broken: silences, buildings,
family ties. I can see that anger carrying Max and Mae towards the destruc-
tion of their charming little abusive sexist colonial towns. I wonder where it’s
going to take me. These breaks are not the trauma of a bone snapping on
pavement but the healing re-break of a bone that needs setting. By snapping,
they are broken again, making visible the original wound and site of trauma.
Broken bottles, promises, and bodies: the undercurrent of violence that winds
its way through these stories and virtual suburbs oscillates between domin-
ance and resistance, the brutal status quo and the painful burns that allow
new growth.
Chloe: ‘Glass looks way prettier when it’s broken. Wonder what else that’s
true for?’ (Before the Storm).
71
Wrecking the mine
While LIS revolves around the disposability of young women in our culture,
it still allows us to mourn the female characters because of their whiteness
(if you choose the town over Chloe, there is an extended funeral scene of
mourning). NITW, however, is more critical of the racialized and classed
nature of state-sanctioned violence. In Precarious Life, Judith Butler poses
the question ‘What makes for a grievable life?’ (2004, p. 20). This question is
deeply embedded in the racialized discourses of cuteness and childhood: the
dead ‘angel’ of the white child versus the ‘criminal’ body of a Black child
murdered by police. Who is mourned as a tragic loss, and whose death is
accepted as collateral damage, understood as the price ‘we’ pay for keeping
the city ‘safe’? (Paid by whom? And safe for whom? These questions fall
74
The police were merely ‘doing their job’, a dangerous, life-threatening one.
This calculation of risk is the founding rationalization for the impunity
of ‘the right to kill’ wielded by U.S. law enforcement.
(2017, p. x)
I would extend the ‘calculation of risk’ that puts the risk onto racialized and
vulnerable bodies beyond American borders and into Canada.
Police officers have been granted the right to kill by the state, but only
some bodies are calculated as an acceptable loss, if they are figured as a loss
at all. Imogen Tyler uses the term ‘social abjection’ to describe the visceral
and affective process in which ‘figurative scapegoats’ (2013, p. 9) are used by
governments when capitalism fails to live up to its promises, and as rallying
points for nationalism and community- building. Some vulnerable bodies
require saving, while other ‘lives are deemed worthless or expendable’ (p. 10).
And while all bodies are vulnerable, vulnerability shifts and transforms
through different bodies and sociocultural positions. Puar reminds us that
‘National recognition and inclusion … is contingent upon the segregation
and disqualification of racial and sexual others from the national imaginary’
(2007, p. 2). We (white bodies) accept the violence committed against bodies
of colour as necessary, as the price we pay to retain our white privilege. The
Black child is recast as criminal, as a threat to white civilization. We do not
grieve the death of the Black or brown child.3
Mae is black, working class, queer, and mentally ill. Her best friend, Gregg
the fox, identifies as queer and is in an interspecies relationship with a bear
named Angus. As many authors have discussed, Mae embodies a careful and
nuanced representation of mental illness, as do her friends: Gregg lives with
bipolar, Angus lives with trauma, and Bea lives with grief (Saas 2017; Spencer
2017; Wald 2018). The cuteness of Possum Springs is quickly juxtaposed
with the reality of a former mining town that is struggling with poverty and
unemployment, and a town council that is pushing for gentrification (and
pushing many of the residents out). There is a homeless character that the
council refuses to shelter, and a cast of underpaid and overworked minimum-
wage employees. And Mae, the first person in her family to attend higher edu-
cation, is a college dropout. Welcome to Possum Springs (‘Awesome Springs!’),
where people sift through garbage to make a living, friends go missing, and
storefronts close overnight. Oh, and that severed-arm-on-the sidewalk thing.
The story follows Mae’s adventures with her friends, conversations with
locals, and culminates in a ghost hunt. The climax reveals that the ghosts
are not, in fact, mental illness-inspired hallucinations, but a ‘murder cult of
dads’ (Mae) who have been sacrificing homeless youth in an attempt to save
the town, including Mae’s former friend and bandmate, Casey. The revela-
tion of the existence of a ‘Death Cult of Conservative Uncles’ (Mae) is where
75
The novel collapses into the angry and seething language of the male
punk from whom a legacy of patriarchal and racial privilege has been
withheld. In this example of unqueer failure, failure is the rage of the
excluded white male, a rage that promises and delivers punishments for
women and people of color.
(2011, p. 92)
This ‘unqueer’ anger emerges in Possum Springs quite literally from the
ruins of the closed mine, bubbling up from under the surface of white rural
camaraderie and small-town friendliness. Here, angry white bodies seek to
reclaim the privileges of hegemonic masculinity and whiteness through vio-
lence. They accept ‘the symbolic and material scapegoats’ (Tyler 2013, p. 192)
that neoliberal colonialism offers to them. They blame the failed promises
of capitalism on a ‘them’ that encompasses immigrants, queer, mentally ill,
and disabled bodies, and in so doing, reinforce the social cohesion of ‘us’
as white, heteronormative, and able-bodied. The cult therefore reproduces
the violent colonial binary of ‘civilization versus barbarianism’ (Puar 2007,
p. 20). The cuteness of Possum Springs and NITW is revealed to be a delib-
erate candy-coated facade, a cover for the violence of capitalism that destroys
unions, towns, and homes, and to obscure the violence of white supremacy
that threatens bodies at the margins, especially feminized and queer bodies
of colour.
Like in LIS, the dominant town narrative is that Casey ran away, and just
as the gameplay in LIS is punctuated by missing persons posters, the town
notice board in Possum Springs contains a missing persons poster for Casey
that clashes with the ‘Firewood 4 Sale’ sign and a full-colour Possum Springs
advert. It’s worth noting that Casey is described as last seen in a ‘black
hooded sweatshirt’, a visual cue that echoes the racialized and classed UK
term ‘hoodie’ to describe criminalized youth. This stereotyping of a particular
kind of youth (who are not cute but rather contaminating) foreshadows the
discovery of the murder cult later in the game.
The irony in both games, of course, is that most of the people in the town
know or have guessed that Casey and Rachel Amber aren’t missing, making
everyone complicit in the violence. Bea tells Mae that one of her dad’s
76
I will shout down the throats of men who only understand the language of
violence.
(Janice Jo Lee, ‘Hard Femme High Power’, 2016)
I saw Janice Jo Lee perform the brilliant spoken-word piece ‘Hard Femme
High Power’ in Kitchener, Ontario, in the summer of 2017 as part of a queer
cabaret. The room was filled with queer bodies and laughter and wine as we
cheered for Lee’s performance of a bad-ass femme who would kick down any
man who got in her way. Words of violence and declarations of aggression
were met with recognition and delight by a room full of people sharing space,
air, music, experiences, love.
This articulation and celebration of anger and aggression appears again
and again in feminist media, from widely favorited and retweeted tweets to
memes and gifs shared across social media platforms. In September 2018, a
tweet by author Madeleine L’Engle (a quote from her novel A Wrinkle in
Time), ‘ “Stay angry, little Meg”, Mrs Whatsit whispered. “You will need all
your anger now” ’ garnered over 26,000 likes on Twitter. Around the same
time, a meme of a woman walking through a fiery explosion with the caption
‘BURN IT ALL DOWN’ circulated through my networks on Twitter and
Facebook. In October 2018, Bitch Media published a weeklong series entitled
‘The Future is Furious’ and announced that ‘It’s Time to Embrace Feminism’s
Anger’ (Zeisler 2018).
In The Cultural Politics of Emotion, Ahmed reflects on anger as a form
of ‘Feminist Attachment’ (2004, p. 168). Describing ‘the role of emotions
in the politicisation of subjects’ (p. 171), Ahmed discusses the early feelings
of anger that brought her into contact with feminism, and writes that ‘Such
emotional journeys are bound up with politicisation, in a way that reanimates
the relation between the subject and a collective’ (p. 171). Relationships are
built through shared anger and collective action—from the furious shared joy
of rule-breaking in LIS to the companionship and community that ends in
healing violence in NITW. On and off-screen, communal anger invigorates
feminist action and enables queer community-building.
Games are affective, assemblages of digital and physical bodies, feelings,
and code (Anable 2018; Shaw 2014; Sundén, and Sveningsson 2012). Games
move us, touch us, are touched by us. The revolting video game avatar
becomes my revolting Twitter avatar becomes my revolting body off screen.
Bodies resisting in digital and physical spaces. As Mae, I run through a dream
sequence with a baseball bat, smashing cars, garbage cans, lampposts, and
neon signs. The sound of breaking glass is beautiful. As Max, I drive through
78
Anger is world-making
I live with depression, anxiety, and chronic pain, and when I’m overwhelmed
by the violence that is allowed and allowable in our society, when I’m
exhausted from reading testimonies and headlines and vitriolic abuse online,
it isn’t hope that drags me out of bed.4
It’s anger.
Sadness makes me small and quiet, shrinking into corners and edges, but
anger makes me expansive and loud. And while smashing street lights with
a baseball bat in-game doesn’t drive me to smash street lights outside my
apartment building, it just might drive me to bang pots and pans together
79
Notes
1 My (still developing) understanding of settler colonialism comes primarily from
Leanne Betasamosake Simpson’s As We Have Always: Indigenous Freedom through
Radical Resistance (2017), as well as from the works of other Indigenous scholars,
and will be discussed in the chapter as (binary) gendered, patriarchal, ableist, and
capitalist.
2 In the summer of 2018 Brett Kavanaugh was nominated to the Supreme Court of
the United States amidst accusations of sexual violence. Despite the testimony of
Dr. Ford, a series of hearings, and the outspoken outrage of feminists and women
across the United States and Canada (this story dominated our news cycle in
Canada), Kavanaugh’s nomination was confirmed on 6 October, and he was sworn
in later that day.
3 Challenging the white nationalist archives of memory that deny Black suffering,
#BlackLivesMatter and #SayHerName have been used as a method of witnessing
80
References
Ahmed, S 2004, The cultural politics of emotion, Edinburgh University Press, Edinburgh.
Ahmed, S 2010, The promise of happiness, Duke University Press, Durham, NC.
Ahmed, S 2013, Feminist killjoys blog, viewed 5 November 2018, https://feministkilljoys.
com/.
Ahmed, S 2017, Living a feminist life, Duke University Press, Durham, NC.
Anable, A 2018, Playing with feelings: video games and affect, University of Minnesota
Press, Minneapolis, MN.
Arel, D 2017, ‘How gentrification is killing US cities and Black lives’, Truthout, 19
April, viewed 5 November 2018, https://truthout.org/articles/how-gentrification-is-
killing-us-cities-and-black-lives/.
Avila, E 2004, Popular culture in the age of white flight, University of California Press,
Oakland, CA.
Belshaw, JD 2016, ‘Cold War societies: cities and suburbs’, in Canadian history: post-
confederation, BC Open Textbooks, Victoria, BC, viewed 5 November 2018, https://
opentextbc.ca/postconfederation/chapter/10-6-cities-and-suburbs/.
Boustan, LP 2010, ‘Was postwar suburbanization “white flight”? Evidence from the
Black migration’, The Quarterly Journal of Economics, vol. 125, no. 1, pp. 417–443,
viewed 5 November 2018, https://doi.org/10.1162/qjec.2010.125.1.417.
Browne, S 2015, Dark matters: on the surveillance of blackness, Duke University Press,
Durham, NC.
Bryan, C 2017, ‘RIP: here are 70 things millennials have killed’, Mashable, 31 July,
viewed 20 November 2018, https://mashable.com/2017/07/31/things-millennials-
have-killed/#medPgLPqhZqn.
Butler, J 2004, Precarious life: the powers of mourning and violence, Verso, London, UK.
Chan, KH 2017, ‘Why I’m afraid video games will continue to “bury it’s gays” ’,
Polygon, 4 August, viewed 20 November 2018, www.polygon.com/2017/8/4/
16090980/life-is-strange-death-lgbtq-characters.
Davis, AY 2013, ‘Prison reform or prison abolition?’, in Are prisons obsolete?, Seven
Stories Press, New York, NY, pp. 9–21.
Edelman, L 2004, No future: queer theory and the death drive, Duke University Press,
Durham, NC.
Fischer, M & Mohrman, K 2016, ‘Black deaths matter? Sousveillance and the invisi-
bility of black life’, Ada, vol. 10, viewed 4 November 2018, https://adanewmedia.
org/2016/10/issue10-fischer-mohrman/.
Flanagan, M 2009, Critical play, MIT Press, Cambridge, MA.
Halberstam, J 2011, The queer art of failure, Duke University Press, Durham, NC.
Holowka, A, Benson, S, Hockenberry, B, Manning, J, Buttfield-Addison, P, Huettner,
C, McGladdery, G & Halberstadt, E 2017, Night in the woods, video game, Infinite
Fall and Secret Lab, Winnipeg, MB and Pittsburgh PA.
Hwang, J 2015, ‘Gentrification, race, and immigration in the changing American city’,
PhD thesis, Harvard University DASH database, viewed 5 November 2018.
81
6
Because we are always warring
Feminism, games, and war
Suzanne de Castell and Jennifer Jenson
They say they have the strength of the lion the hatred of the tiger the
cunning of the fox the patience of the cat the perseverance of the horse
the tenacity of the jackal. They say, I will be universal vengeance. They
say, I shall be the Attila of those ferocious despots, causes of our tears
and our sufferings. They say, and when, fortunately, all will want to rally
to me, each will be Nero, and will set fire to Rome. They say, war, mine.
They say, war, forward. They say that once they have guns in their hands
they will not abandon them. They say they will shake the world like light-
ning and thunder.
(Wittig 1969, p. 172)
The closest thing we have to a feminist war game, this paper argues, is to be
found in the experimental literature and critical essays of Monique Wittig,
one of feminism’s most radical writers and thinkers, whose work enacts,
through its ‘terrorist’ mobilization of language, an explicit call to arms
against a deeply patriarchal language whose ‘rules are no game’ (Wilden
1987) for women.
As far as men are concerned, though, the situation is very different. In
Cannibals and Kings (1977) American anthropologist Marvin Harris identi-
fied, among four theories of war’s origins, the theory of war as ‘play’ noting
that, ‘especially men … are frequently brought up to believe that warfare is
a zestful or ennobling activity’ (p. 52). Four decades and several wars later,
this zestful and ennobling activity of warfare has become a paradigmatic
narrative and design structure for generation after generation of videogames.
84
[M]en have expelled you from the world of symbols and yet they have
given you names, they have called you slave … They write, of their
authority to accord names, that it goes back so far that the origin of lan-
guage itself may be considered an act of authority emanating from those
who dominate … to reduce you to silence. The women say the language
you speak poisons your glottis tongue palate lips. They say the language
you speak is made up of words that are killing you.
(Wittig 1985, p. 65)4
Whatever they have not laid hands on, whatever they have not pounced
on like many-eyed birds of prey, does not appear in the language you
speak. This is apparent precisely in the intervals that your masters have
not been able to fill with their words of proprietors and possessors, this
can be found in the gaps, in all that which is not a continuation of their
discourse.
(Wittig 1985, p. 69)
This radical refusal, this embrace of lacunae as key to remaking the language
games of patriarchy, is not, however, the making of a ‘new feminist order’,
a replacement of men as masters by women—for whom language doesn’t
even admit of a counter-term, in its treacherous asymmetry of master and
86
The Trojan Horse, as explained by Wittig above in her essay of the same name,
is a particularly apt technology for women’s warring in always-hostile territories.
Wittig’s is a full-on feminist assault upon language games—which of course are
not really games for those pre-programmed to disadvantage. Her parable of
the Trojan Horse is about literature’s power to unseat a language of domin-
ation, diminution, and silencing. For Wittig this IS war, this is the war all other
wars are built with and built upon, and the weapon of choice is language itself.
Explains Wittig, ‘A writer must take every word and despoil it of its everyday
meaning in order to be able to work with words, on words’ (1992, p. 72).
Literature affords a protective cloak for subversive designs to weaponize
meaning in enemy territory: this is the core mechanic of the Trojan Horse.
Once infiltrated, its stratagems effect a violent, shocking breakthrough, like the
‘ice-axe’ Kafka urged that literature has to be (Kafka 1924/2016). But this kind
of persuasion is not about arguing a position, an ideology, a particular point
of view, all of which can be ‘gamified’ easily enough. As Wittig continues,
What I am saying is that the shock of words in literature does not come out
of the ideas they are supposed to promote, since what a writer deals with
first is a solid body that must be manipulated in one way or another. And
to come back to our horse, if one wants to build a perfect war machine,
one must spare oneself the delusion that facts, actions, ideas can dictate
directly to words their form. There is a detour, and the shock of words
is produced by their association, their disposition, their arrangement,
and also by each one of them as used separately. The detour is work,
working words as anyone works a material to turn it into something else,
a product. There is no way to save this detour in literature, and the detour
is what literature is all about.
(1992, p. 72)
87
In her critical essay ‘The Trojan Horse of Universalism’ Linda Zerilli (1990)
has particularly focused on explaining the universalism implicit in Wittig’s
presumptions about language’s overthrow and transformation, remarking
that, unlike French theorists of difference to whose work most critical
attention has been paid, (Luce Irigaray, Julia Kristeva, Hélène Cixous)
who used the feminine to deconstruct the universal, Wittig employs the
universal to deconstruct the feminine: ‘it is her radical and unflinching cri-
tique of a heterosexual episteme that allows Wittig to deploy the universal
in ways that suggest challenging directions for feminist theory’ (Zerilli
1990, p. 149). Such a deconstructive turn has surely particular interest
in times like our own where grammar, itself a kind of repository of cul-
tural ways, an ‘anthropological grammar’ (Havelock 1989) is profoundly
challenged by the refusal of speaking subjects to accept the confinements
and mis-castings of so-called ordinary language, the game-that-is-not-one.
In Les Guerilleres, the masculine pronoun is expurgated, and its systematic
replacement with Elle and Elles, results, in its original French, in a com-
plete overthrow of the male subject and all his dominions. In its compos-
itional form, the narrative is cleft in two, pages alternating between story
and a strident, insistent ‘naming of parts’—in Les Guerilleres, naming the
women warriors; in The Lesbian Body (1986) naming nerves and muscles
and tendons and fluids. Patriarchy, heterosexism, The Straight Mind (1992)
make of language a poison unspeakable by women, so, better the ‘death
rattle’ than to live a life ‘anyone can appropriate’. The violence elicited by
refusal to speak a ‘poisoned tongue’ is considerable, and should be sobering
in its persistence to the present day. Wittig’s literary project, surely ironic-
ally enough, seeks only to universalize a right which defenders of the patri-
archy claim for themselves.
‘I am not going to be a mouthpiece for language that I detest’,5 pronounces
University of Toronto psychology professor Jordan Peterson, secure in the
presumption of the rights of the dominant to define the rules of language.
88
The women address the young men in these terms, now you understand
that we have been fighting as much for you as for ourselves. In this war,
which is also yours, you have taken part. Today, together, let us repeat as
our slogan that all traces of violence must disappear from this earth.
…
Then the men bring their weapons, the women add their own and all
are buried. Far from being celebrated, the history of this violence must
disappear: ‘… let here be erased from human memory the longest most
murderous war it has ever known, the last possible war in history’.
(Wittig 1985, p. 79)
89
Notes
1 This small point matters very much when an American president declares that ‘all
options are on the table’ and that his is the ‘largest button’.
2 In the Canadian forces, for example, those few women who achieve officer
status are concentrated in personnel and nursing, not leading an operational
unit. https://en.wikipedia.org/wiki/Gender_discrimination_in_the_Canadian_
Military.
3 This is certainly not to suggest that playing wargames so understood will erode or
undermine the feminism of its players, a kind of ‘monkey see/monkey do’ theory
judging games by their presumed impacts or ‘effects’ on players. Deeper questions
are being asked about the paradoxical pleasures of 3D videogame play, grappling
more critically with the psychology and politics of ‘violent play’.
4 As Zerilli explains, for post-structural feminism, ‘a critical strategy that would
seek fuller or equal representation for women in the dialogical structures of lan-
guage and politics must founder on the very phallogo-centrism of representa-
tion itself ’ (1990, p. 147). This critique, however, in striking universalism from
the feminist agenda, has thereby abandoned its best politics, its most powerful
enunciations, its most fruitful trajectories towards a universalism that refuses
to suppress, to silence or to (dis)possess. Zerilli further argues that feminist
refutations of ‘the enforcement of sex in language’ that takes from women the
authority to speak has beaten an inadvertent retreat into a mimetic gender order
that celebrates a ‘feminine’ which never has, and never will, do the political work
that needs doing (1990, p. 148). Gender, femininity, ‘womanhood’ has never
worked in women’s favor, and it has impeded feminism from working in anyone
else’s, either. Argues Zerilli, such ‘feminist theories of difference pose difficult
questions for feminist theory as a political theory, as a theory of citizenship,
and as a theory of counterpublics organized around collective speaking subjects’
(1990, p. 148).
5 Jordan Peterson, Public Lecture, University of Toronto, ‘Free Speech, Political
Correctness, and Bill C-16’, 19 November 2016.
6 Peterson’s strident public opposition to Canada’s Bill C-16, prohibiting discrim-
ination based on gender identity or expression, is based on ‘freedom of speech’,
where freedom to maintain the patriarchal language game Trumps the rights of
those harmed by it.
References
Blatchford, C 2016, ‘Embattled professor a warrior for common sense and
plain speech’, National Post, 21 October, https://nationalpost.com/opinion/
christie-blatchford-embattled-u-of-t-professor-a-warrior-for-common-sense.
Cross, K 2017, ‘Press F to revolt’, in YB Kafai, GT Richard, & BM Tynes (eds.),
Diversifying Barbie and Mortal Kombat: intersectional perspectives and inclusive
designs in gaming, ETC Press, Pittsburgh, PA, pp. 23–34.
90
7
Exploring agency and female
player–character relationships
in Life Is Strange
What choice do I have?
Andrea Luc
92 Andrea Luc
and why I play—I will not provide a unifying definition of what ‘feminist war
games’ may be. This chapter will not attempt to define what constitutes a
‘feminist war’ game, as I am wary of reducing an entire experience into a sin-
gular genre. Naomi Clark writes that ‘reducing a game to its formal elements,
whatever the rationale … seems akin to insisting that invertebrates, as a class,
must primarily be understood by examining and evaluating their internal
bone structure’ (2017, p. 8). Inspired by participating in the Feminist War
game jam—a jam which took place over a weekend in mid-March at OCAD
University—this chapter will instead serve as a reflection on how playing
games can be an active operation of self-reconnaissance—they are a space to
act self-reflexively and reconcile personal battle scars inflicted on us and by us
because of our identities.
Specifically, this chapter will examine the choices offered to players in
LIS and how player positionality can influence the relationship between
self and a player’s avatar. Using Taylor, Kampe, and Bell’s concept of recur-
rent attractors (2015), I argue that my relationship to the game’s protagonist
provided a space to enact and reclaim agency that is essential to fighting fem-
inist wars. By offering a reflection of my LIS playthrough, this chapter will
focus on one major narrative choice presented to the player and my reaction
to this scenario: to act as a bystander or intervene when Max witnesses a
female classmate being harassed by a campus security guard. In analyzing
this choice, my hope is that we will gain a better understanding of how we
often bring our own histories into what we play and how play can be both
empowering and reflexive.
While it’s significant that game designers and developers are striving to make
the medium more inclusive—a departure from the normative hegemonic mas-
culinities that aim to gatekeep game development and play (Gray 2014)—
ciswomen, women of color, trans, and non-binary identities continue to face
misogyny, bigotry, transphobia, and homophobia in these spaces (Quinn 2017;
Massanari 2015; Vossen 2018). Gaming culture has always been a warzone for
all women involved in its development and in its participation. Despite this,
we continue to fight by playing, creating, and occupying virtual and physical
gaming spaces. When we game, the act is in itself a form of resistance to the
normative narrative of who is a ‘gamer’. Play becomes intensely meaningful
then in this context, particularly when interacting with a game that is focused
around diverse and inclusive perspectives.
Indie game developer Merritt Kopas touches on this idea and offers a
personal reflection into their experience playing Gone Home (2013)—a game
‘about space and absence and leaving and most obviously it’s about a love
relationship between girls’ (Kopas 2017, p. 145). Kopas writes:
It’s inevitable that the player will always bring their personal histories into how
they experience a game—and it’s significant that more non-heteronormative
stories are now told through this medium. At a time when marginalized voices
are creating personal narratives through videogames, feminist wars are being
fought by invading this space. What Kopas is so powerfully articulating is
the oscillation between the player-character and the player—the ability to not
only (re)experience your subjectivities and identity with the avatar, but also
94
94 Andrea Luc
the avatar’s ability to become a part of those very things. This is essential to
how videogames offer players—specifically women and non-binary players—
a space to reflect on our own positional agency and the choices we make.
A personal minefield
Feminist wars are fought in any space we occupy—they are at times, inescap-
able, at least for me. I stand only at 5′5″, 120-something pounds. I worry that
my body couldn’t shield me from unwanted confrontations, something I’ve
been made aware of my entire life. And so, when something does inevitably
happen—while walking alone in the evening or waiting at the bus stop on my
own—I freeze. I say nothing. I run through every possible consequence of me
standing up for myself and often realize it’s not worth it. Sometimes I wish I’d
find courage and do something.
It was autumn when I took the subway from my basement apartment to
the university’s campus. Autumn in southern Ontario is much milder than
what I was used to in Muskoka—a municipality two hours north from
Toronto—and I made the choice not to wear a jacket over my polka-dotted,
long-sleeved blouse. Maybe if I had worn a jacket that day, I’d feel a bit safer
traversing this city now. When I stepped onto the subway, I shuffled towards
the middle of the train to stand between two poles. I’ve never liked sitting on
the train. I like knowing that if anything were to ever happen, I could run or
relocate myself. In hindsight, this was a thoughtful decision. Once I settled
in my spot and the train lurched forward, I heard a man yell in my direction.
‘Hey, polka dots!’ I turned to look around and saw a man staring right at me.
‘It’s true what they say about Asian women: you’ve got a flat ass!’ I froze and
desperately hoped that someone would help me call him out. But everyone
remained silent, eyes fixed on the subway ads. Feeling unsafe, alone, and angry
I started to walk in the opposite direction towards the next connected train.
I paused for a moment to weigh my options, playing out each branching path
in what felt like a few minutes: I could hit the safety strip to call an officer
though that would require me wading through everyone standing near one;
or I could walk away. I chose the latter and exited the train at the next stop.
Non-reactive.
I think about what would’ve happened if I had stood my ground and said
something. I think about the unthinkable—what if he had physically attacked
me? I forgive myself for reacting the way I did: the situation could’ve escalated
quickly and I removed myself from something potentially dangerous. But
then I feel angry at how it turned out—shouldn’t I feel empowered to speak
up for myself ? How has this man normalized his bigotry and misogyny?
I cycle through these thoughts endlessly, accepting that this harassment is
nothing new and is a part of living as a visible woman. This experience and
countless others like it invade my thoughts more than I’d like. A large part
of my turmoil is within my agency or lack thereof. There are contexts that
impose constraints on my person—a crowded subway, the presence of a male
96
96 Andrea Luc
authority—and as a result, I often choose not to act. It seems odd then, that
I’d find comfort in enacting my agency in another constrained space, a space
arguably dictated by systems and pre-determined rules—videogames.
98 Andrea Luc
mulled over in my mind, the times I’ve let myself down by not standing up
for myself more assertively—it was far too familiar. Regretting my indecision,
Max reminded me that she ‘could rewind and try something different’ (2015)
after Kate expressed her frustration with me: a simulated attractor. Based on
Max’s in-game monologue, it was then that I didn’t hesitate to act—I fervently
took advantage of the rewind mechanic. I pulled the controller trigger to
rewind, now knowing the consequences of my first choice. This time, I’d take
a stand. I’d put up a fight alongside Kate. We’d face whatever consequences
came from intervening, but at least she wouldn’t feel alone.
When you make the choice to intervene, Max shouts, ‘Hey why don’t you
leave her alone?’ Defensive, David responds with ‘Excuse us, this is official
campus business’ and Max retorts, ‘Excuse me, you shouldn’t be yelling at
students. Or bullying them’. As the exchange continues, David says to Max
that ‘you’re part of the problem, missy. I will remember this conversation’,
which seems threatening in tone. Despite this, Kate expresses her gratitude
at having us step in, ‘Oh Max, that was great. I think you scared him for
once. I have to go but thank you. It means a lot’ (2015). This moment left
a lasting affective impression on me—I was able to go back to a time where
I made a mistake, where I wish things had gone differently, and with convic-
tion, committed to intervening.
On a personal level, it resonated with times where I’ve played the role of
bystander and also as a casualty of feminist warfare. The few unfortunate,
memorable moments where I’d been cornered by a cis-male figure; where I was
harassed simply for being who I am in a public space; where I was touched
when I didn’t want to be. This narrative event left me feeling empowered and
reminded me of my agency in situations where I feel unsure and helpless—
that there’s always something I can do. It gave me a space to enact and explore
my agency as not only Max, but also for myself. This game mechanic forces
players to reflect on their own personal histories and provides a safe space to
deliberate decisions that we make. Though we might not be able to rewind
time in our ‘real’ lives, being able to do so in a simulated environment was a
cathartic and reflexive experience.
References
Banks, J & Bowman, ND 2016, ‘Avatars are (sometimes) people too: linguistic
indicators of parasocial and social ties in player–avatar relationships’, New Media
& Society, doi.org/10.1177/1461444814554898.
Clark, N 2017, ‘What is queerness in games, anyway?’, in B Ruberg & A Shaw (eds.),
Queer game studies, University of Minnesota Press, Minneapolis, MN, pp. 3–14.
Goldberg, D & Larsson, L 2015, The state of play: creators and critics on video game
culture, Penguin Random House, New York, NY.
Gone Home 2013, The Fullbright Company, PC.
Gray, K 2014, Race, gender, and deviance in Xbox Live, Anderson Publishing,
Waltham, MA.
Kopas, M 2017, ‘On Gone Home’, in B Ruberg & A Shaw (eds.), Queer game studies,
University of Minnesota Press, Minneapolis, MN, pp. 145–150.
Life is Strange 2015, Square Enix, PS4.
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ance, and culture support toxic technocultures’, New Media & Society, doi:10.1177/
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100 Andrea Luc
Vossen, E 2018, ‘On the cultural inaccessibility of gaming: invading, creating, and
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8
‘What is a feminist war game?’
A game jam reflection
Sarah Stang
War games
The topic of feminism and war is especially interesting for the field of game
studies, as video games, and computers in general, trace their technological
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102 Sarah Stang
roots back to military research (Huntemann & Payne 2009). Perhaps because
of this connection, or perhaps simply due to the centrality of war and war
narratives in human society, countless video games have been made about war
and conquest. In these games, such as the Call of Duty series (2003–2017),
the Gears of War series (2006–2016), the Medal of Honor series (1999–2007),
the Wolfenstein series (1992–2015), the Battlefield series (2002–2009), or the
Brothers in Arms series (2005–2010), to name only a few, the player is gener-
ally invited into the role of soldier, pilot, or god-like commander. Whether
realistically-rendered or more abstractly portrayed, gameplay is almost always
extremely violent and the protagonist is almost always male. This is perhaps
unsurprising, given that war has historically been considered a masculine pas-
time (Hartsock 1989). There are, of course, many role-playing games (RPGs)
which involve war, yet would not necessarily be called ‘war games’, and in many
of these the players can choose the gender of their character. Some popular
examples include Skyrim (2011), which involves a civil war; the Mass Effect
trilogy (2007–2012), which features a spaceship commander waging war against
hostile synthetic alien beings; or the Massively Multiplayer Online RPG World
of Warcraft (2004–ongoing), which centralizes an ongoing conflict between
the forces of the Horde and those of the Alliance. However, regardless of the
potential to play as a female character, these games still glorify warfare and
centralize violent gameplay. As I will discuss, this is a common problem when
trying to find examples of ‘feminist’ approaches to war in mainstream media.
What is a feminist war?
In thinking about what a feminist war game could look like, I envisioned
empowered cinematic women soldiers, like Meg Ryan’s Army Captain Karen
Emma Walden in Courage Under Fire (1996), Demi Moore’s Lieutenant Jordan
O’Neil from G.I. Jane (1997), or Emily Blunt’s Sergeant Rita Rose Vrataski
from Edge of Tomorrow (2014). I also thought of women warriors from more
fictional cinematic universes, such as Sigourney Weaver’s Ellen Ripley from
Alien (1979), Uma Thurman’s Beatrix Kiddo from Kill Bill (2003), Scarlett
Johansson’s Black Widow from The Avengers (2012), or Charlize Theron’s
Imperator Furiosa from Mad Max: Fury Road (2015). However, every single
one of these films was directed by a man, and each woman soldier or warrior
is either working within or molded by patriarchal ideals of conflict, including
oppression, conquest, and vengeance. Furiosa might have come the closest to
a feminist woman warrior, and Wonder Woman (2017) may have provided an
even better example, though the film was unfortunately released after the jam
was over. Ultimately, while these characters are progressive in some ways, the
films they star in still glorify violence as a spectacle for entertainment. In this
sense, simply presenting a ‘strong female protagonist’ is not really a feminist
act if that protagonist and her story reinforce hegemonic patriarchal ideology
(for more on the ‘strong female protagonist’ trope in media, see Chocano
2011). Indeed, simply replacing male soldiers and warriors with female ones
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104 Sarah Stang
time the water runs out, the player must return to the water fetching part,
and the overall goal is to keep the camp running for seven days. This War of
Mine, based on the 1992–1996 Siege of Sarajevo during the Bosnian War, also
focuses on the civilian experience during wartime. The game is about survival,
as the player must strategically manage a group of survivors in a makeshift
shelter, keeping them alive until a ceasefire is declared. Both games have been
applauded for their alternative take on war-inspired gaming and their ser-
ious and respectful treatment of the topic. Compared to the war-based games
mentioned earlier, which glorify the strategy and violence of war and battle,
these games present heavy critiques of war by centralizing the perspectives of
its civilian victims and survivors.
Invasion! The game
With the power of discourse and media representation in mind, I pitched this
idea to my team members on the first day of the game jam: a game in which the
player can control various ‘ordinary’ people in a patriotic country which has
recently declared war on another country. The game would consist of a series
of vignettes that exemplify the ways in which people in various positions can
influence global conflict. Happily, my team members liked my idea, though
they decided to wage war against aliens, instead of a real country, to avoid any
kind of potentially offensive description of ‘the enemy’. To make it topical,
we also agreed that our president was a Trump doppelgänger, though he never
makes an actual appearance in the game. While writing the dialogue for the
game, we agreed that it was important to offer the player choices: if they want
to foster fear and hostility towards the alien Others, then they were free to do
so. In fact, we designed the game so that war was inevitable by default, since
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106 Sarah Stang
the gameworld was a mirror of our own current global political situation, in
which populism, racism, and xenophobia seem to be the norm. If the player
works hard enough, however, war can be avoided and the ending can be a
happy—or at least peaceful—one.
The emphasis on player choice highlights the power that individuals have
when it comes to influencing cultural discourses. To demonstrate this, we
offered the player various scenarios to enact, which were all full of choices
and consequences (Fig. 1). For example, the player could become a parent
talking to their child, answering questions about the war (Fig. 2). Depending
on how the player chooses to answer these questions, the child can be
influenced into a pro-or anti-war position (Fig. 3). Another example could
be a member of the government or military conversing with others in influ-
ential positions (Fig. 4); again, depending on player choices, the mood could
sway from pro-to anti-war (Fig. 5). A third example sees the player as the
host of a televised discussion in which panelists give their opinions on the war
(Fig. 6). Depending on who the player allows to speak, their words will influ-
ence public opinion (Figs. 7–8). Though we only got as far as three scenarios,
we imagined that the player could become a teacher who chooses to teach
Figure 8.1 Screenshot.
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Figure 8.2 Screenshot.
Figure 8.3 Screenshot.
108
Figure 8.4 Screenshot.
Figure 8.5 Screenshot.
109
Figure 8.6 Screenshot.
Figure 8.7 Screenshot.
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110 Sarah Stang
Figure 8.8 Screenshot.
tolerance rather than hatred, or a priest who preaches love instead of glorious
sacrifice, or a university student who chooses to join anti-war protests instead
of going to class. Each choice would lead to an eventual outcome: either the
war would continue into a long and bloody conflict if more ‘war’ points were
earned (Fig. 9), or the country would call for the president’s resignation and
an immediate armistice if the player earned more ‘peaceful resolution’ points
(Fig. 10). Through dialogue, the game also shows that some people are heavily
influenced by cultural discourses, which are often informed by entertainment
media (Figs. 11–12), some people will automatically hate anyone who looks
different (Fig. 13), while others argue against waging war against the alien
Other (Fig. 14).
111
Figure 8.9 Screenshot.
Figure 8.10 Screenshot.
112
Figure 8.11 Screenshot.
Figure 8.12 Screenshot.
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Figure 8.13 Screenshot.
Figure 8.14 Screenshot.
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114 Sarah Stang
Conclusion: our feminist war
The feminist struggle against widespread misogyny and toxicity in the game
industry and within gamer culture reveals that video game players, scholars,
and developers are already, in many ways, fighting a feminist ‘war’ over the
diversification of the medium and its culture. In this sense, it is rather fitting
that we worked within a feminist space to create a feminist critique of war
itself. While a critique of war suggests that we would like it to stop, feminist
scholars, creators, players, and critics will not be able to stop until the ‘culture
war’ is won; that is, until games are a safe and enjoyable medium for every-
body. The war is widespread—even game studies itself has been critiqued for
its toxic and exclusionary aspects (Wilcox 2013; Moberly 2013; Vist 2015;
Batti & Karabinus 2017; Vossen 2017). Perhaps a future game could be about
a team of feminist game scholars, critics, players, and developers fighting to
make the game industry, gamer culture, and academia itself more inclusive,
accessible, and fair.
Indeed, perhaps inspiration for fighting a feminist war ought to come
from real-world activists. Clearly, as I discussed, Hollywood offers few posi-
tive examples of feminist warriors and is instead a bastion of hegemonic
ideology. Historical examples are similarly hard to find, as only passive anti-
war movements struck me as ‘feminist’ enough. Although finding inspiration
was tricky, I feel that the game we made does serve as a feminist critique
of war, specifically in how it demonstrates the ease with which people can
be complicit in violence and cruelty—the banality of evil, in other words,
fostered through the process of ‘othering’ (Arendt 1963). As a feminist game
scholar, this jam allowed me to blend theory and practice, and I believe that,
with more experience, I can use this blending as ammunition in the ongoing
feminist ‘war’ against exclusion and misogyny in game content, the game
industry, gamer culture, and game studies.
References
Arendt, H 1963, Eichmann in Jerusalem: a report on the banality of evil, Viking Press,
New York, NY.
Batti, B & Karabinus, A 2017, ‘A dream of embodied experience: on Ian Bogost, epis-
temological gatekeeping, and the Holodeck’, Not Your Mama’s Gamer, web log
post, 1 May, viewed 20 July 2017, www.nymgamer.com/?p=16363.
Burrows, L 2013, ‘Women remain outsiders in video game industry’, The Boston
Globe, 27 January, viewed 20 July 2017, www.bostonglobe.com/business/2013/01/
27/women-remain-outsiders-video-game-industry/275JKqy3rFylT7TxgPmO3K/
story.html.
Chess, S & Shaw, A 2015, ‘A conspiracy of fishes, or, how we learned to stop worrying
about #GamerGate and embrace hegemonic masculinity’, Journal of Broadcasting
& Electronic Media, vol. 59, no. 1, pp. 208–220.
Chocano, C 2011, ‘Tough, cold, terse, taciturn and prone to not saying goodbye
when they hang up the phone’, The New York Times Magazine, 1 July, viewed
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116 Sarah Stang
26 February 2019, www.nytimes.com/2011/07/03/magazine/a-plague-of-strong-
female-characters.html.
Consalvo, M 2008, ‘Crunched by passion: women game developers and workplace
challenges’, in YB Kafai, C Heeter, J Denner, & JY Sun (eds.), Beyond Barbie and
Mortal Kombat: new perspectives on gender and gaming, MIT Press, Cambridge,
MA, pp. 177–192.
Consalvo, M 2012, ‘Confronting toxic gamer culture: a challenge for feminist game
studies scholars’, Ada: A Journal of Gender, New Media, and Technology, vol.
11, no. 1.
Cull, NJ, Culbert, DH, & Welch, D 2003, Propaganda and mass persuasion: a historical
encyclopedia, 1500 to the present. ABC-CLIO, Santa Barbara, CA.
Darfur is Dying 2006, interFUEL, LLC, browser-based.
de Beauvoir, S 2011/1949 The second sex, trans. C Borde & S Malovany-Chevallier,
Vintage, New York, NY.
Foucault, M 1990/1976, The history of sexuality, trans. RJ Hurley, Vintage, New York.
Frazier, JM 2017, Women’s antiwar diplomacy during the Vietnam War, The University
of North Carolina Press, Chapel Hill, NC.
Hall, S 1997, Representation: cultural representations and signifying practices, Sage in
association with the Open University, London, UK.
Hartsock, N 1989, ‘Masculinity, heroism, and the making of war’, in A Harris &
Y King (eds.), Rocking the ship of state: towards a feminist peace politics, Westview
Press, Boulder, CO, pp. 133–152.
Huntemann, NB & Payne MT 2009, Joystick soldiers: the politics of play in military
video games, Routledge, New York, NY.
Irigaray, I 1985, This sex which is not one, Cornell University Press, Ithaca, NY.
Jenson, J & de Castell, S 2016, ‘Gamer-hate and the “problem” of women’, in YB Kafai,
GT Richard, & BM Tynes (eds.), Diversifying Barbie and Mortal Kombat: inter-
sectional perspectives and inclusive designs in gaming, ETC Press, Pittsburgh, PA,
pp. 186–199.
Makuch, E 2014, ‘Percentage of female gamers has more than doubled since 2009’,
Gamespot, 24 June, viewed on 20 July 2017, www.gamespot.com/articles/percentage-
of-female-developers has-more-than-doubled-since-2009/1100-6420680/.
Moberly, K 2013, ‘Preemptive strikes: ludology narratology, and deterrence in com-
puter game studies’, in JC Thompson & MA Ouellette (eds.), The game culture
reader, Cambridge Scholars Publishing, Newcastle upon Tyne, UK, pp. 162–174.
Prescott, J & Bogg, J 2011, ‘Career attitudes of men and women working in the com-
puter games industry’, Eludamos: Journal for Computer Game Culture, vol. 5, no.1,
pp. 7–28.
Said, EW 1978, Orientalism, Pantheon Books, New York, NY.
Said, EW 1994, Culture and imperialism, Vintage Books, New York, NY.
Schreier, J 2016, ‘The horrible world of video game crunch’, Kotaku, 26 September,
viewed on 20 July 2017, http://kotaku.com/crunch-time-why-game-developers-work-
such-insane-hours-1704744577.
Shaw, A 2010, ‘What is video game culture? Cultural studies and game studies’, Games
and Culture, vol. 5, no. 4, pp. 403–424.
Shaw, A 2011, ‘Do you identify as a gamer? Gender, race, sexuality, and gamer iden-
tity’, New Media & Society, vol. 14, no. 1, pp. 28–44.
This War of Mine 2014, 11 Bit Studios, Windows PC.
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Part IV
Challenging the industry
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9
Feminism and the forever wars
Prototyping games in the time of
‘America First’
Elizabeth Losh
Less than a year after the 11 September attacks on the World Trade Center,
the video game America’s Army (2002) became widely available as a free
download. Although designed to be rather conventional as a first-person
shooter, America’s Army was uniquely conceived to represent the interests
of its developer—the United States Army. The game was promoted with fan-
fare at industry events like E3, but its goals were clearly different from the
titles distributed by triple-A entertainment corporations, given that it was
intended to encourage young people to enlist in the armed forces. Video game
journalists and scholars have used America’s Army as an object of analysis
to understand how a game might operate as a tool for recruiting in which
two sides are reduced to one (Wagner 2002), as a rhetorical exemplar of the
obfuscated rules of ideological systems (Bogost 2010, pp. 75–80), and as a
means for articulating ‘realism’ as a desire for political advantage (Galloway
2010, pp. 71–83).
As the first-person shooter format became associated with the so-called
‘War on Terror’, digital artists and activists deployed game engines and
platforms as sites of political protest and critique. For example, on 27
February 2009, I sat on a panel organized by the New Media Caucus of the
College Art Association about war, representation, and new media inter-
activity with Wafaa Bilal and Joseph DeLappe. DeLappe was the creator of
dead-in-iraq (2006–2011) a performance piece played in America’s Army in
which the artist entered the name and death information for every casualty
of the war. Bilal used game-like interfaces for two significant participatory
art installations that were critical of the war in Iraq: Domestic Tension (2007)
and Virtual Jihadi (2008). In Domestic Tension, members of the public were
encouraged to ‘Shoot an Iraqi Online’ by using their home computers to
remotely fire a paintball gun, which bombarded the artist in his studio 24
hours a day for a grueling month. Night of Bush Capturing: Virtual Jihadi
was a modified version of the anti-American game Quest for Bush (2006),
itself a modded version of the pro-US video game Quest for Saddam (2003).
In Virtual Jihadi the player views digital content projected in the gallery space
as he or she explores the role of a suicide bomber using components of Bilal’s
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122 Elizabeth Losh
own personal history as a brother of a victim of a US missile strike and as a
refugee from warfare in the region.
In the 2013 documentary Joystick Warriors, I asserted ‘the relationship
between videogames and violence might be weaker than the relationship
between videogames and militarism’. Filmmaker Sut Jhally similarly claimed
that ‘one of the functions of popular culture is to bridge the divide between
the public and the military, to provide a kind of fantasy that connects the two’.
When the movie was released, I was pleased to see that Nina Huntemann also
appeared in the film, since she is a fellow feminist who has also written exten-
sively about military games from a nuanced perspective. While conceding that
wargames are ‘sanitized fantasies’ lacking ‘any alternative viewpoint about
military action’ that ‘glamorize the use of force’, Huntemann still allows for
the possibility of ‘critical engagement’ (Huntemann 2010, p. 232).
Now, almost two decades after the attacks on the World Trade Center and
the Pentagon, it is worth asking what game interfaces and digital simulations
can contribute to the public’s understanding of the ramifications of American
military presence at a time of planned troop withdrawals, de-escalations of
force, disinvestment in strategic coalitions, and militarization of the border
rather than territories farther abroad. Many feminists might welcome troops
coming home from theaters of occupation, but there are costs to isolationism
that exacerbate existing situations of precarity around the globe. The Trump
doctrine can make the lives of women, children, the disabled, dissidents, and
refugees much worse, and procedural systems can show how these deterior-
ating conditions operate. In other words, to encourage critical thinking about
the current ‘America First’ policy of President Donald J. Trump, how might
it be useful to prototype digital games that help audiences evaluate how
simulated involvement in military culture functions in the political imaginary
of the present moment? Of course, Trump himself has been famously crit-
ical of the use of digital media as a pedagogical tool (Trump 2011, p. 75).
Yet game-playing fans of the president might be open to exploring playable
systems capable of fostering doubt about current administration policies.
Turning the tables
The availability of tabular data about armed combat has unquestion-
ably been an important component of the history of military simulation.
As Jon Peterson has noted in his research on wargaming, beginning in the
early modern era, commanders tried to formulate a more rigorously scien-
tific version of military science ‘reduced to systems with the clarity and con-
stancy of Newtonian mathematics’ and infused with ‘sufficient data’ to make
logical predictions. If everything could be ‘measured and quantified’, the
reasoning went, then war could be ‘modeled, predicted, regulated, and con-
trolled’ (Peterson 2016, pp. 3–4). As Jacqueline Wernimont (2019) has pointed
out, this emphasis on quantification as a manifestation of supposed Western
rationality has produced a number of different genres for tabular data,
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124 Elizabeth Losh
dramatically without any citizen oversight. And since a number of troop
withdrawals have been announced on Twitter, it also might be important to
hold the administration accountable for its progress in achieving its goals.
Failed states
Vacuums in power can contribute to failed states in which civilians are
terrorized, starved, or subjected to human rights abuses. For example,
civil wars and ethnic conflicts led to a catastrophic genocide in Darfur and
produced 2.5 million refugees. Susana Ruiz’s Darfur Is Dying (2006) begins
with the player’s avatar foraging for water. Running away from the armed
men in jeeps is impossible in the Flash-based digital game, but there are few
bushes in the barren landscape under which one’s character can take cover
and potentially survive to the next round. Similarly Jamie Antonisse’s Hush
(2008) encourages empathy for a Tutsi woman seeking to calm her baby and
thus avoid alerting Hutu vigilantes armed with machetes to the young family’s
presence. The region’s conflicts spun out of control after the 1994 downing
of a plane with Hutu political leaders aboard from Rwanda and Burundi.
In both these cases games can show the consequences of the absence of civil
society and the rule of law in countries where political infrastructure has
broken down. Since the 1993 Battle of Mogadishu in Somalia, US troops have
been much less likely to intervene despite widespread human rights abuses,
and averting genocide has become an even lower priority during the Trump
administration.
Certainly there have been a number of games about the dilemmas facing
Syrian refugees in recent years. The hypertext choice architecture of Twine as
an authoring platform for composing serious games has been extremely access-
ible to those who might lack the technical skills or publishing bandwidth for
3D game engines (Stewart 2016). For example, Syrian Journey (2015), which
was published on the BBC website, begins with the player choosing between
playing as female or playing as male and then traveling to either Egypt or
Turkey as a first destination. The trajectory of vulnerability past waypoints
on the journey always ends with the player stranded, impoverished, separated
from family members, completely demoralized, or dead. Swindlers and the
travails of other victims keep taking the player off course.
Endgame Syria (2012) shows the dynamics of a rebel coalition being
advised by the player to move strategically through political and military
phases of a conflict with the ruling regime. It uses numerical values, like other
strategy games to gauge success, and different cards can be slotted into place
to form a matrix. Game play can include making choices about alliances with
governments like Russia or Iran, fortifying units engaged in conventional
warfare, or trying unconventional tactics like assassination. For instance, an
opening move in the political phase might be to mobilize exiles and to gain
a statement of support from a senior French official. Although the game’s
developers were promoted by the same Games for Change initiative that
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Hostile allies
As the United States abdicates its position as a superpower and gives more
territorial control to Russia and Saudi Arabia, there are also new opportun-
ities for feminist designers to prototype games that highlight the homophobia
and sexism that have become officially endorsed policies in those nations.
Clickable and consumable digital media interfaces have also promoted
patriarchal control and or complicity with the persecution of sexual minor-
ities. For example, human rights groups have called upon Apple and Google
to stop offering a mobile application designed to help Saudi men track female
relatives. According to the New York Times, Absher, which was launched in
2015 by the Saudi government, is an e-government portal that
126 Elizabeth Losh
that alert them with a text message any time a woman under their guard-
ianship passes through an airport.
(Hubbard 2019)
In Russia a homophobic website named after the horror movie Saw marketed
itself as a ‘game’ that encouraged ‘people to upload photos of people they
accuse of being gay with personal information and how to find them’ (Power
2018). The site was associated with several gay-bashing incidents, and many
in the database were extorted by developers of the ‘game’ into paying a hefty
fee to have their content removed. Dating apps for gay men in Russia, such as
Hunters, have had their landing messages hacked, accounts have been deleted
en masse, and users have been ambushed or threatened (Power 2018, Love
2015, Staples 2018).
At the same time, video game companies have certainly been complicit
in Russian and Saudi Arabian image marketing that supports celebratory
national narratives. For example, the production of Mario and Sonic at the
Sochi 2014 Olympic Winter Games (2013) showed the Black Sea city as a
magical snowy wonderland, and Pro Evolution Soccer 2014 (2013) featured
the kingdom’s King Fahd International Stadium. Story lines that address
the more nefarious aspects of these regional military powers tend to rely on
trite plots about espionage or terrorist networks rather than everyday human
rights abuses and sexual politics.
US military alliances with authoritarian regimes in Saudi Arabia and
Russia present opportunities for feminist and queer game designers to create
playable simulations that create empathy for political subjects experiencing
state-sanctioned oppression. For example, users of the Steam platform might
be familiar with the critically acclaimed game Life Is Strange (2015), which
addresses same-sex attraction and heterosexual exploitation of young women
in telling the story of Maxine ‘Max’ Caufield, a lesbian teenager able to rewind
time. How might the game be different if set in Russia or Saudi Arabia? What
would it mean to have all her in-game actions vulnerable to exposure or sub-
ject to control?
Of course, feminists in the Global South have rightly been critical of neo-
liberal and neocolonial empowerment narratives that claim to solve the com-
plex problems involving gender or sexual oppression with techno-solutionism.
Thus, it would be critical to have local activists be lead members of any design
team, perhaps starting with community-based paper prototyping or fabri-
cating board or card games that model these systems of persecution.
Base instincts
The persecution of sexual minorities within the US military itself is also a
phenomenon that game designers should not ignore. As troops withdraw to
their bases, which may claim separate governance under military law, issues
of discrimination, harassment, predation, and sexual violence can more easily
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128 Elizabeth Losh
condition, thus rendering color, shading, texture, shine, and translucency of
the actor’s skin in highly precise photorealistic detail (The Light Stages n.d.).
To offer interactivity as well as vividness for the audience (Steuer 1992),
DS2A also incorporates ‘natural language dialogue technology to enable
conversational engagement with survivors’. D2SA is billed as part of the
institute’s partnership with the Shoah Foundation in the New Dimensions
of Testimony initiative. Given the looming mortality of the last remaining
survivors of Nazi genocide, developers promise that the use of virtual humans
in museums and classrooms of the future ‘can provide a path to enable young
people to listen to a survivor and ask their own questions directly, encour-
aging them, each in their own way, to reflect on the deep and meaningful
consequences of the Holocaust’.
From the standpoint of feminist thinking, Lisa Nakamura (2018) has
questioned how well virtual reality technologies designed by white men in the
tech industry actually work to effect social justice. Although Chris Milk’s 2015
TED talk about VR as an ‘empathy machine’ has been viewed over a million
times, Nakamura demands more proof from his ilk that affective engagement
alone is sufficient to make change, particularly when such ‘empathy machines’
reward the moral satisfaction of the user and exploit the pain of the victim for
the user’s edification. The culture of the armed forces is likely to only become
more toxic to sexual minorities with the recent ban on transgender troops
serving in the military and top commanders publicly expressing wishes to roll
back policies to earlier norms that excluded gay men, segregated units by sex,
and prohibited women in combat. Without the kind of systemic transform-
ation, commitment to coalition building, and infrastructure for deliberative
processes that Nakamura describes, how will a single session with a virtual
human disrupt patriarchy?
The inhuman peace
In the time since the 11 September attacks, the military might of the United
States has expanded dramatically with digital technologies to make asym-
metrical combat with anti-American radicals seemingly even more asymmet-
rical. The use of aerial vision technologies implanted in drones, the arming of
autonomous vehicles and robots, and the development of machine learning
algorithms that make massive surveillance of data networks much more effi-
cient appear to put fewer American bodies at any real risk of battlefield harm.
All of these twenty-first century technologies have begun to appear in video
games that represent the cyborg military practices of today’s armed forces.
Yet these alliances with non-human agents do come at the cost of a superior
moral position in the world, particularly when the United States is seen by
other countries as averse to a fair fight.
In Homo Ludens, Dutch cultural critic Johan Huizinga lamented the
fact that modern warfare had become completely divorced from play, as a
129
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10
Seven dimensions of a feminist
war game
What we can learn from This
War of Mine
Christopher Kampe
Introduction
While it is commonly accepted that war is driven by economic, political, reli-
gious, and ethnicity/racial factors, feminist scholars have argued that histor-
ically constructed notions of masculinity have facilitated the recruitment of
young men and incentivized violent action—in this light, gender is seen as an
important aspect of war (Cockburn 2010; Moser & Clark 2001). Throughout
the modern era, feminist groups have organized against war. Part of fighting
against war is fighting against the dominant narratives that come with war,
exposing and revealing the perspectives of civilian women who have been
terrorized by war (Cockburn 2010).
The majority of wargames position the player as either an elite warrior
or a commander supervising/ directing combat engagements— the player
occupies a role that is empowered by the conditions of war and violence,
with minimal access to the social consequences of war or the experiences of
those marginalized by it (Huntemann & Payne 2009). I argue that gameplay
purposed towards combat is inherently at odds with the idea of ‘feminist
wargames’ because it tends to validate violence as desirable, and position the
player as someone who both benefits from and thrives in a violent world.
Drawing from Feminist Standpoint Theory (Harding 2004) I contend that a
feminist wargame must—through in-game goals, available actions, and sub-
ject representation—allow the player to explore the social realities of war
through the perspective of one who has become marginalized by it.
As an example of a feminist wargame, I examine This War of Mine (2014),
in which the player controls a group of civilians as they attempt to sur-
vive in an active warzone: players occupy the perspectives of marginalized/
disempowered scavengers, who form an ad hoc community and must manage
the risks and traumas of collateral damage. Using This War of Mine (TWoM)
as a case study, I analyze characteristics of the game itself and also the
interactions between the developers and communities of players. Following
from this analysis, I delineate seven dimensions through which a wargame may
adopt critical, feminist values: (1) Characterizations, (2) Setting, (3) Goals/
Objectives, (4) Gameplay Dynamics, (5) Access/Accessibility, (6) Reciprocity,
133
On wargames
A clarification of terms: ‘war games’ refers to military field exercises involving
troops and equipment, but without actual combat. I make no argument as to the
possibility of feminist ‘war games’. A nearly identical term ‘wargames’ refers
to model-driven simulations of battlefield engagements. This latter term will
be the focus of this chapter. Historically wargames have been ‘played’ by both
hobbyists and military actors. Although there is a tradition of abstract battle
games (e.g. Latrunculi) dating back to 110 BCE, these games are not classified
as wargames, while some of these games (e.g. Chess) are acknowledged as
precursors (Lewin 2012). Unlike abstract games, which favor simple, elegant
rules, wargames are often characterized by complicated rules surrounding
terrain, units, and various interactions between them (Lewin 2012).
As a military technology, wargames serve as a tool for exploring human
decisions (within a theater of combat), investigating hypothetical scenarios,
stimulating insights, and providing players with experiences from which they
can learn. The wargame affords a virtual situation in which practitioners can
explore tactical decisions without the constraints of ‘safety, rules of engage-
ment, real- world territorial boundaries, or training objectives’. In these
contexts wargames provide problem-solving activities that encourage experi-
mental thought and cultivate skills/ideas that could have purchase in future
military engagements (Burns et al. 2015, pp. 1–6). While these activities serve a
practical purposes for the development of military strategy or the training of
soldiers, for the hobbyists these games offer many opportunities for pleasure.
In the European tradition, we have records of the first wargames (or rather,
the published handbooks dictating their rules) in 1770 (Schuurman 2017).
These handbooks referenced actual military units and their abilities, while
also detailing historical scenarios. However, the purpose of these handbooks
varied; some were designed to help military personnel as training or simu-
lation tools, others were clearly marketed at hobbyists interested in accur-
ately recreating historical battles (Schuurman 2017). This overlap has always
existed, and continues to exist in the modern era. While some wargames have
been classified (e.g. Sigma), the designers of these games often produce com-
mercially available wargames that can be ‘played’ by hobbyists (Sabin 2012).
As modern examples of this practice, Bohemia Interactive and Slitherine
Software each produce wargames for both commercial (e.g. ARMA,
Warhammer 40K) and military (e.g. Virtual Battplace, Command) consump-
tion. While not universal, there exists a longstanding overlap between mili-
tary/recreational wargaming.
Structurally, all wargames are predicated upon model- based systems.
Practitioners can use these models in order to simulate the various perspectives
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134 Christopher Kampe
in a combat scenario—be it, historical, hypothetical, or fantastic (Schuurman
2017). Simulations work with simplified models, wherein some aspects of
reality (i.e. those deemed insignificant) will be excluded, while other aspects of
reality (i.e. those deemed significant) will be emphasized. In this way, scholars
have argued that simulations possess an implicit rhetorical leaning that will
communicate a set of values to their users (Brummet 2003) even if this com-
munication is unintentional (Bogost 2007). Recreation games (as opposed to
training simulators) tend to be purposed towards a particular form of player
engagement (often enjoyment); thus, when simulating real-world systems,
they tend to abstract away elements that would be disruptive to the form of
engagement that the designers wish to cultivate (Susi et al. 2007). The models
that drive historical wargames, focus on the combat and movement abilities
of various units; they allow the exploration of combat (totally) removed from
the social consequences of warfare.
There is a great deal more that can be said about wargames and the his-
tory of their usage. Philip Sabin’s Simulating War (2012) contextualizes the
modern practice and the theories of analysis that accompany it. The more
recent anthology, Zones of Control (Harrgin & Kirschenbaum 2016) offers an
assortment of perspectives on a variety of wargames, the cultures surrounding
them, and the rule systems that drive them.
Let us now return to the notion of a feminist wargame. If it is indeed
a wargame, it should be predicated upon a model, and said model should
facilitate the simulation of events. This simulation will simplify reality and
present reality from a particular vantage. We now approach a question of
rhetorical priority: what aspects of war do we want to see? What sorts of
actions would this game permit? I argue that this comes down to an issue
of standpoint: from what perspective are we (the players) perceiving this war,
and through what set of affordances are we able to interact with this conflict.
The traditional wargame houses us in the perspective of those who are (ultim-
ately) empowered by war, rendering those displaced by war (i.e. civilians) as
scenery or scoring factors, if these marginalized figures are acknowledged at
all. To this end, a feminist wargame, as I am conceptualizing it, should operate
from the perspective of non-combatants, exploring war as an impediment, a
site of disruption and trauma.
136 Christopher Kampe
historical survivors, albeit imperfectly. The gameplay should not be combat
oriented, though it need not exclude combat. The game should not operate
from the perspective of a warrior; rather, it should operate from the perspective
of a civilian in war time. The mechanics and aesthetics of the game should be
grounded, to some degree, in the actual human experience of these civilians.
Finally, historically feminized activities, such as preparing food, caring for
children, maintaining the house, insofar as they are essential to human life,
must be included in the game’s model. The purpose here is not complete
fidelity (which is definitionally unattainable in a simulation) but verisimili-
tude. Absent this, the player will be unable to experience the game as ‘Social
Realism’ (Galloway 2006) and their experience will be more of a mediation on
abstract strategy than empathy-building visit to another’s perspective.
A feminist wargame cannot exist within a vacuum. It will be designed,
distributed, and put in the hands of an audience who will play the game.
I view the act of play as a potentially expansive activity, one that is historic-
ally imbricated in other historical practices ranging from simple discussion
(e.g. forums) to the development of mods with which other players interact
(Consalvo 2009; Mehlenbacher & Kampe 2017). To this extent, the game must
be deployed in a manner that adheres to the principles of socially responsible
design: it must involve the community it represents, remain accessible to the
community it represents, give (some degree of internal) control over to the
community it represents, and ultimately serve to empower the community it
represents (Melles et al. 2011). In practical terms, designers need to consider
how language, cost, and hardware requirements might impact access to the
game. Furthermore, the game should be ‘open’ to the extent that members
of the represented group could modify it or tell their own stories through the
game’s engine/model.
In the table below, I articulate seven dimensions through which a wargame
can advance feminist and/or socially responsible design. I provide a definition
for each dimension, and advance a criteria that it can be evaluated against or
considered beside. Some dimensions exist within the game itself, while others
refer to the manner in which it is distributed and the engagement strategies
following its release.
I do not advance this criteria as some objective standard. Just as there are
numerous feminisms, there exists the capacity for wargames to espouse fem-
inist ideals without satisfying these criteria. Furthermore, I do not mean to
advance this criteria as prescriptive; its origins are descriptive: principles taken
from the critically praised anti-wargame TWoM. I derived these dimensions
by playing TWoM and noting the behaviors of the developers (11 Bit Studios)
in the years following the game’s release. I do not mean to suggest that TWoM
is a perfect realization of these principles. It is merely a successful exemplar of
these principles. In the section that follows, I will provide a brief description
of the game; I will then examine the game, and actions taken after its release,
through the lens of the framework I have provided.
137
(continued)
138
138 Christopher Kampe
Table 10.1 (Cont.)
Notes
1 Dynamics refer to the more complex actions/maneuvers that can be accomplished through the
game’s mechanics (Hunicke et al. 2004). For example, the ‘dynamic’ of methodical scavenging
is predicated on a number of mechanics: limited inventory, variable good utility and value,
map areas for exploration, basic movement, the ability to search through rubble and pick items
up, etc.
2 Regarding general accessibility and approaches for game design that accommodate varying
forms/degrees of disability see Yuan et al. (2011) for a more general discussion of how dis-
ability can productively inform design see Pullin (2009). While I acknowledge the need for
game design that respects different user abilities; however, discussion of these principles and
techniques is beyond the scope of this paper.
140 Christopher Kampe
The game itself, through art, events, and naming conventions, gives the
impression that it is happening in the Balkans; however, because it doesn’t
ascribe religion or specific ethnic identity to its characters or provide concrete
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142 Christopher Kampe
I did not adequately appreciate risk. I did not realize how quickly a character
could die, nor did I comprehend how the loss of a character could trigger
a cascading failure that would destroy the entire group in a matter of days.
I had spent hours building up the compound; now it was gone. The failure
felt personal as did the emergent narrative surrounding it. But I learned.
In my third playthrough, I found myself in a similar situation: Pavele had
been shot. I sent Arica into an old apartment building where snipers had
been active. This time, I was more cautious. I understood how quickly death
could take her. Carefully, quietly, nimble Arica snuck from room to room,
eluding the dangerous men. She could not carry much, but she brought back
electronic parts and medicines, a haul worth more than anything we had.
Because of her limited strength, I thought of her as expendable and never
much cared for her. But in that particular playthrough, my bravest hero was
a little girl.
While I cannot speak to all the lessons one could learn from playing
This War of Mine, I can speak to the lessons I learned. In order to win,
I needed to cast aside some notions of who is the hero, who is the worker.
In fact, I needed to get over the idea of the singular hero. Inasmuch as Arica
saved the day, the survival of the group was predicated on every character
working to the fullest of their abilities. During the day, so much work needs
to be done: the front door reinforced, plants tended, tools built up from
scrap, rainwater gathered, meals cooked, dinner served and eaten. When
it came to scavenging, Pavele was best suited for safe places where much
could be taken, but he was ill-suited for the stealth that dangerous places
required. When merchants came to the door, or when we needed goods
from the market, the house relied on Katia. She knew how to haggle and
always got the best deals. By the late game, I didn’t need to scavenge. Bruno
handled the cooking and much of the crafting. Sveta worked constantly,
tending to the plants, rolling cigarettes (our currency at the markets), and
keeping the group sane.
At a macro-level, the player’s objective is simple: survive until the war
ends. At a micro-level, the player is overwhelmed by a fleet of possible
objectives, some of which involve the carrying out of daily routines that
facilitate survival, some are wholly reactive (e.g. our food was stolen, a char-
acter is sick, etc.), while others are more strategic (e.g. what should I be
trading in winter). In this way, long-term objectives are impossible to attain
without ritualized attendance to domestic obligations (i.e. recurrent micro-
objectives). These domestic obligations require the simultaneous manage-
ment of many individuals, rewarding players who are able to get more done
within the shelter. Furthermore, the dynamics are such that if one is highly
productive at the shelter (where there is little risk of injury), there is less of
a need to venture into locations where harm/injury are probable. Work that
has been traditionally feminized, though often slow, tedious, and mundane,
remains as essential actions that the player must perform religiously if their
group is to survive.
143
Localized accessibility
In an effort to overcome language barriers the developers worked with
the community to create new (albeit imperfect) translations of the game.4
Abstractly, developers have to perform a cost-benefit analysis when it comes
to translation: will more potential customers justify the costs of transla-
tion? However, the developers are not the only stakeholders in this instance.
When the constellations are just right, a game’s community will generate what
would otherwise be expensive labor for free. It began in the forums; poten-
tial players were interested in the game, but lamented that it wasn’t in their
native language. The developers were sympathetic, as was the game’s com-
munity. Almost as soon as non-English-speaking players made translation
requests, multilingual players volunteered to help.5 The developers immedi-
ately recognized that the community itself was a powerful resource for free
translation so, they developed a web page6 where volunteers could coordinate
their efforts.
Just as language posed a barrier to some players, so did cost. Shortly after
the game’s release, torrents for cracked versions of the game appeared on
Pirate Bay. The developers responded ‘if because of some reasons you can’t
buy the game, its [sic] ok. We know life, and we know that sometimes it’s
just not possible’. Following this, they posted a number of Steam keys that
could be redeemed for legal copies of the game.7 This may have been a very
clever move.
There is something of a common ethos among individuals who pirate
games/software. They are stealing from the ‘haves’ and giving to the ‘have
nots’. They believe information should be free and shared (Yu et al. 2015).
Among developers, there is a common perception that piracy will only harm
them. The reality is inherently more complex: ‘In certain circumstances,
limited piracy can benefit a copyright holder’ by speeding up the ‘digital
diffusion’ of their product (Hill 2007, p. 14). There are more nuanced ways
to deter piracy than attempting to shut down torrents or rely on third-party
DRM software. Short of a fully permissive stance, experts argue that some
of the best ways to counter piracy include giving pirates easier ways to legally
acquire the game (e.g. free samples or keys), lowering the price of the product,
and performing positive actions which would increase a moral resistance to
piracy. In this style, the developers made several canny decisions. Rather than
voicing outrage at piracy they said, ‘if you cannot afford the game, take it for
free’. Within six months of release they heavily discounted the game ($5 or
less) during Steam, GoG, and Humble Bundle sales. Through these actions,
they demonstrated empathy while (probably) dissuading piracy.
Reciprocity
The developers of TWoM expressed ‘concerns about monetizing from war’
(de Smale et al. 2017, p. 11) and through purposeful efforts took steps towards
144
144 Christopher Kampe
direct and indirect reciprocity. It must be noted that the developers recouped
costs for this game very quickly; the commercial success of the game presented
them with opportunities for reciprocity that would have been financially dif-
ficult for a struggling company. The most noteworthy action the developers
took was partnering with a number of street artists to develop the ‘War Child’
DLC expansion.
Following the commercial success of the game, the developers went
through a semi-standard cycle of patches before producing an expansion for
the game. The ‘War Child’ expansion added two elements to the game: chil-
dren, who require resources but cannot produce or scavenge; and street art,
which appears both in game and as a digital collection. The art itself was
developed by various street artists who either lived through times of war or
created art lamenting war. Although this content enriched the world of the
game, it also provided a platform for lesser-known artists. Furthermore, all
monies from the DLC went directly to the War Child charity. Though the
quantity of money raised is unknown, Polygon reported enough money was
raised to assist 350 refugee children (Hall 2015);8 donations have continued
since the time of publication, but the studio has not since published new
milestones.9
Modifiability
After the game’s release, members of its community were motivated to
create their own stories, based on first-or second-hand experience or
entirely fictional. The developers responded by creating modding tools
that allow for the construction of new characters and scenarios.10 While
these scenarios are limited by the underlying engine and the technical pro-
ficiencies of their users, they are an expressive tool. If an individual was so
inclined, they could gather new anthropological data from war survivors
of a particular region, develop their own characters, set a new sequence of
events, and use this software to tell another survivor’s story. I do not claim
that the TWoM engine can possibly express all of civilian experience during
times of war; however, I contend that the openness of the engine is worthy
of replication. Just as the first wargames were handbooks that presented
models upon which scenarios have been run, I assert that future feminist
wargames need to be in the business of building new models which can be
used convey different standpoints on war.
Conclusions
I recognize that there are many ‘war themed’ games that could adopt a fem-
inist standpoint; however, I wish to make a distinction between these games
and ‘wargames’, which constitute a historical genre of battle simulation. With
that distinction established, I can summarize the internal qualities of a ‘fem-
inist wargame’ as I am conceptualizing it:
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146 Christopher Kampe
which a player can experience after they have invested energy/emotion into a
game and lost (Juul 2013, pp. 24–29). A TWoM scenario takes approximately
ten hours to complete. The autosave system prevents players from undoing
mistakes (clever cheaters not-withstanding). A critical mistake will have a
cascading effect, such that the full gravity of the loss may take time to set
in. These mechanical decisions not only make the game difficult, but they
facilitate player investment, which in turn makes failures ‘real’ rather than
‘fictional’. I argue that games that elicit experiences of ‘real failure’ are better
tools for cultivating empathy, than games where failure is inconsequential (in
terms of lost time/effort).
If it is your goal to build a feminist wargame, do so with the community in
mind. Critically minded developers should adopt socially responsive design
practices ‘building sociotechnical structures that are explicitly designed in col-
laboration with, and toward the continual growth of, individuals and those
communities in which they are nested’ (Barab et al. 2005, p. 88). In the context
of feminist wargames, this practice will include:
If you are an educator who is interested in bringing such a game into your
classroom, think about how you might contextualize it for your students.
Nursing programs have used poverty simulations to help students better
understand the difficulties impoverished households faced, and the experi-
ence was perceived by students to be effective as a means of teaching and
correlated with a reduction in stigmatic views of individuals in poverty.
However, these students did not simply play a game; rather, they examined a
body of literature and a number of case studies while interacting with a simu-
lation (Patterson & Hulton 2012). As other scholars have cautioned before,
educational games are not a ‘silver bullet’, insofar as they are not intrinsically
superior to other forms of educational media (Young et al. 2012). However,
when a game/simulation is brought into a classroom thoughtfully, when
students are asked to reflect on its simulation beside other accounts of fact,
then it can be a powerful tool.
147
Acknowledgments
I wish to thank my colleague Sarah Evans who helped me develop this idea
and gave me insightful feedback. Without her support, this chapter would not
have been written.
Notes
1 www.youtube.com/watch?v=Hxf1seOpijE.
2 See Developer Trailer (www.youtube.com/watch?v=gotK5DLdVvI).
3 https://segmentnext.com/2014/11/17/war-mine-developer-handing-free-steam-
codes/.
4 See Developer Update 1.4 (www.youtube.com/watch?v=dKxg6of03BE).
5 Anecdotally, some of these translators were teachers living outside the US.
A handful of these records can be found in the Steam Forums dedicated to TWoM.
For one such example, see: https://steamcommunity.com/app/282070/discussions/
0/357286119110895220/.
6 http://babel.thiswarofmine.com/.
7 https://segmentnext.com/2014/11/17/war-mine-developer-handing-free-steam-
codes/.
8 www.polygon.com/2015/4/2/8331411/this-war-of-mine-charity-dlc.
9 https://store.steampowered.com/app/348040/This_War_of_Mine__War_Child_
Charity_DLC/.
10 See Developer Update 2.0 www.youtube.com/watch?v=tkPSM4k5qmY.
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Juul, J 2013, The art of failure: an essay on the pain of playing video games, MIT Press,
Cambridge, MA.
Kowalczyk, T 2015, ‘“Robimy gry dla graczy”: Wywiad z Pawłem Miechowskim z
11bit Studios’ [‘We make games for gamers’: the interview with Paweł Miechowski
of 11 Bit Studios], Gamezilla, 15 July, viewed 14 November 2018, www.
gamezilla.pl/publicystyka/2015/07/robimy-gry-dla-graczy-wywiad-z-pawlem-
miechowskim-z-11bit-studios.
Lewin, CG 2012, War games and their history, Fonthill Media, Stroud, UK.
Maček, I 2009, Sarajevo under siege: anthropology in wartime, University of
Pennsylvania Press, Philadelphia, PA.
Mehlenbacher, B & Kampe, C 2017, ‘Expansive genres of play: getting serious about
game genres for the design of future learning environments’, in Miller, CR &
Kelly, AR (eds.), Emerging genres in new media environments, Palgrave Macmillan,
London, UK, pp. 117–133.
Melles, G, de Vere, I, & Misic, V 2011, ‘Socially responsible design: thinking beyond
the triple bottom line to socially responsive and sustainable product design’,
CoDesign, vol. 7, no. 3–4, pp. 143–154.
Moser, CN & Clark, F (eds.) 2001, Victims, perpetrators or actors? Gender, armed con-
flict and political violence, Palgrave Macmillan, London, UK.
Patterson, N & Hulton, LJ 2012, ‘Enhancing nursing students’ understanding of pov-
erty through simulation’, Public Health Nursing, vol. 29, no. 2, pp. 143–151.
Pullin, G 2009, Design meets disability, MIT Press, Cambridge, MA.
Roussos, G & Dovidio, JF 2016, ‘Playing below the poverty line: investigating an online
game as a way to reduce prejudice toward the poor’, Cyberpsychology: Journal of
Psychosocial Research on Cyberspace, vol. 10, no. 2, viewed 18 November 2018,
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11
Failed feminist interventions in
Wolfenstein II: The New Colossus
Mark Kaethler
References
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Beyond Castle Wolfenstein 1984, Muse, Apple II.
Braidotti, R 2015, ‘Posthuman feminist theory’, in L Disch & M. Hawkesworth (eds.),
The Oxford handbook of feminist theory, Oxford University Press, Oxford, UK, pp.
673–698.
Burrill, DA 2008, Die tryin’: videogames, masculinity, culture, Peter Lang, New York, NY.
Butler, J 2016, Frames of war: when is life grievable? Verso, London, UK.
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Derby, J 2016, ‘Virtual realities: the use of violent video games in U.S. military
recruitment and treatment of mental disability caused by war’, Disability Studies
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of video wargaming’, in NB Huntemann & MT Payne (eds.), Joystick soldiers: the
165
12
Subversive game mechanics in the
Fatal Frame and Portal franchises
Having your cake and eating it too
Gabi Kirilloff
Fatal Frame
Set in 1986, Fatal Frame, released in Japan as Zero, follows 17-year-old
Miku as she attempts to rescue her older brother Mafuyu from a haunted
mansion on the outskirts of Tokyo. Though I focus on the first game, the
Fatal Frame franchise has produced five main games in total, each revolving
around similar themes.4 Fatal Frame has been critically lauded for the way
in which the mechanics and setting work together to evoke fear and for
the inclusion of an unconventional weapon: Miku’s only line of defense
is a magical camera that damages the hostile ghosts she encounters. Like
many survival horror titles from this period, Fatal Frame takes place pri-
marily from a third-person point of view. However, when player-characters
encounter a ghost, they may access a first-person point of view in which
they see the ghost through the lens of Miku’s camera. This view is reminis-
cent of the way players may look down a gun scope in games like Counter-
Strike and Borderlands 2. The fact that Miku carries a seemingly non-violent
object, a camera, and yet, uses this object to ‘damage’ hostile non-player-
characters (NPCs), hints at the way in which the game’s representational
level is complicated by the game’s mechanics. The camera simultaneously
evokes non-violence and violence.
While the inclusion of a capable female playable character would suggest
that the game subverts conventional gender stereotypes, in reality, Fatal
170
Portal
The problem posed by Fatal Frame’s coupling of a female protagonist and
conventional combat mechanics is not easy to overcome: how can an uncon-
ventionally violent, or less violent, game include a female protagonist without
furthering the idea that women are ‘naturally’ less capable of violence? Valve’s
Portal, a game which borrows from both FPS games and puzzle platformers,
highlights some of the ways in which novel mechanics can be used to circum-
vent player expectations and empower the player-character without defaulting
to stereotypically violent interactions. Portal, like Fatal Frame, focuses on a
female protagonist fighting against a powerful female antagonist, a dynamic
that is quite rare in games. Released as part of Valve’s The Orange Box game
compilation, Portal follows the player-character Chell as she attempts to
escape Aperture Science Lab, an abandoned research facility that is run by a
threatening female AI, GlaDOS. In both Portal and Portal 2 Chell must com-
plete a series of tests, or puzzles, using the Aperture Science portal gun in order
to progress through the game. The gun produces two portal ends, an orange
and a blue end. These portals create a link between two different locations in
three-dimensional space that the player-character can travel through. Chell,
like Miku, uses an unconventional object (a gateway producing portal gun) to
‘shoot’ her way out of dangerous environments.
Scholars, reviewers, and players have pointed out the ways in which Portal
thematically questions conventional gender stereotypes; Jamin Warren from
PBS’s Game/Show refers to Portal as a ‘feminist masterpiece’ (2016) while Joe
McNeilly from gamesrader+ describes Portal 2 as ‘the most subversive game
ever’ (2011). Through dialogue Portal and Portal 2 focus on the way in which
patriarchal oppression can cause violence against and among women. This
is particularly true of Portal 2, in which the player comes to realize that the
antagonist GlaDOS has been transformed into a violent and dangerous entity
in part because she was mistreated and manipulated by Aperture’s founder,
Cave Johnson. As Christopher Williams notes, Johnson’s character functions
174
Conclusions
In discussing the representation of women writers, Linda Abbandonato
observes that the ‘problem’ of representation cannot be easily resolved: ‘Put
bluntly, how can a woman define herself differently, disengage herself from
the cultural scripts of sexuality and gender that produce her as feminine sub-
ject?’ (1991, p. 1107). This problem exists across genres and media. Fatal
Frame demonstrates the fact that in games, defining female subjectivity
differently, is not simply a matter of better representation. Miku is a non-
sexualized female PC—a woman with agency who ultimately triumphs over
evil. However, in examining the ways in which this agency functions, the
rules of the game, it becomes clear that Miku’s abilities in part stem from
an assumption that women are less physically violent, and perhaps less phys-
ically capable, then men. There is a seeming dichotomy between the games’
depiction of violence and non-violence: Fatal Frame engages with ‘non-
violence’ through representation—the spiritual, mystical camera is a tool
‘appropriate’ for the young female protagonist. Yet, at the level of mechanics,
the game offers the player violent combat rather than alternative modes of
play. Rather than create ethical tension, this disparity works to reinforce the
notion that Miku is only capable of lesser violence. By associating Miku’s
power with the mystical camera obscura, the game implies that Miku’s
power is ‘feminine’ in a potentially essentializing way. By linking the camera
obscura with constrained, conventional combat mechanics, the game implies
that this ‘feminine’ power is a lesser form of masculine agency. Violence is
desirable, fulfilling, and engaging in the game. The fact that it is constrained,
177
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180
13
Toxic pacifism
The problems with and potential
of non-violent playthroughs
Jon Bath and Elly Cockcroft
In early 2012 the Wall Street Journal profiled Daniel Mullins, a Skyrim player
who had undertaken to complete the fantasy role-playing game without
killing anything. The title of the article, ‘Videogamers embark on non-killing
spree’, was a play on the common sensationalist titles linking video games to
real-world violence, and the article highlighted players that were seemingly
subverting the violent imperatives built into many games (Dougherty 2012,
p. A1). The story was picked up by online games forums such as Kotaku,
and the comments on those stories made it clear that this was not a unique
occurrence and that players had been finding ways to complete many other-
wise violent games without killing anything (Totilo 2012). Some developers
have even embraced the notion of non-violent play strategies for games that
otherwise require the players to commit violent actions. For instance, Fallout
4 director Tom Howard has noted that they consciously tried to appeal to
different game styles by providing non-violent resolution options for some
scenarios, and players have managed to complete the entire game without dir-
ectly killing anything (Stuart 2015). These designers, and their players, seem
to have embraced Mary Flanagan’s ‘Critical Play’ game design model which
includes consciously designing for diverse play styles and subversion of the
culturally accepted norms for such games. She notes that such actions are
‘powerful sites of empowerment for giving voice to marginal groups’ and that
‘Feminist criticism and practice has played an important role in informing
such disruptions’ (Flanagan 2013, p. 256).
By removing the violence from these games and celebrating alternative
play styles, the non-violent game movement appears to be challenging the
hegemonic masculinity of games based upon war and violent acts, and their
players. As will be discussed, forum posts and YouTube comments related
to non-violent playthroughs are remarkably free from explicitly gendered
comments, which is astounding given the typical content of these arenas.
However, the acceptance of these ‘subversive’ gameplay strategies is under-
standable when one realizes that the non-violent play is generally complicit
with traditional violent and competitive means for completing the games.
Often the playthroughs focus on non-lethality, rather than non-violence: like
Batman, the player can be as violent as they want as long as the games do
183
Toxic pacifism 183
not actually register them as being responsible for the final killing blow. The
player may need to rely upon other forms of violence, such as mental con-
trol or theft, to gain experience to progress the game, or they may coerce or
goad potential enemies into killing each other. Reading the discussion around
non-violent playthroughs it becomes clear that the motivation behind most
of these attempts is not a refusal of the violence inherent in so many games,
but a competitive drive to make the games more challenging. Players discuss
optimizing character builds and, like another competitive gaming playstyle,
speedrunning, taking advantage of game glitches to avoid scenarios that
require killing. Game developers have even begun rewarding the challenge
of these playstyles by creating in-game achievements for not killing. Rather
than subverting the gender norms of the violent game genre, these players
and developers have instead made non-violence just another means for exclu-
sionary play tactics that reinforce hegemonic masculinity.
In this chapter we begin with an examination of pacifism and the gender
dynamics surrounding non-violence.1 Rather than relying upon a binary of
masculinity = war, femininity = peace, we instead focus on the ways that the
various means of non-violent playthroughs can be seen as performances of
either hegemonic or alternative masculinities. We examine two of the most
common game franchises for non-violent playthroughs, Skyrim and Fallout,
and look at the various ways players are complicit with the practices of hege-
monic masculinity despite their non-lethal gameplay.2 Finally, we will look at
Dontnod’s 2018 Vampyr as an example of a game that requires the player to
more explicitly confront the moral implications of their violence. We believe
that by designing games that reward multiple playstyles, including non-
violence, developers can help to diminish the use of games for the perform-
ance and perpetuation of hegemonic masculinity.
Militarism, violence, and masculinity are so inextricably linked that, as Jeff
Hearn states, when embarking on a discussion of them ‘it is hard to know
where to start; indeed it might seem gratuitous to labour the point’ (2011,
p. 48). We start at the same point as many contemporary examinations of the
subject, with Raewyn Connell’s work, subsequently re-formulated with James
Messerschmidt, on multiple masculinities and hegemonic masculinity. Rather
than there being a single ‘masculinity’, Connell proposes that there are a plur-
ality of masculinities produced by the intersection of race, class, ability, sexu-
ality, culture, and other influences (Connell and Messerschmidt 2005, p. 848).
These masculinities exist in a hierarchy, with hegemonic masculinity as the
dominant form. Hegemonic masculinity
Toxic pacifism 185
other ‘soft’ items indicative of femininity, ‘implying that because they were not
man enough to conform to masculine gender norms, they should wear fem-
inine clothing instead’ (Kuhlman 2017, p. 32). Gender, as defined by Judith
Butler, ‘is a performance with clearly punitive consequences’ (2006, p. 190).
By failing to comply with the traditional norms of masculine militarism, these
men were mocked for their femininity, a practice that continues through lan-
guage such as using ‘man up’ and ‘big balls’ for being brave or bold, and the
pejoratives ‘pussy’ and ‘little girl’ for instances of hesitation or caution.
Like militarism, violent videogames are also so inextricably linked to
masculinity that it is gratuitous to labour the point. One would expect
that players who choose to undertake ‘pacifist’ playthroughs of other-
wise violent video games, and especially those who choose to publish their
performances on video platforms such as YouTube, with their often toxic
anonymous comments sections, would be subject to ridicule. However,
this is not the case. At worst, these players are criticized for playing the
game in a manner that ‘is not fun’. More frequently pacifist players are
lauded for their actions and other players relate their own experiences
with similar playstyles. To understand various reasons why this might be
so, we will look at two game franchises commonly used for non-violent
playthroughs: Skyrim and Fallout.
Bethesda Game Studios’ 2011 The Elder Scrolls V: Skyrim is an open-world
single-player fantasy role-playing game (RPG) with plenty of freedom to
choose how you play the game, including the ability to select character class,
race, with both human and non-human options, and gender. This provides
some allowance for players to interact with their environment on their own
terms rather than just completing the game through standard hack and slash
violence. As mentioned at the beginning of this chapter, players have used
this flexibility to complete quests, or the entire main plotline, without killing
anything. In video playthroughs, Daniel Mullins, outlines his strategies for
playing the game as ‘Felix the Peaceful Monk’ (2011). These include using
illusion magic such as charm and fear to render enemies non-threatening,
sneaking by enemies, and healing himself so that he can simply run through
combat situations. Randy Yasenchak managed to complete the main quest and
various sidequests (as long as they did not require killing) using a strategy that
combines illusion magic with high levels of persuasion and pick-pocketing
(2012). For the required dragon battles he relies upon various non-player-
characters (NPCs) to kill the dragons for him. And in the final battle he was
required to land the ultimate killing blow for the game to finish. In his guide
to ‘Playing a “pacifist” ’, James Lapham outlines three character builds: the
Manipulator, who gets others to do the killing for them, the Chillpill, who
uses sneak and calm to avoid combat, and the Heal/Shield, which requires the
use of a special shield that causes bleeding damage and takes advantage of a
game glitch where creatures that bleed to death are not counted as a ‘kill’ on
a player’s statistics (2016). Even without looking at the community’s response
to such gameplay, these techniques are obviously problematic in their reliance
186
You can avoid [killing] a lot … I can’t tell you that you can play the whole
game without violence—that’s not necessarily a goal of ours—but we
want to support different play styles as much as we can.
(Stuart 2015)
Toxic pacifism 187
time through the game and describes her playstyle as ‘contrived’, ‘frustrating’,
and an exercise in ‘theorycrafting’ (Totilo 2011b). Theorycrafting is ‘is the
mathematical analysis of game mechanics, usually in video games, to discover
optimal strategies and tactics’ (‘Theorycraft’ n.d.). Yasenchak called upon his
experience of ‘years of playing Elder Scrolls games’, which allowed him to
optimize his character’s abilities and as a result his playthrough was ‘surpris-
ingly easier’ than he thought it would be, but even for him some battles were
‘harder than hell’ (2012). Hinckley’s efforts to complete Fallout 4 required
both a great deal of theorycraft (like using the pickpocket skill in reverse to
actually give NPCs better weapons) and a tremendous amount of patience,
including one 75-hour playthrough that had to be discarded when he inad-
vertently killed, but he felt the effort was worthwhile: ‘If we can do that, that’s
a pretty crazy achievement. That’s something that most people have already
dismissed as being impossible’ (Hernandez 2015). For all of these players the
motivating factor is the difficulty of a non-lethal playthrough, not its moral
‘rightness’.
Nicholas A. Hanford outlines the deep connections between the ‘gamer’
identity and masculine notions of mastery and work in ‘At the Intersection of
Difficulty and Masculinity: Crafting the Play Ethic’: ‘The effort that gamers
put into their play becomes a badge of commitment and their abilities merit
their use of the term [gamer]’ (2019, p. 150). Players who choose to, or are
forced to, play on lower difficulty settings because of their lack of skill are
often subjected to some form of ‘gender offense punishment’ (2019, pp. 155ff).
Much like the conscientious objectors of the First World War presented with
feathers and petticoats, games use various methods, including forcing their
characters to wear feminine clothing, to diminish the masculinity of easier
settings and celebrate the more difficult. With this in mind, it is easy to see how
the ‘pacifist’ playthroughs previously discussed are actually entirely complicit
within standard performances of hegemonic masculinity in games. As we
have seen, players adopt this playstyle because of the challenge, and it is evi-
dent from the community reaction that these performances are seen as exem-
plary, and worthy of imitation, rather than as a threat to the masculine gamer
identity. For example, the Reddit post ‘I just completed a Fallout 3 Pacifist
Run, AMA’ by AsimovsBrokenRules has 189 comments and an upvote rating
of 89 per cent (2013). Most of the comments are questions about details of
the playthrough or strategies for overcoming certain areas (i.e. ‘How’d you
do it, exactly?’) and the most negative comment is ‘Sounds like a nightmare.
I don’t think I have the skill or patience to do that’. Even this comment fits
within the masculine gamer as it is a backhanded compliment of the original
poster’s skill and patience. The notion that such playthroughs, while requiring
skill, are boring is not an uncommon comment—Lapham even feels the need
to address this in his community guide to pacifist Skyrim in a section entitled
‘Boring playstyle?’ (2016). The Reddit post has two comments that use expli-
citly gendered language. The first is by the original poster in response to a
comment and signals that they personally are not sexist: ‘Of course man! Or
188
And the truth is that I’d be happy to go on a killing spree. It’s just that
everyone is so damned interesting that I can’t bring myself to do the deed.
If they’re dead then I can’t talk to them anymore, and their part in the
overall narrative of the game is lost.
(2018)
Toxic pacifism 189
made it even more difficult to complete the hardest difficulty level so that
players were more dependent upon killing NPCs. In both cases the developer
appears to be responding to a situation where, by making players think about
the ramifications of their actions, players were actively choosing not to kill.
Thus the developer both had to make not-killing more viable, and to actually
encourage players to kill. It turns out that gamers will not automatically kill
everything if other ways to emotionally involve them in the game are found.
Maleeha Aslam, in Gender-based Explosions, examines the linkages
between hegemonic masculinity and jihadist terrorist movements:
Notes
1 The authors should note that they both come from families with traditions of reli-
gious pacifism, and that they both have grandfathers who were required, as con-
scientious objectors, to work in labour camps during the Second World War. Both
authors also really like shooting things in video games.
190
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192
193
Part V
Afterword
194
195
Violent catharsis
Jerreat-Poole’s chapter in this volume describes moments of redemption, of
catharsis, where players enjoy the power of destruction and subversion, the
messy and ambivalent performance of feminist violence as a form of pleasure.
I can identify. There are few games that change the power dynamics of the
existing social order. Jerreat-Poole’s subversive in-game actions, admitting
pleasure at smashing up a virtual school, reminds me of the cathartic experi-
mental fiction film Born in Flames (1983) by filmmaker Lizzie Borden. In
the film, feminists battle racism, classism, sexism and heterosexism, crossing
difference in an intersectional union that transforms into an extremist group.
The characters took direct action against the patriarchy and specifically the
media systems that represented and promoted inequities.
I remember watching this film not long after it came out, cheering on the
women as they raged against injustice. Sometimes, you just need that cath-
arsis. And one needs to comprehend how power operates, especially in games,
for games are an artform of power and choice.
About a decade ago, my student Suyin Lui learned these languages and
crafted a game called Hey Baby, where you can shoot men on the street who
catcall you. She used the derogatory, real-life abuses hurled at her during
her typical days as a student in New York City and had friends record the
voice overs. Her game shocked. It turned the tables, and did so bluntly. It was
radical.
But most games are not concerned with underrepresented women finding
catharsis—just the opposite. War games in particular seem on the surface as
196
Feminist violence
Can one be a feminist and still play such problematic games? This remains
a good question to negotiate, just as feminists examining other media forms
have asked. Can I be a feminist and enjoy heterosexist romantic comedy films
or romance novels? Foucault’s notion of the power fantasy can remind us that
games of violence, in particular those that feature armed conflict to foster ‘vio-
lent economies’ and ‘disconnect values from practice’ (as noted by Saklofske,
Cann, Rodrigue and Siemens), maintain the conditions of the violence in the
first place. Foucault assumes this position when discussing power: ‘if we speak
of the structures or the mechanisms of power, it is only insofar as we suppose
that certain persons exercise power over others’ (Foucault 1983, p. 217). Make
no doubt about it: however they may appear, however their moral conflicts
are posed and the multiple endings offered to give the illusion of true choice,
we can categorize the majority of war games as games where persons exercise
power over others, where violence is a means to, if not the end goal for, victory.
In this volume, Kampe draws upon Feminist Standpoint Theory (Harding
2004) to set looser boundaries for war games. He argues that a ‘feminist
war game must— through in- game goals, available actions, and subject
representation—allow the player to explore the social realities of war, through
the perspective of one who has become marginalized by it’. But what exactly
counts as ‘war’ is expanded in nuanced ways. Two chapters, one by Kampe
and the other by House, explore This War of Mine (2014), a game in which
players control a group of survivors during the Siege of Sarajevo in the 1990s,
which highlights basic human needs and cooperation in the midst of moral
choices over engagement in the violent conflict. The focus not on the battle-
field, but instead on civilian survival, disrupts the genre.
Taking a broader look at what ‘war’ means and looking at social real-
ities in conflict seems to both take into consideration the options avail-
able to ‘feminist’ makers as well as shed light on feminist aims themselves.
After all, some feminists would argue that merely being ‘woman’ means that
one is engaged in a violent power struggle by default. In this volume, Luc
examines the aggression and power dynamics inherent in everyday life that
undermine any kind of female identity. To this end, Jenson and de Castell
197
Binary boundaries
One of the biggest challenges with war games is not merely the number of
games out there that celebrate hypermasculinity and unquestioning re-
representation of patriarchal order. It is their very reliance on binary conflict,
their refusal to uproot the fundamental structures of inequity that lead to
conflict in the first place. While writing in a particular time and political cli-
mate, the observations of Karl Marx and conflict theory still hold water: in
a state of perpetual conflict over limited resources, in a competition-based
world that therefore favors power and social hierarchies, those with power and
wealth will work to suppress others, and create further conflicts through war,
both covert and overt. Many game designers situate players in this conflict
without attempting to imagine alternatives.
Take for example the analysis of Life Is Strange (2015), and its prequel,
Life Is Strange: Before the Storm (2017) by Jerreat-Poole, a game serial set in
a high school narrative dystopia. The repressive environments of suburban
life and its racial and gendered segregation is queered by the player while the
dark underbelly of the town is revealed: young women are framed, abused,
and even killed. The game’s key feminist character Chloe dies multiple times,
but the player-character Max has the power to rewind time, so it is possible
to save her, albeit with other consequences. Chloe’s rage is a familiar theme to
players who are victims of inequities and violence, players who are ignored,
unseen, targeted, or abused in the surrounding heteropatriarchy. Ending with
an environmental catastrophe, the player faces a choice: save Chloe, or save
the town, a town that conceals violence against women, bodies of color, queer
bodies. The choice is meaningful because it recognizes a new kind of lens
in game play: the hero who might save the day might be saving something
that desperately needs changing or destroying anyway. The game builds on
other moral dilemma games, such as Shadow of the Colossus (2006), where
we realize that in playing out Wander’s mission to resurrect his true love, we
198
Beyond binaries
Games are games because they simplify systems, and this includes simpli-
fying conflict and the logic behind it. Games are in some ways always a set of
abstractions, some with powerful narratives alongside them, others with mere
tokens on a game board. Unfortunately, game design has not caught up to the
difficult, challenging-to-design-for situations of conflict we face in the twenty-
first century. It means experimenting. It means less profit as game industries
try something new. Capitalistic concerns therefore remain unquestioned.
Perhaps this has always been the case: perhaps the world has always
been a very messy place, with the mass simplification of politicians and
warmongers boiling complexity down to two clear sides and one definitive
notion of victory to simplify the truth, to funnel energy. But in doing so in
our play systems, our games therefore teach a kind of one-sidedness, a binary
sickness, an ‘us vs them’ mentality, a position that engages the mind’s deepest
primordial biases and whose distillation continues to be useful to the status
quo, to capitalism, to greed, and war-mongering; it fosters virulent gender-
based discrimination, racism, and behaviors such as interpersonal violence,
hate speech, and more.
There are never two sides to any story, but there is a gravitation to that
type of logic to distill the complexity, to reduce, to reject contradictions and
tradeoffs in order to divide and conquer. Ultimately war-type binaries act to
renounce the personhood of all involved, each participant worldwide with
their own complex story. Human life is messy. It’s complicated. But the rhet-
oric of war, of binary oppositions, reduces it all into neat packages. Good vs
evil. Right vs wrong. It is this phenomenon which makes the continuing fan-
tasy about playing out war all the more unsettling.
As far as scholars can tell, games emerged in Neolithic times after the last
Ice Age. Writing, cities, and organized larger-scale societies seem to have been
201
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202
Index
Note: Page numbers in bold indicate information in tables, those in italics in figures.
vs. indicates a comparison
Index 203
Born in Flames (1983) 195 Cultural Politics of Emotion, the
Bosnian War (1992–96) see This War of (Ahmed) 77
Mine (TWoM)(2014) cuteness, girl aesthetic as 69
Braidotti, Rosi 156
Braunstein 40 D&D see Dungeons and Dragons (D&D)
Brice, Mattie 27 Darfur is Dying (2006) 7, 103–104,
Brickner, Rachel 13 124, 125
Brothers in Arms series (2005–10) 102 Davis, Angela 7, 58
Burial at Sea expansion 173 dead-dog strategy 189
Butler, Judith 54, 57, 73–74, 152, 185 dead-in-iraq (2006–11) 121
Deer Hunter, The (1978) 103
Cady, Duane 189 Defense Manpower Data Center
Caillois, Roger 123 123–124
Call Her Ganda (2018) 127 dehumanization, asylum seekers and
Call of Duty series (2003–17) 102, 198; refugees 125
gender and violence 168; masculinity DeLappe, Joseph 121
in 168–169, 184; playing the hero 56; Demick, Barbara 135
political ideology 61 de Palma, Brian 15
Call of Duty: World at War (2008) 198 de Pisan, Christine 200
Cannibals and Kings (Harris) 83–84 destruction game, Wolfenstein II: The
Casualties of War (1989) 15, 21 New Colossus as 151
Catherine the Great 103 Deterding, Sebastian 152
Chainmail (1971) 40 difficulty, feminist war game design 145
character gender 30–31; feminist war digital simulations, American military
games 22; first-person shooters 30–31; presence, understanding of 122
Portal 174; see also female characters Digital Survivor of Sexual Assault
characterization: feminist war game (DS2A) system 127–128
dimensions 137; This War of Mine disability, feminist intervention as
140–141 153–157
Chemaly, Soraya 8 Distant Plain: Insurgency in Afghanistan,
chess, as feminist war game basis 24 A (2013) 47
cinema see films/cinema domestic play space, This War of
civilian experience, of war 135 Mine 61–62
Cixous, Hélène 87 Domestic Tension (2007) 121
Clancy, Tom 200 dominance, presumption of rights 87–88
Clark, Naomi 92 Donald, R 54–55
Cockburn, Cynthia 135 Dontonod Entertainment 68; see also
Colonial Twilight: The French–Algerian Life Is Strange (LIS) (2015)
War (1954–62) 47 Doom (1993): character gender 30;
combat roles, female empowerment 17 masculinist game mechanics 168–169
Command 133 DOOM Eternal 160–161
community, feminist war games and 146 Door into Ocean, A (Slonczewski) 200
conflict see war drivers, of war 132
Connel, Raewyn 183–184 Dr Strangelove (1961) 103
Conrad, Joseph 200 DS2A (Digital Survivor of Sexual
Cooper, Brittney 8 Assault) system 127–128
Cornell, Drucilla 150 Duke Nukem3D (1996), character
Counter Insurgency (COIN) game series gender 30
46–47; feminist inquiry 47 Dungeons and Dragons (D&D) 40–43;
Courage under Fire (1996) 102 feminist modules and 36; feminist
critical confrontations, films 26–27 values in 8; fifth edition characteristics
critical thought, fun vs. in games 15 (2014) 42–43; gender sensitive
Crowley, Vicki 156 phrasing 41–42; narrative element 42;
204
204 Index
role-playing game vs. war game 43; 172–173; gameplay 171–172; gender
structure and play 40–41; violence stereotypes 169–170, 171; non-
avoidance 41; women authors in violence claims 172; story 169;
34–35; see also Advanced Dungeons and unavoidable mercy killing 170–171;
Dragons (AD&D) violence in 171
dynamics: feminist war game dimensions female characters 22–23; Advanced
137; This War of Mine 141–142 Dungeons and Dragons 34–36; board
war games 33–36; disability as
economics, war driven by 132 representation 153–157; disposability
Edge of Tomorrow (2014) 102; female in Life is Strange 73; empowerment
characters 22 in Wolfenstein II: The New Colossus
Elder Scrolls V: Skyrim, The (2011) 102, 158–159; over-sexualization of 22–23;
183, 185–186; criticism of 187–188; representation difficulties 176, 177;
non-player characters 185; story 185 underrepresentation in games 195–196;
ELITE SHARP CTT (Emergent Leader Wolfenstein II: The New Colossus in
Immersive Training Environment 152–153, 157–158, 161
Sexual Harassment/Assault Response Female Combat Soldier, the (King) 16
and Prevention Command Team females: authors of Dungeons and
Trainer) 127 Dragons 34–35; honorary men as 16;
Eloquent Rage: A Black Feminist non-participant population in war as
Discovers Her Superpower (Cooper) 8 15; participation in war 15, 16; “spoils
Elshtain, Jean 184 of war” as 83
embedded reporting 57 Female Solder, The (King) 16
Emergent Leader Immersive Training feminism: definitions 3–4, 82; inquiry in
Environment Sexual Harassment/ Counter Insurgency game series 47;
Assault Response and Prevention monarch association 103; posthuman
Command Team Trainer (ELITE 156; scope of 18; value potential
SHARP CTT) 127 18–19; violence, opposition to 18–19;
emotions 78–79; barriers as 55; war vs. 23
rational thinking vs. 55; technology feminist anti-war games 24–26;
in This War of Mine 60; training in outcomes opposed to winning 24–25;
Kriegspiel 55 prototypes 25–29
Endgame Eurasia (2013) 125 feminist game jams 114
Endgame Syria (2012) 7, 124–125 Feminist Killjoys (Ahmed) 67
end of the world, Life is Strange (LIS) feminist modules, Dungeons and Dragons
(2015) 72–73 (D&D) 36
Engberg-Pedersen, Anders 55–56 feminist snap 70
“Enhancing Sexual Harassment Training Feminist Standpoint Theory 132, 196
for the 21st Centuary Military” (Ford feminist utopia writing 200
Morie) 127 feminist violence 77–78, 196–197; joy/
ethical play aspects, Portal (2007) 174 pleasure in 78
expectations, war games 20–21 feminist war: definitions of 102–104;
films/cinema 102–103; historical
failure of masculinity 75 representations of 103
Falling Sky: The Gallic Revolt against feminist war games 3–4, 22–24,
Caesar 47 31–33, 82–84; character gender 22;
Fallout 183, 186 community and 146; definitions
Fallout 2 186 101–117; design qualities 144–145;
Fallout 3 186 Fatal Frame as 168, 172–173;
Fallout 4 182 framework for 135–138; fun violation
Far Cry 2 (2008) 21 21; Life is Strange as 91–92; mechanics
Fatal Frame 8, 169–173, 176–177; 168–169; non-glorification of 103;
feminist game mechanics 168, Portal as 168; possibility of 32;
205
Index 205
prototypes of 23–24; seven dimensions game interfaces, American military
of 137–138; socially responsible design presence, understanding of 122
136; testing for 136 game mechanics 167–168; feminist
fictionalized wars 198 mechanics 168–169; gender 168;
Fight Club 75 Invasion 105–106; player-character
films/cinema: critical confrontations and definition of 167; role-playing games
26–27; feminist war 102–103 167–168; violence 168
Fire in the Lake: Insurgency in Vietnam game piracy 143
(2014) 47 gameplay: Fatal Frame 171–172;
First Chechen War (1994–96) see This Kriegspiel (1824) 58–59; This War of
War of Mine (TWoM)(2014) Mine 138–139
first-person shooter (FPS) games Gamergate controversy 114
121–122; character gender 30–31; Games Workshop 43; see also
masculinist game mechanics 168–169 Necromunda (1995);Warhammer
Flanagan, Mary 6, 13–14, 18 Fantasy Battle (1983)
Ford Morie, Jacqueline 127 gay-bashing, Russian website
Foucault, Michel 105, 199 encouragement 126
frames, This War of Mine and 54 Gay, Roxanne 3–4
Frames of War (Butler) 57 Gears of War series (2006–16) 102
frameworks, feminist war games gender: as battlefield 88; Battle of the
135–138 Little Bighorn, The 46; definition 185;
French–Algerian War see Colonial game characters see character gender;
Twilight: The French–Algerian War game mechanics 168; mechanics in
(1954–62) Necromunda 44; performativity of
French feminist theory 197 189; sensitive phrasing in Dungeons
Freud, Sigmund, misogyny 17 and Dragons 41–42; tabletop war
From Where We Stand: War, Woman's games 39–40; war games 45–46
Activism and Feminist Analysis Gender-based Explosions (Aslam) 189
(Cockburn) 135 gendered authorship 30–37
Full Metal Jacket (1987) 103 gender stereotypes: Fatal Frame 169–170,
fun, critical thought vs. in games 15 171; questioning in Portal 173
G. I. Jane (1997) 102
Galani, William 157 girl aesthetic, cuteness as 69
Galloway, Alexander R 6 God of War series (2005–2018) 21
Gamasutra Salary Survey 32 Goldberg, D 93
game(s): definitions 83; effects of Gone Home 93–94
77–78; female underrepresentation Grand Theft Auto series 5
195–196; fun vs. critical thought 15; Gray, Kishonna L 153
history of 200–201; hypermasculinity Grosz, Elizabeth 150–151
31; ideology of Wolfenstein II: The groups of people, representations 105
New Colossus 150–151; inclusive Gygax, Gary 34–36, 40
design 93; language as barrier 143;
language in 88–89; as models 20; as Halberstam, Jack 75
possibility fields 19; as prototypes 20; Hall, Charlie 188
reality vs. 6–7; subversive designs 86; Hall, Stuart 105
Syrian refugees 124–125; theoretical Halo, masculinist game mechanics
underpinning 104–105; see also 168–169
war games handbooks, war game records 133
game design: awareness of non- Hanford, Nicholas A 187
combatants 49; deliberate choice in Harlot encounters, Advanced Dungeons
47–49; feminist war games 144–145; and Dragons 34
inclusion 48; military contracts 127 Harrigan, Pat 31
game industry, hypermasculinity in 32 Harris, Marvin 83–84
206
206 Index
Hartsock, Nancy 134–135 International Game Developers
hatred, tolerance vs. 110 Association (IGDA) 114
Hatty, Suzanne 184 International Woman Suffrage Alliance
Hearn, Jeff 183 (IWSA) 184
hegemonic masculinity: jihadist intersectional identities 93
terrorism and 189; non-violent games Invasion 105–113; game mechanics
challenging 182–183 105–106; player choice 106;
Hellweg, Johann Christian Ludwig 5 screenshots 106–110, 111–113;
Heretic (1994), feminist tolerance vs. hatred 110
representation 33–34 Iraq, US military deployment 123
hero, playing of, in games 56 Irigaray, Luce 87, 103
He, She and It (Piercy) 200 IWSA (International Woman Suffrage
heterosexual exploitation, Life is Alliance) 184
Strange 126
Hey Baby 195 Jhally, Sut 122
high school suburbia, Life is jihadist terrorism, hegemonic
Strange 68–69 masculinity and 189
Hill Collins, Patricia 200 Joan of Arc 15, 103
historical accuracy, gender inclusion in Jones, Ember 186
historical games 48 joy, feminist violence in 78
historically informed design, feminist Joystick Warriors (2013) 122
war games 145 just war, definitions 14
history, feminist war 103
Homo Ludens (Huizinga) 6, 128–129 Kampe, Christopher 94
honorary men, women as 16 Kazemi, Darius 21
hostile allies 125–126 Kill Bill (2003) 102
Hourihan, Margaret 24 killjoy survival kits 79
Howard, Tom 182 Kimmel, Michael 151
How to Do Things with Videogames King, Anthony 16
(Bogost) 6 Kirschenbaum, Matthew 31
Huizinga, John 6, 128–129 Kopas, Merritt 19, 93
Human Rights Watch report Kosovo War (1998–9) see This War of
(2015) 16 Mine (TWoM)(2014)
Hush (2008) 7, 124 Kriegspiel (1824) 39, 152; emotional
Hutchings, Kimberly 14 training 55; gameplay 58–59
hypermasculinity: definition 31; Kristeva, Julia 87
diminishment in This War of Mine 61; Kwiatkowski, Kacper 59
game industry and 32; gaming 31;
see also masculinity language: game-playing barrier 143;
playing with 88–89
identities, intersectional 93 Lapham, James 185, 187–188
IGDA (International Game Developers Larsson, L 93
Association) 114 Laude, Jennifer 127
I'm Afraid of Men (Shraya) 4 L'Engle, Madeleine 77
image reframing, war 57–58 Lenoir, Tim 129
inclusion: art direction 48–49; Lesbian Body, The (Wittig) 87
game design 48, 93; historical Les Guerilleres (Wittig) 84–85, 87
games and accuracy 48; role-playing Life is Strange (LIS) (2015) 6–7, 21,
games 48 67, 91–100, 197–198; choices 96–98;
Infinite Fall 69 criticism of 72–73; end of the world
inhuman peace 128–129 72–73; female character disposability
Institute for Creative Technologies 73; as feminist anti-war game 25;
127–128 feminist war 91–92; heterosexual
207
Index 207
exploitation 126; high school suburbia militarism: misogyny 17; violence/
68–69; as killjoy survival kit 79; masculinity and 183–184
non-violence 8; personal history military alliances, United States 126
influences 94–96; play of 96; same-sex military contracts, game design 127
attraction 126; storyline 71–72, 74–77; military deployment, numerical lists
vulnerability 76–77 and 123
Life is Strange: Before the Storm (2017) military force, social institution as 17
67, 70, 197 military simulations, history of 122–123
Little Wars (Wells) 39 military technologies, war games 133
Living a Feminist Life (Ahmed) 4, 6 Milk, Chris 128
localized accessibility: feminist war game Miller Gearhart, Sally 200
dimensions 137; This War of Mine 143 misogyny 5–6; fight against 115; military
Loesser, Cassandra 156 culture 17
Logavina Street (Demick) 135 Mitchell, David 156
Lollipop Chainsaw (2012), female model-based design, feminist war
characters 22 games 145
Lorde, Audre 7 modifiability: feminist war game
Losh, Elizabeth 32–33 dimensions 138; This War of Mine 144
Ludwig. Johann Christian 152 monarchs, feminism 103
Lui, Suyin 195 Morrison, Toni 70
Mosca, Linda 32–33, 34–35
MacAllister, Pam 184 Mother of All Questions, The
MacDonald, K 54–55 (Solnit) 4–5
McKenzie, Nathan 151–152 Mukherjee, Souvik 150
McNeilly, Joe 173 Mullins, Daniel 182
Maček, Ivana 135 Murray, Janet 128
Mad Max: Fury Road (2015) 102
Magic the Gathering (1993) 123 Nakamura, Lisa 128
Malazita, James 173 narrative elements, Dungeons and
Mario and Sonic at the Sochi 2014 Dragons 42
Olympic Winter Games (2013) 126 narrative prosthesis 156
Marx, Karl 197 Nayak, Meghana 31
masculinist game mechanics 168–169 Necromunda (1995) 43–44
masculinity: board war games and new feminist order 85–86
31; Call of Duty 184; failure of 75; Nguyen, C Thi 151
framework in Wolfenstein II: The Nietzsche, Friedrich 17
New Colossus 152–153, 161; historical Night, Angela 23
construction of 132; mastery linkage Night in the Woods (NITW) (2017)
and 187; oppressive 5; violence and 67, 69–70; cuteness of 75; as killjoy
militarism 183–184; violence in games survival kit 79; non-violence 8;
185; violent and oppressive 5; war- vulnerability 76–77
gaming and 31; see also hegemonic Nissenbaum, Helen 18
masculinity; hypermasculinity non-binary gender representation,
Mass Effect trilogy (2007–12) 102 Advanced Dungeons and Dragons 35
mastery linkage, masculinity and 187 non-glorification, feminist war
Matlock, Michael 154–155 games of 103
Medal of Honour series (1999–2007) 102 non-player characters, Elder Scrolls V:
media, depiction of war/conflict 56–57 Skyrim, The 185
Men Explain Things to Me (Solnit) 4 non-violent games 182–191; criticism
mercy killing, Fatal Frame 170–171 of 182, 187–188; Fatal Frame 172;
Metal Gear Solid 5: The Phantom Pain hegemonic masculinity challenging
(2015), female characters 22 182–183; Life Is Strange 8; pacifist
Mieszkowski, Jan 56–57 playthroughs, reasons for 186–187;
208
208 Index
see also Elder Scrolls V: Skyrim, The 146; hero role 56; role in This
(2011); Fallout; Vampyr War of Mine 132–133; warrior/
No One Lives Forever (2000), character commander as 132
gender 30 pleasure, feminist violence in 78
Norton, Marleigh 114 plot-driven narrative, This War of
Notes from a Feminist Killjoy: Essays on Mine 59–60
Everyday Life (Wunker) 6 politics: Call of Duty 61; war
driven by 132
objectives: feminist war game Portal (2007) 173–176, 177; character
dimensions 137; This War of Mine gender representation 174; ethical
141–142 play aspects 174; feminist game
Operation Flashpoint: Cold War Crisis mechanics 168; as feminist war game
(2001) 21 84; gameplay 175; gender stereotype
opposition to violence, feminism 18–19 questioning 173; story 173; strategy
oppressive masculinity 5 175–176; timing 175–176
organizational connections, feminist war Portal 2 177
game design 146 possibility fields, games as 19
origin identification, war 83 Power, The (Alderman) 7–8
othering, process of 105 Pratt, Fletcher 39
outcomes opposed to winning, feminist Precarious Life (Butler) 73–74
anti-war games 24–25 presumption of rights 87–88
over-sexualization of female procedural rhetoric 168
characters 22–23 process of othering 105
Overwatch (2016), as feminist war Pro Evolution Soccer 2014 (2013) 126
game 24 prosthesis, game treatments 156–157
prototypes, feminist anti-war
pacifist playthroughs, non-violent games games 25–29
186–187 Pussy Riot 7
Pac-Man 21
patriarchy: challenge in Wolfenstein II: Queerness and Games Conference
The New Colossus 151; control of (2014) 19–20
125–126 Quest for Bush (2006) 121
Paul, Christopher 157 Quest for Saddam (2003) 121
Pedercini, Paolo 19–20, 27
Perren, Jeff 40 racial segregation, suburban violence
persecution, sexual minorities of games 68
126–127 Rage Becomes Her: The Power of
personal histories 93–94; Life is Women’s Anger (Chemaly) 8
Strange 94–96 Raley, Rita 61
Persuasive Games: The Expressive Power rape, in war 15
of Videogames (Bogost) 6 Rath, Robert 21
Peterson, Jon 34–35, 41, 122 rational thinking, emotions vs. 55
Peterson, Jordan 87–88 reactive space 91
Phin, Vanessa Rose 35 reality, games vs. 6–7
Piercy, Marge 200 real-time strategy (RTS),
Pini, Barbara 156 Kriegspiel 58–59
play: war as 83–84; war, separation from reciprocity: feminist war game
128–129 dimensions 138; This War of Mine
player-characters, definition of 167 143–144
player choices: Invasion 106; This War of recreation games 134
Mine 60–61 recurrent attractors 92, 94–95; play
players: avatar relationships 92–94; implications 98–99
forums in feminist war game design Red Dead Redemption (2010) 21
209
Index 209
Reel Men at War: Masculinity and simulations 134
the American War Film (Donald & Slonczewski, Joan 200
MacDonald) 54–55 small town cuteness, suburban violence
reflexive space 91 games 69–70
refugees, dehumanization of 125 Smith, Dorothy 84
Reiswitz game 38–39 snap 70
religions, war driven by 132 Snyder, Sharon 156
Remember Me (2013), female social abjection 74
characters 22 social institution, military force as 17
representations 104–105; of females, socially responsible design, feminist war
difficulties 176, 177; groups of people games 136
105; of violence 167 Solnit, Rebecca 4–5
Resident Evil (1996): female characters Spec Ops: The Line (2012) 20, 21
22; violence in 172 Spencer, Richard 151
Resident Evil: Revelations 2 (2015) 198 Spender, Dale 18
Reweaving the Web of Life: Feminism Spent (2011) 145
and Nonviolence (ed. McAllister) 184 “spoils of war,” women as 83
rhetoric, procedural rhetoric 168 standpoint theory 135–136; feminist war
rights, presumption of 87–88 game design 145; war 134–135
role-playing games (RPGs): game Stanley Parable, The (2013) 20; feminist
mechanics 167–168; inclusion 48; anti-war game as 26
wars in 102 Sterling, Jim 189
Ruhnke, Volko 46–47 stories, conflict in 23
Ruiz, Susana 124 storylines 87–88; Life is Strange
Russia, gay-bashing encouragement 71–72, 74–77
website 126 Straight Mind, The (Wittig) 87
Rust (2013), as feminist anti-war strategic-level war games 46
game 26 strategy, Portal 175–176
Stress Response in Virtual Environments
Sabin, Philip 134 (STRIVE) project 55–56
same-sex attraction, Life is Strange 126 STRIVE (Stress Response in Virtual
Sarajevo siege 135; see also This War of Environments) project 55–56
Mine (TWoM) (2014) suburban violence games 67–81;
Sarajevo Under Siege: Anthropology in breaking into school 71–72; feminist
Wartime (Maček) 135 snap 70; high schools 68–69;
scenario-driven design, feminist war racial segregation 68; small town
games 145 cuteness 69–70
scope of feminism 18 subversion 199–200; design in games 86;
screenshots, Invasion 106–110, 111–113 war games 33
setting: feminist war game dimensions Super Mario Galaxy 167
137; This War of Mine 140–141 Sylvester, Christine 184
sexualized violence 4–5 Syria: Civil War (2011-present) see
sexual minorities, persecution of This War of Mine (TWoM)(2014);
126–127 refugees, games based on 124–125; US
Shadow of the Colossus (2006) 197–198 military deployment 123
Shibata, Makoto 171, 172 Syrian Journey (2015) 7, 124
Shoah Foundation 128
Shraya, Vivek 4 tabletop war games 38–52; for adults
Sicart, Miguel 6, 168 39–40; genders 39–40; history 38–43;
Silent Hill, violence in 172 perceptual limitations of 13–14;
Sims 2, The (2004) 68 post Second World War 40 see also
simulated attractors 94 Advanced Dungeons and Dragons
Simulating War (Sabin) 134 (AD&D); Chainmail (1971); Dungeons
210
210 Index
and Dragons (D&D); Necromunda United States: authoritarianism
(1995); Tactics (1954); This War and 129; military alliances 126;
of Mine: The Board Game (2017); military deployment 123; war
Warhammer Fantasy Battle (1983) unrepresentability in 58
Tactical Media (Raley) 61 user-built games, feminist war game
Tactics (1954) 40 design 146
Taylor, Laurie 170 us-versus-them mentality 104
Taylor, N 94
team sports, war vs. 54–55 Values at Play in Digital Games
Telltale Games 94 (Flanagan & Nissenbaum) 18
testing, feminist war games 136 Vampyr 183; gameplay 188–189
Tetris 167 Van Creveld, Martin 16–18
Thabet, Tamer 154 videogames: criticism of 5; production
themes, war games 198 as toxic experience 114; structure
theoretical underpinning, games 91–92; violence relationship 122
104–105 Vietnam War see Fire in the Lake:
This War of Mine (TWoM) (2014) 7, Insurgency in Vietnam (2014)
53–63, 104, 132–149, 196; background violence: avoidance in Dungeons and
of 53–54; case study 138–139; Dragons 41; avoidance in games
domestic play space 61–62; elements 184; catharsis 195–201; in Fatal
of 139; emotional technology 60; Frame 171; feminist opposition
example of play 60; as feminist war to 18–19; game mechanics
game 84; frames and 54; game play 168; masculinity in games 185;
138–139; game structure and play militarism/masculinity and
58; hypermasculinity diminishment 183–184; representation of 167;
61; player choices 60–61; player role videogame relationship 122
132–133; plot-driven narrative 59–60; violent feminism 7–8
reality of 59; war game dimensions of violent masculinity 5
140–144 Virtual Battleplace 133
This War of Mine: The Board Game Virtual Jihadi (2008) 121–122
(2017) 45–46 Virtual Reality Exposure Therapy
timing, Portal 175–176 (VRET) project 55–56
tolerance, hatred vs. 110 virtual representations of war 57
Tomb Raider (1996): character gender von Reisswitz, Georg Heinrich Rudolf
22, 30; gender and violence 168 Johann 39
toxic pacifism 182–191 von Reisswitz, Georg Leopold 5, 38–39
Trainspotting 75 Voorhees, Gerald 153
Traister, Rebecca 67 Vossen, Emma 153
transgender individuals 127 VRET (Virtual Reality Exposure
“Trojan Horse of Universalism, The” Therapy) project 55–56
(Zerilli) 87 vulnerability 76–77
Trojan Horse, The 86–87
Trump, Donald J 122, 129, 150; military Walking Dead, The (TWD) (2012) 94
deployment 123–124 Wanderground, The (Miller
Tyler, Imogen 74 Gearhart) 200
war: civilian experience of 135;
unavoidable mercy killing, Fatal Frame definitions 14, 82–83, 196–197; drivers
170–171 of 132; feminism vs. 23; future of
Uncharted 4 167 200–201; glorification in games 56;
unconventional representations image reframing 57–58; images and
of war 13 imagining 54–57; media depiction
Undertale (2015) 20 of 56–57; origin identification 83;
ungrievable lives 54 participation by women 15, 16; as play
211
Index 211
83–84; play, separation from 128–129; expansion 159–160; challenge to
rape in 15; standpoint theory 134–135; patriarchy 151; as destruction game
stories in 23; team sports vs. 54–55; 151; disability as feminist intervention
unconventional representations of 153–157; female characters 152–153,
13; unrepresentability in US 58; 157–158, 161; female empowerment
virtual representations of 57; win 158–159; female play 159–160;
conditions 88–89 feminist cut scenes 157–160; game
War, as feminist anti-war game 25 ideology 150–151; game structure
War Child charity 144 153–154; genre of 151–152;
war games 101–102, 133–134; authorship masculinist framework 152–153,
of 32–33; criticism of 21; definition 161; non-female play 158; storyline
133; expectations 20–21; gender issues 152, 156
45–46; handbooks as records 133; Wolfenstein series (1992–2015) 102
history of 133–134; masculinity and 31; Wolfenstein: The New Order (2014) 150
military technologies 133; overriding Wolfenstein Youngblood 161
themes 198; structure 133–134; women see females
subversion of 33 Women and War (Elshtain) 184
Warhammer 40K 133 Wonder Woman (2017) 102; female
Warhammer Fantasy Battle (1983) 43 characters 22
War on Terror (Bush) 129 World of Warcraft (2004-present) 102
Warren, James 173 Wrinkle in Time, A (L'Engle) 77
warrior women 23 Wunker, Erin 4, 6
Wells, H G 39
Wernimont, Jacqueline 122–123 Yang, Robert 21
Wesely, David 40 Yasenchak, Randy 187
Wet (2009), female characters 22 Young Adult (YA) genre, Life is
Williams, Christopher 173–174 Strange 68–69
win conditions, wars 88–89
Wittig, Monique 83, 84–85 Zerilli, Linda 87
Wolfenstein II: The New Colossus Zones of Control (Harrigan &
8, 150–166; Agent Silent Death Kirschenbaum) 134
212