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POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 1

‘BAKLA’ AND ‘BADING’ LABELS AND EPITHETS IN GAMING:


SITUATING MEANINGS, INTERPREATIONS, AND USES IN THE
COMMUNICATIVE PRACTICES OF HETEROSEXUAL MALE
MOBA GAMERS

A Thesis
Presented to Faculty of the Graduate School
Polytechnic University of the Philippines
Sta. Mesa, Manila

In Partial Fulfillment of the Requirements for the Degree


Master in Communication

by

Earl Jaynus S. Guzman

September 2021

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CERTIFICATION

This thesis, ‘BAKLA’ AND ‘BADING’ LABELS AND EPITHETS IN GAMING:


SITUATING MEANINGS, INTERPREATIONS, AND USES IN THE
COMMUNICATIVE PRACTICES OF HETEROSEXUAL MALE MOBA GAMERS
prepared and submitted by SHERWIN JOHN C. MALUBAY in partial fulfillment of the
requirements for the degree, MASTER IN COMMUNICATION has been examined and
recommended for Oral Examination.

Evaluation Committee

DIVINA T. PASUMBAL, PhD


Adviser

KRIZTINE ROSALES – VIRAY M.C. EDNA T. BERNABE, DEM


Member Member

--------------------------------------------------------------------------------------------
APPROVAL

Approved by the Panel on Oral Examination on August 25, 2020 with the grade of ___.

EDNA T. BERNABE, DEM


Chair

KRIZTINE ROSALES – VIRAY, M.C. EMELYN Q. LIBUNAO, DBA


Member Member

Accepted in partial fulfillment of the requirements for the degree


Master in Communication.

ELMER G. DE JOSE, PhD


Dean

Date of passing the Comprehensive Examinations: September 28, 2018


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ACKNOWLEDGMENTS

This study, which was inspired by my own experiences as a gay gamer, is a

product of laborious work that spanned since seven years since I entered the

Polytechnic University of the Philippines Graduate School in 2014. This would not have

been possible if it were not for the contributions of the following people:

I would like to express my profoundest gratitude to my thesis adviser and

mentor, Dr. Divina T. Pasumbal, whose patience, kindness, and wisdom inspired me to

complete this work. Likewise, I extend my gratitude to my panel of evaluators, Dr. Edna

T. Bernabe, Prof. Kriztine Rosales – Viray, and Dr. Racidon Bernarte for their invaluable

contributions and insights to the improvement of this study/

To my mother, Aadalia ‘Janet’ Guzman, who supported me all the way through.

Her words of encouragement are deeply appreciated.

I would also like to thank my students and friends for their unwavering support.

Their inspiring messages and confidence in my ability to finish what I have started were

a source of encouragement, especially during times when I felt inadequate and

uncertain.

My deepest thanks to my friends and relatives who extended their support so

that I could finish this study. Thank you to Bro. Sherwin Malubay for the moral support.

My thanks, too to Ms. Princess Nicola Guzman, Ms. Czarmagne R. Cabran, and Ms.

Maribel G. Rafols for their financial contributions.

Finally, my gratitude to my participants who were kind enough to spare me

some of their time so that they could share their stories.

With love and thanks.

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POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 1

CERTIFICATION OF ORIGINALITY

This is to certify that the research work presented in this thesis, ‘BAKLA’ AND

‘BADING’ LABELS AND EPITHETS IN GAMING: SITUATING MEANINGS,

INTERPREATIONS, AND USES IN THE COMMUNICATIVE PRACTICES OF

HETEROSEXUAL MALE MOBA GAMERS for the degree MASTER IN

COMMUNICATION at the Polytechnic University of the Philippines embodies the result

of original and scholarly work carried out by the undersigned. This thesis does not

contain words or ideas taken from published sources or written works that have been

accepted as basis for the award of a degree from any other higher education

institution, except where proper referencing and acknowledgment were made.

EARL JAYNUS S. GUZMAN


Researcher
__________________________
Date Signed (13, August, 2020)

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ABSTRACT

Title :
Researcher : Earl Jaynus S. Guzman
Degree : Master in Communication
Year : 2021
Adviser : Dr. Divina T. Pasumbal

Homophobic expressions like gay and faggot have been part of gaming culture much

like their local counterparts ‘bakla’ and ‘bading.’ Although the use of homophobic

language and similar homosexually-themed discourses have recevied scholarly

attention abroad, local studies that looked into this phenomenon in the local Philippine

gaming context is still scant. This study examines and situates homosexual-themed

utterances that feature the gay labels and epithets ‘bakla’ and ‘bading’ in the

communicative practices of heterosexual male MOBA gamers. Framed through a

symbolic interactionist lens, I explore how straight male gamers and gay gamers

imbued the words ‘bakla’ and ‘bading’ with different meanings and interpretations.

Beyond mapping out the different meanings of bakla and bading, I also examine how

these words are used in gaming, how communicators interpret homosexual-themed

utterances, and how these meanings shape straight male gamer and gay gamer

interactions. Data generated through in-depth interviews with 10 straight male gamers

and gay gamers revealed that: (1) heterosexual male gamers act toward gay gamers

with ambivalence, (2) homosexual-themed utterances fulfill several metacommunicative

functions because of their polysemy and multivalence, (3) communicators relied on a

host of contextual cues for interpretation, and (5) bakla and bading are powerful

metaphors for gaming failure and a failure of gaming masculinity.

Keywords: gaming communication, gaming and gender, symbolic interactionism

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TABLE OF CONTENTS

Page
Title page i
Certification and Approval Sheet ii
Acknowledgments iii
Certification of Originality iv
Abstract v
Table of Contents vi
List of Matrices ix
List of Figures x

1 The Problem and Its Setting 1

Introduction 1

Statement of the Problem 4

Theoretical Framework 4

Conceptual Paradigm 9

Scope and Limitations of the Study 10

Significance of the Study 10

Explication of Terms 11

2 Review of Literature and Studies 14

Philippine MOBA Gaming and Culture 14

Gender and Gaming 18

Bakla, Bading, and Homosexuality 21

Homophobic Language Across Contexts 24

Synthesis of the Reviewed Literature and Studies 36

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3 Methodology 37

Research Design 37

Tradition of Inquiry and Data Generation Method 39

Sources of Data 39

Instrumentation 40

Ethical Considerations 40

4 Results and Discussion 42

Profile of the Participants 42

A gradient of ambivalence and solidarity 45

Bakla: Multipurpose metacommunicative tool 66

Nonverbal cues that aid in interpreting

homosexual-themed utterances 106

Bakla: Meanings that arise from social interaction 120

Bakla: Connotative meanings 130

Bakla: Not man enough for DoTA2 and LoL 141

Bakla: A different kind of ‘noob’ 152

5 Summary of Findings, Conclusions and Recommendations 164

Summary of Findings 164

Conclusions 168

Recommendations 170

References 174

APPENDIX 1: Research Instrument 189

APPENDIX 2: Sample Interview Transcript 192


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APPENDIX 3: Biographical Statement 205

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LIST OF MATRICES

Number Title Page

1 Profile of the Participants 44

2 A gradient of ambivalence and solidarity 64


3 Multipurpose metacommunicative tool 104
4 Nonverbal cues that aid in interpreting
homosexual-themed utterances 117
5 Bakla: Meanings that arise from social interactions 129
6 Bakla: Connotative Meanings 141
7 Bakla: Not man enough to play DoTA2 and LoL 151
8 Bakla: A Different Kind of ‘Noob’

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LIST OF FIGURES

Number Title Page

1 Symbolic Interaction Process 6

2 Conceptual Framework 9
3 McCormack’s Model of Homosexually-themed Language 29

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Chapter 1

THE PROBLEM AND ITS SETTING

In this chapter, an overview of the thesis is provided along with the rationale. It

then proceeds to explain the objectives and problem of the study. The theoretical and

conceptual framework used in this study, is briefly outlined. Finally, an explication of

terms is provided.

Introduction

Multiplayer online battle arena (MOBA) games such as Defense of the Ancients

2 (DOTA2) and League of Legends (LoL) are two of the most played computer games

in the Philippines. DoTA2 and LoL, along with the MOBA genre, have enjoyed a steady

rise in popularity over the last decade and turned what was once considered a pastime

played in cyber cafés (computer shops) by amateurs into a serious and highly

competitive sporting event.

In these highly competitive settings, MOBA gamers communicate with each

other to strategize, synergize actions, socialize with fellow players, engage in friendly

banter, and on many occasions, vilify teammates and opponents. During these

episodes, players employ very specific language to convey all sorts of things. These

usually include curse words, taunts, racial slurs (eg. ching chong -- a Filipino slur used

to refer to Chinese players), and of course, the focus of the present study: gender-

based pejoratives, particularly gay labels and epithets (eg. faggot, gay, bakla, bading).

The use of gay labels and epithets (also referred to as gay slurs, anti-gay

comments, homophobic language, homosexually-themed language, homosexual-

themed utterances, homophaulisms throughout this study) is a communication

phenomenon that is considered to be a pervasive feature of video games as much as


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 2
sexism, misogyny, and other forms of toxicity. A recent and well-publicized example of

the use of a gay epithet by a MOBA gamer during gameplay involved DoTA2’s ‘most

decorated player’ Johan ‘N0tail’ Sundstein. On December 2019, N0tail was banned

from Twitch (a popular live streaming website for gamers) for his repetitive use of the

words gay and faggot to describe some DoTA2 heroes (used interchangeably with

champions to refer to playable characters in DoTA2 and League of Legends) during his

live stream. Similarly, professional CS: Go (Counter Strike) player Mohamad ‘moE’

Assad prompted an ‘unexpected debate’ about the use of gay slurs in gaming (Myers,

2018) when he typed faggot in the team chat followed by a quip about ‘not being able to

use the word faggot’ when in CS: GO or while streaming.’ In both cases, members of

the gaming community engaged in interesting discussions about the acceptability of gay

slurs in gaming without ever reaching a consensus.

Although the Philippine gaming scene has yet to see high profile cases like the

ones mentioned, it does not mean that the local counterparts of the Western labels gay

and fag – bakla and bading – have not been employed in similar ways. Bakla and

bading are two words that have had a long history of being used as insults. It was not

long ago when a Twitter feud between singers JK Labajo and Darren Espanto set

Twitter ablaze when they hurled gay labels at each other. While far from the context of

gaming, the resulting discussions from the feud were equally divisive and similar in

what is happening in the gaming community – people cannot quite agree if the terms

gay and bakla are homophobic or not. What scant resources that touched on the usage

of the labels bakla and bading in gaming does little to elaborate and expand

understandings (see Pujante, 2021); it merely confines the terms into a fixed

generational meaning: to be labeled bakla in the world of gaming is to be a coward.


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This presents a problem, especially in a gaming culture that is becoming more and

more accessible to non-binary identities.

Related studies on computer gaming have allotted more attention to issues of

representation (or lack thereof), heteronormativity, gender identity construction through

video games, discrimination and exclusion, and toxic behavior and language (racist,

sexist, misogynistic), particularly in Massively Multiplayer Online Games (MMOGs) (see

Szablewicz, 2015; Condis, 2015; Omori, 2017; Söderlund, 2015; Neto and Becker,

2018). Despite growing literature about computer games, the use of gay labels and gay

epithets in gaming has yet to receive that same specific academic focus. The need for

increased attention to the intersections of language, gaming, and gender cannot be

understated because of the growing relevance of computer gaming to the lives of non-

heteronormative individuals; Filipino gay menhave found more freedom to operate in

more social contexts and that includes gaming cultures. In addition, recent years have

also seen changes in attitudes towards sexual minorities, particularly on issues about

homosexuality. This gradual decline of prejudice and anti-gay sentiments has been

observed in the US and the UK and if recent findings are to be believed (see

Manalastas et al., 2017) the Philippines is also experiencing a decline in homophobia,

albeit in an unevenly. Against the backdrop of increased gay visibility and penetration

vis-a-vis a changing climate that sees the rise of more pro-bakla attitudes, views, and

beliefs, our understanding of what it means to be bakla and bading may need to change

as well and the deeply embedded connotations we have for these words and identities

may get in the way of progress.

The discursive environment of sexism and more specifically, homophobia

deserves critical attention because of its prevalence and centrality in gaming cultures

(Nakamura, 2014). For this reason, this paper attempted to offer a preliminary analysis
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 4
of the use of gay labels and gay epithets, mainly bakla and bading in the discursive

practices of heterosexual male gamers during gameplay, particularly in the games

DoTA2 and LoL. Drawing from a symbolic interactionist perspective, I argue against

the notion that the terms bakla and bading are exclusively pejoratives, even if the

negative connotations of these words are not entirely lost and may still be there.

Drawing from existing literature, personal scholarly narratives and observations, and in-

depth interviews with self-identified gamers, I attempt to to map the meanings,

interpreations, and uses of the labels bakla and bading in gaming.

Statement of the Problem

To better understand the meanings heterosexual male gamers assign to the gay

labels they use and how these labels are interpreted by homosexual male gamers,

answers to the following questions were sought:

1. What are the profiles of the participants?

2. How do heterosexual male gamers act towards gay gamers?

3. How are homosexual-themed utterances used in gaming as a result of the

meanings and interpretations gamers have assigned to them?

4. How do heterosexual male gamers and gay gamers interpret homosexual-

themed utterances?

5. What are the different meanings and interpretations assigned by

heterosexual male gamers and gay male gamers to homosexual-themed

utterances that are part of their communicative practices?

Theoretical Framework

This study rests on the symbolic interactionist framework that is generally

attributed to George Herbert Mead and popularized by Herber Blumer. Symbolic

interactionism has a long tradition and use in the study of gender and sexuality
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construction (West & Zimmerman, 1987; Plummer, 1996; Plummer, 2002; Plummer,

2010; Whitley, 2013; Martin et al., 2015;), stigma (Goffman, 1963), deviance labeling

(Becker, 1953), and the construction of the self in online spaces (Robinson, 2007).

Although symbolic interactionism has had its fair share of criticism, it continues to

produce research and stimulate inquiry in substantive areas of everyday human

experience, which makes it a compelling theoretical foundation for this research.

Symbolic interactionism is an approach to research and thinking whose primary

emphasis is on the creation of meaning in social situations (Martindale, 1984). The SI

framework can be summarized through its three most important premises: (1) humans

act towards social objects based on the meanings we have for these objects, (2) we

create meaning through social interaction or our on-going talk, and (3) meanings are

not fixed; they change as we interact with one another (Blumer, 1969). Central to the of

the symbolic interactionist perspective is the assumption that people act towards things

on the basis of meanings they have assigned to those things. These things or social

objects include everything that we recognize in our world or everything we can name or

represent symbolically such as physical objects, people, intistituions, beliefs, values,

actions, activities, and everyday encounters (Baccam, 1999). In other words, what we

do is our subjective and idiosyncratic response to our definition of what is happening or

what we are experiencing.

Another core concept of symbolic interactionism is that the meanings we assign

to things are derived from and arises out of our social interactions with one another

(Carter & Fuller, 2016). From an SI standpoint, people develop shared meanings and

interpretations for certain words and actions over time through symbolic interactions. It

is through these shared meanings that people come to understand events and

experiences in similar ways (Littlejohn, 2017). That is, our realities are a negotiated
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order that we constantly modify, adjust, refine, and agree upon. Our understandings of

our everyday social realities such as dating, organizational lives, conduct and behavior,

teasing, group conversations, and even activities such as swimming, doctor’s visits, and

gaming, are constantly negotiated with others.

Finally, SI posits that meanings are not predertemined in nature; meanings

change as we interact with one another and are modified by our invidual thought

processes. As people, we are constantly in the process of interpreting situations we find

ourselves in and these situations will only make sense to us through our own

interpretations and definitions of the situations. Objects and events will not mean

anything to us aside from whatever meanings we assign to them through the course of

our daily interactions. Taken together, these concepts describe what we call symbolic

interaction where interaction happens through the use of symbols such as words.

Charon (2007) presented this process in what may be considered a schematic

representation of SI, which I have expanded here to include shared meanings and cues

to interpretation to reflect how this model can be applied to the rpesent study:

Figure 1: Symbolic Interaction Process (adapted from Charon, 2007)


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Figire 1 shows the symbolic interaction process. The process begins with one’s

interaction with one’s self and his / her significant others and generalized others who

also serves as his / her reference group. The shared meanings between self and

society shape our perspectives, beliefs, and points of view, which in turn guide us in

defining the many different situations we encounter and experience. Whatever actions

we take are based on our definition of the situation. But just as we define the situation,

our actions are also interpreted and given meaning by others, which can alter our (us

and other actors) perspective and definition of the situation. As these meanings and

interpretations shift, so do our actions (Charon, 2007). The use of gay labels and

epithets during gaming can illustrate this process. Player 1 is is playing DoTA2 / LoL

with (interaction) his play peers (reference group) in a cyber café. As they play, they

communicate their observations, expectations, observations, expertise, and objectives

in about the game (perspective). At one point in the game, Player 2 fails to participate in

the melee, which to Player 1 sees as a failure of masculunity (definition of the situation),

at least within the context of that particular game. As a response, Player 1 calls Player 2

‘bakla!’ (action) for his momentary ineptitude. Player 2, upon hearing Player 1’S

response, then interprets Player 1’s utterance and action as he prepares a response.

Although the core tenets discussed above are considered by many as the main

principles of symbolic interactionist thought, there are other concepts in SI that are of

equal importance in this research, one of which is language. Words hold special

importance in symbolic interactionist thinking. Symbols such as words are used to

represent shared meanings among members of a certain group, society or culture

(Burbank & Martins, 2010).

Symbolic interactionists reject the notion that language is merely descriptive.

Indeed, Austin (1962) challenged the notion that language is reflective or a ‘mere[ly] a
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tool for verification and describing states of affairs’ (Scott, 2017). Rather, Austin saw

language as performative, productive, constitutive, and transformative of social reality.

That is, language has practical consequences and is the primary shaper of meaning

and social reality. Language has the power to ‘do things’, to accomplish things, to make

certain actions possible, relegate status, and create new state of affairs. Without

language, meaning and meaningful action cannot be constructed and enacted. As

Edwards (2005) puts it ‘attitudes, beliefs, motives, perceptions, and emotions are

constructed by people conceptually, in language.’ Although the Blumerian strand of SI

has somewhat pushed language to the background, words remain a cornerstone of

interactionist thinking and an important focus for this research.

In addition to language, another concept that is pivotal to this study is self and

identity. Bakla and bading are not just labels; they are also identities. These identities

are designated, relegated, and assigned to people based on how they ‘do gender’

(West & Zimmerman, 1987).

Self and identity are important focus for Mead, especially the fluid and dynamic

process involved in the creation of self and identity. For many interactionists, there is no

fixed, immutable self. Rather, selfhood is relational – a product of a ‘a symbolic and

communicative process by which actors understand themselves through their relations

with others’ (Scott, 2017). Since the self is fundamentally social in origin and shaped by

our interactions with others (Stryker & Serpe, 1994), we only become selves in so far as

we reflect on the definitions, evaluations, judgments, and perspectives of others about

us. As such, selfhood is not static nor it is finished. Rather, we are in a constant state of

becoming (Scott, 2017). Identity can be understood in similar terms. Although most

people would like to think of identity as fixed, static, and unique to each person,

symbolic interactionism makes a case against this notion by asserting the fluidity of
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identity. In other words, our ideas of who we are are constantly changing. Who I am

today in a particular situation is different from who I was yesterday in a different

situation and will be different again tomorrow as I find my self in another situation. In

Erikson’s (1959) words, identity is ‘never gained nor maintained once and for all … it is

constantly lost and through social negotiation.

Besides these core concepts, this study also relies on concepts advanced by

other symbolic interactionist strands. These concepts include stigma, deviance, and

careers by Erving Goffman (1961, 1963, 1967, 1983), speech acts (Austin, 1962), and

definition of the situation (Thomas, 1928) among others.

Conceptual Paradigm

Figure 2: Conceptual Paradigm

Figure 2 is a graphical representation of how different concepts in this study

interact with each other or are interrelated. It shows how the different concepts used in

this research interact with each other or are interrelated.

It begins with heterosexual male gamers using gay labels and gay epithets as

part of their communicative pracitce. The most commonly used gay labels and epithets

bading, and bakla are enclosed in overlapping circles to indicate that both may be used
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 10
as category labels (gay labels) or derogatory labels (gay epithets). A broken arrow was

used to connect both labels and epithets to gay gamers to indicate the possibility that

they may not be the targets of such labels and epithets despite their presence in

environments where these words are used. Likewise,

Scope and Limitations of the Study

As there are a number of different variations of gay labels and epithets in the

Filipino language, this study will only focus on the most widely used gay labels and

epithets: ‘bakla’ and ‘bading’ as they are used by heterosexual male MOBA gamers,

particularly those that play Dota2 and LoL in cyber cafés. The game was also limited to

the two most popular MOBA titles played by Filipinos computer gamers. It is also within

this locale where I have observed gay labels and epithets are [more] frequently heard

(as opposed to playing by yourself at home). Furthermore, I only focus on the meanings

ascribed by users (heterosexual male gamers) and interpretations espoused by gay

gamers who have been exposed to such language.

Significance of the Study

While foreign literature that discussed homophobic language abound, it is

surprising that only a handful of studies have attempted to investigate the use of gay

epithets in the Philippine setting. This mirrors the scarcity of scholarly work that about

homophobia and homophobic attitudes of Filipinos. This study seeks to fill that void by

contributing to the scant body of academic work devoted to understanding the interplay

between communication, masculinities, and homophobia grounded on oriental

perspectives. But apart from adding to scholarship, this study is also beneficial to the

following:

Gaming, Communication, and Gender Researchers as this represents

another contirbution in the field and one that potentially fills a gap in local literature and
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research.

Gamers as it will allow them to better understand the nuances of the words they

employ as part of their communicative practices, particularly epithets that have the

strong oppressive and marginalizing connotations. Through this study, gamers will

develop greater gender sensitivity and become active participants in promoting

inclusivity.

Gay gamers, especially those who have felt disparaged or discriminated

against whenever they hear other gamers levy gay epithets with little care for its

potential to harm or cause stigma. The results of this study will enable gamers who self-

identify as gay to better discern when a remark is homophobic and when it is not so that

they make take active steps to combat homophobia in all its forms.

Game developers have exerted considerable effort to increase GLBTQ

presence and create friendly spaces for gay gamers (as well as lesbians and

transgendered women) to participate in the gamer culture. Despite their efforts

however, toxic behavior remains difficult to regulate and gays often find affected by the

fallout of toxic language that employ homophobic remarks maliciously. Insights from this

work will help game developers in formulating policies that will help stamp out

discrimination based on sexual orientation.

Explication of Terms

Gay epithets. Highly offensive derogatory labels with strong negative

connotations that are used against gay people / homosexuals. Ex. faggot, ‘jokla’,

‘shokla’, ‘bading.’ Epithets are mostly used with an intent to malign and dehumanize the

target or to express contempt for the derogated group.

Gay labels. Category labels used to describe gay people / homosexuals. Ex.

gay, bakla. Unlike gay epithets, gay labels tend to be neutral and at times, positive and
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prosocial in its meanings and uses.

Heteronormativity. The belief that there are only two sexes and genders: male

and female and that each sex must conform to their respective gender roles (Cao,

2017). Anyone outside the male – female gender binary is treated as inferior.

Homohysteria. The fear of being homosexualized or being labeled a

homosexueal.

Homophobia. In this study, the term homophobia is used to refer to

heterosexual people’s negative attitudes toward homosexuals or homosexuality. It may

also refer to the fear and hatred of gay and lesbian people and of their sexual desires

and practices or as an irrational fear and dislike of lesbian, gay, bisexual and

transgender people which may lead to hatred and result in physical or verbal abuse

(Douglas Scott et al 2004 p.31). Homophobia is likewise used interchangeably with anti-

gay bias, homonegativity, homoprejudice, and sexual stigmatization, though it should

be noted that despite their similarities, these terms represent different underlying

contructs.

Homophobic Language. Labels, markers, epithets, phrasese, or any language

used to express contempt, prejudice, malice, and dislike of gays, often uttered with the

intent to disparage, hurt, ridicule, or devalue a person regardless of their actual sexual

orientation or gender identity. These include terms such as bakla, bading, gay, and

faggot.

Homophaulism. Linguistic expressions used to derogate homosexuality. In this

study, homophaulism, gay epithets, and homophobic language may be used

interchangeably.

Homosexual-themed utterances. Homosexual-themed utterance is

understood as gay labels and epithets bakla and bading or any statement that features
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 13
the words bakla and bading.

Multiplayer Online Battle Arena (MOBA). Within the context of this study,

MOBA is used to collectively refer to the games DoTA / DoTA 2 (Defense of the

Ancients) and LoL (League of Legends).

Non-participant observer. A non-participant observer is a researcher who

watches the subjects of his or her study with their knowledge but does not take an

active part in the activities being observed.

Video games. For the purpose of this study, the word video games is used to

collectively refer to any designed, interactive digital experience that considers or

establishes itself as a game. This includes computer games, e-Sports games, MOBAs,

RPGs, MMORPGs, MMOGs, and FPS games played on a computer.


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Chapter 2

RELATED LITERATURE AND STUDIES

The literatures presented in this chapter were grouped into different themes,

each focusing on some aspect of the study. The first theme provides a brief introduction

to DOTA2 and LoL and moves on to discuss the Filipino MOBA culture. The second

theme presents a discussion of how games have become identified primarily as a

masculine activity. The third theme looks at homosexuality in the Philippines and traces

the roots of the labels bakla and bading. The last theme talks about previous studies

about homophobic language.

Philippine MOBA Gaming and Culture

Defense of the Ancients and League of Legends

Defense of the Ancients (Dota) is one of the most enduringly popular computer

games in the Philippines (Enverga, 2011). The game’s immense local and global

popularity resulted in the development of a sequel aptly called DOTA2. DOTA and

DOTA2’s game structure are virtually the same and both are fairly easy to understand:

players choose a playable character they want to use; they are assigned to either one

of two competing teams (Radiant or Dire); and they must work together with their

teammates (if they are not playing solo) to defeat the other.

In DOTA2, a player chooses one character or ‘hero’ from a roster of 117 heroes

(number of playable heroes as of 2020), which is imbued with a unique set of skills and

attributes. Character types are grouped into different categories based on their

attributes (STR or strength type, INT or intelligence type, and AGI or agility type) and

skills (nuker, disabler, healing, etc). On the other hand, players usually classify heroes

based on roles (carries, tanks, soft support, hard support, farming, mid, and damage) or
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 15
positions they occupy (pos 1, 2, 3, 4, and 5). The hero pick depends entirely on the

player, though most players will apply some level of strategy in hero selection. One

strategy is choosing a hero based on the hero’s perceived strength. In examining the

discourses of Filipino DOTA gamers, Envarga (2011) indicated the centrality of a hero’s

perceived strength based on player appraisals as a criterion for hero selection. His

analysis of chat exchanges between players as well as comments from game observers

revealed the complexity of hero selection and its potential to affect match outcomes.

Character picks that are perceived as disadvantageous are usually met with light

criticism, incredulity, and sarcasm.

The main objective of each team in DOTA2 is to destroy enemy structures such

as towers, turrets, barracks, and ultimately, the “Ancient” (similar to a keep) while

defending their own. This can be achieved through skirmishes, coordinated attacks on

bases, and effective management of resources to build ‘items’ that improve their hero’s

potency in battle. All of these are considered crucial to achieving victory. DOTA2

matches can be as short as 20 minutes or as long as an hour and a half (or more),

depending on how tightly each team is competing or how well they are holding out

against each other.

Another MOBA title that has become a significant part of the Filipino gaming

culture is League of Legends. Developed in 2009, League of Legends is currently the

world’s largest MOBA game with over 100 million players around the world per month,

surpassing DOTA and World of Warcraft (WoW) (Tampa, 2013). LoL’s game

mechanics are essentially the same with DOTA2: both carry fantasy themes that appeal

to male players; they are highly competitive; both can be played solo or with friends,

there are plenty of opportunities for social interaction in both games, and they also

share a common language (Abel, et al., 2016). Much like in DOTA2, players choose
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 16
from a roster of 148 champions (as of January 2020) based on their individual

preferences, game strategy, or play style with each champion possessing a unique set

of skills that can either decimate or disable opponents or help and save allies; teams

work toward the common objective of ‘pushing’ enemy structures with the ultimate goal

of destroying the opposing team’s nexus.

MOBA and the Kompyuteran

In developing countries such as the Philippines, people rely on public internet

access terminals such as cyber cafés for web and computer use (Rogers and Shukla

2001; Alam, Abdullah, and Ahsan 2009). Such may have been the case in the country

decades ago, but today, most cyber cafés have evolved from public internet access

terminals to gaming hubs for digital gamers. From the game posters plastered on walls,

windowpanes, and interior, to the hardware installed (computers, mouse, headphones,

keyboards) – just about everything in a cyber café suggest that they are all about

gaming. Two of the largest cyber café chains in the country, Mineski and TNC, even

have their own professional DOTA2 and LoL teams. The transformation of the cyber

café to the kompyuteran reflected the changing demographics of its clients and their

usage of cyber cafés. In a series of interrelated studies conducted in 2013, Bringula et

al. (2013) provided a profile snapshot of cyber café visitors in Manila as well as their

purposes for visiting a cyber café. Bringula et al. found out that young, college men

were the most frequent visitors of cyber cafés in Manila. The study also revealed that

computer gaming was one of the 5 main reasons why Manila residents visit cyber

cafés. Among respondents that cited computer gaming as their primary reason for

going to a cyber café, 47% answered they play DOTA, making it the most played game

in cyber cafés in Manila at the time of the study. In a follow up study that focused on the

profiles and gaming purposes of cyber café visitors in Manila, Bringula et al., (2013)
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 17
surveyed 418 respondents in an attempt to paint a portrait of Manila gamers based on

their demographics and gaming habits. The findings of their study revealed that majority

of the respondents (57%) played DOTA more than any other game. Interestingly, more

than half these respondents indicated they already have PCs at home and yet, they still

preferred to play in cyber cafés. The popularity of DOTA in cyber cafés can be

attributed to the game’s playability, learnability, and sociability – dimensions identified

by Fan et al., as cornerstones of MOBA player experience. As a Local Area Network

(LAN) game, DOTA affords players with more opportunities for face-to-face interaction.

The ability to interact with other players gives the game a dimension of sociality as it

allows players not just to interact, but form relationships with other players who play the

same game or use the game as a form of bonding. In one study of the Filipino DOTA

Culture, Rayo (2012) cited the rich social interactions borne in and out of the game as

one of its defining characteristics and motivators for gamers to play. It is through these

sustained interactions that players participate in what is perceived to be the defining

feature of Filipino MOBA gaming: trash-talking. The competitive nature of the game,

coupled with intense in-game moments that pit a player’s skill with that of other players

very much mimic what happens in competitive sports like basketball, hence the

shouting.

The story of modern Philippine computer gaming is heavily intertwined with the

narrative of the kompyuteran / computer shop or cyber café. Veteran gamer and

eSports blogger Knulp Calf (2017) described the kompyuteran as ‘the center of our

[Filipino] gaming culture.’ It is in the cyber cafés where noobs (newbies) are

indoctrinated to the game and its language. And as they play, they take an active role in

shaping the Pinoy gamer culture. The result is a ‘smorgasbord of street terminologies

and middle class swagger’ that perfectly encapsulates the rich and diverse
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 18
backgrounds of people in the kompyuteran (Knulp Calf, 2017). The emergence of this

subculture may be due to the culturability of the games and spaces where they are

played. Green (2001, as cited in Fan, 2017) explained that culturability is a product’s

potential to create cultures around it (ex. the Mac Culture). An ethnographic observation

of MOBA players and their symbolic interactions with one another would reveal a

unique, game-specific culture shared and shaped by people who play the game. For

instance, DOTA2 and LoL players have developed their own vocabulary, jargon, and

metaphors that enrich their social interactions and help them make sense of their

gaming realities. Words like GGWP (good game, well played), G (game), and noob

(newbie / idiot), staples of the gamer lingo have even proliferated into everyday use. But

apart from lexicon, players also participate in different kinds of rituals and practices both

inside and outside the game. An example of which involves being the target of trash-

talking and ridicule when a newbie plays with more seasoned players – a rite of

passage for many gamers who learned how to play DOTA2 and LoL in cyber cafés.

These observations are supported by similar studies that have devoted attention to

gamer subcultures (see Skoglund, 2018; Cade & Gates, 2016; Jarrett, 2016)

Gender and Gaming

This finding lines up with the findings of other scholars (Somoni et al., 2010;

Stewart & Choi, 2003) with regard to the dominant presence of men in cyber cafés.

In an exploratory study that sought to create a profile and identify the gaming

usage of cyber café users in Manila, Bringula et al. (2013) revealed that male clients

outnumber female clients (77.3% vs 22.7% out of 418 respondents). The researchers

see two reasons for this: first is that these establishments offered services that are

catered around male clients which is primarily gaming, and second, because the games

offered featured themes like fighting, sports, shooting, role-playing, action / adventure,
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 19
and strategy games. The results of their study lined up nicely with existing scholarship

that suggests cyber cafés are places for men. Although the study did not produce an

accurate portrait of the Pinoy gamer, it does succeed in producing a rough sketch: that

of a young, single college male that prefers to play Dota.

But how did gaming become so skewed towards men? In Western cultures,

gamers have always been conceived as predominantly Caucasian males (Shaw, 2010)

or young, socially inept Asian men who spend long hours in front of a screen, immersed

in first person shooter (FPS), role playing (RPG), or strategy games (DiSalvo, 2016).

Although there have been studies that deconstructed and challenged the accuracy of

the socially awkward white male stereotype (Paaßen, et al., 2016; Wellings, 2010;

Grifiths et al., 2003), the fact remains that gaming remains strongly associated with the

male sex.

The enduring ideology that ‘games are made by men for men’ can be attributed

to the predominantly male-led historical narrative of video games. According to

Newman & Vanderheof (2014) video games emerged during a period when technology

and entertainment started to cross paths. The early games that emerged during the 60s

and 70s heavily featured masculine themes and interests such as sports, sci-fi, racing,

and fighting. These themes carried over to the 80s and by that time, games already

have developed a devoted market among boys and adolescent men. Researchers that

studied video game consumption at home during this period also found out that boys

played games far more frequently than girls. As video games continued its conquest of

western homes, video arcades started to pop up and establish themselves as

recreational spaces for men (Kocurek, 2012, p. 196 as cited in Newman & Vanderheof,

2014). But apart from video games and arcades, the intimate relationship of technology

and masculinity can also be seen in PCs and its function as a ‘male hobby’ (Newman &
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 20
Vanderheof, 2014). As Jenkins (1998) put it, play and gaming are spaces where

children can experience their boyhood, a staging area where they learn to develop and

define their gender as they go along.

Video games have come a long way since they were first introduced more than

half a century ago. But despite giving birth to different kinds of genres and taking active

steps to push for increased diversification, the masculine underpinnings of games (in

broader terms) remain firmly intact. This may be so because video games have become

instruments in the construction gender, whether intentionally or not (DiSalvo, 2016).

DiSalvo (2016) further elaborates on this using Judith Butler’s (1988) theory of

constructed gender which posits: gender is a dynamic identity that is contingent on a

person’s biological appropriation. Rather, gender is ‘created through a repeated

process of invocation and repudiation’ of gendered norms (Pascoe, 2007). In other

words, gender is something that we do and we become ‘feminine’ or ‘masculine’ by

virtue of the actions we perform. In this regard, we can say that playing video or

computer games is a way for men to ‘continually refine what it means to be a man

(DiSalvo, 2016).

As Condis (2015) points out, gender plays a central, if not, the (emphasis mine)

central role in the social construction gamer culture.’ Analyzing an expansive archive of

games, novels and films about gamers, press releases made by game developers, and

blog and forum posts made by players, Condis (2015) was able to illustrate how media

productions always present the performance of white masculinity as the best template

for enacting gamer identities. Her study also exposed how the gamer subculture

glorifies patriarchal presentations that emphasize dominance over the self,

environment, technology, and anything conceived to be ‘un-masculine’.


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 21
The presumption that masculinity is the norm (or the only norm) in gaming also

contributes to the maintenance of a strictly male gamer culture. Kendrick (2015)

attributes the construction of a gamer identity that is naturally male to the ingrained

social gender roles in society that associate men with technology and its use. Indeed,

there is a powerful association between the male sex and technology. The celebration

of the accomplishments and contributions of male innovators such as Tesla, Edison,

Bell, and their contemporaries in the world of tech such as Gates, Jobs, Musk, and

Zuckerberg, in different circle such as in the media feeds the narrative that technology

and masculinity naturally go together. This ‘powerful association between video games

and masculinity which is reproduced and reaffirmed throughout the discourse of gamer

culture and the perception of gaming as a gendered technology has positioned males

as the natural users of game technologies’ (Kendrick, 2015).

Bakla, Bading, and Homosexuality

The words bakla and bading have a long history of being used as an insult and

derogatory label for gay men. While gathering literature for this study, however, I was

astonished by the scarcity of academic work that dealt with the usage of the words

bakla and bading in Philippine society. If we are to understand what heterosexual male

gamers really mean when they use these terms, it is necessary to first expand our

understanding of the bakla.

According to Cruz & Manalansan (2007) Filipinos have a very broad definition of

homosexuality. Bakla as a term has been used to encompass any one or more of the

following: effeminate man, cross‐dresser, drag queen, transgender, homosexual, gay,

and queer. Anyone who fails to embody the ideal heteronormative – heterosexual male

mold is categorized as a homosexual or bakla. Bases for someone to be categorized as

bakla include physical appearance, gender identity, sexual orientation, and sexual
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 22
roles. Tan (2008) explains that the words lalake, babae, bakla and tomboy are more

than just sexual signifiers; they also carry concepts about gender and sexuality that run

against western definitions. It is widely believed that bakla is a conjugation of the words

lalake – referring to men – and babae – referring to women. Generally, bakla refers to

males that act and speak like women. It may also refer to men who are attracted to men

and engage in sexual intercourse or develop intimate romantic relationships with them.

With regard to the latter definition, Tan warns of possible confusions when bakla is

translated to English. A man who has sex or romantic relationship with a bakla might

not necessarily identify as homosexual, but when western definitions are applied,

however, such a guy would be considered gay. Aside from denoting sexual orientation,

bakla may also be used to label men who do not conform to the ideal Filipino male

traits, most notably, bravery.

In addition to functional definitions, the word bakla also carries contextual

meanings buried in its rich history. As Garcia (2004) explained in the article Male

Homosexuality in the Philippines: A Short History, the pre-colonial bakla were cross-

dressing men who fulfilled feminine roles in society such as that of the babaylan

/catalonan or men with ‘pusong bababe’ (heart of a woman) but none of the

reproductive capabilities of women (Garcia, 2004). Despite being unable to bear

children, the bakla enjoyed the same privileges accorded to women, including

cohabiting with a man or taking a husband. Furthermore, their role in indigenous

spiritual traditions meant that the bakla were respected members of pre-colonial

Philippine society. The arrival of Spanish colonizers with their brand of machismo and

our indoctrination to the Catholic faith, however, set the course for the bakla’s

‘homosexualization.’ Once respected, the bakla became denounced for their

nonconformity. Our ‘liberation’ from the Spanish rule by the Americans did little to
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 23
reverse colonial erosion of the bakla. Instead, it further jumbled up our concept of

gender / sexuality. Where our ancestors saw gender and sexuality as one concept,

American psychology separated them into two distinct categories. This resulted in the

bakla to be defined by her sexual desire rather than her performance of femininity.

Pinoy gamers often use the word bakla as a substitute for the words duwag

(coward) and sometimes bobo (stupid). I have always wondered how this association

came about. To shed light on this, I turn to Quintos’ (2012) investigation of homosexual

experience in the Philippines, particularly during the Spanish colonial era. Quintos’

thorough analysis of Spanish missionaries’ records (confesionarios, diccionarios, and

manuals) revealed that the word bakla first appeared in the Spanish Vocabulario de la

Lengua Tagala in 186, then spelt bacla. The Vocabulario, provided four distinct

meanings for the word bacla, one of which is the trait of being cowardly or fearful.

Nabacla, a variation of bacla also appeared the Passion ni Jesus Christong Panginoon

natin na Tola by Gaspar Aquino de Belen. Quintos explained that the use of the word

nabacla in Jesus Christ’s dialogue hints at his disciples’ change of plan out of being

fearful. From this, ‘we can infer that the word bacla was used in the pasyon as a

synonym for cowardice’ (Quintos, 2012). And so the bacla became synonymous to

‘coward’, an adjective Spanish missionaries used to describe the asog, bayoguin and

binabayi, the bakla’s predecessors.

It is worth mentioning that not all definitions of the word bakla are negative. The

passage of time, changing attitudes, and increased visibility of gay and queer culture

has allowed the bakla to take on a more positive meaning (Manalansan, 2015). Taking

its place is the word bading, a variation of the word badap, which essentially means the

same as bakla in modern parlance. Today, bakla has found usage as a term of
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 24
endearment for gay – female peers. In some rare cases, heterosexual males have also

adopted its use as a sort of nickname for a close pal.

When it comes to attitudes toward members of the gay community, available

literature present contradicting pictures. For example

Homophobic language across contexts

Language plays a crucial role in the construction of our social realities and how

we interact with the world. The way we describe individuals and groups affect the

nature of our interactions and relationships with them. Conversely, our relationship with

other individuals influences what kind of language we choose to use when referring to

them. Over the last couple of decades, a growing body of research in sociology, social

psychology, gender studies, and communication research explored the power of

language to convey much more than their intended meanings, spread norms and social

mores, and in some cases, discriminate, alienate, and disempower. Examples of these

are group labels such as those that classify people into race, religion, ethnicity, national

group, sex, and gender orientation (ex. Filipino, Jew, Lumad, man and woman, gay,

lesbian, etc.) Group labels can further be classified in to two groups: category group

labels and derogatory group labels. Category labels, according to Carnaghi & Bianchi

(2017) give observers additional information that may not be readily available on the

surface. Such information may include among others, a person’s political leanings (ex.

administration vs opposition, majority vs minority), religious affiliation (ex. INC for Iglesia

ni Cristo members), and group membership (ex. PUPians, Ateneans, Thomasians for

students of PUP, ADMU, and UST), gender orientation (ex. gay). Put simply, category

labels fulfill a nomenclatural function, help us categorize people into groups, and act as

information providers. The same cannot be said about derogatory group labels,

however. Derogatory group labels are insults directed at an individual or particular


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 25
group based on their group membership. Examples of these are the words nigger for

African Americans and fag and fairy for homosexuals. Where category labels act as

identifiers, derogatory group labels brazenly humiliate its target by vilifying their

membership in a particular group. What makes derogatory labels particularly offensive

and discriminatory ‘is not their pure evaluative negative tone’ but their strong racist and

sexist undertones (Carnaghi & Bianchi, 2017). In a study conducted by Carnaghi &

Maass (2008) a decade prior, they identified two defining features of derogatory group

labels: the intent to harm a minority group (which has already been explained) and the

intragroup context within which these labels are used (Carnahgi & Maass, 2008). Unlike

other forms of discriminatory language, derogatory group labels tend to be used in

intragroup settings where members of the majority group (ex. heterosexual men)

communicate with each other. In this setting, labels such as gay and fag and their local

counterparts bakla and bading are used to ‘talk about [rather] than [when] talking to

members of the minority group (Carnaghi & Maass, 2008). Indeed, Burn (2000) arrived

at the same conclusion almost a decade prior to Carnaghi & Maass. When Burn

investigated the use of the words fag and queer among a sample of 250 male and

female university students, his research showed that the use of gay-related nominators

was more prevalent among heterosexual men and that it was used to deride one

another more than it was used to express strong heterosexism or anti-gay sentiments,

although prejudice against homosexuals ‘was predictive of anti-gay behavior’ (Burn,

2000).

In addition to differentiating category group labels from derogatory group labels,

Carnaghi & Maass’s (2008) and Carnaghi & Bianchi’s (2017) multi-pronged research

also investigated the effects of derogatory labels from the perspectives of the user, the

target, and the audience. The researchers suggest that there is a strong connection
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 26
between the user’s level of prejudicial attitudes toward the target of discrimination and

the usage of slurs and other derogatory labels, citing findings from other similar studies

such as one conducted in Poland where researchers sought to measure prejudice

toward racial minorities (see Bilewicz, Soral, Marchlewska, & Winiewski, 2015).

Correlational analyses also revealed that people with higher levels of prejudice are

more unlikely to inhibit from using hate speech. When it comes to sexual prejudice,

research conducted by other scholars (see Burn, 2000; Poteat, DiGiovanni, & Scheer,

2013; Prati, 2012) also indicated that individuals with strong sexual biases tended to

use homophobic epithets as insults more often than their less biased counterparts. But

apart from individual levels of prejudice, Carnaghi & Bianchi’s (2017) also reiterated

what other scholars already asserted as the reasons why men use homophobic

language. Citing Herek & Capitanio (1998), the researchers maintained that the use of

homophobic epithets fulfills a ‘group-relevant expressive function’ that allows members

of a group to assert their masculine identities while at the same time, elevate their self-

esteem. In such cases, vilifying homosexuals becomes a tool for heterosexual men to

show their conformity to their gender identity as well as a tool for keeping a desirable

image (Carnaghi et al., 2011). Part of that positive image is being identified with or

fitting the mold of the masculine prototype (manly man) and distinguishing themselves

from the counter-prototype non-masculine man. Finally for the user perspective,

Carnaghi & Bianchi (2017) also stated that labeling is also used as a tool to punish

‘intragroup deviants’ who fail to conform to the established prototype and establish the

users’ group (heterosexuals) as superior over the disparaged group (homosexuals).

As for audiences exposed to derogatory labels, Carnaghi et al. (2008; 2017)

believe that exposure to derogatory labels ‘automatically activates negative feelings’

toward the group being referred to and may carry over to other individuals who are
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 27
perceived to be members of or associated with the target group. Aside from holding

negative perceptions about the target group of slurs, people who hear others speak

disparagingly of minorities such as homosexuals are more likely to avoid physical

contact with gay men and create spatial distance between themselves and the group in

question.

The consequences for the primary target audience or members of the minority

are even more alarming when compared to the effects to listeners who are merely

exposed to derogatory labels. Carnaghi & Maass (2008) had already reported that

category labels (gay) and derogatory labels (fag) both conjure ‘stereotypical concepts

related to the group to which they refer (e.g., homosexuals) in participants who are

exposed to these labels’ (Carnaghi & Maass, 2007, 2008) with the only difference being

‘derogatory labels strengthen prejudicial reactions toward the group to which they refer

when participants are not members of such a group’ (Carnaghi & Bianchi, 2017). In

another study that investigated how gay participants appraised homophobic labels (ex.

fag) versus the more neutral category labels (ex. gays / homosexuals) Carnaghi et al.

(2016) reported that gay participants differ vastly in their appraisals of homophobic

epithets and category labels depending on their levels of coming-out. Gay participants

who are more out about their sexual orientation felt greater levels of discomfort and

negativity at being gay when confronted with homophobic labels such as fag / faggot.

The opposite is true for gay participants who are not as open as those with higher levels

of coming-out. For these participants, concealing their true sexual identities, appearing

more masculine, and distancing one’s self from gay membership are more important in

the face of category labels (vs. homophobic epithets) (Carnaghi et al., 2016). These

findings are echoed in other scholarly literature as well.

McCormack’s model of homosexually-themed language has also been used by


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 28
other researchers (Wei, 2017; Magrath, 2017) in recent studies to theorize

homosexually-themed discourses as it methodically elaborates on the transformation of

homosexual discourses in western societies. In addition, it provides valuable insights on

how terms like gay and fag – both of which were previously conceived as strictly

derogatory – change meanings as a result of changing societal, cultural, and

environmental contexts.

Through his model, McCormack argues that discussions concerning the use of gay

discourse have been too concerned on whether a phrase or expression is homophobic

or not. This oversimplification, according to McCormack, often overlooks ‘the complex

nature of homosexually-themed language’ and other communicative practices that carry

some form of homosexual subtext. He further contends that this myopic view sustains a

misguided understanding that [almost] ‘all colloquial language relating to homosexuality’

is innately homophobic. As a result, people risk hearing homophobia in communication,

regardless if they really exist there or not (McCormack, 2011). It should be noted that

academic literature does not provide a single definition for homophobic language and

the subject is still up for debate (McCormack, 2016). So, to clarify what constitutes

homophobic language, McCormack sets forth two conditions that would render

communication homophobic: first, a clear intent to inflict injury (pernicious intent) and

second, there must be harmful social effects to the target or anyone exposed to it.

The intent to malign, degrade, or marginalize a person or behavior by

associating it with homosexuality is the first requirement for communication to be

considered homophobic. In such cases, contempt for gays and anything associated

with homosexuality is implied through homophobic terms (Armstrong, 1997 as cited in

McCormack, 2011). The desire to injure becomes more apparent when the terms are

laced with ‘intensifiers’ such as swear words (ex. ‘tang ina mong bakla ka!’ / ‘bobo mo,
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 29
bakla!’ as opposed to just saying ‘bakla!’). Next to pernicious intent are the negative

social consequences that arise from the usage of gay labels and epithets.

Ostracization, discrimination, feelings of being victimized, dehumanization, emotional

trauma, taunting, and stigma are just some of the negative social consequences that

may arise from the use of homophobic language. It may even extend to deleterious

effects to health and mental wellness such as depression and suicide (see Slaatten et

al., 2015).

McCormack drew further distinction between homophobic language and what he

calls ‘homosexually themed language.’ His 4-stage model of homosexually themed

language explains how homophobic language (characterized by vicious and harmful

use of the words gay, fag, and other relevant terms) evolves to pro-gay language

Figure 3: McCormack’s Model of Homosexually-themed Language

wherein the use of fag and gay are used to achieve positive effects. In addition,

McCormack’s model also emphasizes the necessity of accounting for cultural context

and social environment in understanding and interpreting homosexually themed

discourse.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 30
McCormack asserts that no phrase is inherently homophobic or non-

homophobic. Instead, he posits that categorizing terms as homophobic or non-

homophobic depends on the cultural context and the social environment within which

they are said. McCormack’s model also incorporates the concept of homohysteria

(Anderson, 2009) to explain the importance of cultural context in greater detail. As

explained earlier, homohysteria refers to the ‘cultural fear of being homosexualized’

(McCormack, 2011). According to Anderson (2011) homohysteria has three

precipitators: (1) mass awareness that homosexuality exists within a culture, (2) cultural

homophobia, and (3) disapproval of men’s femininity. In cultures with high levels of

homohysteria, there is a heightened and lingering suspicion that anyone can be gay, a

situation which he calls ‘homosuspicion.’ The stigma attached to homosexuality pushes

men to be on the defensive when it comes to their heterosexuality and this is usually

achieved through homophobia. Here, homophobic language is used to assert their

heterosexuality as well as maintain their positive distinctiveness. On the flip side,

cultures with low homohysteria tend to be more forgiving and open when it comes to

gay labeling. In low homohysteric cultures, being called gay is inconsequential as men

are afforded more legroom for gendered behaviors and associations. Foregrounding

McCormack’s model of homosexually themed language with Anderson’s concept of

homohysteria, we can come to a better understanding of what gamers mean whenever

they use the words ‘bakla’ and ‘bading.

In one of the earlier studies about the usage of homophaulisms, Plummer

(2001) explored how schoolboys and young men employ homophobic language and the

different meanings they invoke at different developmental stages. By mapping the

usage of homophobic references chronologically, Plummer concluded that homophobic

language start to appear in men’s vocabularies at a young age and are picked up as
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 31
early as primary school. As young boys interact with other boys, they become

subsumed under a wider boy culture. At this stage, the use of the terms faggot and

poofter are bereft of any sexual connotation, although sexual consideration does linger

in the background. Plummer also dispelled the notion that just because the words did

not carry sexual connotations, they were wholly innocent. Far from it, words such as

faggot and poofter communicated a wide range of meanings, one of which emphasizes

what Plummer termed as boyhood ‘otherness’ or the failure to conform to male-peer

expectations. In this regard, the foundations of homophobia have less to do with

prejudice toward a minority or deviant sexual characteristics but more with an

individual’s inability to measure up to hegemonic boys’ standards. Boys who are

smarter than the other boys, loners, boys who are perceived to be different in some

way, boys who do not join peer activities, and boys who concede to adult authority

rather than his peer group are the ones that are more at risk of homophobic labeling.

Plummer’s findings were supported by a similar study carried out by Slaatten & Gabrys

(2014) wherein they investigated the use of gay-related name-calling by ninth grade

Norwegian pupils in response to violation of gender norms. The researchers pointed out

that anti-gay remarks and comments do not necessarily entail prejudice against gays

and that these remarks have more uses aside from disparaging gay men. What they

were interested to know however, was whether adolescents use gay-related name-

calling as a response to the violation of gender norms by boys more frequently than as

a response to disliked or stupid behavior, in order to criticize, hurt or put someone

down, in order to tease in a nice way, and as a reference to actual or suspected sexual

orientation. After surveying 921 respondents, the researchers found out that gay-related

name-calling is used as a response to violations of gender norms. Their study revealed

that boys who use gay-related name-calling did so to address perceived violations to
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 32
coded norms. Interestingly, it was also revealed that the targets of this gay-related

name-calling usually are boys who failed to perform traditional masculine expectations

or conform to the masculine prototype. Their findings are in tune with the greater body

of research that identified gay-related name-calling as a means for policing

performance of masculinity.

Pascoe (2007) adds to Plummer’s (2001) findings by suggesting that being

called a fag has as much to do with being homosexual as much as it does with

displaying incompetence, weakness, and femininity. Through extensive fieldwork,

qualitative ethnographic interviews that spanned for half a year, and multiple levels of

analysis, Pascoe explored masculinity as a process within larger structural pattern.

Pascoe came to the conclusion that relational and institutional gender processes

emphasized how gender happens in groups. A person’s affiliation to peer groups and

cliques are exceedingly important to the formation of identity in adolescence (Pascoe,

2007). The use of homophobic insults within peer groups, according to Pascoe,

occupies a central role in asserting, shaping, and maintaining masculinity, especially in

school settings. In these settings, fag is not an exclusive term reserved only for gay

males. Instead, it can be may be levied at heterosexual boys as well, albeit temporarily.

Pascoe’s observation gives credence to Anderson’s (2009) concept of homohysteria

where he stated that in cultures with high levels of homohysteria, everyone could be

gay. But apart from being a static sexual marker that identified homosexuals, fag can

also function as a joke or a tool for disciplining members of a group (Pascoe, 2007).

Pascoe concluded that insults such as fag and gay are an inextricable part of

heterosexual boys’ everyday language.

Previous investigations into the use of homophobic language underscored

gender policing, group identity, and conformity as driving forces in adolescent boys’ use
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 33
of homophobic language, McCann et al. (2010) contemplated on its use as a form of

disparaging humor and its influence on Australian men’s construction of a successful

masculinity.

According to McCann et al., humor has the ability to repackage ideas that may

not be overtly expressed verbally by converting them to light-hearted analogies or

metaphors. As humor has the capacity to convey information beyond what the literal

statements carry, it can contain insults, stereotypes, and other negative subtexts that

become fodder for laughter. The use of homophobic humor is common in Philippine

media. Television shows and films would often cast gay character actors into comedic

roles. Their portrayals on screen often make them the butt of the joke and the subject of

different kinds of humiliations (i.e. being teased, becoming targets of practical jokes,

awkward social situations that result in funny social blunders) that usually solicit

laughter from audiences. While movies and television make them entertaining and less

distressing, the same cannot be said when homophobic humor becomes a tool for

mocking members of the gay community. As the researchers put it: it is ‘no [longer]

humor, [it is just] humiliation framed by laughter (McCann et al., 2010).

Most of the studies mentioned so far leaned towards the talk about the uses of

gay labels and epithets to regulate group norms, maintain a positive masculine image,

distance one’s self from counter-prototype non-masculines, and deride people

perceived to be gay.

So far, most of the studies that investigated the use of gay labels and gay

epithets, homophobic language and gay-related name-calling, and homophaulisms

have been confined in western school settings. There are, however, other settings

where homosexually-themed language is used that is more analogous to the context of

computer gaming. Magrath (2017) studied the nature of homosexually-themed chanting


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 34
in English football. Drawing from semi-structured in-depth interviews with 30 fans from

different English football clubs, Magrath (2017) was able to show the complexity of

homosexually-themed chanting and its relationship to football fans’ attitudes toward

homosexuality. Magrath (2017) established that although participants in the study

showed ‘positive attitudes towards homosexuality, both in football and in general

society,’ homosexually-themed chanting is still present in competitions, albeit not as

frequent as other researchers claimed. Fans attributed the presence of homosexually-

themed chanting to two things: a strong sense of competition and rivalry among the

different football clubs. According to Magrath (2017), participants engaged in

homosexually-themed chanting to demonstrate their support at the expense of mocking

or distracting (versus vilifying) the opposing team. Participants also stressed that

homosexually-themed chanting was usually instigated by the events on the pitch or

what is happening in the game such as when a player goes down with an injury or

exaggerates his injury. Intense rivalry between competing teams and by extension,

football clubs, also prod fans use gay epithets in their chanting. In this context, the use

of homosexually-themed chanting is a way for fans to set themselves up as different

from and superior to the opposing team through a process denigration (Magrath, 2017).

In both contexts, participants maintained that there was no intention to be homophobic

and that they would cease their homosexually-themed chanting if they become aware

there are gay fans watching the match. Despite the absence of deliberate intent to

malign homosexuals, pernicious intent still exist as the purpose of their chanting is to

marginalize the opposing team. Even if the chants are not intentionally directed at

homosexual men, gay and closeted fans may still (mis)interpret (prefix mine) this

chanting as an indicator of homonegative attitudes (Magrath, 2017).


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 35
To add an oriental perspective to the uses of gay labels and gay epithets, I turn

to a study by Wei (2017) wherein he investigated how words such as gao-ji, gao-gei,

and ji-you – Chinese words that are heavily associated with homosexuality and

homosexual affection – have transcended their negative connotations by becoming an

internet meme and how urban Chinese youth are using them in the construction of their

masculinities. Similar to this study, Wei employs McCormack’s (2011) model of

homosexually themed language in mapping the use of gao-ji discourse. According to

Wei, the deployment of gao-ji discourse is a defensive response against homosexual

teasing and as a tool for gender-identiy management. It is also used to deflect

homosuspicion. More importantly, Wei saw the emergence of gao-ji as a sign of China’s

changing social climate and Chinese society’s increasing awareness of homosexuality

(Wei, 2017). Similarly, Szalbewicz (2014) studied the functions of the words diaosi, gao-

ji, and various sexual slangs in the Chinese digital gaming culture. Much like the words

gay and faggot, the words diaosi and gao-gei have different uses in the Chinese

vocabulary but have never lost their homosexual connotations. Much like in western

settings, the words diaosi and gao-gei to criticize failed masculinities. While western

cultures use gay and faggot against men who show counter-prototype behavior or fail to

meet hegemonic masculine standards, diaosi and gao-gei are levied against men who

have failed to achieve heteronormative success within contemporary China. Although

not intended to disparage homosexuals, Szalbewicz (2014) maintained that using

phrases, diaosi, gao-ji and/or ji-you as a form of ridicule and self- mocking perpetuates

the notion that homosexuality is something to be viewed in a negative light and

perpetuate the stigma surrounding those who do actually identify as homosexual.


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 36

Synthesis of the Reviewed Literature and Studies

The Filipino or Pinoy gamer culture is deeply associated with Dota and cyber

café subculture, so much so that they are treated as one and the same. A study of

cyber café gamers in Manila revealed that computer games are masculine pursuits.

This is supported by literature that explained how games have become a gendered

activity coded to the masculine sex. The literature also provided a short discussion on

the origins of the word bakla, its contextual meanings, and how its meanings and uses

have changed over tome. The use of gay labels, gay epithets, homophaulisms, and/or

homophobic language was also briefly discussed. Literature about this topic revealed

that terms such as gay and faggot are not used to convey their literal meanings but

rather, they are used to invoke other meanings coded into them. Most of the time, the

target of these labels and epithets are heterosexual men who fail to live up to masculine

ideals.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 37

Chapter 3

METHODOLOGY

This chapter presents a short discussion of the research methodology and

procedure adopted for this study. This includes the research design, tradition of inquiry,

data generation method, the participants, the instrumentation, and ethical

considerations.

Research Design

This study employed a combination of qualitative approach and a descriptive

research design with semi-structured, face-to-face in-depth interviews with self-

identified straight male gamers and gay male gamers. A descriptive design was used

because of its compatibility with a qualitative approach and because of its congruent

epistemological and ontological assumptions with SI (Oliver, 2012). Since the study’s

theoretical framework required an orientation to how certain people act and interact in

everyday situations, an approach and design that facilitated investigation in to how

people make meaning and act in unique situations such as gaming was used. This is

exactly the kind of real-life situation a descriptive design that operated within a

qualitative framework addressed. A descriptive design, when used within a qulalitative

framework, allows for a clear description of a specific phenomenon or experience from

the perspective of the people who are experiencing it (Magilvy & Thomas, 2009). A

descriptive design set within a qualitative approach is used to systematically describe

situations and poorly understood phenomena and events, especially those that cannot

be explained easily or made sense of using quantitative means. Qualitative descriptive

design has also been widely used to describe the status of groups of people (e.g. their

living conditions), community attitudes towards certain issues, sets of conditions, and
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 38
systems of thought, among many things. The study took advantage of QD because of

its appropriatess in describing the experiences of the straight male gamers and gay

gamers and capturing an accurate account of the phenomena as well as events

surrounding their experiences (Sandelowski, 2000; Sandelowski, 2010). There were

several advantages to using QD in this study. First, QD provided rich descriptions of the

experiences of both sets of participants in relation to the use of gay labels and epithets

during game talk as descriptions often come from direct observations and/or accounts

of people who have experienced the phenomenon. Second, QD grounded the

participants’ experiences and perceptions within a specific event – gaming. Third, QD

helped identify and explain the nuances and multivariance in the meanings,

interpreations, and uses of gay labels and epithets in gamer talk. Fourth, data was

derived from a relatively small group through individual interviews and group interviews.

Fifth, there was relative flexibility in data collection as researchers who have used QD in

previous studies generated data by observing participants in their natural context where

nonparticipant observation is typical. Lastly, it helped highlight the inter-and

intrapersonal dynamics of gamer talk in ways that a survey questionnaire might not be

able to do (Polit & Beck, 2014).

Tradition of Inquiry and Data Generation Method

To answer the questions posed in this study, I have chosen to use the case

study approach as the tradition of inquiry. A case study enables social researchers to

examine the experiences of participants within a specific context in detail. It involves a

study of a particular case from which general principles and rules can be drawn while

relying on the analysis of the social context that reflects everyday experience.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 39
In-depth interviews and non-participant observation were used to generate data

for this research. This is in keeping with the tenets of qualitative research and

qualitative case studies.

The participants were informed about the subject of the study but were not

provided with any guide questions before the interview. Likewise, their consent was

obtained prior to the interview.

Sources of Data

This study drew from primary sources of data such as the narratives of the

participants as well as my personal observations and experiences as a gay gamer and

secondary sources of data in the form of books, journals, blogs, articles, and other

relevant materials.

Participants for this study were selected using a combination of purposeful

sampling techniques, specifically homogenous sampling and snowball sampling. In

purposeful sampling, researchers consciously pick the individuals and sites that will

help in improving their understanding of the central phenomenon (Creswell, p.207). For

this study, I deliberately chose DoTA / DoTA2 and LoL players who have been playing

the game for more 2 years or more. Participants were recruited through a participant

recruitment post on Facebook and through referrals as well. All participants were asked

to share their gaming background to make sure that they fit the requirements for this

study. Likewise, homogenous sampling involves selecting sites or people on the basis

of their shared similarities in traits or characteristics or their membership in a subgroup

(p.208). A total of 10 participants (5 heterosexual male and 5 homosexual male

gamers) were interviewed. Participants for this study were chosen based on the

following criteria:
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 40
a. Participants must have been playing Dota / Dota2 and / or LoL for at least 2

years

b. One set of participants that identify as heterosexual male

c. One set of participants that identify themselves as openly gay

Instrumentation

An interview guide was used to facilitate data generation. The interview guide

was divided in four sections with each section containing questions that addressed

different aspects of the phenomenon. The first section was purely about the

participant’s profile. The second part asked about their feelings, opinions, and

experiences with gay gamerts while the third part inquired about the different functions

and uses of gay labels and epithets in the communicative practices of heterosexual

male gamers during gameplay. The fourth section of the interview guide asked

questions about how heterosexual male and gay male gamers interpreted homosexual-

themed utterances. Finally, the last part of the interview quide asked questions

regarding the different possible meanings and interpretations of the gay labels.

Ethical Considerations

This study poses a number of ethical issues that need to be addressed. Frist, as

the topic is expected to touch on sensitive issues such as sexuality and prejudice,

participants might not be as inclined to divulge their identities for fear of being labeled

homophobic. To avoid any breaches in privacy, the participants’ identities were kept

strictly confidential. Second, it is highly possible that some participants could be minors

as gamer demographic tend to fall within the young adolescent age bracket. To ensure

that their participation is voluntary, consent forms were given so that they may signify

their desire to participate willingly and with permission from their legal guardians. Third,

the need to capture interviews on video or on audio may be a cause for concern for
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 41
some participants. To address issues of privacy and confidentiality, the participants

were notified beforehand that interviews will be recorded and were given a chance to

withdraw any time they wished. In addition to their consent, interviews were conducted

in a public place, in full view of other people. This was done to make sure that the

participants were in a familiar setting where they can feel at ease and in control.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 42

CHAPTER 4

RESULTS AND DISCUSSION

After systematic and careful analysis of the participants’ responses drawn from

20 in-depth interviews with 10 participants, the following answers to the questions

posed in Chapter 1 emerged.

1. Profile of the participants

There were two sets of participants in this study: heterosexual male gamers and

homosexual male gamers. The initials of the participants’ names were used to refer to

them throughout the study.

FJ was the first heterosexual male informant who participated in the study.

Another student who saw a call for participants on social media referred FJ. He is a 5th

year mechanical engineering student at Polytechnic University of the Philippines (PUP).

FJ is DOTA2 player who mostly plays support role. He has been playing DOTA and

DOTA2 since he was in elementary. He plays with a gay teammate.

The second heterosexual male informant was RM. RM is an 18-year old

advertising student at Polytechnic University of the Philippines and a LoL player in a

support role. Like FJ, he has played LoL with a homosexual male friend before. RM has

been playing for about 7 years.

VL is RM’s friend and teammate. He is also a LoL player who plays ADR (attack

– damage – carry) and his team’s shot caller. VL has been playing LoL for about 6 to 7

years. Like RM,VL has also played with a gay friend before.

RO is a 20-year old mechanical engineering student from EARIST. He plays

LoL, DOTA, and Counter Strike. His preferred role is support. RO does not have gay

teammates though he has had experience in playing with gay LoL players before.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 43
RJV is a 23-year old freelancer and graduate of AB Journalism. Like FJ, he

plays DOTA2 and LoL. His preferred heroes are strength-based characters and. He has

been playing DOTA2 and LoL for 5 years.

FK was the first homosexual male gamer that participated in the study. FK is a

psychology student at Pamantasang Lungsod ng Maynila (PLM) and a LoL player. He

switches between ADC (attack – damage – carry) role and ADR. He plays with

heterosexual male and female friends and has been a LoL gamer for 7 years.

MVL is a 20-year old medical technology student at the University of the East

Ramon Magsaysay and a LoL player for the last 7 years, mostly in a support role. He

identifies as gay and plays regularly with heterosexual friends.

JJC is a 20-year old economics major at PUP. He volunteered to be an

informant after seeing a call for participants on Facebook. JJC is a LoL player and has

been playing for the last 5 years, mostly in a support role as well. He regularly plays

with heterosexual male friends.

MIB is an 18-year old English major at PUP. MIB responded to a call for

participants posted on Facebook through a mutual friend. He is an avid LoL player and

has been playing for around 5 years. His preferred role is mid and magic-type

champions.

JMA is a 20-year old BSED student at the University of the East Manila. He

volunteered to be a participant for the study after learning about it through MVL. Like

MVL, JMA has been playing LoL for 7 years and enjoys playing support.

With the exception of RJV, all the other participants are students in the age

range of 18 to 23. Majority of the participants are dedicated LoL players. Informant FJ is

the only informant that purely plays DotA2. Participants JJC, RJV, and VL play both

games. Half of the participants are committed to the support role, while the rest
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 44
displayed more flexibility in the roles they pick, switching between tank, attack-damage-

carry, and mid. All of the participants have been playing either game at around 5 years

or more.

Matrix 1: Participants’ Profile

Participant Age Gender Games Role No.


Code Played Years
Playing
FJ 21 Heterosexual DoTA2 Support 10+years
male
RM 18 Heterosexual LoL Support 6-7 years
male
VL 18 Heterosexual LoL/DotA2 ADR / Shot- 7-8years
male caller
RO 20 Heterosexual LoL ADR 6-7 years
male
RJV 23 Heterosexual DoTA2 / Tank / Carry 7-8years
male LoL
FK 18 Gay male LoL ADR 7 years

MVL 20 Gay male LoL Support 7-8years

JJC 20 Gay male DoTA2 / Support 6 years


LoL
MIB 18 Gay male LoL Mage-Mid 5 years

JMA 20 Gay Male LoL Support 7years

2. How do straight male gamers act towards bakla gamers?

If meanings shape and influence what we do including our conduct, how we

behave, how we relate, and how we interact with others (Hall, 1992), how then do

straight male gamers act towards gay gamers on the basis of the meanings they have

assigned to bakla and bading?

To answer this I asked the male participants several questions related to

kabaklaan and recount their experiences playing with bakla gamers. I also considered

how the straight male participants talked about members of the bakla community as
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 45
well as their observations on interactions between the largley straight male gaming

communities they inhabit and bakla gamers. This was done in an attempt to get a sense

of their thoughts, feelings, and behavior toward bakla gamers and bakla people in

general. It should be noted though that the questions I asked were in no way designed

to measure homophobia. The narratives revealed that straight male participants talk

about and act toward gay players with ambivalence. This ambivalence was evidenced

by their responses, which were characterized by a dilemmatic position of asserting their

egalitarian attitudes toward members of the bakla community and gay players and

distancing themselves from homophobia and prejudice, while simultaneously justifying

and dealing with their use of gay labels and epithets in game talk.

A gradient of ambivalence to solidarity

When asked about how they feel and what they thought about bakla players and

members of the gay community in general, most if not the entire straight male

participants proclaimed that they held no negative feelings, sentiments, and attitudes

towards the group. But despite their self-reported positive attitudes and despite

positioning themselves against prejudice all the while asserting their prosocial views,

their responses still reverberated with subtle bias. Supporting data came from RJV who

reflected on his and other straight male gamers’ use of homosexual-themed language:

RJV (straight male): In my opinion kasi, it would always stem from


somewhere so honestly speaking I think there's a hint of a— there. Kasi as a,
as you play it out it's still homophobic oh my God. Hindi matatanggal yung
fact na 'yun. And I – yung sinasabi ko kanina nagkakaro'n ng ibang meaning?
That's a bad thing that's not an excuse to call someone bad things just
because they're gay diba. Yung pagkaembed niya sa gaming community,
it's not hindi siya excuse para magdiscriminate kaya yung sinasabi namin
na kapag bakla natatakot ka lang, it's still a bad thing. It's still not an
excuse. I think there's, up to some level I think there's still a level of hate
right in there na I don't know kasi if you don't hate you wouldn't associate,
so 'yun ang iniisip ko. There's definitely some pa'no ba 'to ah may
disparity pa rin, may hint of tolerance lang na ando'n pero there's still a
level of hate somewhere in there.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 46

As RJV mulled over his and other straight male gamers’ discursive practice, he

acknowledged that the use of the words bakla and bading in gaming still carries

vestiges of homophobia and disapproval mixed with attitudes of tolerance.

Like RJV, FJ also said that he too held no ill will / ill feelings toward gay players

and went to great lengths to credentialize his claim:

FJ (straight male): In gene – hindi…ah sa bakla wala naman eh pero in


general wala naman akong hate...Uhm personally wala naman talaga akong
kaso kung anong gender talaga nila eh. Wala naman talaga. Depende yon
sa…personality pero kunwari may nakalaro ako bading nga, tapos naglaro,
tapos palyado, tapos nag rage ka, minsan mababanggit mo talaga ‘yong
salitang bading eh, as a negative kasi culture na rin eh, parang nakasanayan
mo na, parang ang hirap rin tanggalin eh ‘yon.

FJ maintained that he has nothing against gay players’ gender and that how he

acts toward them all depends on their personality. In another part of our interview,

hoewever, he detailed what he thought were acceptable and unacceptable behavior

from gay players that would make him like or dislike them:

FJ: Wala naman talaga akong hate. Depende na lang ‘yon sa ugali mo.
Kasi…kunwari sa tao kahit lalaki ka naman talaga pero yong sa ugali mo,
palyado ka. Minsan mas lalaki pa talaga ang bakla sa kanila di ba gano’n?
Pero ‘yong sa mga gay naman yong – di, okay lang naman sila. Minsan
nga kalog sila kasama eh kaya chill-chill lang pag may kasama kang
ganon, pero yong ano sa ibang side naman. Kunwari sa mga bading na
parang feeling ko ano, hindi ko magiging ka vibes gano’n mga ano lang
naman, parang sobrang ingay, wala na sa lugar ‘yong ingay nila. Alam ko
naman kalog sila kasama pero minsan sumosobra rin. Wala sa…lugar.
‘Yong parang hindi na nga pormal sa kanila saka yong iba – yong ibang
bading na parang – either way bading ka man lalaki ka, babae ayoko ng –
basta pormal ka ganon ‘yon ‘yong gusto ko sayo ‘yon nga para doon tayo
magkakasundo. Then ‘ayon sa ibang – hindi lang naman sa bading yan or
LGBT or kahit kanino. ‘Yong parang sobrang feeling entitled parati ‘yon –
‘yon lang medyo nakakainis pero wala – wala naman talaga akong ano eh.
Wala naman talaga akong negative na pagtingin sa mga bakla. In general
talaga ako kahit sino ka man basta sa ugali talaga eh.

VL expressed a similar sentiment, though he failed to be as specific as FJ:

VL (straight male): Hindi ko po alam sa iba kong kasama pero po for me, I
have nothing against naman po sa pagiging bakla ng isang tao. Ano lang
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 47
po, sadyang parang syempre po, magkakaroon na lang ng parang caution
sa ibang mga bagay kasi may magkakaroon ng natural boundary po. Hindi
ko po alam kung anong tawag doon…

These responses are interesting because of the contradictory positions

contained therein. Despite espousing mostly friendly attitudes toward gay players, FJ’s

answers suggest that his favorable disposition and behavior are predicated on

compliance to some requirement in comportment and appearance. In other words, his

(dis)like is dilneated for certain subgroups of bakla. This was evidenced by his

descriptions of baklang maingay and baklang pormal. In other words, loud, cross-

dressing gay players are less desirable compared to gay palyers who endavored to

behave ‘properly’ and desisted from squealing, sqwawking, and being overtly gay.

Interestingly, FJ used the more deorgatory bading, which according to Benedicto (2008)

subjects the target to a double jeopardy of the undesirable traits of kabaklaan and

‘lower clasedness’. VL, on the other hand, was less specific about his stipulations, but

said there needed to be boundaries as a form of caution. This need for boundary

maintenance and precaution may suggest that even though VL did not have anything

against gays, he still saw them as threatening in some way.

While FJ and VL’s stipulations can be attributed to their personal interactional

preferences, it is hard to deny that their position is reflective of the conditional

acceptance of bakla in Philippine society. This conditional acceptance has been noted

by several Filipino scholars such as Tan (2001) who wrote that the public tolerance for

bakla has been largely misunderstood as acceptance of homosexuality in the

Philippines. Tan added that ‘acceptance’ often hinges on the bakla’s confinement to

‘certain occupational niches and fulfil[ment] of certain stereotypes.’ In this case, being

the stereotypical baklang parlorista is acceptable so long as it is performed in parlors

and the low-income neighborhoods where they are mostly situated. Outside the
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 48
confines of these spaces, behaving like a baklang parlorista can be seen as

problematic. As previously noted in Chatper 2, Garcia (2004) cautioned against the

same ‘foolsih and navie’ misconception that tolerance for public displays of

transvestism is the same with ‘wholesale approval of homosexual behavior.’ Similarly,

Cruz & Mallari (2007) asserted that ‘society’s acceptance takes into account not merely

a topical and physical representation of a homosexual but also the practices that

characterize his personality.’ That is, acceptance is dependent on the actions and

behavior the bakla perform in relation to their kabaklaan. This, however, raieses

another question: does this make the participants anti-gay / biased / prejudiced? Given

that the results of these interviews cannot be stated in the most absolute terms, it would

premature and presumptuous to say that they are. Absent any measures for

homophobia, prejudice, and homonegativity, there is no way to be sure of the

participants’ actual attitudes toward members of the bakla community. FJ and VL’s

responses, along with that of the other straight male players, highlight the complexity of

discourses as well as attitudes about homosexuality and homoprejudice. As Korobov

(2004), stated, talk about prejudice, particularly homophobia, is rarely as simple as

making one’s opinions, attitudes, and feelings about the subject known. Rather, it is a

complex act of positioning where speakers employ different positioning tools (e.g.

clarification, suppression, differentiation, displays of indifference, disclaimers, etc.) and

strategical use of language to situate themselves and the subjects of their talk

(Korobov, 2004).

Further evidence of ambivalence and conditional support can bee seen in

denials of individual heterosexism and sexual orientation blindness (Sue & Capodilupo,

2008; Sue, 2010). Denial of heteroxism pertains to a personal refusal to acknowledge

personal heterosexism, often communicated through messages like ‘Hindi ako against
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 49
sa mga bakla / I have nothing against gays / I’m not homophobic, in fact I play with gays

and I keep gay friends’. On the other hand, sexual orientation blindness is a refusal to

acknowledge diversity in gender and sexual orientation. RJV captured this perfectly in

the following statement:

RJV: Oh, yeah! I have a lot of friends na gay sila, and wala namang difference
talaga sa skills so...wala naman akong problema playing with them...gender
isn’t much of a matter.

According to Sue these kinds of preface statements are often heard from

heterosexuals who are confronted with or are forced to confront their biases or when

opinions on issues surrounding homosexuality are brought to the fore. While I believe in

the egalitarian positions of the participants, Sue (2010) maintained that we have all

inhereited racial, gender, and sexual-orientation biases from the society that raised us

and the society we inhabit. As such, no one can be immaculately without prejudice nor

can anyone be totally immune to harboring biases. Sue concludes that whatever

egalitarian views toward gender and sexual minorities we may have can be attributed

more to our belief in our own moral correctness, not the absence of heterosexist and

biased views. Sue also believes that biases hidden by preface and denials such as

those used by VL and FJ are ultimately belied by disruptions in one’s speech patterns.

The omission / substitution of the word bakla / bading with other words and the use of

euphemisms to refer to a gay person are examples of speech disruptions. These

omissions were observed when participants replaced the words bakla and bading with

the Filipino pronoun and adverb ‘ano’, ‘ganon’, ‘sila’ or the English word ‘gay’. These

disruptions were present in the responses of almost all of the straight male participants.

For instance, there had been several occasions when RM consciously or unconsciously

used the word ‘iyon’ (that) instead of simply saying bakla or bading such as when I

asked him about his use of gay labels and epithets during play:
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 50
RM (straight male): Ah, kasi nung, sa laro po kasi, ang pagkakaintindi ko is
normal na samin, na magkakaibigan na, kapag yun yung sinabi ko yun
[referring to bakla / bading], yun yung intensyon ko…[referring to bakla /
bading]

RM used a different euphemism in another part of the same interview when he

described an instance when he used the gay label bakla on a playmate who identified

as non-binary:

RM: Hindi po kasi normal yung mga act, yung mga ginagawa niya. Kasi po,
kapag siya, maingay siya, tapos nung parang napikon siya nung sinabihan
naming ganun…

This was particularly evident in my interview with FJ who, out of all the straight

male participants, felt strongly inclined to substitute the word bakla with the more

ambiguous Tagalog words ‘ano’ and ‘ganon’. Such was the case when FJ described

their gay teammate ‘Dominic:

FJ: Kilala namin si Dominic pero hindi namin ka-close tapos akala namin lalaki
tapos nakapageant na ni Larry. Doon na lang namin nalaman na ano eh…na
ganon siya. Tapos simula no’ng nakilala namin siya, simula no’ng nakita namin
‘yon. Parang…’yon na talaga pagkakakilala namin sa kanya…bading gano’n

FJ: Oo, parang curious, na parang nagulat kasi may study about doon and
inexplain ko ‘yong about sa research. So, willing naman siya magparticipate
kasi ‘yon nga eh, ganon siya and gamer siya, pero ‘ayon, parang nagulat lang
siya about the research.

When I asked him about it, he explained that he did so ‘out of respect’:

E: may mga pagkakataon or rather maraming pagkakataon na hindi mo ginamit


yong salitang bakla at bading, at nagsubstitute ka…using the words “ano”, “’yon”
at “gano’n”. Is there a reason kung bakit hindi mo masabi sa pagkakataong ‘yon
ang salitang bakla at bading, at nag substitute ka ng “’yon”, “no’n” at “gano’n”?

FJ: Kasi – hindi, sinubstitute ko lang para hindi rin ma – sabihin natin,
madungisan ‘yong word na ‘yon kasi dapat tanggap din ang word na ‘yon
and nasa batas din. Tao rin kasi ‘yong mga gano’n eh. So, ‘ayon parang
ayoko lang din na…baguhin kung ano sila kasi personality ‘yong bakla or
bading. So, ‘yon, eh kasi…’ayon parang bigay galang na rin sa kanila pero
‘yon may side naman kasi minsan. Nagagamit ko ‘yong connotation na
‘yon as a negatives. So, ‘ayon siguro…medyo…kailangan din ano…ano
tawag nito…hindi si – hindi gamitin…parang di ko na rin ginamit
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 51
doon…baka mamaya parang panget ‘yong maiparating ko. Ayaw – ayoko
na rin naman ano…parang respeto na rin.

After this clarificatory exchange regarding his circumlocution, I observed that FJ

tried to use the word bakla instead of substituting it with euphemisms. Despite his best

efforts though, there were several instances when I observed a very brief pause before

he said the word bakla. There were also times when it looked and sounded to me like

he was regurgitating the words out. For Black and Skipp (1994 as cited in Sue, 2010)

many people make a conscious effort to not say the words lesbian or gay man, even if

the words were uttered in sensible discussions on gender and sexuality, because of

some lingering or unconfronted bias. The conscious effort to abstain from using terms

like bakla and bading would make it seem like there is an embargo or horrible taboo on

those words. What many do not realize is that euphemisms are not really alternatives

for offensive words like slurs. Far from the notion that using euphemisms is more

civilized and respectful, circumlocutions can in fact be just as offensive as using the

embargoed words because of its implicit contempt (Lepore & Stone, 2018). It is also

worth noting that the contradicting positions and the circumlocution of the words bakla /

bading in the straight male gamers’ responses also involved a fair amount of facework.

Facework (Goffman, 1967) refers to various techniques and strategies communicators

adopt to preserve an acceptable public image or social face. This form of reparative talk

allows actors to maneuver in complicated social interactions, especially those that have

the potential to deteriorate quickly because of a misstep, a misreading of the situation

or a personal faux pas. Facework then, gives actors a way to gracefully withdraw from

potentially embarassing interactions, preempt deterioration by remedying cracks in the

interaction, and avoid conflict by preemptively appeasing those who may be offended

by a controversial remark. A more specific kind of facework participants engaged in are


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 52
disclaimers. Disclaimers are statements used by communicators to preface messages

that have the potential to cause offense because of their controversial content. In

addition to precluding breaches in the steady flow of social interaction, disclaimers also

give actors a way to defend themselves against challenges to their situated identities as

a result of their words and actions. In the case of the straight male participants, their

situated identity claim is that of non-homophobic, egalitarian young men; however, their

participation in the study, their own narratives and admissions about their use of gay

labels and epithets, and their discursive practices present a very real threat to their

claims to pro-gay identities. The most common type of disclaimer in their responses is

credentialing. Credentialing happens when individuals preempt being associated with

an undesired typification (i.e. prejudiced person) as a result of a controversial statement

(Hewitt & Stokes, 1975). Credentialing statements and signals like ‘wala naman akong

ano sa mga bakla, may mga tropa nga akong bakla eh’ (I have nothing against gays – I

have gay friends!) let actors like the straight guys who participated in this study

establish qualifications or credentials that would insulate their actions, namely the use

of homosexual-themed utterances, from the possibility of being typified as (homophobic

/ homoprejudiced / anti-gay. As a result, their disclaimers put them in a ‘protected

category of people who cannot be so typified’ (Hewitt & Stokes, 1975). That is, they

cannot be homophobic / anti-gay / homonegative / homoprejudiced if they have gay

friends or play with gay teammates. The participants’ facework and use of disclaimers

and credentialing may be imputed to the changing attitudes toward homosexuality vis-a-

vis sexual stigmatization (i.e. homoprejudice, homonegativity, anti-gay bias, and

homophobia). As McCormack (2012) observed, overt expressions of prejudice and

homophobia have become less acceptable to the point that open homophobia has

ironically become stigmatized. And because prejudicial expressions invite controversy,


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 53
censure, and even admonition, prejudice has taken subtler forms. In settings where

being homophobic is more socially unacceptable than being gay, being typified as

homophobic / prejudiced / ant-gay presents a real face threat that can only be averted

by extensive facework and credentialing.

The straight male participants’ ambivalence also points to a gradiation of

attitudes toward gay players ranging from negative (stereotyping, discrimination) to

positive (support and solidarity). Perhaps one of the most negative accounts of straight

male to bakla player interaction was provided by JJC, who on a previous interview

admitted that he was hurt by his play peers’ incessant use of gay labels during multiple

sessions of play. As recounted earlier, the result was a mix of sad curiosity for what

happened and a momentary breakdown in the relationship:

JJC: Kinausap ko sila kasi nga, parang… du’n ‘yung… parang ano, na-realize
ko na “ba’t ang hilig-hilig nyo’ng sabihin ‘yan? [referring to bakla]” ganun,
so kinausap ko sila. Kinausap ko muna ‘yung isang… ‘yung pinaka-close ko sa
nakaka-ano… tropa ko. Sabi ko, “Uy, ‘di ako natutuwa,” ganun, “’di ako
natutuwa sa mga…” ganun. Sabi nya, kala nya nu’ng una, biro lang yung
pagkakausap ko sa kanya. So, kala nya nga biro, so after that, hindi ko
pinansin. Hindi ko sila pinansin, three months. Mga three months, hindi ko
sila pinansin. As in, ‘yung chat, wala… ‘pag pumupunta sila sa bahay,
hindi ko inilalabas, ganun. Du’n nila… tinanong nila ‘ko. Like, tinanong na
nila ako after that na, “ba—anong mali? Anong nagawa nila?” Tapos
sinabi ko na, na, “Kada maglalaro na lang ba, ‘bakla, bading’ na lang
maririnig ko ‘pag ako kalaro n’yo, ganon?” ‘Yun, sinabi ko na insensitive
sila.

By far, only JJC recounted the most hurtful experience in both sets of

participants. Meanwhile, FJ, who expressed support for his gay teamate Dominic (not

his real name) and said that he and his friends did not feel ashamed to be friends with

Dominic nor were they embarassed to have him in their team, still believe that there is

discrimination against gay players:

FJ:..naging ka-close na namin si Dominic pero hindi naman namin


ikinakahiya na may kasama kaming gay gano’n kasi ano eh…hindi naman
disability kapag gay ka eh. Kung tutuusin nga, ang lakas nga niyan eh…pero
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 54
kapag sinabi mo kunwari sa gaming community sa amin na hindi kilala si
Dominic tapos kalaro namin. “Sino ‘yan?” sinasabi ko “ano kaklase ko” tapos
sabi niya [inaudible] tapos sabi ko “bading ‘yan” tapos parang iniisip nila na
hindi agad malakas. Parang may – sa gaming community…may ano
eh…may discrimination sa kung gaano…sa kung gaano ka-skilled. Minsan
nga pag sinasabing babae sinasabi “magaling ba ‘yan?” parang iniisp lang nila
“pabebe” sa game. Maraming bias doon hindi lang sa real life kahit sa
gaming community din.

FJ explained later on that being labeled bakla in gaming is usually framed as

deficit while having a gay player in one’s team or even just someone who is perceived

to be gay is usually seen as a disadvantage that can be exploited:

FJ:...kapag may sinabihan kayong parang “bading naman tong si ganyan”


sa laro parang advantage ng team niyo ‘yon eh. May ganon sa
kanilang…ano eh…player pero pag may sinabi mo dito sa team namin, may
bading tayong kakampi, parang minus one agad kayo compare don eh, sa
kalaban. Kunwari – about the – kung pano maglaro yong isang ka team nila.
Kunwari sinabing “bading naman si ganito eh”. Kunwari yong game na,
ang ginamit niya Sven kunwari which is scary, then naglalaro kayo nakita
niyo ‘yong Sven bading ‘yan sige, poke mo lang, eh kasi alam niyong sa
team kayo tatakbo lang siya di siya lalaban. So, bale advantage niyo kasi
sabi niyo bading yan eh, edi papalagan niyo, pero kunwari sa team niyo
sabi “bading naman tong carry natin”, parang mangayayari kayo ‘yong
may ano may minus one.

VL faced similar skepticism about his skill simply because his hero and role

preferences are the stereotypical gay pick:

VL: Actually, ano po, uhm, madalas pong nangyayari sakin yon...kunwari po
tournament, ako po yung nakikipag ano, handshake sa mga ano, tapos
makikipag toss coin tapos ‘bi nil ‘ay, support lang yung ano’ tapos karamihan po
kasi ng champion or character na support, babae po, Tapos, pag inaano,
parang pag, yun nga, pag nag pi-pick na ko ‘ay, wala ‘to, bakla ‘to’
gumaganun. Parang, sabi ko ‘hala, ba’t parang stereotype nila, kasi porket
support, bakla agad?’ ganun.

Gay gamer JMA provided supporting evidence to this:

JMA (gay): Kami ‘yong leading team tapos biglang binawi no’ng kabilang team
parang ginanti parang ginamit niya ‘yong ano ‘yong term na kabaklaan.
“Ano ba yang kabaklaan mo!” parang pinopoint parang inaano niya sa
akin na kaya tayo naging ganito kasi hindi mo inaayos. Ganyan ganyan
tapos ginamit niya ‘yong term na kabaklaan.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 55
Likewise, gay gamer FK also commented on the rampant use of gay labels in

gaming spheres to signify weakness:

FK: Ganun pa rin po kasi sa gamer environment po parang yun pa rin


parang talamak pa rin po talaga yung pagsabi ng 'gay' as a 'weak person'
ganun parang 'gay' as a 'chicken person' parang ganun. Parang kapag--eh
in fact ang mga online games po talaga is strategy, kapag-- kapag po hindi na
po kailangang i-dive yung clash mas lalo na po pag ADR ka hindi na po... hindi
na po... hindi na po 'ko papasok which mean--which naaano 'ko na "Ay, Kim,
bakla ka talaga bakit hindi mo pinasok,"

All these narratives point to stereotyping, a common practice in and around

digital cultures that limit the participation, membership, and activities of non-normative

identities within gaming cultures (Vermeulen & Van Looy, 2016) where kabaklaan and

other forms of non-normative identities and play are seen as a distinct category of

noobiness and stereotypes, which is why it is no longer surprising then that some

players would treat gay players as inferior by virtue of their gayness. This lines up with

the documented stereotypically skill-and-gender based exclusivity of gamer culture that

were discussed in Chapter 2 and other sections of Chapter 4. Indeed, as a gay gamer, I

have often found my skills quiestioned by straight male gamers. There had been

numerous occasions where I had been invited by straight male gamers (a lot of them

my students) to play DoTA2. While I beleive the intent behind the invite was for male,

student-teacher bonding, I also cannot help but think that they were out to test my skill

in play. To confirm this, I interviewed a couple of students whom I had already played

with in the past. Luke (not his real name), one of my college students said that when he

found out that I played DoTA2, his first reaction was to wonder if I were a strong player

(‘magaling kaya si sir?’). Of all the things Luke could have thought about, for some

reason my skill was his chief concern. Another student, Jules (not his real name),

shared that he tried to gauge my skill before our first match. Based on his predicitons

then, he thought that there was a 65% chance that I was a strong player and 35%
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 56
chance that I was weak because of my preference for support heroes. Jules also let on

that he invited me to play so that he could best me (‘matalo ka sir’), highlighting yet

again the competitive nature of MOBAs. He further asserted that trying to one up

another and brag about it is simply natural for guys like him. Although I am skeptical of

Jules’ stastical measure, it was evident that he and Luke were sizing me up ahead of

our game. Both students maintained that my bakla identity had nothing to do with their

perception of my skills, my autoethnographic experience, as well as literature that delve

in gender disparity in gaming tell me otherwise. Recognizing the overt and covert

challenge embedded within my male students’ invitations to play, I have always made it

a point to use my best heroes during our opening games to prove my mettle. As Paul

(2018) observed, players coming from nontraditional communities such as sexual

minorities often find themselves required to do more to legitimize their membership

while those who are expected to be exceptional (i.e. heterosexual men) handily gets a

free pass. As a gay gamer playing in a hypermasculine space, I have always felt that

the straight male players I have played with had doubts over my gaming ability. In most

instances, I had been successful in establishing my self as a competent DoTA2 player. I

talk about my experiences here to underscore one of many ways gay gamers

experience subtle forms of biases and discrimination, but as FJ said, gayness is not

really a handicap, despite what many players think.

Despite the negative observations in the ways the straight male participants and

the gaming communities they inhabit act toward gay gamers, their narratives also

revealed that they – and others in the gaming community – have acted towards gay

gamers positively and are willing to create a supportive environment for non-binary

gamers. Some evidence came from RO who said that he wanted to change the practice

of using the words bakla and bading to trash-talk and deride other gamers to alleviate
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 57
homosexuals from negativity. While RO’s intentions are benevolent, he acknowledged

that this might be difficult to change because it has become so ingrained.

RO (straight male): Gusto ko pong mabago kasi negativity din sa mga


homo, do'n sa mga ibang sexual ano, 'yun po gusto ko ding mabago. Pero
kung sa generation po namin parang imposible mabago...Kaya matagal, parang
kahit mabuti yung isang tao ta's naoopen yung mga ganong word [referring to
gay labels], parang ang hirap baguhin sa bilang du'n ka sa nakatira
nakasurround sa'yo mga ganong mga nagsasalita.

RJV articulated a simila view:

RJV: Ang sarap magtrashtalk ng kabobohan na kasi you see something and
you call it what it is. You shouldn't call it anything else. In the first place
hindi ko na siya iassociate sa mga maling bagay kasi ah gender is gender,
stupidity is stupidity. Hindi dapat nagiging label and gender para sa
stupidity. They as— sa community na 'to dapat I think it would take a step
forward into being more human...Pwede mo namang tawaging bobo,
pwede mo namang tawaging tanga without calling them bakla or bading.
'Di nga nagagamit ever yung term na tomboy eh... I hope it can, I hope talaga
certainly na mag-change pa rin siya kasi ang toxic talaga ng masculinity ng
maraming mga magtotropa. So, uhh, nung nasa college na 'ko parang narealize
ko na, puta, wala naman talagang difference kung... wala namang masama
kung bakla ka eh, kung... 'di ba? Parang hindi, it shouldn't be a problem as
long as you're not harming anyone. Wala kang tinatapakan na tao.

RJV believes that not using gender categories to signify stupidity is a step

towards ‘being more human’ toward members of the bakla community, not just gay

gamers. Friends VL and RM voiced support for the same position:

VL: Yong paggamit po ng bakla as a label, sa gaming po, uhm dapat po


talaga siya iwasan. ‘Yon nga hindi lang po ano…hindi lang po ‘yong
sinasabihan ‘yong maaapektuhan pati po kung ano po talaga ang mga bakla...
hindi naman po maiiwasan pero pipilitin ko sa sarili ko na hindi na siya
gamitin kasi ‘yon nga po uhm, uhm iba rin po ‘yong magiging results nito sa
mga mapagsasabihan.

RM: Hindi naman po kasi siya [referring to gay labels] dapat maging
insulto at ‘yong isa naman…‘ayon nga parehas lang. Hindi dapat insulto at
uhm hindi mo pwedeng sabihin na dahil hindi mo ginawa yong isang
bagay magiging less ka na...

Both VL’s commitment to desist from using gay labels and RM’s view that the

words bakla and bading should not be used to signify inferiority are indicative of more
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 58
favorable and friendly action toward gay players. Gay players provided supporting

evidence as well through narratives of their experiences and interactions with co-

located others in places of play. In stark contrast to being discriminated against and

treated as inferior players, FK, one of the gay participants, gets asked to play a lot

because of his proficiency with carry heroes. In FK’s own words:

FK (gay gamer): Yun po, as a gay gamer po, I always find, ah...di naman po
naging rough, actually stress outlet ko rin po yung LoL kasi po di po naging
rough yung mga experience ko po kasi I have – I have friends po, usually
straight friends na iniinvite ako para ako po yung magdala nung game.
Ganun po. Yun po yung mostly, cases ko po.

Even though FK believes that gay gamers still face discrimination, he has

enojyed popularity among his straight male gamer friends because of his skill as a

gamer. Throughout our interviews, FK rarely ever reported having negative experiences

with straight male gamers and play peers. Meanwhile, gay gamer also shared a similar

experience of belongingness with his straight male play peers:

MVL (Gay gamer): Actually po, parang kapag nakikipaglaro po ako sakanila,
hindi ko nafe-feel na…like bading ako or different ako sakanila kasi equal
yung treatment na nakukuha ko sakanila. Mostly nape-praise pa ako sa
mga ginagawa ko kasi nga feel ko yon yung magandang thing kapag yung
kalaro mo is not…hindi siya nangja-judge totally ng tao. Parang tinitignan
nila yung skills mo lang. Hindi ka nila inaatake ng personal...natutuwa ako
with the fact na yung mga… yung skills ko as a player, ‘yon yung nakikita
nila and parang ‘yon yung nasho-showcase ko. ‘Yon yung napapansin
hindi yung fact na different ako or like bading ako or gay ako sa kanila.
Yon lang po yung kagandahan sa kanila. Hindi ka nila tinitignan as a gay
or what. Parang mas tinitignan nila yung capacity mo as a player.

Similarly, MVL did not have much to say about negative experiences as a

gamer, even when pressed in two separate interviews. His descriptions of his

experiences with straight male play peers were mostly neutral to friendly much like FK.

But besides the common thread of inclusion, what unifiy these two excerpts are the

implicit and explicit references in skill. Although FK and MVL did not directly relate their
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 59
proficiency and expertise to the positive treatment they enjoy, it is interesting that they

echoed the same beliefs expressed by straight male participants like RO:

Sa amin more on accepting talaga do’n sa game kasi hindi nakadepende


‘yong sexual na ano ng tao; nakadepende siya kung pa’no siya
makipaglaro or kung ga’no siya kagaling ‘yon ‘yong gano’n.

In other words, it’s not about gender; it’s about skill. This raises an important

question: is the inclusion of non-hegemonic masculine and non-conforming players

predicated on gaming ability? Siutila & Havaste (2019) also documented this same

notion of blind meritocracy that has become pervasive in eSports. What blind

meritocracy does is provide a ‘pleasant-looking veil’ that obscures other issues

underneath (Paul, 2018) such as the contentious and precarious positions non-

conforming identities occupy in gaming cultures. While the toxic meritocracy of gaming

may give weight to this kind of assumption, there is no evidence that non-hegemonic

masculine and non-normative gamers always enjoy increased acceptance and less

discrimination as a result of their proficiency. This was already demonstrated by the

highly controversial case of professional Overwatch gamer SeYeon Kim alias “Geguri”

who was widely accused of cheating because her aim was just too good that it was

hard to believe it could be done without some aid. Geguri’s accusers asserted that there

was no way a teenage girl could be that good. Geguri went out to publicly demonstrate

her skill. Blizzard later confirmed that Geguri did not use any cheats or performance-

enhancing programs to hack the game and improve her skills. Geguri’s case has shown

that when non-hegemonic masculine identities (i.e. women, GLBTQI+) display

adequate skill in the game, it is met with more doubts than approval. So, if skills do not

always lead to more inclusive and supportive interaction, what does? Straight male

gamer RO provided a possible answer:


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 60
RO: sa generation natin, more [on] accepting doon sa bading tsaka sa
bakla. Talagang inaaccept din sa generation natin ‘yong gano’n parang –
more on – na imbis na maging. Sabi nga nila – no’ng ibang tao diba, dapat
magigigng pantay na daw...Parang gano’n, parang magiging kapantay na
rin ‘yong male and female. Para sa akin ‘yong bakla as – para generation
natin kasi more on accepting para do’n.

Although RO could not articulate his thoughts better, his response suggests an

awareness of the shifting attitudes toward non-conforming identities as well as the

changing gender landsacape. Indeed, Filipino attitudes toward homosexuality have

varied greatly throughout the years (Adeyemo, 2019) and recent surveys have reported

a shift toward more positive dispositions. One of the best evidence to this was provided

by Manalastas et al’s (2017) study about homonegativity in South East Asia. Using

nationally representative samples, Manalastas et al., (2017) compared attitudes toward

lesbian and gay men in six South East Asian countries and found that the Philippines

held less homonegative notions (27.9%) compared to countries like Malaysia (58.7%)

and Indonesia (66.1%). A survey conducted by Pew Research on public opinion on the

acceptance of homosexuality showed that 73% Filipinos believe homosexuals should

be accepted leading to the conclusion that ‘Filipinos are more tolerant of

homosexuality’. Although these results may not accurately reflect the lived everyday

experiences of members of the bakla community, these findings at least corroborate the

positive views and values expressed by the participants. These may also be indicative

of what McCormack (2012) claims to be a sharp decline in cultural homophobia,

especially among the younger generation. Citing large-scale quantitative studies,

McCormack attributes the decline of [western] homophobia to the increased

representation of sexual minorities in various media, the lack of anxiety over

homosexuality, and public admonition of overt homophobia just as they disapprove of

racism. In settings chartacterized by diminished homonegativity, marginalization and


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 61
domination of counter-hegemonic and nonheteronormative identities have mitigated

influenc and this allows for radically different ways of performing masculinity and

multiple archetypes of masculinity to be embraced. This could explain why gay gamers

like MVL and FK do not feel subordinated by their straight male peers.

Evidence to the withering of homonegativity came from the participants

themselves through their intellectual acceptance of homosexuality. This was seen in the

participants’ responses and the way they talked about their experiences with

homophobic language, gay name-calling, and their views about homosexuality. All five

straight male participants espoused neutral to pro-gay attitudes, acknowledged that

gender prejudice is wrong, reprimanded their own use of homophobic language, and

expressed a desire to co-create a supportive gaming environment for others. Although

concepts like homonegativity, heteronormativity, and heterosexism may not have been

familiar to them, they do grasp the concepts of prejudice and equality. The participants

demonstrated an understanding of how prejudice and marginalization against sexual

minorities work in the broader context of society and in the more localized space of

gaming as seen in their narratives. Their reflections about the discrimination of gays in

gaming and repeated assertions that gaming is for everyone are indicative of more

favorable attitudes and opinions toward non-heteronormative identities in the

communities of play that they inhabit. We have seen this common thread in the

answers provided by FJ, VL, RJV, RO, and RM: all five straight male participants

displayed an awareness of their actions and the possible consequences of their actions

to members of the bakla community, gay gamers, and other co-present who may

witness overt and covert forms of prejudice. In subsequent interviews, they also shared

how talking about their discursive practices and reflecting on it has made them more

mindful of the things they say and how they say it. Likewise, they also displayed an
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 62
awareness of the important discussions to be had about gender and a willingness to

talk about these important issues not just with me but with their play peers as well. But

even though I am suggesting that the straight male gamers interviewed generally do not

have issues with gay gamers, I also recognize that I cannot satistically generalize these

findings to all straight male gamers in the broader gaming cultures they inhabit.

Besides the intellectual accpetance of homosexuality, both straight male and

gay participants also provided evidence of social inclusion of gay gamers. Both sets of

participants have played and are playing with members of their outgroup, with some

even developing friendships. VL, RM, FJ, and RJV consistently play with gay play

peers. For instance, FJ has been playmates and friends with a gay gamer for 7 years

and still play with him when there is time. VL and RM are also in a playgroup with one

gay player and another bisexual male player. RJV has also mentioned that he is playing

DoTA2 with a couple of gay friends. RO on the other hand reported that he does not

have any gay friends in the cyber café where he plays, but has already played and

interacted with the co-present gay gamers in the local café on numerous occasions.

And although he does not count them as friends, he did tell me that he could talk to

them to see if they were interested to participate in this study. This to me suggests that

RO is comfortable with them and has established some form of cordiality, even if the

co-located others are simply familiar strangers. And while the views shared by the

straight male participants are in now way objective measures of pro-gay attitudes and

support, their stories show that we are making progress – albeit in small steps -- toward

a more prosocial and supportive gaming environment for non-normative identities. In

similar fashion, gamers FK, MIB, MVL, and JMA have also enjoyed the company of

straight male play peers. More than interacting and playing with straight guys, all four

gay participants rarely ever mentioned having any traumatic or hurtful experiences with
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 63
their straight play peers. In fact, FK shared that his participation in the research has

facilitated a conversation between him and a straight male play peer about the use of

gay labels and homosexuall-themed language during play. He claims that the answers

his friend provided somewhat confirmed his notion that his friend’s use of gay labels

was more affectionate than pernicious. Even JJC who had the most distressing

experience among the gay participants, mostly talked about positive experiences he

has had with other straight male gamers and recalled fondly a humorous banter he and

his other gay play peers has had with a group of straight male gamers they were

competing against. The straight male participants’ (and by extension, the gay

participants’ straight male play peers) exposure to outgroups and their sustained

intergroup contact may have had contributed to their pro-gay attitudes. Studies on

intergroup interaction within the context of video games have shown that in-group

contact with out-groups may lead to reductions in hostilitiy, bias, and prejudice against

out-group members, especially when both groups must cooperate toward a common

objective or goal (Adachi et al., 2014; Adachi et al., 2015; Stiff & Bowen, 2016).

The participants’ responses discussed in this section showed the complex

attitudes, beliefs, and views straight male gamers held toward homosexuality and how

these shape the way they act toward gay gamers they encounter or play with. The

straight male participants’ answers and narratives suggest that they act toward gay

players with ambivalence. This was evidenced by the contradicting positions about

homosexuality and prejudice / bias / homonegativity that they espoused. On the one

hand, the participating straight male gamers admitted to using gay labels and epithets

to insult, deride, and trash-talk and on the other, they confessed that such actions were

wrong and could be harmful for their gay play peers and gay gamers who may also be

co-present in sites of play. Similarly, the straight male participants’ responses also
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 64
showed how they rationalized their use of homosexual-themed utterances during play,

while simultaneously positioning themselves against practices that may be construed as

homophobic, homonegative, anti-gay or prejudiced. In addition to their dilemmatic

positions, their ambivalence was also seen through the subtle hints of bias in their

answers and the extent to which they credentialized their pro-gay attitudes and beliefs.

For instance, it was common for the male participants to preface their answers with

disclaimers such as ‘I have nothing against gays’, before expressing dilineated approval

or solidarity for gay gamers. This ambivalence by the straight male gamers also pointed

to a gradiation of attitudes and behavior toward gay gamers they have encountered or

interacted with on a regular basis. Even though the straight male gamers positioned

themselves against prejudice and bias, they acknowledged that their use of gay labels

and epithets during play could be discriminatory even if discrimination is never their

intent. Straight male gamers have also acted somewhat negatively by being gender

blind. This gender blindness was often communicated in statements that privileged skill

and undermined gender diversity. That is, gender is not important for so long as a gay

gamer is a skilled gamer. On the positive side of the spectrum, the straight male

gamers’ narratives have also shown that they have acted toward gay gamers in ways

that help create supportive environments for them. For instance, all straight male

participants espoused belief that words like bakla and bading should not be used as

insults and derogatory markers any more. Along with this view, the same participants

also shared that they have lamented about our interviews and have become more

conscious and aware of their word choices during play. In addition, almost all of the

straight male participants have reported that being friends with gay gamers they have

played with. Most notable of all was FJ who ha been friends and play peer with an

openly gay teammate for 7 years. In adition to the straight male gamers’ claim of
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 65
solidarity and acceptance, the narratives of the gay gamers themselves – which mostly

highlighted their positive experiences with straight male gamers – provided additional

evidence of a climate of inclusion for gay gamers. The combined narratives of both sets

of participants add evidence to earlier findings that in-group – out-group contact can

reduce out-group bias and prejudice. Applied within the context of gaming, intergroup

contact and cooperation between straight male gamers (in-group) and gay gamers (out-

group) can help in creating a more pro-social gaming environment for both groups.

Matrix 2: A gradient of ambivalence and solidarity

Codes Theme Explication In vivo codes


Discrimination A gradient of Straight male gamers Wala naman talaga
Caution/boundary ambivalence and act toward gay akong hate.
Depende na lang
It depends solidarity gamers with a mix of ‘yon sa ugali mo,
Not about gender; bias and solidarity. pero yong ano sa
about skill While straight male ibang side
Tolerance gamers articulated naman...parang
sobrang ingay, wala
Acceptance their pro-social na sa lugar ‘yong
Respect attitudes and ingay nila...minsan
Friendliness solidarity for gay sumosobra rin. Wala
gamers, their sa lugar. Yong ibang
responses also bore bading...Either way
bading ka man
hints of lingering lalaki ka, babae
biases. This ayoko basta pormal
gradiation of attitude ka ganon ‘yon
toward gay gamers ‘yong gusto ko
sayo ‘yon nga para
means that inclusion, doon tayo
acceptance, and magkakasundo...
solidarity are not hindi naman namin
absolute, although it ikinakahiya na may
is more complete kasama kaming gay
gano’n kasi ano
compared to other eh…hindi naman
times in the past. disability kapag gay
ka eh

I have nothing
against naman po
sa pagiging bakla
ng isang tao. Ano
lang po, sadyang
parang syempre
po, magkakaroon
na lang ng parang
caution sa ibang
mga bagay kasi
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 66
may magkakaroon
ng natural
boundary po.

Wala naman akong


problema playing
with them...gender
isn’t much of a
matter. There's
definitely some pa'no
ba 'to ah may
disparity pa rin,
may hint of
tolerance lang na
ando'n pero there's
still a level of hate
somewhere in there.

3. How are homosexual-themed utterances used in gaming as a result of the

meanings and interpretations gamers have assigned to it?

Bakla: Multipurpose metacommunicative tool

Interviews with the participants revealed that the gay labels bakla and bading

are used in different ways and for different purposes, relative to the meanings and

interpretations constructed around them. An analysis of the data revealed that the

labels bakla and bading are usually used as (1) a form of incivility, usually in the form of

in-game trash-talk; (2) disparaging humor / conversational / playful humor; (3) emotion

response; and (4) pro-bakla language.

Trash-talk and Incivility

When asked about homosexual-themed utterances and the use of gay labels

and epithets in DoTA2 and LoL, several participants associated the terms bakla and

bading to the communicative practice of trash-talk (TT). As JJC noted:

JJC (gay): Ayon. Trashtalkan, ganon. Bigla na lang akong na-ano na


sumigaw silang “bakla,” gumano’n sila. Kasi nga talo na sila; duwag daw
ako, ayon. Kasi sa Dota, diba, ang tricks lang naman doon, pag ano, takbo ka,
tapos atake, ta’s takbo ka, atake, ‘yun lang. Mamamatay na sila.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 67
Adding to his explanation, JJC also cited another instance of homosexual-

themed trash-talk:

JJC: Parang ano, Roshan, ganun. Mini-Roshan, ganun. Kunwari, jungle ako—
parang farm. So yung farm kasi, s’ya yung dapat nagdi-DR, s’ya yung mag…
sa’yo yung objectives, kumbaga, mag-kill ng ganun. So pag nagju-jungle ako,
syempre try ako. Try-try, ganun. Pag ‘di ako nakapag-DR ta’s naagawan ako,
ayun. Bigla na lang silang magtra-trash talk nang “bading,” ganun.
“Bading, bakla,” ganun. “Bakla ka ba?” ganun... ‘pag trashtalkan na
talaga, kunwari, ‘pag 5v5, sir, ganun. Ayun na yung time na verbally talaga
na “bakla!” ‘Yung ganun, “bakla, bakla, bakla!” lalo na ‘pag talo sila, ganun.
[inaudible] “bakla, bakla!” Ayon, sir, ayon yung time. Pero ‘pag sa in-game
naman, ganun sila. ‘Ta-type sila…

Similarly, JMA recalled a trash-talking incident in a cyber caf where he heard

competing teams engage in homosexual-themed TT:

JMA (gay): The way na ginamit siya kasi merong isang beses no'ng...no'ng
naglalaro ‘yong dalawang teams. Another – different computer shop naman 'to.
Mas more decent kasi mga nag-aaral na 'tong mga 'to pero feel ko mga tambay
sa computer shop eh. Nagta-trash talkan sila, Sabi niya “ang bakla naman
nito...ang bakla...’ ganyan parang gano’n ‘yong mga naririnig kong terms.

Informant MVL on the other hand thinks that homosexual-themed trash-talk is a

way for players to mark another player for being odd or a way to ‘attack’ other gamers

‘personally’ so as to throw them off their game:

MVL (gay): ... Ganoon po kasi yon parang minsan in a game ‘pag hindi mo na
sila natatalo ng in skill-based lang, pinepersonal mo para way of attacking them
para mawala sila sa game...

One of the most insightful statements regarding homosexual-themed trash-talk

came from FJ during our very first interview. Not only did FJ admit to using gay labels

for trash-talk, he also shared some interesting observations about TT, particularly

homosexual-themed TT in relation to Filipino gaming culture. As FJ explained:

FJ (straight): ‘Yong kapag ano…in-game nagagamit ko ‘yon as a trash-talk


kasi cul…culture na kasi sa amin di ba? Sa gano’n…sa gaming industry
pag gay, bading…duwag pero since ayon…ginagamit ko kasi trash-talker
ako, bata pa lang eh... sa game…ang bakla o bading sinasabi na duwag or
uh parang…walang kwenta as in gano’n pag na gaming community na
Pilipino. Ewan ko lang gano’n din sa ano…sa ibang bansa kung ganon din term
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 68
nila pero ayon nga. Figuratively speaking sinasabi nila na bakla is gano’n
nga…kasi nakasanayan na rin. Culture na rin ng Filipino gaming
community.

All of these responses provide a snapshot of homosexual-themed trash-talk

within the context of gaming. To help explain how gay labels are employed as trash-

talk, I turned to some relevant conceptual and theoretical schemes regarding trash-talk

from TT scholarship. According to Conmy et al., (2013) trash-talk is ‘a ‘deliberate form

of verbal communication utilized by individuals for both affirmative personal reasons

(i.e. motivation, fun) and disruptive motives toward opponents (i.e. distraction,

intimidation)’. It encompasses criticisms (both constructive and derisive), banters, jokes,

teasing, swear words, negative comments, insults, and other forms of put-downs. Yip et

al. (2018) conceptualized trash-talk as ‘incivility expressed in a competitive context in

which two or more parties are vying for resources, recognition, or status that occurs in

interactions defined by strong competitive norms that lack opportunities to collaborate.’

Even though Yip et al.’s and Conmy et al.’s formulations of TT were not conceptualized

for gaming, they still provide a useful framework for analyzing and explaining the

participants’ responses regarding homosexual-themed TT.

Trash-talk is not unique to gaming; it is yet another trope that computer gaming

borrowed – and made its own – from the similarly competitive arena of sports and

athletics (Paul, 2018). The highly competitive and often antagonistic nature of MOBAs

fit within Yip et al.’s description of competitive spaces where collaboration, even among

teammates, is not always guaranteed. As Cote (2017) noted, even cooperative teams –

such as those seen in DoTA2 and LoL’s online / offline multiplayer setup – are prone to

TT, especially when a member fails to perform effectively, such as in the case

described by JJC at the beginning of this section. Since it has already been established

that video and computer games like MOBAs are by their nature extremely competitive,
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 69
DoTA / DoTA2 and LoL provide the context and parameters for TT to take place. Ortiz

(2019) made a similar observation in FPS games and other fighting games, citing that

the competitive, high-stakes, and fast-paced nature of games like ‘Call of Duty’ and

‘Halo’ ‘construct the environment conducive for trash-talking. Just like FPS games,

DoTA2 and LoL also offer the context for this type incivility (and sometimes rudeness as

outsiders perceive it) to take place. True to what Bromley, Mirza-Babaei, McAllister, and

Napier (2013) and Kröger and Quandt (2013) observed, ‘games that involve[d] killers

show[ed] a much higher degree of “trash talk” interaction than games without killers.’

For these reasons, trash-talk has become expected – and even aceepted and even

anticipated in certain game genres [like FPS and MOBAs] (Easpaig, 2008; Kaye et al.,

2019). It has also become mandatory experience, a ritual of sorts for anyone seeking

entry, acceptance, and status in gaming communities (Condis, 2018). The professional

gaming scene is one such example where TT that is often characterized by

mysoginistic and homophobic language still take place (Taylor, 2012), despite strong

collective, public disapporoval for such smack talk. In a study that investigated the

meanings of racist and sexist TT for men of color, Ortiz (2019) concluded that TT has

become a form of social currency that adds to the prosocial experience of gaming but at

the same time, distinguishes real gamers from mere players. In other words, trash-talk

is part of ‘how games were meant to be played’ (Kushner, 2004), a fundamental

component of the gaming experience that is often justified as ‘just talk’. The general

acceptance of trash-talking in these settings has also made it the single, most notorious

characteristic outsiders stereotype of competitive gaming culture, gaming spaces (e.g.

cyber cafés, e-Sports, live game streams, etc.), and the gamers that inhabit them.

There was a similar consensus among participants concerning TT.


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 70
Many of the participants, even those that identified themselves as gay / bakla,

believe that the use of homosexual-themed utterances for TT should not be taken

seriously and that uttering or shouting ‘bakla’ / ‘bading’, along with other expletives

during a game is usually understood as a form of boasting that is not meant to be

offensive nor meant to degrade members of the bakla community. This near universal

dismissal and defense of homosexual-themed TT as a ‘normal’ part of the game may

be explained by the interactionist concept of ‘definition of the situation’ expressed by

W.I. Thomas (1928). Players’ collective participation in gaming activities, trash-talking,

and the use of gay labels in TT help crate a shared, common definition of the situation.

In this common definition of the situation, TT is upheld as a normal part of play;

something that just happens while people are playing and not entirely out of the

ordinary. In this process of negotiation and renogotation, players orient themselves to a

common understanding of homosexual-themed trash-talk in the context of gaming –

that it is ‘just talk’. Likewise, they are also motivated to uphold and keep this definition of

the situation even to the point of negating other definitions that may say otherwise. Most

of the time this is done tacilty and opposing definitions are simply swept under the rug.

By committing themselves to this ‘harmless definition, players can selectively perceive

aspects of the phenomenon (e.g. TT is just a joke, banter, normal, etc.) to confirm their

definition while ‘tactfully ignoring information that refutes it’ (Scott, 2017). In this regard,

the potential TT that utilizes gay labels and epithets to offend, discriminate, and/or

cultivate negative views about the bakla are minimized, if not momentarily disregarded.

As a result, it becomes easier to assume attitudes of nonchalance if not wholesale

acceptance and tolerance of the use potentially homophobic, sexist, and mysoginistic

language for trash-talk. Ultimately, this definition and interpretation of TT and

homosexual-themed TT guide social actions related to TT in gaming. This also squares


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 71
with Goffman’s dramaturgical take on symbolic interactionism. For Goffman,

interpersonal interactions are like stage performances where we collaborate to maintain

and uphold a collective impression of what is happening. Applied in the context of

gaming we can say that players engaged in TT are following a ‘script’, which usually

follows a sequence of play, someone makes a mistake, trash talk, laugh, and repeat.

Regardless, this ‘script’ helps players create an agreed-upon version of events or

definition of the situation where TT is seen as a normal occurence that does not pose

any threat. In creating this reality, we draw from shared stocks of normative

assumptions and expectations established and learned from prior interactions as well

as catalogues of the forms of expressive behavior -- verbal speech, facial expressions,

bodily gestures, and demeanour -- that can be observed in any situation, as an index of

the underlying social structure that allow us to ‘assume a natural attitude of habit and

routineness’ (Scott, 2017) toward homosexual-themed trash-talk. The situation then

becomes ‘business as usual,’ unremarkable, taken for granted, and normally-occuring

‘talk’ in the context of play.

Emotive response

For some participants, the bakla / bading labels and epithets function as emotive

responses that usually come with trash talking. This is similar to how the word gay is

used to express displeasure, dissatisfaction, and frustration in English-speaking

settings (McCormack, 2011). While studying a group of college male video game

players, Niemi (2014) observed that TT sometimes becomes an outlet to express

agitation. Niemi’s conclusion points to gaming’s emotional dimension, something that

participants of this study have repeatedly referenced. In one interview, informant RO

indicated that he shouted the word bakla during a ranked game because he felt upset

with his teammate’s poor performance:


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 72
E: Sa mga ano, ahm, pakilinaw naman yung mga pagkakataon na nagagamit
mo yung term na "bakla," ano usually yung magpupush say or magtutulak sayo
na gamitin itong mga salitang 'to.

RO (straight): 'Pag rank game ta's bobong-bobo talaga yung kakampi mo,
masasabi mo talaga siyang ganon.

E: Ah kung sa computer shop, sinisigaw mo ba, itinatype mo lang ba or


pareho—

RO: Sinisigaw po kasi galit, kasi rank game ta's naghahabol ng ano...

Informant FJ recalled a similar experience in a sperate interview:

FJ (straight): May…time talaga na madadala ka kasi ‘ayon nga…pagtrash-


talk-an. Hindi pag…may ano may time na madadala ka sa trash-talk-an, then
mababanggit mo ‘yong word na ‘yon (referring to bakla/bading), parang
ano na rin dahil sa rage mo ‘ayon. Ma – masasabi mo ‘yong salitang gano’n
and other any bad words gano’n…foul words. (parenthetical quote mine)

E: Rage, as in galit?

FJ: Oo, nayayamot. Gano’n.

E: Galit para kanino?

FJ: Galit doon sa…kunwari parang hindi niya na-satisfy ‘yong sarili niya
sa do’n laro...Magagalit, “bakit hindi ka pumasok, bading ka ba?” so ayon
may feeling ng rage...

For FJ, fits of frustration can invite the use of bakla labels and epithets when

trash-talking. Bakla informant FK shared a similar observation:

E: You mentioned na, uhm, may mga pagkakataong nagagamit ‘tong mga terms
na ‘to because of some emotion?

FK: Ah, y..yes po. Kasi po, ano eh, hindi naman po sila magagalit without any
reason eh. Parang ano po, parang yun lang yung coping nila para mailabas
yung anger na yon. Sinasabihan nila yung teammate nila na gay...or bakla...ah,
ano pa ba? Yun po.

FK added:

FK (gay): I mean sinasabi nilang ‘bakla’...kasi parang nasa urge sila ng


anger. Kasi, ganun di ba po sa gaming? Ah, masyado tayo nagpapadala sa
emotion. Nasasa...out of anger, nasasabihan natin yung kaibigan natin na
‘bakla’, kahit hindi naman siya gaun... parang yun lang yung coping nila
para mailabas yung anger na yon. Sinasabihan nila yung teammate nila na
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 73
gay...or bakla...out of emotions lang nila nasasabi, out of emotions lang
yung nasasabi, so parang...at that...at that...at that moment, sigu...at that
moment siguro po...na...uhm...parang ginamit niya yung ‘baklang’ yon...

FK reiterated the same observation during a subsequent interview:

E: May nagbago ba dun sa ano, kasi shinare mo sakin last time based on your
observation na most of the time pag lumulutang tong mga salitang ‘to (referring
to bakla and bading) it is tied to an emotion and most of the time ang emotion ay
anger. Sa mga pagkakataon na naobserve mo magmula nong nag-usap tayo
nung September, nakita mo pa ba itong trend na ito, na everytime lalabas yung
word na to may galit, may naiinis, may pikon, ganun pa rin ba ang lagay ng
sistema?

FK: Opo, anger pa rin po. Anger pa rin po yung nagiging cause ng pagsabi
ng mga foul words...Anger pa rin po kasi talagang parang focus na focus-- pag
gamer po talaga focus na focus sa ano eh, sa mga laro, and parang ayaw nila--
ayaw nila talagang nababaog, natatalo, ganon. Parang yon, ano pa rin, nagiging
agresibo pa rin yung mga tao if natatalo sa games.

FK and FJ’s self-reflexive naming (ex. ‘nayayamot) and describing (ex. ‘nasa

urge sila ng anger’) of their and other’s emotional states and responses show an

awareness of how bakla labels and epithets can be used to express agitation and

dissatisfaction. It should be made clear, however, that the linking of homosexual-

themed communication with distressful and often negative emotions does not

necessarily translate to feelings of hostility towards the bakla person (McCormack,

2011). Most of the time, whatever emotions imbued in the term bakla are directed at the

game or some aspect of it. In other cases, the target of labeling and its emotional

baggage may be the actions performed by other players, similar to how expressives

(which can also include gender slurs) are directed at some specific state of affairs or if

not nothing at all (Potts, 2007). As one informant in Niemi’s (2014) study confessed:

‘most guys, when they are playing with another male person, and that person
does something wrong, they will deride them. If they know them, they will do it in
fun, and if they don’t know them, they will do it out of spite because they are
mad.’
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 74
VL’s observation of his in-game use of homosexual-themed communication

coincides with Potts’ assertion:

VL (straight): ...‘yong bakla sinasa – uhm nasasabi ko na lang po siya pag


sobrang ano…pag ano patong patong na yong emotions, parang nasasabi
ko na lang po siya unconsciously na ‘tangina bakla!’ parang ganon
pero…may kasamang galit, tapos takot matalo, parang ‘yon ayoko lang –
ayoko po ay I mean, parang ano ayoko po kasi natatalo...

VL’s statement also hints that the emotive content of homosexual-themed trash-

talk may containt a wide range of emotions that may include excitement, frustration,

heightened competitiveness, etc. As to the target of his emotional outbursts, VL

maintained that they were mostly directed at his teammate’s clumsiness as opposed to

an utterance that was meant to insult an actual bakla.

VL: More on ano po parang sa ginawa po no’ng tao. Hindi po siya doon sa
mismong kabaklaan po…lahat sa overall na mga bading. More on, siguro po
sa personal, sa mismong kausap mong tao.

FK expressed a similar belief:

FK: ...mostly directed sa laro po, kasi, ah, may iba pong masyadong
focused sa laro...masyadong, aah in – parang nasa zone po sila ng
gaming, ayun, kaya out of anger, nasasabi nila yung mga ‘bakla’...

VL is not the only DoTA2 / LoL player who has had to contend with feelings of

frustration. Lobel et al., 2014 contended that anxiety, anger, and frustration are parts of

the game and are among the things that keep games challenging. Paul (2018) believes

that part of the challenge is forcing players to keep their cool as they pursue their

objectives while simultaneously being repeatedly slaughtered in the process. Staying

calm and keeping focused in the game instead of giving in to despair and panic become

metagames just like trash-talking.

Explanations can also be found in literature that previously investigated the

intersections of gaming and emotion and emotion and language. One example is

Deterding’s (2015) work that attempted to understand emotion display and interaction
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 75
tensions in video game play. Drawing from Goffman’s (1983) theory of interaction order,

Deterding explained that strong emotions and displays thereof are common occurences

in competitive gaming as gaming provides gamers with a milieu to act out intense

emotions, which they may not be able to express elsewhere. Even abrupt emotive

expressions of aggression, which would normally be out of place in typical everyday

conversations become acceptable as the faming of gaming as non-serious allow others

to understand that the target of such emotions are not the actual biographical person.

Deterding also contended that the loose norms on emotional involvement contribute to

video game’s enjoyability in that games’ designs afford gamers plenty of opportunities

to experience and express emotions spontaneously and free from the usual inhibitions

non-gaming encounters impose. Following these assertions, it can be said that video

games are not just leisure activities; they are also emotional experiences.

Similar to Deterding, a study about emotional functioning and video games in

adolescence, Gaetan, Bréjard, and Bonnet (2016) pointed out the emotional dimension

of video games ‘results from the emtional processing (Greenberg, 2004 as cited in

Gaetan, Bréjard, and Bonnet, 2016) of three interconnected components that put

emotion at the center of the interactional dynamic. These components are: emotional

valence (the positive or negative value assigned to the emotion, intensity, and emotion

expression. Although this study’s participants referenced (with varying emphasis) all

three components at different points in the interview, what I like to delve in here is

emotion expression. Following Ochs and Schifflien (1989) ‘language of affect’, Katriel

(2015) asserted that people externalize emotions, its valence, and its intensity through

different non-verbal and verbal cues ‘which form an intrinsic part of all communicational

processes, [and] are reified, interpreted, and responded to by interlocutors.’


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 76
True enough, many of the participants I interviewed pointed to the importance

of non-verbal and extralinguistic cues in evaluating the valence and intensity of the

emotions conveyed by speakers who deploy bakla / bading labels and epithets as

trash-talk components or emotive responses. Some of the non-verbal cues mentioned

by participants include tone, vocal register, facial expressions, and other gestures such

as slamming the keyboard against the table or typing ferociously. Informant VL

mentioned this during in one interview:

E: Na-mention mo yong tone. Uhm may kinalaman ba yong tono no’ng paggamit
no’ng term na bakla at bading doon sa meaning na ikinocontain ng mga salita?

VL: Kunwari po uhm di ba yong tone ano na po, pag medyo…parang medyo
pagalit na talaga, parang “ay tangina seryoso na to”, parang “ay hindi na
to lokohan”, “hindi na to biro”, parang ‘yong ginagawa po namin. Madalas na
uhm parang ginagaya namin ‘yong voice na bakla na medyo matining uhm yon
nga po, pag medyo seryoso na may nangyayari na pong hindi maganda.

E: So, usually uhm anong tono ang mag iindicate, like how is it said?

VL: Uhm ano po medyo ‘yon nga, normal tone na ng boses na


medyo…parang may halo na ng emotions na galit, parang “puta” parang
gano’n, parang may ano na, may bigat na po.

VL: hindi naman po maiiwasan ‘yong pagsigaw sa ano sa…pag konteksto ng


paglalaro. Lalo na po pag magkakasama kayo so ‘yon nga po minsan
pagpasigaw na tapos ano may tono ng galit na po. ‘Yon na talaga parang
hindi na po tama.

Another observation came from bakla informant MVL:

MVL: parang yung intensity po kasi minsan po kasi like the heat of the game di
ba po? Parang pag ano kasi pagsigaw po na pag medyo mataas po yung
bos-- parang yung malakas yung boses medyo maiitindihan mo pa pero pag
yung way na parang may mura na parang ganun parang may nagdadagdag na
po na mga word na hindi naman dapat ano so dun po siguro yung intensity niya
pag.. pag... paglakas tapos yung pagdagdag pa ng unnecessary na words
na ano.

For MVL, the heavy tone and vocal register along with the use of verbal

intensifiers like curse words (e.g. Bakla ampota!, tang inang bakla!) serve as vital clues
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 77
in assessing the emotional valence of the utterance and its possible interpretations.

JMA mentioned something similar during our interview:

E: Meron ba silang ano – meron ba silang pattern or – or manner of speaking na


pinapakiramdaman mo or nanonotice mo and – and it it helps you identify kung
negative ba ‘yong paggamit or wala lang?

JMA (gay): Sa ano…sa tono ng boses nila pag may times na parang galit
na ‘‘yong boses.

E: Kaya mo ba i-demonstrate kung – kung how it would sound like kung – kung
galit na ‘yong…tapos negative pa?

JMA: “Bakla, ano ba?” ‘‘Yong parang gano’n ‘yong, parang uh nanggigigil
tapos maririnig mo na ‘yong gano’ng term, tapos susundan ng mura,
tapos uulit-ulitin. Parang do’n siya nagiging negative eh, tapos ‘yong – ‘yong
uh gestures tapos ‘yong— Yong parang may pagdabog na, parang pag
umabot na sa gano’ng point nagiging negative na ‘yong term na bakla.

MIB, another bakla participant echoed MVL and VL’s observations:

MIB (gay): 'Yun 'yung talagang nakakainis kasi 'yung way pa ng pagkakasabi
niya nun ng bading is depende pa 'yan sa module ng voice mo o kung
pa'no mo pa s'ya sinasabi. Kasi may tono na gan'to "Uy, bading!" [casual tone
of voice] pero meron ding tono ng word na bading or bakla na talagang
nakakapagpababa ng self-worth.

E: Can you demonstrate to us, or to me, kung ano 'yung example ng


nakakapag...

MIB: Nakakapagbaba? "Bakla!" [greatly emphasized] something like that,


they crush it to you, isasampal nila sa 'yo na ganito ka, that, 'yung
talagang alam mo na meron silang will, meron silang intention na saktan
ka kaya nila sinasabi 'yun sa 'yo.

All of the responses from VL, MVL, MIB, and JMA are indicative of the

importance of non-verbal, paralinguistic cues when dealing with emotive contents of

homosexual-themed trash-talk. In these cases, pragmatic components such as tone of

voice along with the words used were critical in judging the valence of the emotional

outbursts (Jay & Janschewitz, 2007, 2008; Locher & Watts, 2005)

Regarding verbalized displays, Alba-Juez and Larina (2018) contend that when

people find themselves under the sway of emotions, they ‘perform speech acts which
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are interpersonal in nature and have particular consequences.’ That said, participants’

yelling, shouting, lobbing, insulting, intense teasing, and trash-talking that utilizes bakla

/ bading labels and epithets are speech acts that represent a gamut of emotions

ranging from excitement to frustration. The resulting consequences are as varied as the

emotions they convey. For instance, FK registered several occasions when their bakla

teammate became noticeably quiet and / or withdrew from the team for a short period

until FK and his other friends toned down a little bit or got over their heightened state of

emotions. VL registered similar observations with their non-binary teammate who would

suddenly become quiet in the face of VL and his friends continued jeering. JJC, who

has been at the receiving end of these emotive outbursts on several occasions, also

mentioned a similar silent withdrawal response. JJC also mentioned that there was a

time when he confronted his friends about their consistent homosexual-themed emotive

outbursts during games. The confrontation came after JJC’s prolonged withdrawal and

intentional avoidance of his playmates. For most participants, however, the

consequences rarely took the form of serious conflict. Taking my personal experiences

into account, I have never seen homosexual-themed emotive outburst result in physical

confrontations between players. This is not to discount the possibility that players who

have been exposed or subjected to such outbursts were affected cognitively (ex. not

being able to concentrate, being thrown off, etc.) or emotionally (ex. feeling

embarassed, anxious, upset, agitated, etc.). Alba-Juez and Larina saw this reflexice

relationship between emotion and language, stating that ‘emotion affects language and

at the same time is affected by language’. In other the words, the way we feel shape the

way we talk and the words we use to convey these emotions whatever they are and ‘the

way we name or talk about emotions can affect the way we feel such emotions’.
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Another study conducted by Jay (2009), this time about taboo words that include

ethnic-racial-gender slurs, also highlighted the relationship between emotion and

language. According to Jay, taboo words, which may also encompass bakla / bading,

do not just have the ability to convey ‘emotion information’ such as one’s emotional

state. They may also aid personal and interactional goals that cannot be easily

achieved when using non-taboo counterparts. As taboo words ‘intensify emotional

communication’, they accomplish a different effect. Simply yelling ‘duwag!’ at another

player is vastly different from bellowing ‘bakla!’. The latter immediately conveys disdain,

ridicule, and superiority over another. These meanings would be easy to miss or ignore

when the vehicle for their expression are literal, denotative, less impactful non-taboo

words. Taboo words’s immediacy, intensity, and ability to arouse emotionally and

cognitively lend it its staying power in gamer language. Thus, the utility of taboo words

as conveyers of emotions lie in their ability to communicate a wide range of emotions

through their connotative baggage.

Disparaging and playful humor

Aside from being a form of emotive response, participants of the study indicated

that homosexual-themed utterances like ‘bakla’ and ‘bading’ are also used as a ‘joke’. It

should be noted though that what participants referred to as 'jokes’ are not the standard

canned or pre-made jokes that consist of a set-up and a punch such as those described

in the works of mainstream humor scholarship (see Hocket, 1972; Sherzer, 1985).

Rather, their answers point to different types of humor / humor talk that flows more

naturally between interactants and are usually situated between the offensive and the

playful.

As Kotthoff (2006) observed, cooperation and criticism often go together. The

confluence of competition and camaraderie in gaming provides gamers plenty of


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 80
opportunity to bond, nip, and occasionally, bite at one another using humor. The

participants’ answers and observations suggest that the using bakla and bading labels

may be intended, experienced, and interpreted as either aggressive or affiliative or both

at the same time. I asked one of the straight male participants about this and this is

what he had to say:

E: Sige. May nasabi ka din…may nabanggit ka na uhm ang paggamit ng terms


na bakla at bading as labels ay may kasamang intensyon doon sa part ng
gumagamit...Ano ‘yong intensyon mo? Intensyon ba nating…masasabi ba
nating intensyon mong manakit? Or intensyon mo bang mamahiya? Or
intensyon mo lang magdescribe? Intensyon mo lang mang asar? Or intensyon
mong magbiro? Meron bang any of those intentions?

RM (straight): Yes. Yes po meron – halos lahat po ng nabanggit niyo uhm


naging intention ko na. ‘Yung pang-asar pag sa – sabihin na natin screen
namin sa laro tapos meron kaming mga magkakaibigan lang kami. Pwede
rin siyang gamitin pang-asar kapag meron naman maglalaro ako mag isa
tapos sobrang galit na ko...Pwede rin po mamahiya...Pwede kong “oh
ganyan ka” “bakla ka!” gano’n pwede ko siyang sabihan.

RM’s intentions for using homosexual-themed communication include teasing,

mockery, and humiliating others. Apart from intent that goes beyond simple

amusement, RM also hints that homosexual-themed communication can switch from

playful banter to insult when someone gets frustrated. Informant FJ had similarly

acknowledged that the connotations of bakla and bading can sometimes be evaluated

as ‘asaran lang o joke time’ (just teasing or joking):

E: Last time napagusapan natin si Dominic…medyo ano…may considerable


time tayong umikot ‘yong paguusap kay Dominic. Tanungin ko lang din kasi
nakwento mo sa akin na may pagkakataon na nagamit niyo nga ‘yong salitang
bakla kay Dominic as a form trash talk…ba – tama ba ko? Or a form of joke?

FJ: Oo..minsan…parang both, kasi kunwari nandito na kami sa point na aatake


na kami tapos, wala pa siya “ang bading mo naman” pero parang trash talk
yong dating no’ng salitang ‘yon, pero joke time lang talaga sa amin yon,
parang ganon lang.... kapag inano namin si Dominic – tinawag naming
bakla parang ano lang eh… biro lang or wala lang—
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 81
Even though FJ was adamant that his use of the bakla and bading labels around

his bakla friend was jocular , he did concede in another interview that such joking can

be viewed negatively even within the context of in-group teasing. Similar to FJ,

informant VL indicated that whenever he deploys bakla trash talk, it is just a joke and

that he and his friends imitate swardspeak while playing as a form of humor:

VL (straight): Opo, in someways katulad po no’n, ‘yong sa pag express ko


po no’n parang may kasama na talagang galit pero kung minsan kasi, pag
alam mo ‘yong bakla paran…medyo pa joke lang kasi minsan po nage-gay
language kami ng “bakla ano ba”, gumaganon kami mga magkakaibigan.

FJ, VL, and RM are not the only gamers I have encountered with the tendency

to shrug off their usage of bakla labels as jokes and/or harmless inside humor. I

observed this first hand when I tried to recruit a playgroup as participants. When I

approached this group of college male DoTA2 players to ask about their vehement

homosexual-themed trash-talking, the guys answered me with awkward smiles and

dismissive answers. It felt to me like I was asking them a ridiculous question or like I

was trying to problematize a ‘natural’ part of DoTA2 gaming. Needless to say, I was

effectively stonewalled by their perfunctory answers, which fell somewhere along the

lines of ‘Katuwaan lang namin yun. Amin amin lang yun. Joke joke lang’ (It’s just for

fun. It’s just amongst ourselves. It’s just a joke). Despite my unsuccessful attempt to

recruit them as participants, our brief interaction was enough to highlight what Ortiz

(2019) had observed among male players who use sexist and homophobic language for

fun:

‘Indeed, most respondents justified sexist trash talking by referring to its


frequency. While acknowledging the possibility that “some people” may find
sexist trash talking to be in poor taste, these respondents made it a point to
explain to me how there is little “wrong” with this practice.’

Pascoe (2007) noted that ‘fag talk and fag imitations’ (such as in VL and his

teammate’s case) ‘serve as a discourse with which boys discipline themselves and
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 82
each other through joking relationships.’ Humor’s ability to parlay social relationships

makes it a useful tool in policing unmasculine behavior without the risk of offending

peers. In this regard, homosexual-themed trash talk enveloped in humor is as much a

joke as it is a way to criticize gaming actions that is perceived to be unmanly. As a

result, intergroup commentaries that use disparaging remarks become acceptable

‘because of the levity with which the remark is delivered’ (Thomas et al., 2020).

Bakla participants FK, MVL, JJC, and JMA shared similar observations about

how they found the use of the bakla and bading labels to be playful and at the same

time potentially offensive:

MVL (gay): ‘So yun nga po kagaya ng sinabi ko kanina na parang in a way of
saying insult po to the ano-- to the-- parang inaasar po ganyan na parang
'kala nila joke pero parang...parang sa observation ko po... parang feeling ko
parang ginagawa nilang joke yung term na yun na kahit hindi naman...

For MVL, the label bakla, when deployed in the context of gaming can be used

to insult others or engage in jocular mockery, though he felt that players should desist.

FK, another bakla informant, recalled an instance when a playmate uttered the term

bakla during a game and it felt to him that it was used in jest:

FK (gay): Yes po. Yun po, yung first case ko po na yun, support ako, sabi niya
bak...ano ‘bakla ka talaga bakit hindi mo ko tinu – tinulungan – tin --
inano? Pero, may iba, may ca – ah, may cases ako na parang pabiro po
yung ano niya, pabiro po yung...pero hindi ko naman po tinake
personally... Sab – sabi niya ‘bakla ka, bakla ka talag’ Sabi ko ‘Te, ano – te
ano na, eh lima yun, mag isa ka lang, bakit mo kasi pinasok?’ Pero yung ‘bakla
ka talaga’ I think hindi naman yun as a offen... di naman tinata...sinasabi
na as a offensive word.

Although most of the situations and past experiences the participants described

focused on the playful aspect of joking using bakla labels, their answers suggest that

they also recognized its more aggressive side: that despite its purported playful nature,

this kind of teasing can also be experienced as negative, hostile, and cruel (Kowalski,

2004). Martin et al.’s (2003) model of humor style provides a useful framework for
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 83
understanding the use of bakla labels used in humor talk described by the participants.

There are four types of humor styles in Martin et al.’s model. These are: affiliative,

aggressive, self-enhancing, and self-defeating humor. Of these, I found that aggressive

and affiliative humor as useful concepts in explaining the participants’ responses.

Disparagement or aggressive humor can be explained as remarks and commentaries

that are ‘intended to elicit amusement through the denigration, derogation, or

belittlement of a given target (e.g., individuals, social groups, political ideologies,

material possessions) (Feguson & Ford, 2008). This type of humor is often intended to

belittle others though it is often done through a veil of playfulness to mask the hostlie

intent. Another significant characteristic of disparagement / aggressive humor is that it

can be deleterious and injurious to personal relationhips when used excessively. In

contrast, affiliative humor is considered to be more benign and playful in its intent. It is a

type of humor that strengthens relational ties and group cohesiveness, reduces conflict,

raises morale, enhances one’s attractiveness to others, and ultimately creates an

atmosphere of enjoyment. Although affiliative humor is benign compared to

disparagement humor, it can still include gentle teasing and other minorly aggressive

elements (Martin et al., 2003).

Citing Ford and Ferguson (2008) Koszałkowska and Wróbel (2019) reiterated

that humor that employs homosexual-themed language ‘may go beyond amusement

and evoke other feelings’ such as embarrassment, disgust, guilt, anger, or frustration.

For members of the identity group bakla, even just overhearing the casual use of bakla

in playful teasing can already call to mind stigmatizing stereotypes associated with

them. When connotations of enjoyment and good-natured intent are absent, strong

responses like confusion, offense, and hurt become inevitable results (De Jongste,

2013) such as in the case of bakla participant JJC:


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 84
JJC (bakla): Kinausap ko sila kasi nga, parang na-realize ko na “ba’t ang hilig-
hilig nyo’ng sabihin ‘yan?” ganun, so kinausap ko sila. Kinausap ko muna ‘yung
isang… ‘yung pinaka-close ko sa nakaka-ano… tropa ko. Sabi ko, “Uy, ‘di ako
natutuwa,” ganun, “’di ako natutuwa sa mga…” ganun. Sabi nya, kala nya nu’ng
una, biro lang yung pagkakausap ko sa kanya. So, kala nya nga biro, so after
that, hindi ko pinansin. Hindi ko sila pinansin, three months. Mga three months,
hindi ko sila pinansin. As in, ‘yung chat, wala… ‘pag pumupunta sila sa bahay,
hindi ko inilalabas, ganun. Du’n nila… tinanong nila ‘ko. Like, tinanong na nila
ako after that na, “ba—anong mali? Anong nagawa nila?” Tapos sinabi ko na,
na, “Kada maglalaro na lang ba, ‘bakla, bading’ na lang maririnig ko ‘pag
ako kalaro n’yo, ganon?” ‘Yun, sinabi ko na insensitive sila.

In this excerpt, JJC recounted to me the time when he had had enough of his

playmates’ excessive bakla teasing. This eventually led to a deterioration in their

relatioship. Despite repeated assurances from his friends that they were just joking, the

use of bakla labels for ‘fun’ had resulted in distress and social-relational distancing

owing to its frequency and vehemence. As Martin et al. stated, unrestrained and

excessive joking of this sort could stir conflict especially in intergroup interactions. In

addition to negative feelings the targets suffer, studies in disparagement humor have

also suggested that telling jokes that make fun of certain social groups can cultivate

negative perceptions and attitudes toward the group and ‘normalize prejudice and

harassment’ towards stigmatized groups (see Hobden and Olson, 1994; Ford and

Ferguson 2004; Woodzicka and Ford 2010). Some of the straight male participants

appeared to be aware of this:

FJ (straight): ...minsan pag yong connotation ng bakla, bading na yan


parang minsan asaran lang pero either way kung rage ka man o asaran lang
o joke time, ‘yong meaning pa rin nila negative.

The negative connotations FJ attribute to the label bakla also made it difficult for

him to utter these words during our interviews, which were mostly conducted in public.

When I asked him about it, he said he wanted to be careful not to call up negative

reactions from those who may overhear our conversation. FJ seemed aware or

conscious of the effects of such utterances to other co-present.


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 85
For other participants like VL, the awareness that their choice of humor can

offend presents some sort of ‘moral conflict’ for them that can only be dealt with by

sweeping things under the rug or constantly defining the situation as harmless, good

natured fun:

VL (straight): negative pa rin siya pero, uhm, we turn a blind side po


towards it kasi, pa-joke na lang namin sinasabi. Hindi na po siya yung
parang uhm, suntok na...‘bakla!’ ganun. Hindi na yung...parang pa-joke na
lang talaga siyang ano...

By his own admittance, VL and his friends choose to ignore the possible

negative implications of their teasing. By defining the situation as teasing, invoking the

playful context of the utterance, and differentiating a playful utternance from something

he believes to be injurious, VL and his friends are able to sustain the polite fiction of

harmless teasing using bakla labels. Likewise, RM also drew the line between what

may be considered playful teasing and bakla teasing that crosses the line:

RM (straight): Kasi po pag sa umpisa, puwede mo lang sabihin na, ayun,


sabihin po nating ‘bakla’ ah, sa umpisa, wala lang yun, joke joke lang yun.
Pero kapag once na may napikon na, ah, dun na, dun na magkakaiba yung
magiging totoo na yung intention nun, magiging totoo na yung word na
bakla – kung ano man yun….

For RM, whether the use of bakla labels is counted as harmless humor or

something else depends on how the target or others respond to the joke. He believes

that playful teasing using bakla labels is just a joke. It is all fun and games until such

joking / teasing results in someone getting upset (‘may napikon na’). On such

occasions, RM believes that amusement gives way to other unfriendly intentions even

though he did not specify what. Other participants also differentiated between what they

thought to be disparaging jokes that employ bakla labels and playful teasing. What

these participants share with VL and RM is that they all alluded to a variety of verbal

and non-verbal metacommunicative cues such emotional valence, tone, delivery, etc. to
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 86
catch the meaning of an utterance. These contextualization cues help interactants

decide whether negative and hostile comments should be taken seriously or playfully

(Kotthoff, 2006). This can also corroborated by the findings of Koszałkowska and

Wróbel’s (2019) study on the moral judgment of disparaging homophobic jokes. In their

study Koszałkowska and Wróbel asked respondents to indicate the level of amusement

and disgust evoked by different kinds of disparaging humor ranging from religion-

disparaging jokes to homophobic jokes. Their findings suggested ‘that disparagement

humor was judged through emotional evaluations.’ Prior to Koszałkowska and Wróbel,

De Jongste (2013) had already suggested that determining humorous intent often

hinges on several factors including emotional and evaluative factors. This puts

disparaging humor on a class of its own because of the emotional reactions it can elicit.

Beyond amusement, these types of jokes often carry with them the consequence of

evoking feelings of disgust and otherness, usually by ‘depicting everything that is

oppressive with gay men’ as in the case of homphobic humor (Koszałkowska & Wróbel,

2019). Collective insights on the effects of disparagement humor also suggest that this

kind of joking shore up unfriendly attitudes toward disparaged groups, promote

derogatory stereotypes, makes discrimination acceptable, and ‘normalize harm’

(Thomas et al., 2020; Ford, 1997; Ford et al., 2008; Ford & Ferguson, 2004; Saucier,

O'Dea, & Strain, 2016; Strain, Martens, & Saucier, 2016) even if a heterosexual or

unintended bakla co-present other simply overhears it. Gay informant MVL articulated

this in one interview:

MVL (gay): ...for me, kahit hindi ako directly na sinasabihan non, may
somewhat na nafe-feel ko na parang…ano ba? Wait lang…parang ‘pag
sinasabihan ka, tas sasabihan ka ng kahit hindi naman directly ikaw,
parang mapagku-question ka bakit…bakit kailangan sabihin pa ng ganon
ka-insensitive? So, parang…’yon po, parang…judgment po, kasi parang
different perspective, different din na ano ‘yon…na point of view din ‘yon ng tao
kung mi..minsan hindi naman totally sinasadya, pero parang ‘yon na yung
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 87
pagkainterpret mo so may…parang… may parang cases na ganyan na
kailangan i…uhm, like…uhm, pa’no ba ‘yon? Parang magkaiba yung
thinking, depende sa thinking ng tao ‘yon kung paano sila magrereact sa
ganoon.

In his recounting, MVL only overheard the label bakla / bading uttered by co-

present players / strangers. Although he was sure he was not the intended target, being

present in the same location and overhearing it was enough to get him mentally

aroused and confused.

Disparagement humor can also be an ‘othering’ tool packaged as jests (McCann

et al., 2010). Where sexist humor positions one gender as ‘generally superior’ over

another, homophobic humor asserts the self-ascribed superiority of hegemonic

heterosexuality over its polar opposite (i.e. bakla) and lump the butt of homophobic

humor in that undesirable category. As McCann et al. put it:

‘Humour’s role as an ‘othering’ technique has two functions: first, it marks out
what is to be taken seriously such as stoic, heterosexual masculinity, and what
can be devalued by being laughed at, such as ‘wogs’ and ‘poofters’; second,
how a man uses humour indicates where he fits in the hierarchy of acceptable
or devalued categories.’

Consistent with the ideas espoused by McCann and coleagues, Ramos (2014)

argued that disparagement humor in gaming communities like Xbox players is

weaponized in the interpersonal struggle for power and against non-conformity in an

environment that is defined by gendered hierarchies. Ramos further stated that hurling

insults at one another is routine in male-dominated spaces like MOGs (massive online

games) and that such ritualistic insulting is another reenactment of similar male verbal

jousting in face-to-face contexts. Abedinifard (2016) described this as the use of

‘ridicule and teasing as punitive tools’ that maintain hegemonic masculine norms and

thereby used against those who do not perform normative masculinity. Whether online

or offline, the purpose remains the same: to assert one’s masculinity. Similarly, Ford
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 88
and colleagues (2017) believe that disparaging humor helps its instigators enhance

their personal and social identities as well as establish their dominance through social

comparison and by laughing at others’ deficiencies. Gruner (2017) articulated this

Hobbesian proposition in the book ‘The Game of Humor: A Comprehensive Theory of

Why We Laugh’:

When we find humor in something, we laugh at the misfortune, stupidity, clumsi-


ness, moral, or cultural defect, suddenly revealed in someone else, to whom we
instantly and momentarily feel ‘‘superior’’ since we are not, at that moment,
unfortunate, stupid, clumsy, morally, or culturally defective, and so on. To feel
superior in this way is ‘‘to feel good’’; it is to ‘‘get what you want.’’ It is to win!

Kulpers (2015) remarked that jokes about shortcomings usually include all sorts

of jokes that touch on incompetence and stupidity, as stupidity ‘is an extremely popular

script in jokes all around the world.’ Jokes about shortcomings usually associate certain

incongruities, deviances, idiosyncracies, character faults, and types of behavior to a

certain social group. As mentioned in preceding sections, to be bakla in DoTA and LoL

is to be deficient in ‘manly’ characteristics that allow one to succeed in the game. Using

bakla to jokingly refer to allies and opponents is to laugh at their inedequacies be it

clumsines in executing maneuvers (e.g. using skills, swooping in for the kill, engaging in

skirmish) or stupdity such as when one makes a mistake, commits an ill-fated move,

messes up his timing, etc. This type of spontaneous player-to-player humor, as

Dormann (2014) described it, is something that commonly happens during gameplay.

Player-to-player humor usually occurs when players ‘react to game events and

situations by joking and teasing each other over their performances or by self-mocking

during failures.’ Such blunders can become a source of frustration or a comedy of

failure. Prior to Dromann, Freud’s (1960) concept of tendentious humor had already

argued that people derive a sense of satisfaction, enjoyment, and ‘verbal victory’ when

we overcome adversaries – who may not be genuine enemies, but rather a contender
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 89
in a verbal battle – by making them comically inferior to us without real conflict between

us and our ‘frenemy’. The apparent light-heartedness of jokes as a communication

system lets users of disparagement humor dodge social restrictions that limit what can

be said or spoken openly. Humor allows winning players to mock or make fun of other

players and act aggressively without breaking what is socially acceptable (Dormann &

Biddle, 2009). The pretext of humor also lets people wrap prejudice and controversial

thoughts, ideas, and sentiments that may still be offensive even if it were expressed

through metaphors and analogies. It often disguises prejudice ‘in a cloak of fun and

frivolity,’ which grants users a sort of moral amnesty and contributtes to a face of

acceptable social conduct and acceptable display of hostility (McCann et al., 2010;

Jewell & Morssion, 2010; Balmores-Paulino, 2018). There lies the advatages of joking,

teasing, and jocular mockery as opposed to simply saying things plalinly: jokes are very

powerful tools for communicating implicit meanings and they leave plenty of room for

agents to excuse their humorous assault is not anything serious (Kotthoff, 2006).

Whether it is through a veneer of good-natured fun that is not anchored to genuine

negative dispositions toward a social group, disparagement humor remains the same:

humor at the expense of denigrating, deriding, mocking, and villifying others by liking

them to a social group perceived to be inferior. In the context of MOBAs and

homosexual-themed joking and teasing let players compare peers and opponents to the

bakla who is perceived to be a dolt gamer by sheer reason of effeminacy and

consequently, laugh at that defect while simultaneously finding amusement in the

disparagement of others (not necessarily the bakla social group) because it suddenly

makes them (the instigators) seem suprior by comparison. Since chiding and criticising

another player for their poor performance involve a degree of humiliation and face-

threat, the criticising agent may cushion the blow of insults and harsh criticism using
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 90
humor (Goffman, 1967). Ultimately, making fun of another player’s infirmity by calling

him bakla does not just provide amusement; it also leads one to a verbal victory over an

adversary in a verbal duel (i.e. trash-talking). It is denigration, insult, and self-

enhancement framed by humor and laughter.

Thus far I have only explained bakla jokes through the lens of superiority-based

disparagement humor. It would be prudent to point out that such a view presents an

incomplete understanding bakla jokes in the context of MOBA gaming. Dynel (2013)

cautioned about the limits of superiority-based approach to disparagement humor. First,

superiority-based approach to disparagement humor tends to conflate genuine

aggression and playful teasing. For instance, superiority proponent Charles Gruner

(1997) claims that even the most innocent forms of jocular mocking and teasing still

contain a smidgen of aggression, though it may be hard to detect because of its

subtlety. This leads to the assumption of superiority theory that all humor is superiority

based. In other words, humor is intrinsically aggressive, regardless if one were

sincerely aggressive or merely feigning it (Dynel, 2013). Another limitation of

superiority-based approach is that it makes no distinctions between the interactional

goals of aggressive utterances, namely humor and derogation. Dynel argued against

superiority proponents’ claim that pure joking as an interactional goal and more

aggressive interactional goals cannot be differentiated from one another. Prior to Dynel,

Miczo (2004) had already asserted a similar position in his security theory of humor,

stating that ‘humor employed for purely playful purposes is distinguishable from humor

employed for more instrumental purposes (i.e. nonplayful humor).’ As Slatten & Gabrys

(2014) and Slaatten (2015) suggest, teasing or jokingly using gay labels to tease ‘can

be prosocial and experienced as playful and humorous’ so long as it is conveyed

without any negative intentions.


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 91
To address the limits identified by Dynel and to embrace the diverse and

heterogenous range of actions and interactions that may subsume or represent bakla

teasing, I turn my attention to this type of humor’s more innocuous dimension. This

playful nature is expressed through the concepts of playful humor (Miczo, 2004),

conversational humor (Coates, 2007; Dynel, 2009), and jocular abuse (Haug &

Bousfield, 2012).

According to Miczo (2004), mocking and other forms of disparagement that

demean and belittle targets can be classified under the playful division of humor.

Miczo’s classification puts special emphasis on sender intent as the most critical

component in defining the function of humor. The importance of intent was also evident

in the responses provided by participants like JMA who said:

JMA (bakla): ...kahit sino kasi pwede gamitin ‘yong term na bakla eh and
anyone can use the term bakla either to praise someone or to degrade someone
parang – parang just like any other words. Uh siguro po ‘yong term na bakla ano
rin siya – how should I say this – parang ‘yong term na bakla pwede na rin
siyang gamitin sa kahit sino, kahit saan depende sa intensyon no’ng
nagsasalita. Whether kahit straight man siya or bakla mismo, uh nagiging
negative siya kung gagamitin siya for negative reasons at kung uh pag
ginamit siya to reason out sa isang failure. Nagiging positive rin siya to praise
someone na ang taray ni bakla na parang gano’n.

Just as JMA distinguished between positive and negative intent where benign

intent falling can be subsumed under playful humor. In playful humor, the purpose of

the sender is to elicit laughter or amuse participants. In nonplayful humor, the sender

cares much less if anybody else laughs so long as the target and other participating

parties get the message enveloped by humor. With reference to the participants’

responses, typical messages contained within their homosexual-themed humor talk are

discontent over another player’s performance, chiding and making fun of an ally /

opponent’s blunder, telling another player to do better without overtly saying they suck,

communicating frustration without being overtly offensive, mock or genuine challenge to


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 92
another player’s ability, and so on. In differentiating between playful and nonplayful

jokes, Miczo points to ‘play frames’ (Bateson, 1953; Cashion, et al., 1987) as key in

deciphering humorous intent. According to Bateson (1953), human actions can be

framed as either serious or playful. Persons-in-conversation can frame an utterance or

interaction as non-serious by signaling play. Coates (2007) contends 'that the notion of

‘play frame’ captures an essential feature of humour – that it is not serious – and at the

same time avoids being specific about the kinds of talk that can occur in a play frame:

potentially anything can be funny’ and this includes things that may be potentially

offensive. Play frames work by ‘signaling the humorous intent of the message’ and

include the metacommunicative cues mentioned earlier. These cues may contain verbal

elements such as word choices, statements, and joking-prefaces (in the context of

gaming, an intensifier may function as preface e.g. Tang ina mo! Bakla!) and nonverbal

cues such as alterations in vocal inflections, facial expressions, gestures, and laughter.

In the case of intensifiers attached either as a preface or additive, interpretations could

go either way. That said, nonverbal cues seem to offer more clues that verbal ones. As

participants have indicated, vocal inflections and the manner the jocular utterance is

delivered play a crucial role in their interpretation. For instance, when VL explained

what he thought to be nonplayful teasing, hepointed towards the stress and brashness

of a person’s delivery (parang suntok na ‘bakla!’/ like a punch in the gut) of a jocular

tease as indicators of more hostile intentions. Informant FK agrees with VL and added

that facial expressions provide and sarcasm some extra cues, too:

E: May na-mention ka kanina na, ah, may mga pagkakataon na parang pabiro
or pabirong ginagamit yung term na ‘bakla’ or ‘bading’ what would make you say
na pabiro ito?

FK: Ah, first, syempre po sa tone...sa tone...sa tone...and how...pag deli...sa


pag deliver niya, tapos, facial expressions of course, tapos aaaah, yung
pag diin mismo sa ‘bakla,’ pag masyadong madiin, talagang sarcastic na.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 93

Coates’ (2007) concept of conversational humor provides another useful tool for

analyzing bakla teasing. Coates’ argued that there is more to humor than the standard

formulaic jokes characterized by a set-up that culiminates in a punch line aimed at

eliciting laughter at the end. Her analysis of family and peer conversations revealed that

humor could also emerge organically in different kinds of everyday talk that is

independent of premeditation. This could be in the form of exchanging funny stories,

bantering, and teasing – all of which cannot be categorized as pre-constructed jokes

because of their spontaniety. This impromptu, on-going talk between participants

present plenty of opportunities for what Coates termed as conversational humor to

emerge. Coates described conversational humor as playful and collaborative ‘humorous

talk occuring in the informal conversation of friends’ that are marked by ‘spontaneous

bursts of of verbal play.’ As teasing and joking among MOBA players oeprate similarly.

Most of the time, if not always, the participants involved in bakla teasing and joking

have a shared relational history. Their joking is also mostly informal, random, and

unrehearsed as opposed to something that has been set-up prior to the game. There

are plenty of occasions when players do not say the word bakla at all and instead resort

to other verbal expressions to make fun of one another. In fact, many of the participants

have indicated that when they used or heard the label bakla used against them, it was

‘biglaan’ or ‘nadala na lang’ (spur-of-the-moment or got carried away). The

unpredictability of the game also facilitates the spontaneity of bakla teasing. Although

players are still playing within a mostly consistent set of game rules, pretty much

everything in the game can go in different directions that may not be anticipated by

players. In other words, a good game can invite bakla teasing just as much as a terrible

game can. Dynel (2009) expanded Cotes’ concept by creating a typology of


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 94
conversational humor to embrace the heterogeneity of humor. Dynel’s taxonomy, when

applied to the data generated in the present study, would classify bakla joking

described by the participants as overlaps between putdowns and teasing. Putdowns are

akin to disparaging / aggressive humor in that there is a real intention on the part of the

sender to denigrate the target with his depreciatory remark. The true intent is usually

masked by a false assurance that the utterance is notthing serious (even though it is).

Teasing, in contrast, is a form of jocular utterance that can function as a mock

challenge or threat. Haugh (2013) described teasing as a ‘figurative deiminishment’ that

combines ‘ostensible provocation and ostensible playfulness’. Haugh believes that the

many ways that aggression / provocation / non-playfulness and playfulness can be

combined form the bases for how teasing functions as a source of amusement and

entertainment, a social glue that helps maintain group cohesiveness, tension reliever,

emotional management tool, and a power differentiator, among others. Some examples

of teasing came from JJC who recalled an instance when a group of straight male

players called them ‘bakla’ jokingly, almost affiliatively.

JJC (gay): Ay, hindi po. Siguro, may time ‘pag lahat po kami ano, gay—‘yung
mga tropa kong gay, ganun—kasi nananalo kami, tapos syempre, sasabihin
nila, minsan nantritrip ‘yung mga kaibigan ko na “I’m a girl!” ganun-ganun, “Girl
gamer kami!” ganun-ganun, tapos sasabihin ng kabilang team, “Ano? Mga
bakla naman kayo eh! Mga itlog—itlog kayo!” ganun. So, tatawa kami.
Doon, parang okay lang sa’min, kasi, lima kami. Lima kaming bakla. Kaya,
mas… masaya. Masaya.

Regardless of intent and function, there is an understanding between

participants that teasing is not truth-oriented and is intended to be playful. That is, when

a player jokingly calls someone bakla, such teasing bears no implicit accusation that the

target is indeed bakla. Another thing that differentiates teasing – which I argue makes it

the best representation of playful bakla utterances in MOBAs – is the gradable degree

of aggression present therein. Dynel asserts that in teasing, genuine aggression may
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 95
very well be nonexistent. If ever there is aggression, it is at best, ostensible. Although

putdowns and teasing are two of the most accurate typological representations of bakla

lables used in conversational humor, there are instances when it can evolve or take the

form of banter, which turns a one shot tease into a longer exhchange of consecutive

retorts, similar to what Pascoe (2007) described as a ‘verbal game of hot potato’ with

the word ‘fag’ where participants deflect the fag epithet and hurl it at someone else. In

other words, a player jokingly calls another player ‘bakla!’, the target may retort with the

same insult ‘bakla ka din!’ or ‘mama mo bakla!’. Informant RO alluded to this back and

forthness of bakla teasing during one interview:

RO (straight): Kasi kung sinabihan kang bading parang takot ka gano’n


kaya gagalingan mo next time para hindi ka masabihan ng gano’ng word.
Tapos kung siya naman ‘yon ibabalik mo sa kanya ‘yong word para
makaganti kasi panget naman kung lagi kang sinasabihan ng gano’n word
diba? Nakakahiya din sa nakapaligid na mga tao.

Finally, I turn to Haugh & Bousfield’s (2012) jocular abuse. Haugh & Bousfield

described jocular abuse as the ‘a specific form of insulting where the speaker casts the

target into an undesirable category or as having undesirable attributes using a

conventionally offensive expression within a non-serious or jocular frame.’ This kind of

teasing, when applied in interpersonal exchanges between MOBA players, takes

advantage of impoliteness strategies wherein the agent explicitly casts or lumps the

target into an undesirable category or bestows upon him detestable attributes.

Speakers can accomplish this with the aid of conventionally offensive expressions that

are framed as non-serious or jocular. Haugh & Bousfield’s date suggested that sexual

preference is a common theme in jocular abuse. Usually, sexual preference takes

centerstage in jocular abuse when a speaker insinuates that the other (the target) has a

preference for the same sex (i.e. homosexuality) and signals – albeit jocularly – that

such desire / identity is problematic and unacceptable.


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Miczo (2004), Coates (2007), Dynel (2009), and Haugh & Bousfield’s (2012)

robust contributions to humor scholarship provided this study with helpful tools in

situating humor that employs bakla labels and epithets. Their conceptual contributions

also allowed the study to paint a picture of bakla teasing that is more accurate to what

the participants have experienced and described. More importantly, their work provided

a useful schema for understanding and intepreting humor that utilizes bakla labels and

epithets. First, there is Miczo’s work on playful humor that emphasized speaker intent /

purpose as a critical component in defining whether humorous talk is playful or

aggressive. Participants of this study have repeatedly talked about the relevance of

intent in framing and interpreting jocular utterances. Consistent with Mizco’s

observation, study participants who have used or have been the target of bakla teasing

have steadily relied on contextual cues that could signal serious, neutral or playful

intent. Their inferences of of perceived intent also reveal that in most cases, participants

negotiate what the playfulness or seriousness of the utterances. Supporting evidence

was provided by FK as he detailed a candid conversation he had with a straight male

playmate who was aware of FK’s his participation in this study. Next, Coates’

conversational humor provided a layer of relational familiarity, intimacy, and

collaboration in defining and framing bakla teasing. Similar with intent, participants have

also highlighted the importance of relational closeness between interactants where

bakla teasing is involved. To put it more succinctly: humor flows from interpersonal

relationships. Without relational closeness and intimacy, coordinating meanings and

sustaining the play frame that defines the interaction as non-serious. Only through

successful collaboration between participants who draw from collective understandings

can the play frame be maintained. Lastly, Dynel (2009) and Haugh & Bousfield’s (2012)

typologies helped us answer ‘what kind of humor are we talking about here?
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 97
So, where can we situate ‘bakla as a joke’? While both sets of participants

acknowledged the tendentious and aggressive aspects of homosexual-themed humor

talk, their responses suggest that homosexual-themed humor is mostly harmless,

playful, and at times, even pro-social. Their inferences, along with mine, draw heavily

from the perceived intentions of the speakers and shared stocks of background

knowledge of these episodes between participants. In most of these cases, while there

may have been ostensible provocation on the part of the speaker, the fact that these

episodes rarely (if ever) evolved into full-blown confrontations and complete

deterioration of relationships can be taken as strong indicators that there never was

genuine intent to harm or offend targets. I also believe that if the participants of the

study or those around them genuinely intended to communicate offense, stronger

pejoratives and curse words would have been the more likely verbal tools. There are

some caveats to this conclusion, however: claims to non-serious intent are hard to

prove, it is difficult to measure how much aggression is really meant and how much

offense the receivers and others co-present register. In addition, the participants also

drew heavily from their experiences with friends and peers, which may have strongly

affected their positive definition / interpretation and affiliative valuations of ‘bakla as a

joke’.

Microinsults and backhanded compliments

In addition to affiliative joking using bakla labels, there are other occasions when

the use of bakla labels appear benign on the surface and may hold no real hostility, but

still contain subversive content that can undermine the speaker’s neutral or friendly

intent. This usually comes in the form of backhanded compliments and microinsults

such as in the case of FK:


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FK (gay): Kalaban namin 'yung ibang section parang pustahan po, ganun, ta's
naka-penta 'ko nun ta's 'yun tuwang-tuwa 'yung mga ano, tuwang-tuwa 'yung
mga kaibigan kong lalake, kasi ‘may isa kaming “babae”’ ganyan, tuwang-tuwa
'yung tatlo kong lalakeng kaibigan sabi "Oooh, kahit bakla 'yan ano 'yan
nakaka(inaudible)" Ayun nakakalift up ng ano. Pero, nakakalift up ng
confidence 'yung inaano nilang kahit bakla 'yan nakakaganyan 'yan, ganyan
ganyan, pero parang may ano sa 'kin, "Anong kahit bakla?" I mean bakit
"kahit bakla"? ganun. Parang sinasabi mo na ang bakla nanggaling sa
negative na ano. Bakit may 'kahit'? Pwede namang sabihing “Yan bakla
'yan, ano, ang galing n'yan!" ganun, pwede namang ganun. Ayun... or dahil
(inaudible) talaga.

This passage is FK’s account of a time when while playing LoL, he was

‘complimented’ and cheered by his straight male play companions after eliminating 5

opponents by himself (‘naka-penta’), a kill streak that is more commonly known to LoL

players as ‘pentakill.’ It is all praise and hurrahs on the surface, but as FK himself

reflected on it, he was able to unmask for himself the negative undercurrents of his

friends’ comments. This is not to suggest that FK’s play companions were insincere in

their praise of his skill. Quite the opposite, I do beleive that they really intended to

compliment FK for his accomplishment and excellent play, it is just that it came out with

a subversive content that downgraded the compliment to a friendly diss. From

microagression theory’s perspective, backhanded compliments like the one FK received

can be categorized as a microinsult. As mentioned, microinsults are subtle snubs with

understated insulting messages that for the most part escape the awareness of the

sender, the receiver or both. Within Sue & Capodilupo’s (2008) taxonomy of

microaggression, backhanded compliments and comments like ‘malakas yan maglaro

kahit bakla’ carry the thematic element ‘ascription of intelligence.’ According to Sue

(2010), this type of microinsult usually pertains to a facet of ability like intellect,

competence, and capabilities. Re-contextualzied for gaming, this then becomes

ascription of skillfulness or mastery. As mentioned, there is a stereotype in gaming

cultures that just like women, nonbinary players are also inferior; gay play is noob play.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 99
Comments like the aforementioned taps into this stereotype and masquerades as

praise, which makes it harder to spot and deal with than blatant microassaults.

Expanding on microinsults, I also turned to a similar concept proposed by Malyk

(2014): cryptosemes. Like microinsults, cryptosemes also deal with mixed messages in

communication that appear benign on the surface but contain ‘obscured, silent

dimension of meaning that subvert or undermine – at any rate problematize – the overt

“face-value” meaning of the statement. The hidden meaning comes not from what is

articulated in the message, but, rather, from what is left unspoken.’ What distinguishes

cryptosematic expressions from microinsults are the conditions surrounding their use.

Where microinsults often articulate stereotypes, biases, and demeaning messages,

cryptosemes often arise in social contexts wherein a message sender feels the need ‘to

be agents of supportiveness’ for people they perceive to be afflicted with some

deficiency, which is to them (message sender) an important thing to possess. To make

up for the receiver’s deficit, the sender of the message offers a ‘compliment’ that

highlights a different, equivalently valuable trait the person does possess’ (Malyk,

2014). In this regard, it can be said that FK’s straight male play companions praised

FK’s in-game achievement to compensate for what they perceived to be FK’s masculine

deficit by focusing on a quality that in their eyes, made up for what he lacked. FK’s

straight male play companions would not have to say ‘kahit bakla yan, nakaka-pentakill

yan’ if kabaklaan (being gay) was not considered an affliction or condition that renders

any man ‘lesser.’ As Malyk (2014) summed up, ‘the bottom line is that one would not

have to reach for euphemisms if there was not a perceived problem (a ‘lack’ of

something important) that had to be masked with attention misdirection and positive

words.’
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Ultimately, microinsults and cryptosematic expressions highlight the ways bakla

and bading are woven into everyday gaming speak, sometimes openly, somtetimes

covertly. Microinsults and microinvalidations, along with cryptosematic expressions,

usually come with a friendly facade. It is this deceptively benign appearance that allows

for stereotypes, biases, and prejudices to be communicated under the radar. The

message’s opacity along with the conflict between what is said and what is ‘left out’

creates stressful situations that distort people’s experiential realities, create an

impression that perpetrators are not true friends or allies, potentially strain personal

relationships, and place targets in an unenviable position of ascertaining when, where,

and how to resist oppression versus when to accommodate it (Pierce, 1988; Sue, Lin,

Torino, et al., 2009). The subtlety and ‘taken-for-grantedness’ of microinsults,

microinvalidations, and crytosematic expressions make them more dangerous,

damaging, and insidious compared to blatant insults and overt offensive speech.

Pro-bakla language

Bakla labels and epithets can also be used in less hostile to more positive and

prosocial ways in what McCormack (2011) conceptualized pro-gay language (here pro-

bakla language). McCormack characterized pro-gay language as homosexually themed

language that is used to bond people together in socio-positive ways or to demonstrate

pro-gay attitudes’. Study participants detailed several instances when bakla labels were

used in a manner that participants felt were pro-gay. Informant RJV recalled one such

example:

RJV (straight): Actually, nagamit na din once sa 'min 'yung term na gay as, as
a... as a compliment kasi ah...

E: 'Gay' ang ginamit hindi 'bakla' or 'bading'?

RJV: Hindi. ‘Bakla' ‘Si bakla!’, ganun, parang ganun. ‘Galing ni bakla!’
gumanun. Kasi ano siya eh, parang last minute usage ng isang item na nagsave
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 101
ng tatlong people po, ayun naano niya, nasabi parang, ‘Woops, si bakla!’
ganun.

The phrase ‘si bakla’ is a colloquial expression that is commonly used by bakla

and heterosexual women for different reasons. Usually though, the phrase is used to

refer to a friend, to welcome a bakla friend who had just arrived, to compliment a bakla

peer, to express pleasant surprise, and as a general exclamation that usually carries a

positive valence. That said, I could understand why informant RJV was visibly enthused

when he shared this experience. Judging from his demeanor while recalling this

episode, it is highly likely that his experience of being called bakla was amusing for him

and a ‘proud’ moment. As he elaborated on his answer, he admitted that being called

bakla on that occassion felt good:

RJV (straight): Pero personally speaking, I like the... I like the way it felt nung
tinawag na, ‘Wow, si bakla!’ para sa 'kin ah. Personally speaking, I think that
people have this stereotype of gay people na parang meticulous sila
(inaudible) ganun. (inaudible stuttering)

In similar fashion, bakla informant FK has also experienced being labeled bakla

on a more positive note:

FK (gay): Ah, ano po, me- hindi po particular sa LoL po. Ah, naglalaro rin po
kasi ako ng Rules of Survival or ROS, so yon, parang may mga kalaro rin po
akong ano, mahilig – ‘di ba parang may dressing up rin po don? – so yun,
parang sabi ‘ang ganda ng taste mo, bakla ka talaga’ parang ganun
po...’ang ganda ng taste mo, bakla ka talaga’ pero parang ang dating non,
is parang, positive – positive siya kasi...nasabi ang ganda ng taste mo
‘bakla ka talaga’ pertaining na maganda yung taste ng mga bakla, parang
ganun po.

Bakla informant JMA shared similar experience wherein he percieved the use of

bakla labels as positive and uplifting:

JMA (gay): Meron kasi no’ng time na naglalaro ako and sak – sumakto ‘yong
ano ko ‘yong isang skill ko and na – na uh kahit sobrang hina ng team namin
pero sumakto ‘yong isang skill ko tapos na-wipe out ‘yong buong team.
Sabi no’ng isang kateam ko ‘yong baklang to!’ ‘yong parang gano’n ‘yong
parang ibig sabihin non parang ang galling mo. Gano’n ‘yong nainterpret ko
sa statement na ‘yon... Kaya siya ano – kaya naging positive ‘yong interpretation
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 102
ko kasi parang na-acknowldge niya ‘yong ginawa ko do’n – that do’n sa larong
‘yon parang I made ano ‘yon parang naging successful ‘yong ano ko pagkaka-
execute ng skill, ‘yong role ko napanindigan ko uh habang naglalaro, tapos
parang na-acknowldge ‘yong gawa ko, ‘yong sk – ‘yong actions ko during that
time.

Despite occasionally invoking stereotypes, McCormack (2011) argued that

homosexually-themed language like ‘that’s so gay’ or in RJV’s case, ‘si bakla’ can

become positive and even affiliative. As discussed in Chapter 2, homophobic language

(ex. the use of bakla and bading with the deliberate desire to harm or injure) evovle to

become more neutral, even friendly and supportive, contingent on cultural context,

intention of the sender, and the effect to the target. In RJV’s experience, the expression

used on him ‘si bakla’ and the use of the gay label bakla in that expression can be

counted as pro-bakla language as there was no discernible intent to inflict harm or insult

RJV and nor did the use of bakla had any negative effects to him.

FK’s case is a bit different as the phrase ‘bakla ka talaga’ could either be

positive or negative. Although microaggression theory’s hard determinism would

certainly categorize this expression as microinsults, McCormack’s model affords

expressions like these with more leeway. In this case, ‘bakla ka talaga’ may be

classified as gay discourse. Although the comment’s antecdent phrase ‘ang ganda ng

taste mo’ taps into a Filipino bakla stereotype that has long associated the bakla to

beautification, aesthetic creation, fashion design, and similar artistic pursuits (Nguyen,

2013 as cited in Duque, 2014), the stereotype is not as insulting compared to others like

being sexually depraved or being cowardly. I surmise that the notoriety of some bakla

personalities in the aforementioned fields in recent decades helped in changing the

meanings of bakla and cast a more positive light to the ‘beautician’ stereotype. While

the bakla beuatician might have been a demeaning stereotype 30 – 50 years ago

during which the prevailing values of the generation cultivated this stereotype, it may no
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longer be the case now. The last 50 years have seen shifts in the prominence and

visibility of the bakla. This increased visibility – from cinema to other creative fields –

contributed to the evolution of homosexually-themed language. Thus, the erosion of the

negative stereotype makes the use of the bakla label in RJV’s experience

comparatively less offending and more progressive. This is also the same reason RJV

‘felt good’ for being called bakla as he saw the bakla’s meticulousness for design and

impeccable taste as positive traits. Considering the antecedent, the mostly positive

traits associated with the bakla that is underscored, the lack of any discernible intent to

harm, and the absence of any negative social effects to FK and RJV, it is safe to

categorize use of bakla labels in these instances as pro-bakla language.

The participants’ responses show that bakla labels and homosexual-themed

utterances in general can be used in many different ways to convey a wide assortment

of meanings that fall within a positve – negative contimuum. Analysis of interview

responses also revealed that gamers use homosexual-themed communication for

trash-talking, emotive response, disparaging humor, playful humor, microinsults and

backhanded compliments, and pro-bakla language. When used for trash-talking,

participants drew from the negative connotative meanings of bakla and bakla

stereotypes to insult, demean, and chide other players for their perceived incompetence

and blunders. Aside from trash-talking, bakla labels are also used as placeholders for

negative emotions that can range from cathartic expressions of frustration to outright

expressions of anger directed at some aspect of the game as opposed to an expression

of homophobia. The labels bakla and bading are also used as jokes both disparaging

and playful. In disparaging humor, the agent masks his aggression with claims of joking

intent (it’s just a joke). On the other hand, playful humor is less aggressive and friendlier

as it usually arises between social actors with established relationships already. There
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are also times when bakla labels are used seemingly for positive ends such as

complimenting a bakla player. Although there is no intent to convey negative meanings,

the positive intent is undercut by the subversive content (e.g. magaling yan kahit bakla

yan). As a result, the compliment becomes a friendly diss. Finally, bakla labels can be

used to convey positive meanings through pro-gay or pro-bakla language. In pro-bakla

language, bakla loses its negative meanings and is instead used to bond and cultivate

friendships.

Matrix 3: Multipurpose metacommunicative tool

Codes Theme Explication In vivo codes


Bakla / Bading Multipurpose Depending on the Trash-talk: In-game
Trash-talk metacommunicative meanings and nagagamit ko ‘yon
Stupid tool interpretations given as a trash-talk kasi
cul…culture na kasi
Emotion to it by senders and sa amin di ba?
Rage / Anger receivers (both Ayon…ginagamit ko
Joke / It’s just a joke intended and kasi trash-talker
Kahit bakla magaling uintended), bakla ako..
Si bakla! / Baklang labels fulfill different
Emotive response:
‘to / Bakla Bakla ka functions that can May…time talaga na
talaga! include trash-talking, madadala ka
Negative emotive response, kasi...‘may time na
Positive feeling joke, microinsults and madadala ka sa
backhanded trash-talk-an, then
mababanggit mo
compliments, and ‘yong word na ‘yon
pro-bakla language. (referring to
bakla/bading),
parang ano na rin
dahil sa rage mo
‘ayon...
nayayamot... Galit
doon sa…kunwari
parang hindi niya
na-satisfy ‘yong
sarili niya sa do’n
laro.

Disparagment humor
/ playful humor: Kasi
po pag sa umpisa,
puwede mo lang
sabihin na, ayun,
sabihin po nating
‘bakla’ ah, sa
umpisa, wala lang
yun, joke joke lang
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 105
yun.

Micsoinsults /
backhanded
compliments:
tuwang-tuwa 'yung
tatlo kong lalakeng
kaibigan sabi
"Oooh, kahit bakla
'yan ano 'yan
nakaka(inaudible)"
Ayun nakakalift up
pero parang may
ano sa 'kin, "Anong
kahit bakla?" I
mean bakit "kahit
bakla"? ganun.
Parang sinasabi mo
na ang bakla
nanggaling sa
negative na ano.
Bakit may 'kahit'?
Pwede namang
sabihing “Yan
bakla 'yan, ano,
ang galing n'yan!"

Pro-bakla: Parang
may mga kalaro rin
po akong sabi ‘ang
ganda ng taste mo,
bakla ka talaga’
parang ganun
po...’ang ganda ng
taste mo, bakla ka
talaga’ pero parang
ang dating non, is
parang, positive
kasi nasabi ang
ganda ng taste mo
‘bakla ka talaga’
pertaining na
maganda yung taste
ng mga bakla...I like
the way it felt nung
tinawag na, ‘Wow,
si bakla!’ para sa
'kin ah. Personally
speaking, I think that
people have this
stereotype of gay
people na parang
meticulous sila

4. How do heterosexual male gamers and bakla gamers interpret homosexual-

themed utterances?
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Nonverbal cues that aid in interpreting homosexual-themed utterances

How do these gamers distinguish the offensive from the playful? What would

signal that an utterance or speech act should be interpreted as hostile or harmless?

Participants’ answers indicated that they rely on a set of nonverbal cues, particularly

tone and manner of delivery of the utterance and body gestures. Along with nonverbal

cues, participants also mentioned the importance of context and relational factors in

interpreting homosexual-themed utterances.

Prosody: tone and manner of delivery

When asked what would distinguish a serious utterance from a non-serious one,

majority of the participants identified prosodic features such as tone, intensity, and

loudness as interpretational clues:

FK: Ah, first, syempre po sa tone...sa tone...sa tone...and how...pag deli...sa


pag deliver niya, tapos, facial expressions of course, tapos aaaah, yung
pag diin mismo sa ‘bakla,’ pag masyadong madiin, talagang sarcastic na...
parang, parang po kasi pag positive, "Bakla, tara na," [vocalizes example of
friendly tone] tapos kapag nasa negative, "Ano ba yan, bakla, ang bobo mo
naman," [vocalizes example of hostile tone] parang ganun, alam niyo po 'yung
ano...

For FK, the tone used by speakers is a major clue in interpreting homosexual-

themed utterances. FK believes that putting emphasis on the word bakla as opposed to

just saying it casually and without any special emphasis on the bakla label is what

separates a negative utterance from a friendly one. MIB expressed a similar position:

MIB: 'Yun 'yung talagang nakakainis kasi 'yung way pa ng pagkakasabi


niya nun ng bading is depende pa 'yan sa module ng voice mo o kung
pa'no mo pa s'ya sinasabi. Kasi may tono na gan'to "Uy, bading!" [casual
tone of voice] pero meron ding tono ng word na bading or bakla na
talagang nakakapagpababa ng self-worth.

E: Can you demonstrate to us, or to me, kung ano 'yung example ng


nakakapag...

MIB: Nakakapagpababa? "Bakla!" [puts strong emphasis on the word bakla]


something like that, they crush it to you, isasampal nila sa 'yo na ganito ka,
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 107
that, 'yung talagang alam mo na meron silang will, meron silang intention
na saktan ka kaya nila sinasabi 'yun sa 'yo.

VL, in a separate interview, concurred:

VL: Uhm ano po medyo ‘yon nga, normal tone na ng boses na medyo…parang
may halo na ng emotions na galit, parang “puta” parang gano’n, parang may
ano na, may bigat na po... pag magkakasama kayo so ‘yon nga po minsan
pagpasigaw na tapos ano may tono ng galit na po. ‘Yon na talaga parang
hindi na po tama.

For MIB and VL, a casual or neutral tone usually absolves homosexual-themed

utterances of aggressive meanings. On the other hand, shouting and angrily verbalizing

the word bakla can lead to hostile interpretations. Infromant RJV also believes in the

importance of tone in interpreting homosexual-themed communication, though he only

puts this second to context:

RJV: Second is 'yung tone, uhm, kapag halimbawa, "Bakla kasi eh!"
[demonstrated hostile tone] parang "Nabakla ka nanaman eh!" nandun
'yung parang malalaman mo if they're trying to insult you or they're trying
to give a negative meaning sa word na 'yun.

Informant JMA also believe that tone and manner of delivery reveal a lot about

the possible meaning of homosexual-themed utterances:

E: Uhm ‘yong sa ano sa uh pag interpret mo no’ng uh terms na bakla and


bading whenever you hear it. Ano ‘yong – ano ‘yong usually yung clues and
cues na hinahanap mo bago mo iinterpret ‘yong ano – ‘yong uh term na bakla
and bading na naririnig mo. Ano ‘yong usually pinagbabasehan mo for this one?

JMA: Sa ano…sa tono ng boses nila pag may times na parang galit na ‘‘yong
boses...‘Yong sa manner, ‘yong tono, kung sa salitaan – ‘yong tono tsaka
kung may gigil na do’n sa salita niya. Do’n ko na malalaman na negative
na ‘to uh another thing is ‘yong pag da – pagdagdag ng mura...no’ng foul
world – uh foul words. Do’n yon. Isa rin yon. ‘Yong sa situation naman pag
nasa mainit na sitwasyon or tension sa laro, may tendencies na though uh – uh
– uh assume lang naman ‘to pero pag parang may part sakin na pag nagfail ako
sa ganitong critical situation. May tendencies naman na magamit ‘yong word
na bakla and bading in a negative way against sa akin or kahit sino sa
team.

E: Uh-hmm [agrees] kaya mo ba i-demonstrate kung – kung how it would sound


like kung – kung galit na ‘yong…tapos negative pa?
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JMA: “Bakla, ano ba?” [sounds off the utterance] ‘‘Yong parang gano’n
‘yong, parang uh nanggigigil tapos maririnig mo na ‘yong gano’ng term, tapos
susundan ng mura, tapos uulit-ulitin. Parang do’n siya nagiging negative eh,
tapos ‘yong – ‘yong uh gestures tapos ‘yong—

E: Parang ‘yong gestures?

JMA: ‘Yong parang may pagdabog na, parang pag umabot na sa gano’ng
point nagiging negative na ‘yong term na bakla.

So, how do individualized tones and the manner by which homosexual-themed

utterances are said shape interpretation? What does loudness and stress have to do

with interpretations of homosexual-themed utterances?

Scott (2016) holds that our word choices, the way we choose to arrange them,

and even the way we say what we say (manner of delivery, intonation, register)

contribute to how speakers and hearers experience the reality of what is being said. As

many could probably relate, there are plenty of daily situations where a speaker says

something (X) and expresses something completely different (Y) from what is verbally

articulated after some prosodic modulation during the oral production of an utterance

changes its meaning. The same is true in situations when a speaker says X but the

audience hears Y. Indeed, it is accepted wisdom in communication (as well as in other

fields) that the way things are said contributes to the interpretation of utterances

(House, 2006) and is a rich source of information in interpersonal communication

(Pisanski & Bryant, 2019). The well-cited work of Argyle et al. (1971) argued that

nonverbal signals such as gestures, eye-movement, and intonation, among others, are

more effective in communicating negative and positive affect in interpersonal

interactions. These nonverbal signals help in communicating emotions, interpersonal

attitudes, self-presentation, and feedback. Argyle et al. contended that there are innate

and culturally universal patterns of communication and recognition of cues that allow

humans to distinguish between positive and negetive affect intuitively. Work on


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impoliteness, most notably by Culeper (2011), makes similar assertions concerning

prosody – that it plays crucial role in triggering evaluations on the politeness or

impoliteness of an utterance and disambiguating messages. In absence of

suprasegmental information (tone, intensity, pitch, etc.), communicators will be hard-

pressed in assigning value to an utterance (Navarro & Nebot, 2014). Pejoration

scholars Sendlmeier, Steffen, & Bartels (2018) shared a similar view, stating that even

in everyday conversations ‘with neutral semantics, listeners are capable of perceiving a

speaker’s positive or pejorative attitude on the content of an utterance through voice

and manner of speaking.’ Likewise, Wharton (2012) argued that prosodic elements

such as intonation and stress contribute ‘natural’ and linguistic inputs to what we say

and these affect how our utterances are understood and interpreted. When coupled

with linguistic elements, intonation and intensity can create impressions and change the

salience of available interpretations for an utterance. Bianchi (2014), in her study of

slurs and reappropriation, highlighted the importance of tonal and kinesic elements in

interpreting slurs. As Bianchi observed, offensive terms like ‘faggot’, which is common

in in-group talk and derogation, requires an explicit expression of contempt such as a

contemptuous facial expression, gesture, tone of voice or some other paralinguistic

element for it to be truly offensive and derogatory. In line with the importance of

paralinguistic cues, prominent nonverbal communication scholar Judee Burgoon et al.

(2016) also stated that even without the use of words, the human voice remains a

powerful instrument in communicating without the use of words. Through voice alone,

Burgoon et al. argued that we can coomunicate a multitude of things including emotions

(emotional tone and states) and social attitudes. Oberda (2015), in a study of the effects

of tone of speech and its impacts on interpersonal relationships, follows this notion,

stating that the tone of voice we adopt conveys a host of different emotions such as
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 110
anger, sadness, and happiness. Furthermore, the coupling of specific emotional tones

with verbal utterances can be indicative of the speaker’s attitude relative to whatever

phenomenon is the subject of his or her speech. Depending on one’s tone of voice,

simple statements like ‘Okay lang ako’ / ‘I’m fine’ can be construed as a truthful

expression of a person’s internal state, a nonchalant admittance of one’s feeling or a

complete disassociation from the proposition of what is being said (i.e. communicating

the opposite of what our words are saying) (Wharton, 2012). This was certainly the

case in one experience VL shared wherein he and his teammates (including participant

RM) were teasing their gay teammate ‘Kyle’. After a moment of intense teasing, VL

asked Kyle if he was upset with them. Kyle responded with the standard ‘Okay lang’ /

‘I’m fine’, but did not participate in subsequent matches with the team that day. Despite

his declartion of being okay, VL knew that he was not and that it could have been

because their teasing got to him.

Some of the participants also pointed to a speaker’s manner of delivery,

particularly loudness and intensity, as important cues in interpreting homosexualy-

themed utterances. For instance, in an interview excerpt found in the previous section,

informant VL said that though shouting is inevitable when playing, shouting

homosexual-themed utterances with an angry tone hits different compared to normal

shouting.

Like intonation, loudness is another important prosodic feature that can shape

the meaning and interpretations of an utterance (Sbattella et al., 2014). According to

Ishi & Kanda (2019), loud speech is present in many types of intnetional, attitudinal, and

emotional expressions in spoken interactions. That is because volume and tempo are

important in conveying meaning. Likewise, they are also important when we are trying

to unpack meanings of spoken utterances, especially those that come with emotional
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baggages (Burgoon et al., 2016). Burgoon and colleagues found that hostility and

contempt are usually communicated using loud voices while empathic and affiliative

messages that containt supportive emotions are usually conveyed using soft voices.

Similarly, but in a different collaborative research work, Ishi & Kanda (2019) also noted

that it is normal to raise one’s voice when extremely angry, behaving aggressively,

and/or deliberately communicating offense. In their analyses of prosodic and voice

quality of offensive speech, both researchers also found that ‘aggressive utterances

were generally found to be expressed louder, with higher pitch, and with a tenser voice

quality.’

Even though loud voice and high pitch have been consistently associated by

participants with aggressive / hostile speech and intent, it is important to note that there

are plenty of other situations when ostensibly aggressive utterances are delivered with

high-pitched, loud voice that are not genuine displays hostility. For instance, it is not

uncommon to hear gamers shouting in excitement without being hostile. In fact, in many

instances, their shouting can be associated to more positive emotions and intent such

as expressing elation, exhiliration or shouting out commands to team members. In

these situations, even screaming “Bakla!” will not automatically render the utterance

offensive, especially within the right context. This brings us to the next interpretational

cue tied to prosody: context.

Context, communicator relationship, and group norms

Along with prosodic elements, a couple of participants also identified or alluded

to the importance of context in the interpretation of homosexual-themed utterances. In

one interview, informant RM said that a negative interpretation might arise if a speaker

uses a derogatory tone and if hearers are not aware of the context surrounding the

utterance. In RM’s words:


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RM: Pwede rin ano…pwede magiging negative siya kasi kapag narinig ng
ibang tao na hindi aware sa context no’n. Ang magiging definition nila ng
bakla is magiging negative kasi ang pinopor – ineexecute ko ng…’yong
tono ko ng “hoy bakla ka” is in negative way. So, magiiba ‘yong
definition…parang magbibigay ako ng definition ng bakla is for negative.

When asked about what factors might be involved in the negative interpretation

of homosexual-themed utterances, participant RJV cited context as being most

important:

RJV: I think, the biggest give kumabaga is 'yung context talaga, kung
bakit... bakit mo siya tatawagin nun. I think 'yun 'yung biggest hint kung bad
ba or maganda 'yung... halimbawa na-wipe kayo sa team because of a mistake
you made then tinawag kang 'bakla' I think that would be... 'yun 'yung pinaka-tell
na this is-this is an insult, it's definitely an insult.

Several scholars have highlighted or mentioned the importance of context in the

judgment, evaluation, and interpretation of utterances, particularly derogatory language.

According to Arndt & Janney (1987) utterances only become meaningful and

interpretable when verbal elements, prosodic features, and kinesic actions are taken

within context. Similarly, Couper-Kuhlen (2015) asserted that without context, linguistic

signs could not be fully interpreted. Likewise, in a paper that explored the importance of

prosodic components in the expression of linguistic im/politeness, Caballero et al.

(2018) concluded that contextual cues interact with prosody in communicating and

signaling im/politeness. In other words, the interaction of prosody, gestural information,

and context all create meaning in communiction. Other authors like Navarro & Nebot

(2014) emphasized the importance of context as well. The researchers argued that

although prosodic features function as markers of some extra meaning that may not be

immediately obvious, ‘the final meaning of an utterance cannot be recovered

independently from its context.’ In their study of slurs, roles, and power, Popa-Wyatt &

Wyatt (2018) argued that the offensiveness (or non-offensiveness) of a slur vary

depending on how a slur word is used, who’s using it, and in what context. In situations
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 113
where slurs are used, tone, relational familiarity between interlocutors, and context all

play a part in triggering or not triggering offense from audience members. Thus, the

utterance of ‘Bakla!’ or ‘Bading!’ may not be automatically offensive or derogatory.

Rather, its ‘derogatory content is only conveyed in context’ (Bianchi, 2014). In a study

very similar to this, McCormack et al. (2016) also noted the importance of context in the

interpretation of homosexual-themed language so much so that they included context in

their intent-context-effect matrix for understanding homosexual-themed language.

McCormack (2011), in an earlier work, argued that expressions that use the word ‘gay’

(i.e. that’s so gay) are not inherently homophobic. Instead, McCormack insisted that

these kinds of epxressions only become homophobic with reference to the speaker’s

intent, the utterance’s effect on its target and other co-present, and the context

surrounding the utterance. Only when taking intent, context, and effect together can one

say that homosexually-themed language is homophobic or not. McCormack’s

arguments are supported by answers from his participants in preceding and subsequent

studies. In their 2016 study, McCormack and colleagues (2016) found that most of their

participants identified context along with intent as important factors in determining

homophobic connotations in homosexually-themed language. Non-homophobic

contexts included friendly joking banters, daily conversations between friends, and

other situations that are marked by affective exhchanges.

Speaking of friendships, several participants also mentioned the importance of

relational familiarity in interpreting homosexual-themed utterances:

MVL (bakla): ...for me po important yung mayroon kanang nabuild-up na


relationship doon sa taong nagsasabi noon [referring to homosexual-
themed uttreance] para maintindihan mo siya... Pero, yung relationship nga
kunwari nagsabi siya ng ganon [referring to homosexual-themed utterance]
pero kilala mo siya as a person na laging nagmumura, maiinterpret mo na ‘ay,
baka normal lang sakanya ‘yon.’ So, parang wala namang siyang
sinasabing masama...mas okay kapag galing sa kaibigan kasi as I said
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kanina po, parang ano eh, may connection kana doon sa tao eh, so you
have better understanding sa tao. Kaya lang siya nagiging mas masakit
kapag sobrang hindi na reasonable.

Participant RO shared a similar sentiment when asked if meanings and

interpretations of homosexual-themed utterances change depending on the relationship

of the speakers:

RO: Oo. Syempre sir...wala naman masyadong magsasabi sayo ng gano’n


kapag hindi mo masyado close kasi isipin niya magagalit ka talaga o bigla
mo siyang sapakin.

For informant RJV, being called bakla is fine so long as it is his friends calling

him:

RJV: Uh pero siguro din sa degree kung gaano kayo kaclose. Syempre kung
friends kayo and you use to call each other bakla, halimbawa sir uh tinawag
akong bakla ng tropa ko, that would be fine. Gaguhan lang eh. Uh tapos
tinawag ka ng bakla ng hindi mo kilala. It would totally be different kasi
“bakit ako tinatawag na bakla nito?” So, I think it – the only way na
magkakaroon ng ibang variable is proximity ng relationship niyo.

Bakla informant JMA agreed that relational closeness between speakers make

homosexual-themed utterances acceptable and fosters friendlier interpretations:

JMA (bakla): Kapag ginamit nila ‘yong term na bakla within my circle
parang okay lang kasi ano, alam mo ‘yon, parang pag may closeness ka sa
isang tao, parang we allow things. Parang you let things happen kasi kilala
mo sila. Alam nila ‘yong kwento mo parang open ka sa kanila kaya pag
ginagamit nila ‘yong term na bakla, okay lang as long as hindi siya ginamit as a
reason [to blame something]

When called by strangers and playmates that are not his friends, JMA said that

homosexual-themed utterances can be interpreted as ‘hurtful.’ FK, another bakla

participant also stressed the importance of relational closeness, especially when

dealing and interpreting homosexual-themed utterances:

FK: Parang number one factor ko na okay lang--'pag friend ko siya okay
lang na tawagin niya kong 'bakla'. Actually kahit medyo alam kong ano na
nakakaoffend parang hindi na parang lalo na pag sobrang close ko,
parang, kasi sam--parang kilala na nila ko eh, parang nasa closeness na
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 115
rin – number one factor ko po talaga yung closeness ko sa mga tao na
pag-ookay sa'kin na pagtawag na bakla po.

The participants’ answers are consistent with the data provided by participants

of McCormack et al.’s study as far as the importance of context and relationship are

concerned. As seen in previous sections, both straight and bakla participants based

their interpretations on different situational contexts where homosexual-themed

utterances were made. When homosexual-themed utterances are used to express

anger (not plain frustration) or contempt or when they are used to disparage or

derogate the bakla social group / identity, the use of the utterance is interpreted as

hostile, unacceptable, and derogatory. Inversely, within the context of trash-talk,

homosexual-themed utterances were mostly interpreted as harmless expressions that

are usually part of the game. Similarly, within the context of joking, bantering,

conversational humor, homosexual-themed utterances were interpreted as harmless

expressions so long as it is within the playful frame / context. When it comes to

relationship factors, homosexual-themed utterances said within the context of close

friendships are interpreted as harmless and/or playful. Within close friendships, the

danger of face threats is mitigated, thus giving way to greater mutual understanding

between participants. As a result, homosexual-themed jokes and other forms of incivility

(e.g. insulting, verbal jousting, mocking, slurs, impolitness, trash-talking, etc.) are made

safe to the point that they can even facilitate intimacy between the communicators.

From a symbolic interactionist perspective, Goffman (1967) asserted that

communicators who are already on ‘familiar terns’ enjoy greater liberty to trade insults

and joke with another in ‘non-threatening ways’. In such cases, the trading of insults,

jokes, and mockery form part of a ritualistic exchange between familiar interlocutors and

in-groups. Indeed, this apperead to be the case for most, if not all participants.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 116
According to one participant (RM), whenever he and his friends deploy bakla-utterances

during play, there is very little confusion as to what speakers mean since they share the

same meaning and awareness of the emotional subtexts of the utterance: ‘Kasi po

nagkakaintindihan po kami sa, sa pag ginamit ko yun, parehas din yung emotion na

nararamdaman niya kesa sakin.’ Croom’s (2013) study on slurs added further evidence

to Goffman’s observations. According to Croom, interlocutors often operate within the

assumption that their use of slurs and other offensive language pose little face threat.

The mitigation and/or complete abasence of any face threat rests largely on the trust

that has been cultivated between participants through their repeated interaction. As

they continue to interact and build trust, participants also cultivate greater mutual

understanding that makes jokes, insults, and slurs safe for building rapport and

strengthening bonds between communicators. The absence of genuine negative intent

to offend also allows participants to use slurs like bakla and bading in ways that are

affective and prosocial for the group. It should be noted though that friendship and

shared values do not always guarantee that homosexual-themed utterances will always

be interpreted positively. This is evidenced by JJC and MVL who both said that there

have been instances when they found homosexual-themed utterances from play friends

offensive and / or hurtful. During such occasions, it could be argued that the derogatory

connotative meaning of the word bakla and bading supersedes any other hierarchy of

meaning. It is possible that during instances when homosexual-themed utterances by

friends caused offense despite the absence of negative intent and the presence of

familiarity and shared values between speaker and listener, the offended participants

drew from their personal experiences with the word as opposed to mutual expectations

that they should not be offended. As Leopre & Stone (2018) argued, ‘words have

histories’ and the history of slurs are not so innocent. This tacit knowledge of bakla and
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 117
bading’s history of disparagement and the labels’ continued use as disparaging remarks

and labels can sometimes override other mediating factors.

Matrix 4: Nonverbal cues that aid in interpreting homosexual-themed utterances

Codes Theme Explication In vivo codes


Interpretations of Nonverbal cues More than content, Sa tono ng boses
Bakla / Bading that aid in the interpreting nila pag may
Tone of voice interpreting homosexual-themed times na parang
Way of speaking homosexual- utterances also galit na ‘‘yong
boses...‘Yong sa
Manner of delivery themed utterances depend on non-verbal
manner, ‘yong
Gestures factors, primarily tono, kung sa
Context those that relate to salitaan – ‘yong
Relationship prosody such as tone, tono tsaka kung
between speakers manner of delivery, may gigil na do’n
and loudness. sa salita niya.
Homosexual-themed Do’n ko na
utterances from malalaman na
strangers are negative na ‘to...
interepreted Yung tone, uhm,
kapag
negatively compared
halimbawa,
to utterances from "Bakla kasi eh!"
people who share [demonstrated
relational familiarity hostile tone]
and intimacy. parang "Nabakla
ka nanaman eh!"
nandun 'yung
parang
malalaman mo if
they're trying to
insult you or
they're trying to
give a negative
meaning sa word
na 'yun.

I think, the
biggest give
kumabaga is
'yung context
talaga, kung
bakit... bakit mo
siya tatawagin
nun.

Important yung
mayroon kanang
nabuild-up na
relationship doon
sa taong
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 118
nagsasabi noon
[referring to
homosexual-
themed uttrerance]
para maintindihan
mo siya...'Pag
friend ko siya
okay lang na
tawagin niya
kong 'bakla'.
Actually kahit
medyo alam kong
ano na
nakakaoffend
parang hindi na
parang lalo na
pag sobrang close
ko, parang, kasi
sam--parang kilala
na nila ko eh,
parang nasa
closeness na rin
– number one
factor ko po
talaga yung
closeness.

5. What are the different meanings and interpretations constructed by straight

male and gay MOBA gamers for homosexual-themed utterances related to

gaming?

One of the questions I posed in this study dealt with the different possible

meanings and interpretations constructed around homosexual-themed utterances by

straight male and gay gamers while engaged in gameplay. To answer this, I employed

a host of analytical lenses and frameworks that are compatible with the symbolic

interactionist and social constructionist paradigms. While symbolic interactionism

provided the overarching theoretical framework, I also looked at emerging concepts that

complement and expand SI to make sense of the participants’ experiences.


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 119
Approaching this question from an SI perspective entails looking at the local

situations where homosexual-themed communication is situated and looking at it from

the participants’ own vantage points. At the same time, it is also imperative to look at

the temporal context of a message as a means of unpacking its meaning, since,

according to Pearce (1999, 2004), ‘the meaning of a message is defined, in part, by its

placement within a sequence of events.’ In essence, meaning emerges from constant

negotiation and renegotiation from what was said before and what is being said in the

course of our day-to-day interactions with different individuals and society as a whole.

That said, in order for us to understand the meanings and interpretations of

homosexual-themed communication in gaming, some retrospective work is necessary.

Following these Meadean and Pearcean notions, I first inquired about the

participants’ history and experiences with the words bakla and bading, a vital jump-off

point for my investigation. Pearce and Pearce (2000) content that ‘dominating social

realities such as class, gender, ideologies, personalities, and so forth’ are constituted

through communication. By interacting with others, we learn the regulative and

constitutive rules of communication and this includes the deployment of curse words,

slurs, slangs, labels, and epithets. SI and sexualities scholar K. Plummer (2002)

espoused a similar view, stating that ‘sexual ideas and identities are shaped through

interactions.’ Thus, analyzing the different social situations and interactions the

participants have had in the past wherein homosexual-themed communication was

observed is crucial for an intimate understanding of how socially constructed meanings

and interpretations for homosexual-themed communication emerged over time.

As this had the potential to call up unpleasant memories, especially for gay

participants, I treaded the topic with utmost discretion.


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 120
Bakla: Meanings that arise from social interactions

A core tenet of symbolic interactionism is that meanings are not fixed; they

change over time. Since this study deals with meanings and interpretations that are

constantly changing, I felt it necessary to ask participants to recall their experiences

with homosexual-themed communication to uncover how they constructed meanings for

the labels bakla and bading in the present and ultimately, how they connect it to

gaming. The participants’ accounts revealed that exposure to homosexual-themed

communication occur as early as childhood. The participants’ accounts hinted at

different heirarchies of meaning: content (the gay labels used), speech act (asking,

warning), episode (familial interaction), and relationship (immediate / extended famiy

and peers). During these episodes, the words bakla and bading were used either as a

categorical should not behave; an indirect expression of contempt towards effeminacy

and kabaklaan; and a vehicle for homosuspicion. Take VL’s case as an example:

VL (straight male): Uhm ano po, siyempre nagsimula siya sa parents. Like,
kasi po si papa, sobrang manly. Sabi niya ano, yun po dati, nung mga bata pa
po ako, sabi niya ‘wag ka mag bakla bakla babanatan…’ginaganun niya po
ako. Tapos si mama naman po ngayon sinasabi niya, tinatanong niya pa
rin po hanggang ngayon na, ‘nak, bakla ka?’ ginaganun niya po.

VL’s initiation to homosexual-themed talk was through his parents. By his own

admission, VL described himself as timid and soft during his younger years. Indeed,

during our interview, I could tell that VL talked more softly compared to the other

participants. In the prior experience he described, VL’s ‘very manly’ father threatened

him with physical punishment if he ever caught VL ‘babakla-bakla’ (behaving like a

bakla / behaving like a homosexual). This warning can be seen as an attempt to

preempt VL’s possible degenaration into the less desirable bakla. VL’s mother, on the

other hand, employed the term bakla as a tool to express her homosuspicion. Although

VL did not find his father’s dire warning about the consequences of turning bakla or his
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 121
mother’s doubt about his sexuality troubling nor hurtful, he confessed during the

interview that he had to renegotiate what bakla and kabaklaan means when he got into

college.

Another straight male informant, RJV, who grew up in what he candidly

described as a ‘chauvinistic’ family that had ‘boxed’ views of gender roles and

expectations, shared a similar experience:

RJV (straight male): ...when I interact with my macho…very macho titos, kahit
– if you show a sign of ano being feminine being a femini – very ano na
siya very – ang laking big deal na sa –ang laki…ang laking deal na para sa
kanila and pinagsasabihan ka nila. Napapagalitan ka nila pag naging girly
ka gano’n. Kapag umiyak ka, bakit ka umiyak kasi ‘bakla ka ba?'

For RJV, his experience with homosexual-themed communication came in the

form of a rhetorical question ‘bakla ka ba?’. Although this is decidedly less stern

compared to the warning VL received, it nonethelss expressed his uncle’s

homosuspicion – an inkling that someone in the family might be gay.

Gay informant JMA also recounted a similar experience involving his uncles.

Although the content of JMA’s answer bears the same tinge of homosuspicion in the

family like RJV’s, I could tell that JMA was not as fond of the episode. The slight change

in JMA’s tone and pace as he spoke, together with his shift to a more serious demeanor

during the interview indicated to me that he was talking about an experience that had

made him feel uneasy or unsure about himself:

JMA (gay): Uh una kong narinig ‘yong term na bakla or bading no’ng nasa
prov – kasi lumaki ako sa province... and ‘yong time na ‘yon ano na ko
parang softie, malambot na and then ganyan. Tinanong niya ko one time
kung – kung...”oh may ano ka na ba” may…may – tawag nito – ‘may crush ka
na ba?’ ganyan, ‘ano ba crush mo?’... No’ng kasi – tinanong niya ko parang
nakayaka – parang kinakarga niya ko, parang nakayakap siya sa akin tapos
sabi niya, “ano ba bakla ka ba?”... tapos di ako nakasagot, tapos no’ng
bumitaw ako sa kanya parang – parang nag mock siya sa tito kong isa na
parang ‘ay wala to’, parang ganyan, ‘patay tayo jan, bakla ata!’
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 122
Mead (1977) believed that the individual does not exist independent of society;

we are not separate from society. As such, we learn from a very young age how to view

ourselves relative to the messages we exchange from members of our immediate

community (family, neighborhood, schools, playgroups, etc.). Our interactions with

parents, teachers, peers, and other actors contribute tremendously to our ideas of ‘the

sexual’ and what is acceptable / unacceptable sexuality (Connell and Elliott, 2009). It is

also through these interactions that we learn, enact, and reenact sexual scripts or how

to do sexuality.

VL, RJV, and JMA’s statements also demonstrated what could be considered

gender socialization. Although not the focus of the study, gender socialization cannot be

so trivialized nor overlooked if we wish to understand how the participants developed

the meanings and interpretations they have for gay labels bakla and bading. In ‘Sexual

Behavior as Symbolic Interaction’, Gecas and Libby (1976) pointed out that the process

of being socialized into sexuality begins as soon as we leave the womb, with parents

responding differently to sons and to daughters. This is followed by the development of

patterns of behavior that are deemed consistent with one’s gender identity, long before

we even understand what appropriate sexual behavior is. Similarly, research in gender

psychoanalysis also suggests that gender socialization significantly affects the

development of people’s gender attitudes and behaviors. During these stages, boys

and girls are exposed to different messages (both implicit and explicit) about sexuality

and gender. In relation to this, Swearer et al., (2008) said that boys have shown greater

sensitivity to social and cultural messages about gender-normative behaviors for men

and are more prone to harsher reactions from other boys and girls whenever they would

demonstrate gender atypical behavior like (ex. running like a girl). Furthermore, it has

also been shown that ‘gender lessons can remain intact for college-age males who may
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 123
express hostility toward LGB people (or those perceived to be LGB) as a part of the

gender policing that occurs among men to establish and maintain rigid gender

boundaries and to punish deviant gender expression’ (Franklin, 2000; Harris, 2008;

Harris & Edwards, 2010; Kimmel, 2010; Schope & Eliason, 2000). A typical Filipino

example of such ‘lessons’ would be warnings to boys not to be feeble or clumsy which

was very much the case for VL (‘huwag kang lalampa-lampa’ / ‘huwag duduwag-duwag’

/ ‘huwag kang babakla-bakla’) as these traits are perceived to be ‘unmasculine.’ In

instances similar to VL’s experience, older males impress upon younger ones the

undesirability of being bakla – something that has to be avoided at all cost (Pascoe,

2007). Studies suggest that male students draw on beliefs they have been conditioned

to in defining masculinity and the things to avoid to maintain their masculinity such as

being gay or effeminate (Woodford et al., 2013). In essence, boys can become anything

they want, just not bakla. From here, we can surmise that the content bakla and the

speech acts of warning, asking, and admonishing all fit within the larger contexts of

episode (conversations about gender) and relationship (familial relationsips).

In addition to messages centered on gender-normative behaviors, sex-based

expectations for boys’ and girls’ abilities are also communicated during children’s early

years as seen in the interview excerpt with participant JMA. Related studies have

shown that parents of elementary school–age boys held higher expectations and

estimations of competence in comparison with parents of girls. Levels of allowable

emotional display are also emphasized in gender socialization (ex. ‘Bakit ka umiiyak?

Bakla ka ba?) (Garcia & De Guzman, 2017), similar to what RJV had experienced.

When the participants were asked about the meanings and interpretations they have

ascribed to bakla and bading in a broader sense, many drew from how these labels

were used on them and around them by significant others at different episodes.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 124
On the other hand, some participants’ earliest experiences with homosexual-

themed communication were during episodes of peer talk with classmates and friends.

Such was the case with RM:

RM (straight male): Naririnig ko lang rin po, sa mga gumagamit [inaudible]….


Ah sabihin po nating nung bata pa po ako sabihin nating mga kaklase ko,
kaibigan din...

Gay informant MVL recounted a similar episode during his childhood:

MVL (gay): uhm buong ano ko po yun elementary po ako nun na 'pag
naririnig ko po siya... uhmm bata pa po ata ako nun kasi-- kasi medyo
malambot na po ang galaw ko dati nung bata po ako so siguro po sa mga
kaklase ko po ata.

In the extracts above, RM and MVL drew from their earliest encounters with gay

labels. According to D. Plummer (2001), homophobic terms enter people’s vocabularies

as early as primary school. Although words like bakla and bading are not yet loaded

with sexual connotations at this stage, he argued that they are far from being

indiscriminate utterances of derision. Rather, homophobic terms draw on ‘a complex

array of meanings that are precisely mapped in peer cultures and boys quickly learn to

avoid homophobia and to use it decisively and with great impact against others’ (D.

Plummer, 2001) More often than not, the broad range of meaning they invoke include

being timid, acting like a girl, not conforming to peer expectations, and being too smart.

D. Plummer concluded that these meanings change as boys mature. For gay informant

JJC, an incident during 6th grade proved to be a turning point:

JJC (gay): Siguro sir, no’ng ano, grade 6, ‘yon. Kasi ano ako no’n, parang top
student, so syempre, bida-bida, ganon, bida-bida ako—aminin ko naman.
Tapos, may sunod sa’kin, parang ano, maldita, as in attitude talaga. Ayon,
tinawag nya akong ano, ‘bakla.’ ‘Bakla ka kasi, kaya ka ganyan,’ ganon-
ganon. Umiyak ako, kasi, ayon yung mga time na ‘di ko pa tanggap na bakla
ako. Pero ayon na yung naaalala kong unang-unang-una na nasabihan ako
nang ‘bakla’ directly.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 125
Contrasting RM’s disinterested retelling of his experience and MVL’s pensive

recollection, JJC’s carried emotional weight. During the interview, there was a

noticeable change in JJC’s demeanor and tone. I also noticed that his responses were

marked by short pauses in between sentences. He also looked like he was about to

tear up. These nonverbal hinted that the experience of being labeled bakla had been

emotionally upsetting for him. Although JJC did not speculate as to the intention of his

classmate, his response (crying) to the act of labeling indicated that he understood the

undercurrents of the utterance. What made JJC’s experience more aggravating was the

fact that he had not yet publicly disclosed his kabaklaan during that time.

Gay informant MIB also went through a similar phase, though he was more

forthcoming with his experience. Much like JJC, peers had also labeled informant MIB

bakla. Where it brought a great deal of distress to JJC, MIB responded by

disassociating himself from the label. According to MIB:

MIB (gay): That wasn't me that time and pag sinasabi sa 'kin 'yun (referring to
bakla) I deny it. So that made me, uhm, that hurts me a little kasi it could be
implicated into something that you are not. Uhm, parang for example
sinasabihan ka nila ng bagay na hindi naman nila sure or nasasabihan ka nila
ng mga bagay na hindi naman, uhm, hindi naman nila alam and then ibabato
nila sa 'yo 'yon out of nowhere (parenthetical note mine).

JJC and MIB’s experiences are replicated in JMA’s account of having been

labeled bakla by his peers. In the following extract, JMA shared how the label was used

on him as an identity marker:

JMA (gay): ...during my high school years, mga grade 7 – grade 7 to grade 8,
Sabi ko sa mga – kasi ano na ko eh parang malambot na ko...magaslaw gaslaw
na ko, parang nagi-i-start na magbloom ‘yong kabaklaan ko that time...tinanong
ako no’ng isa kong friend na babae ‘ano itatawag namin sayo? bakla?’ Ang
sabi ko sa kanila ‘ayokong tawagin niyo kong bakla.’ and na-shock sila kasi
syempre, para sa isang kaklase nilang parang all-out tapos hindi – hindi
pumapayag na tawaging bakla...matagal ‘yon hanggang sa umabot ng grade
– hanggang sa maging kaklase ko si…Lao. Parang that time na no’ng grade 10
ako medyo – parang dinidiscover ko na ‘yong sarili ko that time. So, kahit
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 126
tawagin akong bakla, okay lang pero no’ng grade 7 to uh half of grade 9
parang ayokong tinatawag ako na bakla.

Looking at JJC, JMA, and MIB’s experiences form a symbolic interactionist

perspective, K. Plummer (1996) explained that society’s reactions to homosexuals and

the homosexual experience are part and parcel: they can never be disentangled. He

argued that homosexuality cannot be understood in isolation or as an intrinsic

experience confined to JJC, MIB, JMA, myself as the bakla researcher, and others who

identify as bakla. Rather, it needs to be seen as an ‘interactive phenomenon that is

constantly linked to society’s reactions to it (K. Plummer, 1996). Unfortunately,

reactions are usually unpleasant as K. Plummer explained: ‘the primary attributes of

homosexuality are often derived from its stigmatizing properties.’ This is further

compounded by their advance – or lack thereof – in taking in their homosexual role or

their passage to the status of homosexuality. In the words of Garcia (2017), ‘bakla

represents a painful stigmatizing weapon deployed against gays.’

During the time they experienced gay labeling, JJC, MIB, and JMA have not yet

publicly disclosed their homosexuality. As Carnaghi & Bianchi (2017) explained,

homosexuals who have yet to ‘come out in public’ about their sexual orientation

(‘individuals with low levels of coming-out’) tended to suffer from more anxiety and self-

directed prejudice since they experience the label as a ‘threat to the categorization of

the self’ (Branscombe et al. as cited in Carnaghi & Bianchi, 2017).

The other aspect of the participants’ responses also highlighted the ubiquity of

gay labels in peer-group situations and in academic settings. The use of heterosexist

language, gay labels, homophobic language, and gay-related expressions in peer-

group settings and academic settings has been well documented in Western literature

(see Pascoe, 2007; Burn, 2000; Kimmel, 2003; Messner, 2005; Plummer, 2001).
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 127
Pascoe (2007), in her ethnographic study of masculinity and sexuality in an American

high school observed that girls and boys used gay, fag, and faggot as adjectives

consistently to refer to objects and people, regardless of the target’s actual gender. In

instances when gay epithets were used, it was to mark the difference of the target from

the hegemonic male. Although Plummer and Pascoe were describing what was

happening in the Western context, there are parallels that can be observed in the

Philippines. For instance, a Human Rights Watch report published in 2017 claimed that

LGBT students in Philippine schools often become targets of criticism and

discrimination because of their gender. According to Orbo & Camara (2010), there are

different ways discrimination is enacted through the use of communication and

langueage, chief among them are derogatory terms based on gender, race, sexuality,

and disabilities that labeled people in problematic ways. As Dela Cruz (2015) observed:

‘Homophobic slurs are also still heavily used to show disrespect, which also
forces many to stay in the closet or hide their true identities from family and
friends.’

This sexual orientation-based microgaression as described by Woodford et al.

(2013) are examples of commonplace verbal, nonverbal, and environmental aggression

that communicate negative and often hostile messages to target members of a

marginalized group. And although their use may not always be intended to be

derogatory, it may still cultivate an unfriendly school environment.

Supporting Carnaghi & Bianchi’s (2017) conclusions, Silverschanz et al. (2008)

stated that experiencing and witnessing homophobic name-calling – even those

intended to be jokes – result in anxiety among students who may be part of the sexual

minority. In the following extract, JJC confessed his persisting feelings of insecurity and

insignificance whenever he is around guys, so much so that he does not feel

comfortable playing in other cyber cafés except where he currently plays:


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 128
JJC (gay): Pag naglalaro ako sa ibang computer shop parang naa-ano ako, na,
parang, nanliliit ako, ganon, sa ibang computer shop... parang, ‘yun nga, bakla
ako, tapos maglalaro ako ng comp… ang ano—unnatural, sa paningin pa
lang, sir. And, ayoko kasi ng tinitignan, sir. Takot ako. Kaya, lalo na pag puro
lalaki.

JJC’s 6th grade encounter left a lasting negative impression, something he

apparently carries to this day. Carnaghi & Bianchi (2017) added that gay men with

higher levels of coming-out experienced higher levels of self-directed homophobia when

exposed to gay epithets (bakla / bading used as insults) as opposed to category labels

(bakla / bading used as descriptions). It also reinforces the stigmatization of the in-

group to (e.g. bakla / bading for a gay man who is already ‘out’).

Thus far, I have explored the experiences of the participants with the gay label

bakla and its variants. The participants’ narratives revealed that from a very young age

they had learned from significant others (i.e. family, close relational ties) and

generalized others (i.e. friends, wider community) what labels like bakla and bading

mean as they also learn what was our culture consider appropriate and fitting behaviour

for each gender. Their responses also showed that most of them have encountered gay

labels – either directly employed against them or used around them – at an early age.

Persons-in-conversation usually included themselves as well as significant others like

their parents, relatives, and peers. Label use from others has become a base for

participants’ formation of meanings and interpretations. As Gecas and Libby (1976)

pointed out, children ‘begin to understand sexual behavior per se, he (she) has been

developing patterns of behavior appropriate to his (her) gender identity in the context of

which his sexual socialization will take place.’ In other words, we learn early on how to

act and perform vis-a-vis our gender identity with reference to the interactions we have

with significant others and generalized other. During this process, girls learn how to be

girls and boys learn how to be boys, which often includes lessons on how not be bakla.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 129
It is also during these episodes that the participants learned of the constitutive rules that

reveal the meaning of gay labels (what does bakla mean?) and regulative rules or rules

of action that pressure us to act in a certain way under specific circumstances (how do I

respond when I encounter the label bakla?).

Matrix 5: Bakla: Meanings that arise from social interactions

Codes Theme Explication In Vivo Codes


Gay Labels Bakla: Meanings The meanings When I interact with
Bakla / Bading that arise from assigned to the words my macho…very
macho titos, kahit –
Personal history social interactions bakla and bading if you show a sign
Childhood arise from social of ano being
experiences interactions. That is, feminine being a
Parents people learn early on femini – very ano
na siya very – ang
Peers / classmates what it means to be laking big deal na
Relatives bakla / bading as they sa –ang laki…ang
Early exposure to are socialized into laking deal na para
gay labels gender roles and sa kanila and
Past interactions ideologies and as pinagsasabihan ka
nila. Napapagalitan
they learn what it ka nila pag naging
means to be girly ka gano’n.
masculine and what it Kapag umiyak ka,
means to be bakit ka umiyak
kasi ”bakla ka ba?”
feminine.
During my high
school years, mga
grade 7...nagi-i-start
na magbloom ‘yong
kabaklaan ko that
time...tinanong ako
no’ng isa kong
friend na babae
‘ano itatawag
namin sayo?
bakla?’

Siguro sir, no’ng ano,


grade 6, ayon,
tinawag nya akong
ano, ‘bakla.’ ‘Bakla
ka kasi, kaya ka
ganyan,’ yung mga
time na ‘di ko pa
tanggap na bakla
ako. Pero ayon na
yung naaalala kong
unang-unang-una
na nasabihan ako
nang ‘bakla’
directly.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 130

Ah sabihin po
nating nung bata
pa po ako sabihin
nating mga kaklase
ko, kaibigan din...

Bakla: Connotative Meanings

The participants’ early experiences with the terms bakla and bading provide vital

clues in understanding of how they constructed meanings and interpretations for those

labels whenever they are used in social situations, including game talk. Across 20

interviews with the 10 participants, a noticeable pattern emerged: the participants kept

drawing from socio-historical meanings associated with the bakla. Valledor – Lukey

(2012), citing one of the earliest studies that sought to provide a ctaegorical description

of the Filipino homosexual (Samson, Cajurat, Castro, Gabriel, & Granada, 1976)

mentioned effeminate behavior and modesty as ‘overt’ signs of kabaklaan. Although it

has been nearly fifty years since the study was conducted, the descriptions Samson et

al. provided still hold sway, something informant VL articulated:

VL (straight male): Uhm...bakla’ po, sa ngayon, para po sakin, parang it’s a


mere definition of a gender na po. Uhm, pag bakla ka po kasi, para, pag
dine-describe mo po yung isang – yung sarili mo or yung isang tao na
‘bakla’ uhm, lalake po siya – dati, or kahit po yung katawan niya pang lalake
pa rin, pero the way she – she or he moves po, medyo feminine na po,
parang mas kina-categorize niya po yung sarili niya na babae. ‘Tas, ang
babae naman po diba, parang alam naman natin na medyo malambot, ganito,
ganyan, yung pinaka stereotype na babae, malambot ganun. Parang yung mga
bakla po, parang, mas gusto po nila yung ginagawa nung...mga gawaing
pangbabae na, yun, mga ganun...

In the extracts above, VL explained the meaning he has constructed around the

label bakla whenever he encounters it in everyday social situations, including


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 131
gameplay. For VL, bakla is ‘a mere definition of a gender’ – a category label or a factual

description of a person. Informant RO offered a similar discourse:

RO (straight male): Yung ano po, yung about, nagkakagusto sa guy...Ta's


yung pananamit nila about sa pambabae ta's yon. Kilos babae, ta's lakad
pambabae ta's, yun po.

RO’s answer dwelt on the stereotypical characteristics of the bakla that have

become the hallmark of Filipino homosexual: ‘the effeminate, cross-dressing man

swishing down the streets’ characterized further by a desire for other men (Garcia,

2004).

Gay informant MVL’s answer fell along the same line when he was asked about

the meanings and interpretations he has for bakla and bading, though his answer

leaned more on the identity rather than the characteristics that form part of the identity:

MVL (gay): ...siguro po ngayon na hearing that stuff po mas gusto ko po kasi
yung 'bading' na term kesa sa 'bakla' kasi parang medyo pang-kalye po yung
'bakla' so, parang feeling ko po mas siguro I can in a way po na accept it pa din
siya kasi binibigyan ka na ng ano eh parang may identity ka na.

For gay informant MVL, bakla and bading conveyed a denotative meaning; one

that marked his belongingness to a social group instead of him being some confused

and displaced ‘other’. But more than the designation of an identity, what I found more

interesting was his distinction between bakla and bading. MVL found bading more

acceptable than bakla, citing that the latter sounds ‘pang kalye’ or street slang –

language that is usually associated with people in the lower class. Gay participants JMA

and MIB also hinted at this association between the label bakla and class status. In

separate interviews, both participants recalled instances when they have witnessed

bakla and bading deployed by straight male gamers and attributed its usage to the

actors’ perceived social standing:

JMA (gay): Usually ang customers do’n…mga tambay, mga lalaking dugyutin.
Ayon naririnig ko siya (referring to bakla / bading) almost everytime. Lalo na
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 132
pag…dalawang – parang alam mo ‘yong nagkocom – nagkocompete ‘yong
dalawang barangay na ‘tara laro dito’ tapos pag may gano’ng ganap...
nagsisigawan sila. ‘Ayan takbo bakla takbo!’ (parenthetical note mine).

As for informant MIB, this is what he had to say:

MIB (gay): Well, mostly mae-experience mo 'yan sa mga computer shop na...
mura lang. When I say mura lang is, uhm, 10 pesos per hour? And compare mo
dun sa computer shop na pinaglalaruan ko is 25 pesos per hour...pag naglalaro
sa mga ganung klaseng comp shop, ang ingay talaga, and then makakarinig ka
ng kantyawan...

Connotations associated with the sexual vary because of our differences in

exposure to such language, the social positions we occupy, and other social – personal

characteristics like gender. For JMA and MIB, the meaning they constructed around

bakla and bading during those instances had less to do with its connotative meanings

per se and more to do with what that language reflected about its agents. In both cases,

homosexual-themed communication situated in ‘cheap’ cyber cafés signified one’s

social class and background. Another possible explanation comes from the range of

meanings attributed to the word bakla (Benedicto, 2008). For instance, Tan (1995 as

cited in Benedicto), noted how gender and class intersect in the word bakla because of

its enduring association with bakla men (effeminate gay men) proprietors of low-end

beauty salons / beauty parlors in the slums (hence, the baklang parlorista streotype) or

bakla personalities working as comedians. Although Benedicto acknowledged that the

word bakla does evoke the image of tacky beauticians and impersonators, he was not

fully convinced of the bakla’s class content, citing that the association may be the result

of the agent and target’s subjectivities rather than some generalized social construction.

In JMA’s case, his class subjectivity was made apparent by his use of the word tambay

to categorize agents that used gay labels. The word tambay usually evokes the image

of ‘men who are notorious for hanging out in the streets for long hours owing to lack of

formal work; socio-economically, the tambay is often imagined belonging to the lower
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 133
class’ (Salazar, 2020) As for MVL’s impression that bading is a nicer term, Benedicto

asserted that bading is actually more insulting compared to bakla as the former

relegated the target to a compounded position of revulsion – that of effeminacy and low

social status.

Taken together, the meanings and interpretations offered by VL, MVL, JMA, and

MIB demonstrate that although category labels like gay (in Western contexts), bakla

and bading may mean what the words are intended to factually describe, they still carry

more than their descriptive content. Indeed, Austin (1962) refuted this positivist notion

that words merely describe and verify the state of things; in his view, words have the

power to produce, construct, and do things such as issuing commands, making

requests, and even changing status, instead of just simply reflecting social reality

(Scott, 2017). Consistent with Austin, Benedicto (2008), stated that words like labels

have a ‘productive power of naming.’ Although ‘labels do not produce subjects per se,

they have the ability to position the labeled within distinct relationships based on

sexuality, gender, and class.’ Similar to Benedicto, Carnaghi & Bianchi (2017) asserted

that although the labels gay, bakla, and bading convey factual information about

someone’s gender or group membership they can still uninterntionally activate

‘stereotypical concepts related to gays’ or bakla with very real consequences for its

targets. Regardless if the intention was to provide descriptive information or to

disparage, Rose (1962) believes that language is rarely ever neutral for so long as it

expresses attitudes and meanings. That is, the words that we use carry denotations

and connotations that ‘place concepts in the value domain’ (Gecas and Libby, 1976).

The participants’ responses certainly invoked bakla-related stereotypes and

culturally developed meanings when they explained what bakla meant to them: men

who are soft, behaved like women, and saw themselves as women. Their responses
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 134
also showed that most of the time, the stereotypical concepts and meanings these

labels call forth are the stigmatizing properties of bakla and kabaklaan. It also does not

help that the concept of homosexuality has no non-derogatory Tagalog equivalent

(Benedicto, 2008) thus dooming bakla and bading to call up negative connotations

whenever they are used.

Most of the participants were unaware that they were mining from a quarry of

meanings constructed around bakla that had negotiated from our colonial past and

continues to be renegotiated under different contexts and day-to-day experiences down

to the present. Thus, when the participants drew on meanings such as ‘kilos babae’ or

‘malamya’ or ‘takot,’ they were drawing from a reservoir of meanings that had already

been established in our culture. Moscovici (1984) and Billinh (1996) had pointed out

that cultural ideas and the discourses that flow from the cultures we inhabit shape our

social representations of symbolic objects around us. This points us to the ‘importance

of retrospective explanations and justifications in shaping and constituting social actions

and language’ (Scott, 2017) and the necessity of tracing the origins of the meanings

associated with bakla in order to understand why it means whatever it means now.

According to Quintos (2011), the earliest references to bakla (spelt bacla in the

records) as the effeminate cross-dressing man were from records left by the Spaniards

such as the various vocabularios, diccionarios, confessionarios, and manuals. Quintos

explained that Spanish frays used the term bacla to mark distinctions between the

actions of native Filipino males and the asog (cross-dressing natives). These

distinctions often focused on the asog’s occupations, lifestyle, and clothing. The bacla

as the soft effeminate man can also be seen in The Manners, Customs, and Beliefs of

the Philippine Inhabitants of Long Ago: Being Chapters of A late 16th Century Manila

Manuscript. Historians Quirino & Garcia (1961, as cited in Quintos, 2011) also
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 135
commented on how the asog, bayoguin, and binabayi (today’s binabae, another

variation of bakla) looked and behaved so much like real women that it was impossible

to tell them apart. It is safe to assume that the asog’s misleading appearance might

have contributed to the bacla’s definition in the Vocabulario de la Lengua Tagala (1860)

as one of false appearance or false beauty. This will be explored in greater detail later

on. Needless to say, the bacla as the effeminate man is very much alive in present day

Philippines, especially in the stereotypical hyperfeminized depictions of the bakla in

Philippine media. According to Benedicto (2008) the labels bakla and bading ‘connote a

continuum of effeminacy’ that may designate an individual as more bakla (gayer) than

others. Finally, as Tan (2001, as cited in Lacsamana, 2015) put it, ‘one could not be

bakla if he was not effeminate.’

The parade of connotative meanings for bakla continued in the response

offerred RJV:

RJV (straight male): Siguro parang connotation lang when they say, ‘parang
bakla,’...siguro sa tingin nila ang lamya...kasi I think the most times na
natawag akong 'bakla' or when they used to insult me is usually parang
effeminate 'yung gawa, like kapag nagbabasketball kumapos, 'pag bakla kasi
you don't have enough power...or kapag mabilis ka namang umiyak bakla
ka nanaman, kapag -- kapag natakot ka, bakla ka rin...

RJV’s response demonstrated just how much of a bind heterosexual men are in:

show even a hint of femeninity and they may be labeled bakla, bading or both. Exactly

‘who’ classifies as bading is up in the air according to Benedicto (2008), as the bading

and bakla identity is ‘constantly being renegotiated’. Pascoe (2007), was on the same

page, stating that the identity of gay, fag, and faggot is not fixed; it is fluid. Just about

everyone can be labeled gay, fag, and faggot in Western society for whatever reason.

As one informant in Pascoe’s ethnogrpahic study stated:

“What kind of things do guys get called a fag for?” Ben answered, “Anything . .
.literally, anything. Like you were trying to turn a wrench the wrong way, ‘Dude,
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 136
you’re a fag.’ Even if a piece of meat drops out of your sandwich, ‘You fag!’ ”
Each time Ben said, “You fag,” his voice deepened as if he were imitating a
more masculine boy. While Ben might rightly feel that a guy could be called a
fag for “anything . . . literally, anything,” there were actually specific behaviors
that, when enacted by most boys, could render them more vulnerable to a
fag epithet (p. 57)

The same can be said in the Philippines. Refuting Tan’s claim that being

effeminate is contingent to being labeled bakla, one does not necessarily have to be an

effeminate homosexual to be called bakla, as demonstrated by RJV’s account. As

Pascoe’s study documented, becoming gay / bakla has less to do one’s actual sexual

preference and identity but more with exhibiting weakness or failure in masculine

endeavors of competence, show of strength, and dominance – essentially everything

DOTA2 and LoL is about.

But apart from being effeminate, the word bakla has a long history of connoting

other things, one of which is duwag / takot / kaduwagan (coward / timorous / cowardice)

As I have observed, duwag emerged as the predominant response when participants

were asked what the labels bakla and bading meant to them:

VL (gay): Pilipino tayo parang natatak na po sa atin na, pag bakla ka


duwag ka, lagi kang nag hehesitate gano’n po ‘yon po…parang ‘yon na rin
po ang na ano sa akin… napasok sa sarili ko. Nasanay na rin.

The meaning VL has constructed for bakla is embedded within the larger

context of cultural archetypes (understandings of speech acts, contracts, episodes, and

life scripts that are shared by a particular social group). Indeed, bakla’s long-standing

affair with being duwag, fearful, and indecisive can be traced back to the usage of the

word bacla in various old documents, primarily in Spanish vocabularios and pasyon.

Citing the Vocabulario de la Lengua Tagala (1860), Quintos (2011) explained that the

word bacla, which is now bakla, had been used to mean either of the following: fear of

an object or a change of mind or interest. These definitions of bacla have certainly


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 137
endured as their specters still haunt the modern the word bakla, even in the context of

gaming. The repetitive use of bacla to depict lack of resolve or being weak-willed in the

Passion ni Jesu Christong Panginoon natin na Tola (de Noceda & Sanlucar, 1990 as

cited in Quintos, 2011) was one of the earliest associations of bacla to cowardice and

fear. The word bacla in Jesus Christ’s dialogue in the pasyon, according to Qunitos,

was used to hint at a change of plan and a decision not to push through with what had

originally been intended by Jesus’ apostles. In other words, they hesitated, hence

nabacla. As RM succinctly put it:

RM (straight guy): Yon nga po kapag nagpakita ka ng ano…ng kadugawagan


at lalaki ka. Madalas kong naririnig na kapag nagpakita ka ng kaduwagan
parang sasabihin sayo bakla ka or nababakla ka.

The theme of kaduwagan / duwag in relation to bakla was also referenced by

gay informant FK. In the following extract, FK recalled his experience where the gay

slur jokla (a variation of bakla) was used on him and his interpretation of the slur:

FK (gay): ...takot...siguro yun po. Parang na-attach po kasi yung ‘bakla’ sa


matatakotin, sa mahina, parang ganun. So yun, parang...hindi niya siguro...di
niya siguro inaindentify, as, ahh, I’m a th—third gender, pero sinabi niya
siguro na ‘takot ka ba?’ parang ganun. Siguro yun yung meaning behind that
‘jokla’ po.

Unlike bakla and bading, which can sometimes be ambiguous, I classified jokla

as a slur. Slurs can be understood as words or nouns that denigrates its target on the

basis of their perceived membership in a particular group or identity category. Loaded

descriptivism (Bach, 2018) views slurs as loaded words because ‘their meanings add

the property of implied contemptibility to that of group membership.’ This points us to

one notable feature of slurs: they are used as substitutes to neutral terms that are also

applicable to the people or group they refer to without the negative or stereotypical ‘side

comments.’ FK’s observation that the agent failed to identify him with the ‘third gender,’

plus the added comment on FK’s hesitation all place jokla in the gay slur category.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 138
Informant RM, on the other hand, sees a logical progression from effeminate to

duwag to bakla. He sees the label as a consequence of not being able to adhere to the

masculine standards. In his own words:

RM (straight male): Kas-kasi po kapag sa yon nga po may standard po kasi


tayo sa pagiging lalaki at kapag hindi po natin na-meet ‘yon, ang nagiging
definition po natin ng mga duwag is pagiging feminine po. Tapos kung
hindi po natin na-meet ‘yong ano standard na ‘yon…nag uh nagpakita ka
ng feminine side mo as a lalaki uhm parang mahahalintulad ka na…na
bakla.

In the extract above, RM was talked about the pressure to conform to certain

masculine standards to complete or solidify men’s masculinities. Failure to live up to

these standards carries with it the punishment of being identified or labeled gay.

Informant FJ also referenced one’s pagkalalake (manliness):

FJ (straight male): Madadamay rin ‘yong salitang gay as duwag or…or inco
– parang di talaga buo ‘yong…parang manliness mo.

This is better explained by the concept of hegemonic masculinity. Hegemonic

masculinity, according to Connell (1995 as cited in Schelfhout et al., 2019), is the

practice that legitimizes men’s dominant position in society by subordinating women

and other forms of masculinities including gay masculinities. In this case, being

effeminate and being cowardly are viewed as the polar opposites of being manly and

being brave – hegemonic masculine traits valued in the Philippines. In essence,

hegemonic masculinity functions in part by stipulating a masculine hierarchy that primes

certain types of masculinities and pushes other masculinities to the fringes where gay

and bakla are situated. That said, kabaklaan / ‘gayness in patriarchal ideology, is the

repository of whatever is symbolically expelled from hegemonic masculinity’ (Connell

2005, as cited in Blackburn, 2018). The concept of hegemonic masculinity in relation to

gaming will be explored in the next section. For now, I would like to mention another

point of interest in FJ’s response: his departure from the word bakla and shift to gay. In
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 139
the passage above, FJ, like some of the participants, substituted the word bakla with

the word gay, which some may find problematic as the research specifically deals with

the labels bakla and bading. I would, however, argue that in the Philippine context, gay

and bakla have become synonymous – interchangeable even, partly because ‘the word

bakla has been rather uncritically defined as a conflation of the gay man and the

transwoman’ (Inton, 2017). Garcia (2004) sees this as a product of Western

sexualization – our indoctrination to a new sexual order that eroded our native concept

of gender crossing, supplanted by the Western hetero / homo distinctions as well as the

‘kind of class antagonism between the vulgar and the respectable ascriptions and self-

expressions of the bakla and/or gay identity (Garcia, 2014 as cited in Inton, 2017).

Benedicto, on the other hand, sees this as an ‘indication that what has been made

available (the gay White male stereotype) has been found useful or has been made

useful’ because of our view that all things American are markers of ‘wealth, privilege,

and increasing cosmpolitanism.’ Another explanation for this comes from Deleña &

Masalunga (2019):

‘The word gay is used in the United States and may be used to distinguish the
high class Filipino homosexual. The term has become an acceptable Filipino
adaptation of homosexuality in formal academic writing. It can even be used
without the connotations of sexual desire. In contradistinction to the term bakla,
some Filipinos see gay individuals as more desirable, civilized and modern.’

I clarified this with FJ during the interview and his response leaned more toward

the explanation offered by Deleña & Masalunga:

FJ (straight male): Kasi ewan ko…for me…kasi pag sinabi kong gay parang
formal ‘yong dating kaysa sa bakla gano’n. So kung minsan mas nasasabi
ko gay kaysa bakla…‘yon lang. Parang for formali – parang mas formal talaga
pakinggan ‘yong gay sa bakla na side or bading.

That said, I see the interchanging use of gay and bakla / bading at least within

the domain of the participant’s word choices during the interview as a non-issue.
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So far, I have explored the predominant meanings associated with bakla and

bading, that being effeminate and duwag. The goal was not to develop taxonomy of

definitions, meanings, and interpretations; rather, the aim was to show how the various

meanings constructed around the labels bakla and bading transformed these labels into

a specific form of linguistic expression that capitalizes on its and its referents’ otherness

(bacla as a nonindigenous term and the bacla as the opposite of macho / lalake) to

demarcate the borders between the masculine and the bakla. This is best captured in

the following extracts of my interviews with gay participants MVL and JJC:

MVL (straight male): ...sakin yung parang kakaiba po kasi siya dati di ba.
parang different kang tao parang... parang di ka part ng society noon. So
kaya parang yun ginagawa nilang term to tell you na ay ano ganun ka kasi
kakaiba ka hindi ka belong dito parang ganun. So parang ngayon po medyo
na na-understand ko na po siya na kaya ka sina-- siguro kaya ka sinasabihan
ng ganun kasi parang hin-- parang alamin ko sa sarili ko na iba talaga ako
na ganun po talaga.

JJC (gay): Bakla as parang… siguro po ‘yung meaning dati ng bakla talaga
sakin… “iba” -- different, ganon. Parang ‘di ma-identify as girl or ganun. Ayon
lang yung meaning sa’kin, parang pag nakarinig agad ako “bakla” tapos directly
sa’kin, masakit talaga. ‘yun lang, sir.

The responses discussed in this section show what many interactionists and

social constructivists consider an ontological truth: our relaities are constructed through

constant negotiation and renogotiation to produce some agreed upon meanings for

objects, situations, events, etc. The modern day bakla, preceded by the bacla,

represented as timid, effeminate, timorous, confused, and lecherous among other

things are ‘'manifestations of discourses, outcrops of represenations of events upon the

terrain of social life,’ flowing from our discursive culture instead of our private

experiences (Burr, 2003). From these meanings, the symbolic representation of bakla

as the antithesis to Filipino masculinity emerged. The participants’ answers all pointed –

taciltly and/or explicitly – to the bakla’s opposition to the heteronormative and the
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 141
hegemonic masculine. The bakla discourse and the portrait (or caricature) it has given

us thus far underscored how the bakla differed from his heterosexual counterpart. The

demonization of our native gender-crossing practices by colonial powers, the added

confusion brought by the introduction of American ‘psychosexual logic,’ and the dubious

association of the bakla to the western concept of homosexuality have all rednered the

bakla as a symbolic deviant ‘at the bottom of a gender hierarchy amongst men’

(Connell, 1995).

Matrix 6: Bakla: Connotative Meanings

Codes Theme Explication In Vivo Codes


Effeminate Bakla: Connotative The labels bakla and Uhm, pag bakla ka
Duwag (coward / Meanings bading has a rich po kasi, lalake po
siya dati, or kahit po
timorous) history of connotative yung katawan niya
Takot (afraid) meanings that often pang lalake pa rin,
Malamya (soft) draw from pero the way she –
Indecisive stereotypes and she or he moves po,
medyo feminine na
Weak stigmatizing traits po.
associated with the
bakla. These Pilipino tayo parang
connotative meanings natatak na po sa atin
continue to shape na, pag bakla ka
duwag ka, lagi kang
how these words are nag hehesitate
used and the gano’n po
meanings assigned to
them even in the Bakla, sa tingin nila
ang lamya...kasi I
context of gaming. think the most times
na natawag akong
'bakla' or when they
used to insult me is
usually parang
effeminate..pag
bakla kasi you don't
have enough
power...or kapag
mabilis ka namang
umiyak bakla ka
nanaman, kapag
kapag natakot ka,
bakla ka rin...

Bakla: Not Man Enough to play DotA2 and LoL

Symbolic interctionism holds that ‘all social phenomena are symbolic—that is,
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 142
objects, events, and actions always hold meanings for different individuals’ (Prasad,

2017). That said, what meanings do homosexual-themed communication hold for the

participants? More importantly, what does it mean to be bakla in the context of play?

The participants’ answers echoed the responses they have shared in the previous

section; they continued to invoke duwag / kaduwagan (cowardice), lack of resolve, and

hesitation in constructing meanings for the labels bakla and bading as can be observed

in the following extracts from participants RM, VL, and RO:

RM (straight): sa gaming context, kapag ah, sa time ng susugod na, parang


nag babackout ka...kapag hindi nag-eengage sa laro or sa clash, kapag
may time na hindi niya – hindi niya grinab yong opportunity na gumawa ng set
or uhm mag engage nga. So ‘yon, pwede natin siyang idescribe na bakla siya.

Participant VL echoed a similar view:

VL (straight): ...sa tingin ko po ang ibig sabihin nila is yung medyo takot mag
go or mag in, like lagi pong nag he-hesitate. Tapos, parang hindi po sure
sa mga ginagawa nila...parang kunyari, need na po namin ng ano, ng mag
contest ng objectives – push – tapos parang ano ‘teka lang farm muna ‘ko / farm
lang ako...’ ganun, parang ‘ano ba tong baklang ‘to, ayaw sumama samin’
parang, yun po, parang...masyado siyang takot makipag ano sa kalaban

Participant RO’s answer was also consistent with that of other straight male

participants:

RO (straight): bakla, ganon, duwag kasi 'di pumapasok sa clash, ganon,


takot. More on, more on yung pambaklang takot...duwag kasi hindi siya
masyadong pumapasok do'n sa clash kahit 'di siya gay.

To make sense of these responses, it is important to look at common themes

that emerged from their answers and the different underlying concepts underneath their

responses such as our understandings of gender with reference to gender traits and

performances, masculinities, combat in gaming, and how they all relate to the use of

gay labels in gaming.

One of the ways Filipinos understand gender is by associating certain traits with

gender. Valledor-Lukey (2012), in her study of Filipino gender constructs, asserted that
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 143
masculinity and femeninity constructs were defined by negative (socially undersirable)

and positive (socially desirable) trait factors. Negative trait factors associated with

femeninity included being weak, slow to move, difficult to convince, being a loner, and

being timid. Inversely, socially desirable masculine traits identified were being strong,

brave, dominant, shrewd (madiskarte), clever (mautak), and having affinity for others

(mapagkapwa). Negative traits associated with feminity and the opposites of socially

desirable masculine traits that may not necessarily be the identified negative masculine

traits were also the same characteristics identified by Samson et al. (1976) that are

markers of Filipino homosexuality. That said, a man who fails to conform to the

masculine gender trait strereotypes or a man who displays the either positive or

negative feminine gender traits is at risk of being labeled bakla, regardless of his actual

sexual orientation (Valledor – Lukey, 2012). This is consistent with Tan’s (2001)

observation regarding the representation of Filipino homosexuality which operates by

inverting masculine mannerisms with feminine ways. Our understanding of gender also

produces scripts that confine both men and women to certain gender roles and

streotypes. For instance, in the Filipino streotyped view of femeninity, women can only

achieve self-fulfillment and complete womanhood through marriage and motherhood

(Rojas-Aleta et al. 1977, as cited in Vadellor – Lukey, 2012). In the case of men, these

scripts confine men to certain patterns of behavior that evolve into habits and

performances that define their masculinity (Niemi, 2014) such as aggression, stoicism,

shows of dominance, competitiveness, and so forth.

In addition to our socio-cultural constructions of gender and gender traits, Judith

Butler’s (2008) concept of performativity is another useful conceptual frame. According

to Bulter, gender is doing; it is a series of performances that signify one’s gender when

understood in the context of ‘a set of meanings already socially established’ (Butler,


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 144
2008 as cited in Healey, 2016). Taking the Butlerian concept of performativity and

Vadellor – Lukey’s gender trait inventory and applying it to femeninity, the result is the

expectation for the caring and nurturing woman to participate in activities that are coded

as feminine such as playing dress-up and engaging in domestic work in the private

sphere. Applying the same logic to masculinity, Filipino masculinity carries connotations

and expecations of strength that usually expressed by being able to endure, aggressive

displays, assertiveness, and dominance (Rubio & Green, 2011). Unlike the private

domestic sphere within wherein femeninity is confined, Filipino masculinity often

operates in the public spheres of war, work, politics, trade, and sports. Apart from these

traditional domains, masculinity is also something that is performed and proved within

and around the context of play, which has become a ‘proving grounds for hegemonizing

performances of masculinity’ (Healey, 2016). Players’ masculinities are constantly being

tested and verified not only within the digital domains of play but also in the collective

‘digital imaginary’ espoused by Burrill (2008) or the tanglible spaces where these

games are played (ex. video arcades, cyber cafés, e-Sports events) and the broader

cultural spaces appropriated for the playing of games. Gaming hisotry tells us this

much. For instance, the game arcade culture of the 80s – 90s was an offshoot of bars

and pool halls that have been predominantly masculine spaces where adolescent

young men congreate. Within these spaces, men are seen as the natives while women

are almost always treated as observers and on rare occasions, unusual participants

(Cotes, 2016). Similarly, works by Taylor et al. (2014), Witkowski (2013), and Schelfout

et al. (2019) have also documented how the public and semi – public spaces of cyber

cafés, LAN gaming, and e-Sports tournaments continue to privilege ‘straight, cis-male

bodies’ (Taylor & Hammond, 2018) and keep women and non-binary people at the

periphery.
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Like Burrill, Taylor & Voorhees (2018) advanced a similar but much broader

concept and argued that games like DotA2 and LoL let its participants perform, and

more importantly, constitute themselves as masculine subjects in what they

conceptualized as the ‘masculinity/media apparatus’. Both the digital imgaginary and

the apparatus ‘provide material and institutional conditions for masculine subjects to be

shaped/shape themselves’ (Taylor & Voorhees, 2018) and produce masculinities that

are constantly being contested, subject to the repetitive performance of ‘acceptable’

rites and rituals that prove ones’ masculinity (Burrill, 2008).

Research on gaming has consistently constructed gaming as a ‘traditionally

masculine pursuit’ and a male space that offers insights on how masculinities operate

(Di Salvo, 2016; Healey, 2016). These research often hold on to the assumption that

specific game genres such as first-person shooter (FPS), real-time strategy (RTS), and,

increasingly, multiplayer online battle arena (MOBA) genres are conventionally

masculine (Taylor & Hammond, 2018 as cited in Healey, 2016). Part of the reason why

computer games, particulary the aforementioned genres have become masculine

domains is their strong emphasis on competition. Social competition and the fulfillment

that comes with besting other players are some of the most important aspects of game

play (Vermeulen & Van Looy, 2013) and are strong motivators for male participation

(Hartman & Klimmt 2006). What sets MOBAs apart from games like ‘Tetris’ or ‘Crash

Bandicoot’ is that they are not just competitive; they are violently competitive and are

almost always set against a backdrop of conflict and militaristic activities. Srauy &

Palmer – Mehta (2018) observed that most of the time, the primary mechanic and

backdrop in FPSs and MOBAs is combat / war. They also stressed that the combination

of war, conflict, and aggressive combat as backdrops and a core mechanic of games

creates a strong connotation that FPS, RTS, and MOBA games like DoTA2 and LoL are
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 146
masculine territories. For instance, a study conducted by Gray (2003) on gender

inclusive game design found out that the use of violence and confrontation to solve

problems were more appealing to male respondents than they are for females. In

another work, Lin’s (2005), male participants indicated that the violence, which is often

enacted through hacking, slashing, and killing, is what makes MMORPGs (genre similar

to FPS, RTS, and MOBAs) masculine games that discourage female presence. Gray’s

(2003). Although Lin (2005) believes otherwise, the study participants’ views resonate

with many scholars and gamers to this day to the point that it has become an

epistemological foundation in gaming research. In addition to being themes and play

elements, violence, combat, and warfare also transform games like DoTA2 and LoL into

something more engaging and exciting. Without the conflict embedded in the game, it

suddenly becomes a stale and tedious activity (Siitonen, 2014) that fails to sustain the

interest of its core male audience.

Inasmuch as rivalry, combat, and violence sustain masculine interest for games

and serve as foundations for constructing games as male territory, these thematic and

play elements reify the strong ‘cultural conception that violence is a normal expression

of the masculine identity’ (Tucker, 2011). This is heavily emphasized by the primary

objective in MOBAs and that is to pummel your enemies and cause their utter defeat

through aggression, antagonism, and violent combat. MOBAs like DoTA2 and LoL

valorize battle / war and aggression and refinforce the idea that violence is a marker of

masculinity, particularly militarized masculinity (Srauy & Palmer, 2018). Drawing from

socio – historical perspectives, Higate and Hopton (2005) argue that militarism and

masculinity are linked with one another in that the former ‘feeds into ideologies of

masculinity through the eroticization of stoicism, risk taking, and even lethal violence.’

The result is the glamorizing of military actions. Seen through Higate and Hopton’s
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 147
argument, retreating from combat even – if it makes tactical sense – ore refusing to

participate in melees altogether are perceived as unmasculine and therefore, bakla.

Indeed, across all of interviews with both straight male and gay participants, they

consistently referred to ‘chickening out’ from a fight as a usual antecedent to being

called bakla and/or bading during gameplay. They also repeatedly linked cowardice,

hesitation, and being fearful to kabaklaan, a trend that continues in the responses

provided by RJV, FK, and FJ:

RJV (straight): Actually nangyari 'to two days ago lang din. Kada last game
merong team fight, tapos ako napansin ko na medyo tagilid yung team fight kasi
ahead 'yung kalaban and they were fighting for an objective. Sabi ko parang
wag magkatuloy-tuloy, pero nagtuloy pa rin sila. So 'yun, nagstart sila,
‘Bakla! Bakla!’ parang ganun. Natakot daw ako.

RJV’s account of this episode of play suggests that at one point of the game, he

also experienced a short period of confusion that resulted in his reluctance to jump into

battle. On one hand, his teammates wanted to press the attack and engage the enemy

to complete their objectives. RJV, on the hand, wanted to live and fight another day so

as not to jeopardize whatever advantage their team had or would have. His reluctance

to engage and be aggressive was seen as unmanly enactments of cowardice and fear,

thus making him a target of the bakla label. In computer games like DoTA2 and LoL,

aggression is the only path to success and attaining team objectives (Tucker, 2011). It

can also be argued RJV and his teams’ competing desires of pushing forward versus

retreating caused RJV to experience a momentary bout of confusion In this case, RJV’S

confusion was constructed as being bakla. Garcia (2017) noted, even transient

showings of confusion and hesitation such as in the experience of RJV invite labels of

‘pagkabakla.’

Informant FK elaborated on a similar observation:


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 148
FK (gay): pag nag ca-clash po...parang ganun? Then, may parang teammate
po sila na hindi pumapasok or di nakakasama dun sa clash, sasabihin nilang
‘gay’ yun or ‘bakla’ yun in a...in a para...ang feeling ko, ang interpret ko po
dun is, parang takot siya kasi...stereotype. Parang ang gay is takot lagi –
chicken out... Yung – siguro my interpretation on that kasi ah...parang chicken
out yung...para sa kanila chicken out yung mga bakla.

LoL player MIB sees a similar connection between being afraid to take risks in

combat and being labeled bakla:

MIB (gay): takot kasi akong sumugod dun sa kalaban or takot kasi akong
umatake even if kaya ko. Takot kasi akong magrisk, magrisk ng life ko or
ng, ng time ko na sumugod dun sa kanila, that's why matatawag kang
bading.

DoTA / DoTA2 veteran FJ’s answer carried the same themes present in RJV,

FK, and MIBs answers:

FJ (straight): Naduduwag na ano…mag take risk o umabante mga ganyan.


Speaking in a gaming term? Parang kunwari ah…naduduwag – pano ko ba
masasabi to…naduduwag mag initiate or parang ayaw niyang lumabas sa
comfort zone niya gano’on or sabihin na natin ayaw niyang sumama do’n
sa team play kasi baka madehado siya or gano’n, parang pinoprotektahan
niya masyado ‘yong sarili niya.

MIB and FJ’s observations support Higate and Hopton’s (2005) conclusion

regarding militarized masculinity, particularly those concerning risk-taking and

aggressiveness. Besides being non-combative, cowardice and the spectre of kabaklaan

are also associated with hero / champion selections. Heroes / champions who are are

primarily defined by their abilities to escape, elude, and/or stay undeteceed invite

similar bakla discourse and labeling. As informant FJ explained:

FJ: Lahat ng nag-i-invisible sinasabi bading…gay…kasi takot magpakita


gano’n parang ‘yon na agad ‘yong term eh. “Bading naman nitong Riki na
to”...Lalo na no’ng update sa Riki na second skill na lang ‘yon…di ba kasi dati
‘yong Riki last skill niya ‘yong ano [‘yong invi?] Oo ‘yong permanent invi tapos
no’ng nag-update ginawang second skill ‘yon tapos “mas pinabading ‘yong
Riki ah”.

In this comment, FJ explained how certain heroes whose main ability is to be

invisible could sometimes become targets of bakla labels. In DoTA2, these heroes are
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 149
not usually in the thick of combat. Instead, they are used more for sneak attacks,

backstabbing, and surveillance – tactics that are in direct contrast to militarized

masculinity’s strong propensity for direct confrontation and aggression. As FJ

explained:

FJ: ‘yon talaga duwag talaga ‘yong meaning no’n eh [referring to bakla] sa
gaming community, parang pag sinabihan kang “ang gay mo
naman”…”ang bakla mo naman”, parang ‘ayon matatakutin ka…duwag ka
parang gusto nilang bawasan ‘yong pagkalalaki mo. Kunwari pag sinabing
gay ka parang hindi ka talaga matapang. So, without the – saying na…kunwari
hindi ka na sasabihan ng bakla para lakas mo parang ano…parang hindi ka
mahina ‘yon. Pag sinabihan kang bakla parang ang hina mo or may kulang
sa’yo or hindi ka matapang gano’n.

Similarly, heroes whose skills and item builds emphasize eluding enemies and

/or skirting around skirmishes also attract bakla labels on occasion. As RJV explained:

RJV (straight): I'm sure you know Puck, yung sobrang hirap niyang habulin oh
my god....So yung function ng character and yung looks ng character yung
nagiging issue kaya natatawag na bakla. Kasi either, I don't know siguro
sobrang masoch- sobrang machistic lang nung mga tao kapag sinasabi nilang,
"Oh tumatakbo ka lang nang tumatakbo," ginagamit nila yung term na
bakla.

Puck is one of the most elusive heroes in the roster with skills that include being

able to teleport short distances and disappearing temporarily – both of which are widely

used as escape mechanisms. Like Riki in informant FJ’s observation, Puck’s ability to

sidestep confrontations and avoid direct contests of strength puts the hero in direct

opposition of hegemonic masculine traits of dominance and assertiveness. It is not

uncommon to hear frustrated players utter the label bakla to describe Puck (or the

person using the hero) because of his / her being takbohin (someone who likes to turn

tail and run) and elusive. In addition to Puck’s elusiveness, the hero’s visual and vocal

characterizations are two other aspects that make Puck – and by extension players who

favor the hero – suceptible to gay labelling. In a gaming culture where homophaulisms

like bakla and bading are commonplace and the purposeful setup of Puck in DoTA2 or
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 150
Taric in LoL as effeminate, it is not surprising that these heroes/champions and their

users sometimes invite bakla discourse. In Taric’s case, there is even a YouTube video

dedicated to him where he twirls around and dances to Michael V’s ‘Hindi Ako Bakla’ as

if denying his gayness, which ironically makes him seem more gay. Todd (2016) argues

that visual is a critical component of gaming that extends beyond game design and

includes virtual representations of the self that are often linked to the politics of the body

and sexual identity that happens offline. As Todd (2012) explained in an earlier article:

‘Avatar appearances and the performances of one's gender within an online


gaming environment offer a different experience for each person. In many
instances, avatars affect not only a player's sense of self, but also the way in
which they play the game and interact with others, as well as how others
perceive them.’

While Puck and other ‘girly’ heroes like Crystal Maiden can provide liberating

experiences for virtually representating of the self in the game’s digital environment,

there are times when it can also be problematic (Todd, 2016) such as when a game

avatar contradicts heteronormative norms. Viewed through the lens of masculinity,

bravery, resolve, and aggressiveness are constructed as masculine and therfore

desirable traits to possess (Healey, 2016) while their inverse cowardice, being

effeminate, hesitant, passivity, and elusiveness are constructed as ‘unmasculine,’ gay

or bakla. Also, the research participants’ as well as literature in gaming masculinities

bring to the fore the reflexive relationship between understandings of how to perform

within gaming spaces and how performances situated within these spaces are

interpreted, named, and labeled. Similar to what Healey observed in a group of ‘Call of

Duty’ gamers, in DoTA2 and LoL, cowardly play or being duwag / takot (cowardly /

fearful) is constructed and labeled as bakla. The participants’ experiences also resonate

with Focault’s (1978) argument: the homosexual – in this case the bakla – has made it

possible for society to ‘define individuals for their acts as opposed to being individuals
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 151
who participate in and enjoy certain acts.’ And so, bakla is no longer just a categorical

label for homosexuals but has become a symbol for eveything perceived to be

unmasculine or in direct opposition masculine norm. The bakla label, especially when

utilized derogatorily or disparagingly, has become a catchphrase for anything perceived

to be ‘lesser than’ (Todd, 2016) and in this case, a less ‘manly’ player.

A careful analysis of the participants’ responses in this section also revealed

how gender role expectations permeate and regulate gaming as much as it does other

domains of our social lives. The expectations and values of people witnessing the

performance of play alongside performances of masculinity within the culural space of

gaming frame gamers’ understandings of what kinds of play are acceptable and what

should be rejected using homosexual-themed communication. Aggressiveness,

dominance, love of combat, and eagerness to compete are symbolic of ‘pagkalalae’ /

manliness and masculine play. Meanwhile, elusiveness and being sneaky, aversion to

violent combat, and avoiding conflict in in-game skirmishes are symbolic of kalbaklaan

and gay play that are worthy of ridicule and derision. Ultimately, the participants’

answers reveal a sexual heirarchy and structure in MOBA gaming wherein masculinity

and heterosexuality remain the symbolic norms and anyone who displays unmasculine

traits, characteristics, and performances are is symbolically bakla.

Matrix 7: Not man enough to play DoTA2 and LoL

Codes Theme Explication In Vivo Codes


Bakla / Bading Not man enough Bakla and bading are ‘Yon talaga
Duwag (coward) to play DoTA2 and metaphors for duwag talaga
Takot (afraid) LoL anyone deemed not ‘yong meaning
Takbohin (evasive) man enough for the no’n eh [referring
Afraid of game or lacking in to bakla] sa
confrontation masculine qualities, gaming
Not competitive especially those community,
Hesitates during qualities valorized by parang pag
clash hegemonic and sinabihan kang
militarized “ang gay mo
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 152
masculinities (i.e. naman”…”ang
aggression, bakla mo
confrontation, naman”, parang
combat) that they ‘ayon matatakutin
need to succeed in ka…duwag ka
playing DoTA2 and parang gusto
LoL. nilang bawasan
‘yong pagkalalaki
mo...Pag
sinabihan kang
bakla parang ang
hina mo or may
kulang
sa’yo...Dahil nga
po ‘yon sa meron
tayong
standards…babalik
po tayo do’n sa
standards. Bilang
kunwari lalaki
siya at hindi niya
na-meet ‘yon
parang nagiging
less siya.

Bakla: A Different Kind of ‘Noob’

The data gnerated suggests that next to cowardice, the gay labels bakla and

bading are often associated with meanings of incompetence and stupidity, similar to

how the words gay and fag have come to mean the same things among English

speaking gamers. Postic and Prough (2014) suggest that the trend of describing

something stupid as gay can can be traced back to the late 20th century though it

continues to persist to this day as evidenced by Pascoe’s (2007) observations on fag

and gay discourse among middle schoolers and Lalor and Rendle-Short’s (2007)

assessment of the usage of gay to denote dimwittedness in Australian English.

Although I did not find literature that would indicate that bacla/bakla had been used to

signify lack of intelligence in Philippine setting, I suspect that the unsavory association

between bakla and lack of intelligence may be the product of Filipino masculine
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 153
ideology and masculinity’s subordination of femeninity. Filipino masculine ideology

values intelligence and academic achievement just as much as it values physical

strength, toughness, and bravery (Rubio & Green, 2011). Even in hypermasculine

settings like a fraternity where physical strength and endurance are often seen as the

highest measure of masculinity, intelligence is also invoked and transformed into

streetsmarts that enable ‘nerds’ who are typically seen as frail of body to conquer fear,

pain, and humiliation (Guttierez, 2019). In this regard, we can see how mental

alertness, logic, and objective competence are desirable traits for Filipino men to

possess (Bantug, 1996; Church et al., 1984-85; Gamboa, Luciano, Cruz, & Laforteza,

1972; Guthrie, 1970 as cited in Rubio & Green, 2011) as opposed to the feminine traits

of being rash, indecisive, and emotional. Indeed, the attribution of rationality and reason

to men and the designation of emotion to femeninity have been foundational elements

in the masculine – feminine discourse (Connel, 2005; Blackburn, 2018). From here, we

can also apply the same Philippine ‘hegemonic trope for homosexuality’ that sees

kabaklaan or being bakla / being gay of inversion of manliness and all its

accoutrements. That said, if being duwag (cowardly) and mahina (weak) are

constructed as unmasculine, it stands to reason that being stupid / unintelligent is seen

as unmasculine as well, thus worthy of the bakla label. This is especially true in the

narratives provided by informant RJV with regard to a DoTA2 match he played a couple

of days before our second interview:

RJV (straight): ...there was another time when, uhm, uhh nagfeed ako, sabi
n'ya, 'yun, ‘siguro bakla 'to kaya tanga tanga,’ mga ganun.

In DoTA2 and LoL, to ‘feed’ or ‘feeding’ means to die repeatedly in the game

and ‘feeding’ the opposing team with experience and resources for each time the feeder
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 154
dies. In DoTA2 and LoL, feeding is often seen as a marker of incompetence, lack of

skill, and stupidity.

Gay informant JJC interpreted the label bakla as meaning being downright

stupid when it was lobbed at him during a match:

E: Ano sa tingin mo ‘yung meaning na ina-assign nila doon sa term na bakla sa


pagkakataon na ‘yon?

JJC (gay): Bobo. Siguro that time po, syempre, parang alam ko naman sa sarili
ko na na-miss ko ‘yung objectives ng team, tapos nagsabi sila bigla ng ganun
(referring to the label bakla), ire-relate ko po talaga s’ya sa salitang bobo
kasi, parang iisipin ko, tanga ko, ganun. Okay, sorry, ganun (parenthetical
note mine)
In RJV and JJC’s experiences, their mistakes and inability to meet the

objectives were taken as signs of lack of ‘intelligence,’ something other players have

linked to kabaklaan or have labeled as bakla. This raises an important question: if the

intention is to communicate that someone, particularly a gay player like JJC, is being

sloppy and stupid or performing poorly in the game, why not just use pejoratives like

bobo and tanga? Croom (2014) explained that compared to standard swearwords and

pejoratives, slurs like faggot, bakla, and bading ‘pack some of the nastiest punches’

language has to offer and that they effectively associate the target negatively with a

gender-loaded attribute of an identity group that the perpetrator / user perceive to be

inferior. In JJC’s case, the use of gay labels bakla and bading are treated as slurs

because of their particularly injurious and offensive nature to JJC, who admitted that he

felt ‘hurt.’

But there is more to this than just associating and labeling a bumbling player

and his poor performance with a stigmatized segment of society. First, it should be

noted that MOBAs – much like sports, which gaming literature considers analogous to

video games / computer games / e-Sports – require the ‘athletic ability to process
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 155
information quickly and and produce a skilled performance when rapid decisions and

selections of appropriate responses are critical for success (Nideffer as cited in Conmy,

2005). Regardless if a match ends in victory or defeat, games like LoL and DoTA2

demand a certain degree of mental effort from players. Second, it is also important to to

distinguish how stupidity in relation to intelligence is understood in the context of

gaming. When talking about stupidity (katangahan / kabobohan), the participants and

their teammates are not referring to actual lack of intelligence or imbecillty. Rather, what

they are alluding to is skill / proficiency or the ability to play the game properly and

competitively – an important focus of discussion in gaming (Paul, 2018). In the toxic

meritocracy of LoL and DoTA2, ‘intelligence’ or skill / mastery / proficiency is often

signified by high MMR or ranking, having the ability to outplay stronger opponents using

superior strategy, impeccable timing, high degree of familiarity wtih hero-skill-item

synergies, perceptiveness and being able to counter enemy strategies, abillity to defend

and take territories (bases, towers, nexus, etc.) gold earnings, and kill streaks (Canossa

et al., 2018). Success in any of these aspects or all of them is symbolic of intelligence

and mastery in DoTA2, LoL, and other MOBAs. The importance of gaming mastery, the

contempt for incompetence, and the discursive association between lack of skill and

gay labels have been repeatedly articulated by several participants across different

interviews:

RO (straight): Yung parang sinasabi nila sa'kin sa mind ko na "galingan mo,"


ganyan parang ganon kasi imbis na gawin mong negative yung, negative
thoughts yung salita, gawin mo kasing positive thoughts para imbis na idown mo
sarili mo, gawin mong positive para gumaling ka, para gumaling yung skills
mo. Galingan ‘yong game instead para di ka na lagi trash-talkin ‘yon. More
on sa ginagawa kong positive ‘yong word na ‘yon (referring to bakla) para
galingan ‘yong sarili ko, para hindi na masabi sa akin ‘yong gano’ng word
sa akin.
Informant JMA espoused a similar view:
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 156
JMA(gay): parang sinasabi nga na "Bakla galingan mo naman parang ang
dali mo lang patayin!" parang gano’n. Baka ang meaning ng word na ‘yon is
mahina, hindi magaling...ano pa ba uh ayon hindi – hindi skilled gano’n –
gano’n ‘yong mga terms.

Informant MIB added to the insights offered by RO and JMA:

MIB (gay): kung titignan mo kasi 'yung meaning ng bakla tsaka bading
pagdating sa online gaming, ano eh, isa lang talaga ibig sabihin niyan na
"Dude, galingan mo!" I mean, ano ka uhm "Ang tanga mo this, uhm, ang
tanga mo that moment galingan mo naman," "Kaya mo 'yan eh, bakit 'di
mo palagan, bading ka ba? Napakabakla naman nito maglaro."

As these interview excerpts indicate, RO, JMA, and MIB interpret bakla as an

indirect way of telling them that they need to do better in the game, probably because

their performance fell below expectations or they were suffering from a ‘bad day’ or

those bouts of sloppiness. Healey’s (2016) work and observations conerning a group of

Call of Duty LAN party outlines a possible explanation:

‘The linking of “gayness” with “noobiness” suggests a conceptual link between


“gay” play and inexperience. In this respect, noob (with its signifiers of
inexperience)... [is] discursively linked first of all with “the thing you shouldn’t
do”, but are further linked with “gayness”, in a process that seems to shuffle both
noobs and campers to the “bottom of a gender hierarchy among men” (Connell,
1995, p. 78). Inexperience and cowardly play are “gay”: “Real men” are
experienced and brave.

Much like how gay and fag are used in social settings to connote that something

is lame (Pascoe, 2007), the word gay has also carried the connotation of bieng inept,

incompetent, and weak. In gaming jargon, gay, fag, bakla, and bading may also mean

‘noob’ – a term for ‘newbies,’ which is also used derogatorily to undermine or insult

players whose performance is considered to be substandard (Fitzgerald, 2016). In line

with Healey’s observations regarding the need to establish gaming mastery, I argue that

the discursive linking of noobiness and incompetence with gay, bakla, and bading is

also a product of another type of masculinity operating in gaming culture:

technomasculinity. Technomasculinity (Johnson, 2014) is ‘a gendered ideological


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 157
perspective that naturally associates men with highly skilled technological work and

advanced knowledge of computers.’ Although technomasculinity is subordinate to

hegemonic masculinity in the masculine hierarchy, both masculinities share a common

concern: mastery. Where hegemonic masculinity concerns itself with being dominant

and sees traits such as competitiveness as ‘natural’ in men, technomasculinity, on the

other hand, concerns itself with mastery of technology, science, engineering, and

maths-based fields like computer engineering and information technology where men

‘naturally’ excel. In the words of Jenson and De Castell (2010):

Technological competence, so seen, has less to do with actual skills and more
to do with construction of a gendered identity—that is, women lack technological
competence to the extent that they seek to appropriately perform femininity;
correlatively, men are technologically competent by virtue of their performance
of masculinity.’

Bergstrom (2012), in a study of EVE Online game gives a relevant example.

Bergstrom (2012) observed that there exist a connection between the skills required to

excel in the male-associated fields of maths and engineering to the skills required to

play the space-themed massively muttiplayer online game (MMO) Eve Online that

result in huge gender gaps and participation in the game. From this perspective, it

logically follows that computing technology, video games, and proficiency in their use

are symbolically masculine and lack of interest and expertise in technology are coded

as feminine.

Jenson and De Castell’s conclusions together with Bergstrom’s (2012) and other

gaming scholars’ observations (see Taylor & De Castell, 2009; Ratan et al., 2015)

highligt how lack of gaming mastery and ultimately, technological incompetence have

been symbolically tied to femininity and other forms of masculinity that are contextually,

historically, and materially marginalized. Under the strict masculine norm of gaming, it is

only natural for real men to be good in gaming; it goes without saying. When someone
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 158
whose identity and performance defies the dominant gender scheme, however, his

whole identity is thrown into question thereby making him an attractive target of

homosexual-themed communication. These perspectives offer valuable insights that fill

some gaps with regard to how gay, bakla, and bading have come to mean

incompetence and noobiness in gaming. This formulation, however, could also benefit

from reflecting on ‘girl gamers’ experiences as their experiences often intersect with that

of LGBTQ players.

Numerous observations and studies by various gaming scholars have recorded

and articulated gaming communities’ less than friendly attitudes toward marginalized

players (i.e. women, GLBTQ) (Schelfhout et al., 2019). These marginalized players are

considered ‘others’ in the highly contested domain of gaming, with their claim to the

‘gamer’ identity and membership often challenged on account of their ‘non-maleness.’

Furthermore, their presence also represents an aberration and a disruption of the ideal

gamer fantasy – a player who is symbolically male and straight’ (Richard, 2017). As

such, their presence is usually ‘policed with sexist, racist, and homophobic speech by

the dominate players so that the marginalized players won’t remain and “ruin the game”’

(Vossen, 2018). Within gaming cultures, deviant identities and performances that

disrupt the symbolic masculine norm are seen as gross violations and breaches. While

Gray (2014) maintains that gaming spaces’ ‘relativist approach’ does not render any

behavior or person as ‘inherently deviant, deviance emerges through a labeling process

where some behaviors are identified as bad, undesirable, or unacceptable on the basis

of rules made by those in positions of power...The behaviors that have been identified

as deviant by the gamer community range from taking any sort of offense at bigoted

speech or trash-talk, to simply participating in the game world as ‘other’ (Vossen, 2018).

The ‘othering’ of female players and LGBTQ players in gaming also highlight the
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 159
centrality of ‘difference making’ in negotiating access, membership, and participation in

gaming cultures. More often than not, the foci of this difference making are on men and

women’s gaming interests, skill and competence, and ultimately, the disctinctions

between ‘real’ gamers and casual gamers. For instance, women’s aversion to events

centered on dominance, combat, violence, and aggression have created the notion that

they are not interested in games because of the presence of these themes.

Consequently, the small amount of time girls and women devote to gaming, resulting

from their lack of interest, has also created the belief that they are less knowledgeable,

less experienced, and less proficient in competitive games than their male counterparts

who accrue more skills simply because they play more often (Schelfhout et al., 2019).

Indeed, there exists a commonly held belief and lingering image among male gamers

that female players perform poorly in gaming when compared to men because of their

(women’s) lower skill level (Rani et al., 2016; Ruvalcaba et al., 2018). Women’s

perceived lack of intrest and skill also contribute to their lack visibility and relegation to

supporting roles in other gaming spaces such as e-Sports competitions and cyber cafés

as documented by Lin (2017) and Taylor et al., (2014), an experience that extends even

to non-binary players. Kendrick (2015) suggested that women’s lack of interest in

gaming, brought about by their aversion to violence and competition (Hartman &

Klimmt, 2016), has become the bedrock of their definition as inferior gamers. The

implication, according to Taylor and Hammond (2018), is that does not fit the straight,

heterosexual fantasy will find it difficult to participate evenly and success in the highly

masculinized domain of competitive gaming. For these reasons, women and non-binary

players often find themselves positioned at the fringes of gamer culture, constructed as

the less skilled ‘other’, and rarely counted as ‘real gamers’. These comparisons based

on disparities ring true with Williams’ (2000) claim that identities are relational – we
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 160
define our selves by comparing our similarities, differences, membership, exclusion,

and status divisions among other things with different reference groups. Goffman’s

(1963) Stigma also provides a useful theoretical lens from which to view this difference

making. Stigma theory classifies people with physical and mental disabilities,

prostitutes, criminals, and homosexuals as stigmatized individuals. In the context of

gaming, we can extend Goffman’s classification to include women as stigmatized

individuals in gaming cultures on account of the prevailing perception that they are

‘handicapped’ in terms of gaming skill and proficiency. When stigmatized individuals

such non-binary people take up activities like computer gaming, something that is

usually not associated with them, they become entangled in a dialtectical tension

between the self-image they ‘the-self-I-think-I-am’ that they claim. (i.e. the gamer

identity) and ‘the self-they-think-I-am’ or what other people they interact with think of

them (e.g. bakla could not be ‘real’ gamers or bakla gamers are not competent

gamers). Patrick and Bignall (1984) explained this tension between the ‘self-I-think-I-

am’ and the ‘self-they-think-I-am’ with greater clarity in their study of wheelers or wheel

chair racers who participate in running marathons in the pursuit of constructing a

‘competent self.’ In it, they wrote:

‘In general, the others whom wheelers encounter have an image of the disabled
individual that they apply to the disabled group. This a priori image of the
wheeler may not be congruent with the indentity by which an individual wheeler
wishes to be known. While the specifics of this a priori image of the
disabled...varies from person to person, it generally involves feelings of pity and
the expectation that the disabled individual is not as competent, able, or active
as "normal" individuals.’

Transformed to reflect the realities of DoTA2 and LoL, we can say that ‘normal’

players (straight, heterosexual male players who do not possess the fateful attribute of

kabaklaan, hence their ‘normalcy) hold an image of the bakla as an inferior gamer who

cannot possibly compete with them on equal footing or whose skills may not be on par
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 161
with ‘normal’ straight, heterosexual male players. This usually stirs up feelings of

disbelief, doubt, and incredulity whenever a bakla or someone who is perceived to be

bakla. Participant FJ recalled one such incident when his friends cast doubts over the

skills of another teammate who was openly bakla. Informant VL also experienced

something similar when members of an opposing team downplayed his skills because

they thought he was bakla. These experiences will be explroed in greater detail in

another section.

In sum, the concept of technomasculinity reflects yet another facet of our

understanding of gender roles and gender expectations. From a technomasculinities

lens, mastery of technology, which includes gaming, has always been symbolically

associated with men. Engagement with technologies and proficiency in their use have

both become ‘normal’ characteristics and activities for men to possess and participate

in, effectively producing and reproducing gaming as a ‘man’s world’ where they are

expected to excel to the point that it goes without saying. Anyone who does not fit the

straight male profile such as women and gay and transgender players are often

challenged and sidelined because they are engaging in activities that are not usually

associated with them. Modifying Patrick and Bignall’s (1984) statement to reflect the

realities of computer gaming, we can say that players only become gamers we become

'gamers' ‘both for the personal satisfaction we derive from these activities and for the

social interactions based on them, and the identities created by the competent

performance of them.’ Patrick and Bignall’s assertion, though made in the context of

competitive athleticism, still reflect the necessity of showing competence in order to

claim membership as one of ‘them’ – as a gamer, and it is for this reason that women’s

and GLTBQ players’ abilities, competence, and membership are also almost always

questionned. As ‘stigmatized’ individuals in a ‘career’ that falls outside of what society


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 162
expects of them (i.e. being a DoTA2 / LoL gamer), women and GLBTQ+ gamers often

have to contend with ‘normal’ people’s prejudgments and presuppositions about their

gaming ability – that they could not be as good as the ‘normal’ straight, male players

who possess none of the flaws of femininity that might render them incompetent. From

an SI standpoint, ‘passing’ as a ‘normal’ real gamer – someone who is straight, male,

masculine – hinges on gender cues and performances that are being perceived and

interpreted by others as ‘acceptable’ for real gamers (e.g. aggressive, dominating,

violent, confrontational, masterful, etc.) As such performances that suggest

inexperience, sloppiness, incompetence, passivity or any other type of performance that

may be symbolic of how stigmatized individuals would perform and gameplay that fails

to measure up to the masculine norm, are constructed as bakla – a newbie who plays

like a girl, is incapable of performing that meets technomasculine expecations, and

whose incompetence is further compounded by his association to a reviled group. This

also goes to show a core argument of scholars studying gender and sexuality a

symbolic interactionist lens: ‘social meanings give shape to our sexuality. Sexuality has

no meaning other than that given to it in social situations’ (Plummer, 1982). That said,

when a player, regardless of his actual gender, displays feminine traits that have

furstratingly become symbolic of weakness – ‘an insult to prowess in competitive

spaces’ (Tucker, 2011) – he becomes a suitable target of gay labels and other

homosexual-themed communicaiton.

Matrix 8: A Different Kind of ‘Noob’

Codes Theme Explication In vivo codes


Bakla / Bading A Different Kind of The labels bakla and Bobo. Siguro
Bobo / Tanga ‘Noob’ bading is a metaphor that time po,
(Stupid) for someone syempre, parang
Galingan mo (Play incompetent / alam ko naman
better) unskilled and plays sa sarili ko na
like a girl. The na-miss ko ‘yung
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 163
conflation of objectives ng
noobiness and team, tapos
femeninity effectively nagsabi sila bigla
positions the target of ng ganun
the gay labels in a (referring to the
distinct position of label bakla), ire-
otherness in the relate ko po
masculine hierarchy talaga s’ya sa
that values salitang bobo
technological mastery kasi, parang
(technomasculinity). iisipin ko, tanga
ko, ganun.
Okay, sorry,
ganun
(parenthetical
note mine)
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 164

Chapter 5

SUMMARY OF FINDINGS, CONCLUSIONS AND RECOMMENDATIONS

This chapter presents the summary of the purpose, methodology, and results of

this study. Next, the conclusion is based on the researcher’s intuitions gained through

the results and findings of the study. Then, there are two sets of recommendations

presented. The first recommendation gears toward the practitioners of the field

described in this study. And a recommendation for those professionals, communication

and social studies alike, interested in making the research broad in scope and exceed

the findings presented in this study.

Summary of Findings

This study was undertaken to map out the different multivalent meanings and

interpretations assigned to homosexual-themed utterances used by heterosexual male

gamers within the context of play. Homosexual-themed utterances like bakla and

bading are part of male gamers’ verbal repertoire, but their meanings and are not

always clear. Likewise, the intent behind their use is also not always clear as well. In a

gaming environment that is becoming more and more open to non-binary identities, the

use of homosexual-themed language within gaming circles presents a problem,

especially for gay gamers exposed to it on a consistent basis. This problem has already

been investigated within the academic context (Thurlow, 2001; Pascoe, 2007;

McCormack & Anderson, 2012; Postic & Prough, 2014), sporting contexts (see Magrath

et al., 2013; Anderson, 2002; Magarth, 2018), and in the broader social context (Hall &

LaFrance, 2013; Brikett & Espelage, 2015; Slåtten et al., 2015), and even in gaming

contexts, usually within the frameworks of sexist language, toxicity, and trolling (Gray,

2014; Tucker, 2011;Healey, 2016; Ortiz, 2019) using quantitative and qualitative
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 165
research designs and methods. For my research, I utilized case study and generated

data through in-depth interviews with two sets of participants. Interviews were

conducted from July 2019 to January 2020.

After exhausting all means to generate data and after thorough analysis of

codes that emerged from the data, several themes that synthesized the study were

formulated.

1. To answer the question about the participants’ profile, five self-identifying

straight male gamers and five openly gay gamers participated in the study. Out of the

ten participants, one informant plays DoTA2 exclusively, six others play LoL exclusively,

and three others play both games. All of the participants have been playing DoTA2 and

LoL for more than 5 years.

2. The second objective dealt with how straight male gamers act toward gay

gamers. Based on the data provided by the participants, straight male gamers act

toward gay gamers with ambivalence. This was evidenced by the contradicting

positions that they occupied and straddled when talking about homosexuality or

‘kabaklaan’ vis-a-vis prejudice and biases. Their responses also pointed to a gradiation

of attitudes toward gay gamers that range from positive to negative. Negative attitudes

include subtle biases and homonegativity. Positive attitudes, on the other hand, include

solidarity and inclusion of gay gamers.

3. The third objective revolved around the different uses of homosexual-themed

utterances bakla and bading in gaming with respect to the meanings ascribed to these

words. The participants’ responses identified uses for these words: trash talk and

incivility, emotive communication, disparaging and playful humor, microinsults and

backhanded compliments, and pro-bakla language. All these culminate in the theme

multipurpose metacommunicative tool. Homosexual-themed utterances, because of


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 166
their polysemy and multivalence, can fulfill a multitude of metacommunicative functions

such as insulting, communicating a range of emotions both positive and negative,

humor, compliments / backhanded compliments, and express genuine pleasure and

other pro-social attitudes and states. Primarily, the words bakla and bading are used to

trash talk or deride the target in order to put them off their game or to simply insult their

abilities. It can also be used to express emotions such as dismay, disappointment, and

most notriously, exasperation, frustration, and anger. Besides TT and emotive

expression, the labels bakla and bading are also used jokingly either as a form of

disparagement masked by humor or more commonly as playful conversational humor

that is mostly harmless. Additionally, bakla and bading are also used as microinsults

and backhanded compliments. When used this way, bakla and bading convey a

message of support while simultaneously communicating subtle insults that mostly go

unnoticed (e.g. magaling yan kahit bakla yan). The subversive content of the message

essentially turns the compliment or any well-meaning message into a friendly diss.

Finally, bakla and bading can also be used for more positive ends, usually as a

compliment of sorts (e.g. Si bakla!) When used as pro-bakla language, the negative

connotation is either transformed into a genuinely supportive message that can be

experienced as uplifting and affiliative. The elasticity of homosexual-themed utterances

make them a multipurpose metacommunicative tool for conveying more information

than their content.

4. The fourth objective dealt with the process of interepretation, more specifically,

how do straight male gamers and gay gamers interpret homosexual-themed utterances.

The participants’ answers suggested that they relied on several nonverbal cues to

interpret homosexual-themed utterances, most notably prosody and manner of delivery,

context, and relationship. All of these were grouped under the theme of nonverbal cues
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 167
for interpreting homosexual-themed utterances. Among these cues, prosodic elements

such as tone, manner of delivery, intensity, and loudness were the most popular

answers offered by the participants. Indeed, when it comes to homosexual-themed

utterances, the manner in which bakla and bading are uttered can sometimes be more

important than the actual content. Shouting bakla or bading and verbalizing the words

with strong emphasis were interpreted negatively by the participants. Context and

relational factors were also identified as vital clues for interpreting homosexual-themed

utterances. When used in the context of joking, banter, and trash talk, the words bakla

and bading given positive and friendly interpretations. Finally, relationship also plays a

role in the interpretation of homosexual-themed utterances. Utterances from close

personal ties are interpreted more favorably as opposed to utterances from strangers.

5. The last objective dealt with exploring the different meanings and interpretations

assigned by straight male gamers and gay gamers to homosexual-themed utterances in

gaming. Four themes emerged: Bakla and meanings that arise from social interaction,

Conntative meanings, Bakla: Not man enough for DoTA2 and LoL, and Bakla: A

different kind of noob. The responses provided by the participants revealed their own

personal histories with the words bakla and bading and how these contributed to the

meanings these words have for them. Although the meanings of these words are not

fixed, it was clear from the participants’ responses that they have developed their own

catalogues of meanings and interpretations from interactions with significant and

generalized others as they are socialized into gender roles and learn what it means to

be masculine and feminine. Data also revealed that the participants drew heavily from

the connotative meanings of the words bakla and bading as they continue to

renegotiate the meanings of these words through social interaction. These connotative

meanings include being fearful, effeminate, timorous, weak, cowardly, and deviant
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 168
among others. As expected, these learned meanings continue to shape how

participants assign meanings and interpretations to gay labels, epithets, and

homosexual-themed utterances in gaming. These findings ultimately led to the two most

important themes in this section. Since the words bakla and bading are still burdened

by connotative meanings that all go back to a deficiency in masculinity, it can be

inferred that being bakla in DoTA2 and LoL means not being man enough for the game.

When one lobs the epithets at another, he is not simply saying that the target is being a

coward or being weak. Rather, the speaker is essentially demoting the subject to lesser

kind of ‘man’ or relegating him to the lowest, most despised strata of masculinity –

homosexuality. To be bakla means not to have the masculine qualities necessary to

succeed in the game. Finally, the words bakla and bading, just like their English

counterparts gay and fag have been used extensively as substitutes if not equivalents

for stupidity, clumsiness, and noobiness. What makes bakla and bading exceptionally

more punishing than words like ‘bobo’ and ‘tanga’ is theur ability to doubly jeopardize

the target by lumpting them into two undesirable categories simultaneously: being a

sexual deviant and being a dolt. Not only is the target demoted in the masculine

hierarchy, he too is relegated to the status of a noob – a deviant that neither has the

masculine capital nor masculine expertise to play and succeed in DoTA2 and LoL.

Conclusions

These are the conclusions that can be drawn based on the objectives of the

study:

1. Profile of the participants

Out of the ten straight male and gay male participants, there are more that

played LoL exclusively compared to those who played both games and those that

played DoTA2 solely. This finding may support claims that LoL has overtaken the once
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 169
most played MOBA in the Filipino gaming sphere: DoTA / DoTA2. Perhaps more

important, there are more gay male participants playing LoL compared to straight male

participants. This unequal distribution between the players may suggest that LoL is

more gay-friendly and accessible to gay gamers compared to DoTA and DoTA2.

2. How straight male gamers act towards gay gamers

Gaming may be experiencing a decline in homophobia as younger gamers

become more aware of the deleterious effects of prejudicial attitudes to different

members of the gaming community. The proliferation of the internet, cyber cafés, and

gaming devices, coupled with shifts in societal attitudes toward homosexuality and

prejudice, have contributed gaming becoming a more friendly and inclusive space for

prosocial and positive intergroup interactions. However, despite the seeming decrease

in overt prejudice, gamers still need to be aware of the sublte and covert biases such as

when acceptance becomes predicated on adherance to certain norms or skill

requirements.

3. Uses of homosexual-themed utterances in gaming as a result of their different

meanings

The homosexual-themed utterances like ‘bakla!’ and ‘bading!’ are well

thoughtout expressions that fulfill several metacommunicative functions because of

their polysemy and multivalence. In most cases, homosexual-themed utterances that

feature gay labels are used affiliatively, with little to no serious aggressive intent. At

best, aggression and hostility are ostensible and is mostly overridden by more neutral

intent and uses. Ultimately, the unstated and unacknowledged function of homosexual-

themed utterances in gaming is its regulatory function over gaming and gender

performances in DoTA2 and LoL.

4. How homosexual-themed utterances are interpreted


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 170
The manner in which homosexual-themed utterances or gay labels and epithets

like ‘bakla’ and ‘bading’ are said is often just as important as the content itself. ‘Bakla’

and ‘bading’, despite the abundance of associated connotative meanings, do not lend

themselves to interpretation quite easily. Adding more to the complexity is the

differences in the intended meaning of the speaker and the interpretations of those who

are exposed to the utterance. In cases that these words are invoked, interpretations

arise from the way bakla and bading are used by whom for what purpose and with what

effect.

5. Meanings and interpretations of gay labels and epithets / homosexual-themed

utterances used in gaming

Meanings and interpreations for ‘bakla’ and ‘bading’ do not always align in one

another. Despite this, ‘bakla’ and ‘bading’ remain as two powerful metaphors for failure

in gaming. Because of the connotative meanings ‘bakla’ and ‘bading’ carry, they have

become signifcant markers and representations of what a gamer should and should not

be. ‘Bakla’ and ‘bading’ are the epitome of a failed gamer and a failed gaming

masculinity. To be ‘bakla’ and ‘bading’ in gaming means one is seriously lacking in

manly traits (i.e. bravery, strategy, aggression, technological mastery) necassary to

succeed in a very masculine endeavor, at least temporarily.

Recommendations

Communication, Gaming, and Gender Researchers

1. It is recommended that subsequent studies expand the scope of this

researchy by including a wider demographic, especially in terms of age, gender, game

genre played (e.g. mobile, casual, RPGs, FPS, MMOGs, MMORPGs), gaming platform

(mobile, PC, console), sites of play (e.g. home), and contexts (e.g. computer-mediated,

co-located, professional, etc.).


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 171
2. As a country with a considerable population of gamers spread across different

platforms, gaming researchers need to move beyond the male-female binary and start

to consider a more diverse gaming population. As such, gaming research can no longer

afford to remain gender blind. It is recommended therefore to continue investigating

gaming through the lived experiences of non-binary gamers like gay gamers.

3. The use of homophobic language has become a contentious issue in gaming,

especially in the wider arena of e-Sports where games like DoTA2 and LoL are main

attractions. While gamers and commentators remain divided, the fact remains that

words like gay, ‘bakla’, and ‘bading’ can convey so many things and prdocude different

consequences. Their meanings are as complicated as their use, the context within

which they are said, the intent of the speaker, and their effects on the listener /

audience. As such, a more holistic approach and view – one that appreciates the

importance of context, effect, intent, social norms, and interlocutor relationship – is

recommended and necessary to address the complicated intersections of gaming,

gender, and language in play.

4. Trash-talk, emotive communication, disparagement and conversational

humor, microinsults and backhanded compliments, and pro-bakla language are far from

being an exhaustive list of the different uses of gay labels and epithets in gaming.

Language is complicated and evolving. As such, these uses may change as gamers

continue to play and as gay gamers become more visible and confident in their place in

Filipino gaming culture. It is recommended for future researchers to refine this list and

and come up with a more comprehensive analysis of the functions of gay labels and

epithets in the communicative practices of gamers. Future researchers may also

choose to focus on one of these elements to better understand the nuances of

homosexual-themed utterances within a specific context.


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 172
5. Beyond prosody, context, and relationship, there are also other factors that

come into play when interpreting homosexual-themed utterances in gaming such as the

coupling of gay labels and epithets with intensifiers such as curse words (e.g. ‘bakla

ampota’, ‘tanga mo bakla!’), sexually suggestive comments related to kabaklaan (e.g.

‘pagbibigyan ka namin pag nanalo tayo’), behaviors and actions (e.g. slamming the

keyboard, pounding on the table, etc.), and even facial expressions that may not be

easily obvious for players whose eyes are often glued to their scteen. It is

recommended that these considered and explored in future studies.

6. Studies suggest that there is a link between the use of homosexual-themed

language / homophobic language / derogation using gay labels and epithets / gender

and attitudes and behaviors toward gays. As such, it is recommended for future studies

to combine both qualitative and quantitative methodologies to get a more accurate

picture of gamer attitudes toward gender non-binary gamers. It is likewise

recommended for future researchers to explore and compare intergroup attitudes in

different gaming contexts. As this study is purely descriptive, a correlational approach in

future studies may provide a more definitive answer as to how the male gamer

population acts towards gay gamers.

Gaming communities, its leaders, and gamers

7. It is recommended for leaders in gaming communities, developers, and

publishers to take active steps in co-creating a more supportive environment for non-

heteronormative identities; this begins in teaching ourselves to become more mindful

gamers. Although LGBTQ+ representation in games has seen an increase, inclusion

must move beyond representation, customization, and modding. It should also extend

to our offline gaming practices as well. Gaming culture -- often described as toxic

environments largely because of the discursive practices of its inhabitants – is primed


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 173
for change. The increased visbility of women and non-heteronormative identities are

valuable pockets of counter-hegemonic resistance that enrich gaming communities and

keep sexism, misogyny, transphobia, homophobia, racism, and other forms of prejudice

in check.

8. It is recommended for leaders in gaming communities to create more

opportunities for non-binary gamers to participate without fear of reprisal, antagonism,

and discrimination, especially in large e-Sporting events where non-binary participation

still feels minimal.


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 174

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POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 189

APPENDIX 1: RESEARCH INSTRUMENT

‘BAKLA’ AND ‘BADING’ LABELS AND EPITHETS IN GAMING: SITUATING


MEANINGS, INTERPREATIONS, AND USES IN THE COMMUNICATIVE
PRACTICES OF HETEROSEXUAL MALE MOBA GAMERS

INTERVIEW GUIDE

Problem1: Profile of the participants:

1. Please state your name, your age, and the game/s that you are playing.
2. Please state your gender and sexual orientation.
3. Could you tell me about your gaming experience such as where do you play, with
whom, and for how long have you been playing.

Problem 2: How do straight male gamers act towards gay gamers?

1. Can you describe what it’s like to play with gay gamers?
(Maari mo pang ilarawan ang karansan mo sa pakikipaglaro sa mga baklang
manlalaro?)

2. When was the last time you played with gay play peers?
(Kailan ka huling nakipaglaro sa mga bakla mong kaibigan o kalaro?)

3. How long have you been playing with gay gamers?


(Gaano ka na katagal nakikipaglaro sa mga baklang manlalaro?)

4. How do you feel about gay gamers?


(Ano ang pakiramdam mo o opinyon sa mga baklang manlalaro?)

5. How do you feel about their presence in gaming or them playing DoTA2 / LoL?
(Ano ang iyong pakiramdam o opinion sa presensya ng mga baklang manlalaro sa
DoTA2 / LoL?)

6. (For gay participants): Based on your feelings, observations, and experiences as a


gay gamer, how do you think do male gamers feel about gay gamers?
(Batay sa iyong sariling karanasan bilang isang baklang manlalaro, ano sa tingin mo
ang pakiramdam / opinyon ng mga lalaking manlalaro sa mga baklang manlalaro?)

Problem 3: How are homosexual-themed utterances / gay labels and epithets like
bakla and bading used in gaming as a result of the meanings and interpretations
gamers have assigned to them?

1. What do you use gay labels for?


(Para saan mo ginagamit ang mga ‘gay labels?’)
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 190
2. In what situations do you usually use these labels? How do you use these gay
labels?
(Sa anong uri ng mga sitwasyon or pagkakataon mo nagagamit ang mga ‘gay labels’?
Paano mo sila ginagamit?)

3. In the past, what situations prodded you to use these gay labels?
(Sa mga nakalipas na pagkakataon, ano ang nag-udyok sa’yo na gamitin ang mga ‘gay
labels’ na iyong nabanggit?)

4. Has a friend or playmate ever labeled you using any of the gay labels that you’ve
mentioned? What prodded them to call you XX? What do you think was their intention
for calling you XX/XX?
(Mayroon na bang pagkakataon na ginamit ng isang kapwa manlalaro, kalaro, o
kaibigan na kalaro ang isang ‘gay label’ sa’yo? Ano ang nag udyok sa kanila? Sa
palagay mo, ano ang naging intensyon nila nung ikaw ay tinawag nilang XX/XX?)

Problem 4: How do heterosexual male gamers and gay gamers interpret


homosexual-themed utterances?

1. (For gay participants): Can you please tell me about your experiences as a gay
gamer? How about your experience with gay labels used by heterosexual male gamers
or your heterosexual playmates?
(Maari mo bang ibahagi sa akin ang iyong mga karanasan bilang isang ‘gay gamer’ pati
ang mga karanasan mo sa mga lalakeng manlalarong naririnig mong gumagamit ng
mga ‘gay labels’?

2. (For gay participants): As a gay gamer, how does the casual use of gay labels make
you feel?
(Bilang isang ‘gay gamer’ anong nararamdaman mo sa kaswal na paggamit ng mga
‘gay labels’?

3. How do you interpret or what is your interpretation of the gay labels that you hear in
game-related activities?
(Paano mo binibigyang interpretasyon sa mga ‘gay labels’ na naririnig mong ginagamit
sa mga paguusap na may kinalaman sa gaming?)

4. What do you think do heterosexual male gamers mean whenever they use gay
labels?
(Sa iyong palagay, ano ang ibig sabihin ng mga lalaking manlalaro sa tuwing ginagamit
nila ang mga ‘gay labels’?)

5. What do you think are the reasons why gamers use these gay labels during game
play or in game-related activities?
(Ano sa iyong palagay ang mga rason kung bakit ginagamit ng mga lalaking manlalaro
ang mga ‘gay labels’ sa laro o kaya naman ay sa paguusap na may kinalaman sa
paglalaro?)

6. What do you think is their intention for using such language?


(Sa iyong palagay, ano ang kanilang intensyon sa paggamit ng mga ganitong
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 191
pananalita?)

Problem 5: What are the different meanings and interpretations assigned by


heterosexual male gamers and gay male gamers to homosexual-themed
utterances that are part of their communicative practices?

1. What gay labels do you use in game-related activities?


(Anong ‘gay labels’ ang ginagamit mo sa tuwing ikaw ay naglalaro o sa mga bagay na
may kinalaman sa iyong paglalaro?)

2. What gay labels have been used on you during play?


(Anong mga ‘gay labels’ na ang mga nagamit sa iyo sa mga okasyong ikaw ay
naglalaro?)

3. How would you define ‘bakla’ and ‘bading’, based on your own understanding and
knowledge of these words and its usage?
(Alinsunod sa ‘yong pagkakaintindi at kaalaman, ano ang ibig sabihin ng mga ‘bakla’ at
‘bading’?)

4. What do you usually mean when you use gay labels such as ‘bakla’ and ‘bading’
while playing?
(Anong kadalasan mong ibig sabihin sa tuwing ginagamit mo ang mga ‘gay labels’ na
‘bakla’ at ‘bading’ sa tuwing ikaw ay naglalaro o pinaguusapan ang mga bagay na may
kauganayan sa iyong paglalaro?)
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 192

APPENDIX 2: SAMPLE INTERVIEW TRANSCRIPT

<STRAIGHT PARTICIPANT: FIRST INTERVIEWS>

IDI#: IDI1-1
Informant Code: FJ
Informant Name: [REDACTED]
Date: 7/11/2019 Loc: Sta. Mesa, Manila

Time Started: 2:57PM Time Ended: 3:24PM

E: Alright, uh before we begin i-ano lang...some questions muna regarding sa research.


Bale ‘yong research ko is an investigation kung paano ba ginagamit ng male gamers
‘yong homophaulisms. Pag sinabi nating homophaulisms, these are labels na referring
two case. Well in our case, bakla at bading. So ‘yong homophaulism ay ‘yong bakla at
bading. Uh before we get to the interview, uhm i-acknowledge lang natin na ni-refer ka
ng student ko, si [redacted], and Ikaw ba ay pumunta dito on your own
accord…pumunta ka ba ng hindi pinipilit?

FJ: Opo

E: Do you agree to participate in the interview?

FJ: Opo

E: Sabihin ko lang din na ‘yong magiging responses mo are being recorded right now.
They will be transcribe and gagamitin siya as part of the research. Okay lang ba sayo
na gamitin ang responses mo?

FJ: Oo

E: Would you like for your identity to be ah…to be – ano tawag dito…bigyan ka ng
panibagong pangalan doon sa transcript. Gusto mo bang mag assign ako ng ibang
name para sayo? Instead na [redacted]?

FJ: Okay lang po.

E: At ikaw ay willing participant?

FJ: Opo

E: Okay, sige. Ano lang...short backgrounder lang. Pakilala ka muna, name, age, ano
‘yong game na nilalaro mo tapos kailangan uhm state mo ‘yong gender at sexual
orientation mo kasi dalawa ‘yong...dalawa ‘yong informant ko. Meron akong gay
informant, meron akong straight male informant. So, i-classify mo kung alin doon.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 193
FJ: So…I’m [redacted], 21 years of age. Then, sa games kasi gusto ko ‘yong may
istorya but naglalaro ako nung mga MOBA or fast-life game. Siyempre, nakaha na rin
pag-encounter ng other gamings kasi minsan in-game. So, ayon…pero as a gamer kasi
bata pa lang ako. Gusto ko na talaga yung ano…may istorya pero iyon nga naihatak din
ako sa MOBA kasi yung mga “frennies” nung elementary tapos high school lahat
naglalaro. Eh ginawang multiplayer yung mga campaign games eh. So ayon, doon din
ako na ano…natuto with them.

E: So, ngayon uhm ano ang nilalaro mo sa PC? PC gamer ba? PC? (Opo) Mostly PC?
Ano ang nilalaro mo sa PC ngayon?

FJ: So…as of now, Sims. Lahat ng simulation games.

E: Ah si...simulation ka ngayon?

FJ: Opo. Nahilig ako do’n kasi may designing doon sa [inaudible]…sa simulation games
eh…

E: Na pwedeng applicable sa ME, gano'n?

FJ: Opo. Kagaya do’n sa Sims. Nagde-design ako ng bahay.

E: Uhm sa MOBA naman, ano ang nilalaro mo?

FJ: Sa MOBA, ‘yon DoTA.

E: DoTA. DoTA 1 o 2?

FJ: Both.

E: Both?

FJ: Pero yung mas na – pag offline DoTA 1…pero pag multiplayer na game talaga,
DoTA 2.

E: Sa…computer shop ka ba or sa bahay or pareho?

FJ: Both

E: Sige. Sa ano…ano sa – uhm anong tawag dito…sa na-mention mo nag mo-MOBA


ka na before. So…like games like Starcraft and…and uhm–

FJ: Hindi ko lang na-try ‘yong Starcraft pero Warcraft, oo.

E: Battle Rise na-try mo?

FJ: Oo pero hindi ako naadik masyado do’n…kasi nakikilaro lang ako.

E: Tapos uhm a…ano ang gender orientation mo?


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 194

FJ: Ah ‘yon straight male.

E: You classify as straight male. Uhm sa paglalaro, do you usually play with a team o
mas madalas na solo ka?

FJ: Uhm more likely kasi nag umpisa ako sa solo game na lang. Eh pag sa klase…or
pagtapos sa klase nag aantay ng prof. [inaudible]—

E: Kasama na si [redacted] sa laro?

FJ: Oo, nagmu-multiplayer na ko.

E: Ah so sumasali ka na sa kanya? [referring to redacted]

FJ: Opo…ibang MOBA—

E: Ano ‘yon hinahayaan niyo siya?

FJ: Ibang – hindi ano po…naglalaro kami. Alam niyo ‘yong Counter Strike. Ganyan…
‘yan naglalaro kami niyan. Kagaya ng [inaudible]

E: Yung ano…yung mga nakakalaro mo usually pag may kasama ka. ‘Yong
composition niyo. Are you mostly straight? Lahat kayo straight? So, uhm never pa kayo
nakapaglaro with a gay gamer?

FJ: Ah meron po. May tropa ako. ‘Yon ‘yong pinaka-main team ko. ‘Yong kasama ko.

E: Pag sinabi mong main team, constantly mong nalalaro? Tama ba ko? Ay
hindi...constant niyong nakakalaro?

FJ: ‘Yon ‘yong parang pinaka-nakakalaro ko talaga as in simula high school. Sila talaga
‘yon. Which means parang main team…kunwari pag kumilos ang isa sa amin.
Makakatulong ka na kahit hindi ka na magsalita eh pero kasi ‘yong mga kalaro ko
diyan…sisigawan mo pa eh. Bago pa gumalaw eh.

E: Sige. Uhm one of the reasons kung bakit uhm nirefer ka ni [redacted] and one of the
reasons kung bakit in-invite kita or kinonsider kitang informant is because nasabi niya
nga na nagfit ka do’n sa description or atleast uhm na-meet mo ‘yong…’yong criteria na
sinet natin for the informant. Sabi nga natin naghahanap ako ng informant na nagamit
niya ‘yong mga Homophaulisms while gaming. Uhm isa sa goal ko is maintindihan bakit
ito ‘yong ginagamit kasi whenever we’re playing. Ang dami daming kasing pwedeng
gamitin pero for some reason, ito ‘yong nagagamit ng…no’ng players and uhm hindi
naman na kayo – pare-pareho naman tayong nagpunta lang sa computer shops. Alam
na natin and naririnig na natin siya pero for most people – ah lumabas sa isang
tenga…ah pumasok sa kabila lalabas naman sa kabila pero kasi there’s more to it than
that. Gusto ko lang tanungin uhm as far as you can recall and kung…kung ano lang
‘yong consciously na alam mo. Ano na ‘yong alam mo na Homophaulisms or…or labels
na nagamit mo?
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 195

FJ: As a…as a trash talk?

E: As a – sig…in the context of trash talk mo siya ginagamit? para sa’yo?

FJ: ‘Yong kapag ano…in-game nagagamit ko ‘yon as a trash talk kasi cul…culture na
kasi sa amin di ba? Sa gano’n…sa gaming industry pag gay, bading…duwag pero
since ayon…ginagamit ko kasi trash talker ako, bata pa lang eh.

E: Pano'ng…edad ka ba nagstart maglaro?

FJ: Sa maglaro talaga ng computer games? (Ah…Oo) Elementary talaga.

E: Anong – may recollection ka ba kung anong…mga ilang taon ka natutong magtrash


talk?

FJ: Ay ‘yong sa trash talking po talaga, elementary kapag may kasamahan ako do’n na
mapang-asar. Eh nangre-rebutt po talaga ako.

E: Ah sumasagot ka talaga?

FJ: uh-hmm [agrees]. Kaya ang daming pikon sa akin…ang daming gustong sapakin
ako

E: May…may time na ikaw ‘yong nag-instigate?

FJ: Ay hindi po…hindi ako ‘yong…ako ‘yong – hindi ako ‘yong nag-i-initiate. Depending
na lang ako kapag…kapag sumabat sila sa akin minsan binabawian ko.

E: Pag sila nagsimula…

FJ: So sila ‘yong magpi-pick out pero never akong…minsan lang. (Minsan lang?) Pag
na-bwi…na-bwisit talaga ako [inaudible]. Pero in terms of then…ginagamit. Hindi pa ata
ako naglalaro no’ng games na yon nagagamit ko na sa trash talking tsaka [inaudible]
pero ‘yon nga since no’ng nakalaro ko ‘tong si [redacted]. ‘Yong gay na kalaro namin.
Hindi na rin masyadong ginagamit din ‘yon eh kasi pag t-in-rash talk mo ng gano’n. May
time na gano’n, pero gay naman siya. Hindi naman insulto ‘yon sa kanya eh…pero
ayon kung mangta-trash talk na rin ako sa iba, mas ginagamit ko ‘yong tapered
na…idiotic sense na mga gano’n kasi wala naman ka-meaning ‘yong tanga diyan.

E: Ah…well. Sige pero sa paglaro uh…sa paglalaro mo can uhm…am I correct in


saying na nagamit mo na ‘yong term na bakla and bading?

FJ: Uh-hmm [agrees]

E: Uh are…are…are these para sayo interchangeable ba sila or uhm me…meron bang


– mas nagagamit mo ba ‘yong bakla…or mas nagagamit mo ba ‘yong bading. Uh ano
lang base on observation.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 196
FJ: Uhm hindi ko naman nagagamit masyado eh. Kasi…’yong as a trash talking ‘nong
time na ‘yon? (Oo) Hindi ko na nga masyadong ginagamit kasi…ano eh…ah tawag
nito…they have…’yong may mga group of people na pinaglalaban nila ‘yong ano nila
eh…’yong karapatan nila about do’n. Kaya kailangan – mamaya magsalita ka tapos
may mga ‘yon nga…na gano’n…edi ako ‘yong mapapasama pero parang respeto na rin
sa kanila. Pero minsan—

E: So conscious decision ito on your part na ano…na huwag ng gamitin itong mga
salitang ito?

FJ: uh-hmm [agrees]. As a respect na din pero kasi minsan pag dala ng ano…ng
emosyon…na-i-speak ko pa rin ‘yong term na ‘yon kasi nakasanayan na eh gano’n.

E: Uhm ‘yong ano…’yong…’yong consciousness mo or atleast ‘yong…yong sa part mo


na ‘wag na siyang gamitin out of respect. Is this something na nangyari na after mong
na-meet ‘yong…’yong kalaro niyo na ano…na bakla din or is this something na even
before niyo pa siyang na-meet kahit papaano may inkling ka na ano…?

FJ: ‘Wag gamitin?

E: Oo, na ’wag gamitin.

FJ: Hindi ko rin masa – hindi nagagamit ko rin talaga.

E: Ginagamit mo talaga siya?

FJ: uh-hmm [agrees]

E: Sige. Uhm…sa ano a…a…as far as these words are concerned. As far as the a…as
far as the words bakla and bading are concerned. Ano ba ‘yong understanding mo sa
mga salitang ito? Ano bang meaning nila para sa’yo? Base lang sa pagkakaintindi mo
or base sa kaalaman mo kung paano ito ginagamit sa pang araw-araw, kung kanino ito
ginagamit or ano ‘yong naoobserbahan mong pag gamit ng mga tao sa salitang ito?

FJ: ‘Yong term na gay is ano diba…’yong male attracted sa male …ayon.

E: We have to be – i-clear ko lang kasi si gay, si bakla at si bading magkaka iba siya. I
mean a…a…uhm ang…are you referring to gay as in gay the English word or are you
referring to gay as in bakla?

FJ: ‘Yong bakla.

E: Ah so…the ah…for…for the purpose ng clarity sabihin na lang natin siyang bakla.

FJ: So, bakla ‘yong mga ano…parang – in a literal na term ‘yon nga attracted sa same
gender which is male pero figuratively sa game…ang bakla o bading sinasabi na duwag
or uh parang…walang kwenta as in gano’n pag na gaming community na Pilipino.
Ewan ko lang gano’n din sa ano…sa ibang bansa kung ganon din term nila pero ayon
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 197
nga. Figuratively speaking sinasabi nila na bakla is gano’n nga…kasi nakasanayan na
rin. Culture na rin ng Filipino gaming community.

E: Kapag ginagamit mo siya sa mga pagkakataong naalala mong nagamit mo siya at sa


mga pagkakataong sa tingin mo ay magagamit mo ulit itong term na ‘to for example
naglalaro tayo ngayon at nagamit mo ang salitang bakla at bading or…or puwede
siguro in the past nagamit mo ang salitang bakla at bading. Ano usually ‘yong ibig mong
sabihin pag ginagamit mo ito during gameplay?

FJ: Ayon more on ano…ah…duwag. Gano’n.

E: Duwag…

FJ: Uhm walang kwenta…hindi…pero more on duwag eh. (More on…) Oo, more on
duwag. Kunwari nandoon na kami…nagset initiate na kami tapos ‘yong isa nag ano
pa…parang may doubt pa sumama. Sasabihan mong “bading ka ba?” gano’n or
[parang sasabihin] sige go mo na ‘yan tapos ayaw na [sasabihan mong] “bading ka
ba?” gano’n ‘yong sasabihin mo eh. Klaro ba? Parang…pag takot ‘yon.

E: Pag takot? Ano..Ano...

FJ: Or naduduwag…nahihiya gano’n.

E: Naduduwag saan?

FJ: Naduduwag na ano…mag take risk o umabante mga ganyan. Speaking in a gaming
term?

E: Oo.

FJ: Parang kunwari ah…naduduwag – pano ko ba masasabi to…naduduwag mag


initiate or parang ayaw niyang lumabas sa comfort zone niya gano’on or sabihin na
natin ayaw niyang sumama do’n sa team play kasi baka madehado siya or gano’n.
Parang pinoprotektahan niya masyado ‘yong sarili niya.

E: So parang uhm…kasi baka hindi ito maintindihan ng ano…ng hindi familiar sa


gaming. When we say takot mag-initiate, takot mag-initiate ng battle?

FJ: Oo, takot mag-initiate – takot i-execute ng plan or initiate. Bigla kang papasok then
go through the plan.

E: In most cases na nagamit mo siya would you say na ginamit mo siya to refer to a
person na kakilala mo or mas ginagamit mo siya as – wala ka naman talagang ni-re-
refer na tao? In general terms mo lang siyang ginamit?

FJ: More on in general terms eh


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 198
E: So, kung ako ‘yong kakampi mo nag ah…nag-initiate kung nasabihan mo kong “ah
pre ano ba ‘yan? Ang bakla mo naman.” You are referring to ang bakla ko as in hindi ko
ah…ang bakla ko in a general sense not necessarily not to indicate na “bakla” ako?

FJ: Oo

E: As a matter of gender…

FJ: Oo.

E: Okay, nagamit mo na ang term kay – anong pangalan non? Renzo?

FJ: [redacted]..[redacted]..

E: [redacted]? Huh?

FJ: [redacted]. [redacted]

E: Nagamit mo na ‘to sa kanya na siya ‘yong ni-re-refer mo or…or atleast siya ‘yong
kausap mo?

FJ: Oo…parang ano “hoy, bakla ka talaga!” ‘yon parang gano’n lang pero hindi ko siya
tinatrash talk sa term na bakla gano’n.

E: Ano ‘yong ginawa niya – kung naalala mo pa – ano ‘yong ginawa niya in-game na
would make you say “hoy, bakla ka talaga!” ?

FJ: Ay pag tumili gano’n.

E: Ah talaga? So—

FJ: Pag biglang ano bakla..kunwari di ba tahimik sa shop ‘yan gano’n kami tapos
biglang siyang ginank or sinugod or in-ambush. Biglang sisigaw ‘yan, titili tapos
kakalugin tapos “bading na bading ka na” ginagano’n namin.

E: Is there any reason kung bakit? uhm…

FJ: Na…shock.

E: Na-shock as in nagulat?

FJ: Nagulat talaga.

E: Are you more – hindi naman ito concern na baka malabel kayo na may kasama
kayong bakla or anything? Was that ever a concern to you?

FJ: Hindi.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 199
E: Hindi naman. Ah question lang din si ano…si [redacted], ano usually ang role niya sa
laro?

FJ: Ano kasi kami eh…rotation eh pero doon sa main team ko…support lang din ako.
Eh siya minsan carry. Eh sa time ng ano…ng DoTA, safe lane na carry then…off lane.

E: safe lane carry…ito ‘yong usually..ah ito ’yong ano…malapit sa tower?

FJ: Ano…kunwari sa Radiant side…sa bottom (ah, oo sa baba) kaya minsan off lane
‘yong hide lane. Ayon…pero ano...nagsu-support din ‘yon eh. Depende sa rotation lang
namin gano’n.

E: May mga pagkakataon or sa tingin mo ba uh…may bearing ‘yong role ng isang…uh


ng isang player sa ano…sa laro para mas ma-label siyang bakla?

FJ: Wala…wala kami…ay kasi – pero ‘yong male-labelan ng bakla madalas ‘yon kay
[inaudible]…gano’n

E: Na…regardless kung bakla talaga siya or lalaki siya?

FJ: Oo pero ano…kung sa gaming community lalo na sa DoTA kahit nga sa ML eh.
Kung sino ‘yong ke-carry or ‘yong mabibigay ng malaking…malaking damage pag hindi
siya sumusugod ‘yong sinasabi mong “bakla mo naman.” Ganon… parang ayon.

E: ‘Yong term na bakla and bading nagamit na ba sa’yo ‘to before?

FJ: Sa akin? As a trash talk?

E: Puwede…na ikaw ‘yong ikaw ‘yong tinatrash talk. Ikaw naman ‘yong na-label na
bakla?

FJ: uh-hmm [agrees] kahit sa ano…dati kasi no’ng elementary ako. Basta kabataan ko
kasi na…nature ko puro mga babae eh ‘yong nasa paligid ko kaya minsan na-adapt ko
pagiging babae. So, ‘yon tinatrash talk nila ako ng gano’n pero wala na rin naman sa
akin.

E: Sa in-game, tinatrash talk ka nilang gano’n? Ano naman ang usual reaction mo?

FJ: Wala. Hindi naman po kasi ako pikunin. Hindi ako masyadong pikunin sa mga
gano’n pero pag na-ganon ako. Okay lang kasi kung ano naman mangtatrash talk
gano’n lang din masasabi ko eh.

E: So, wala kang…pa…para sayo hindi naman siya ano…hindi naman siya—

FJ: Offensive?

E: Offensive…or hindi naman siya – the highest form of insult?


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 200
FJ: Ah hindi…ah hindi naman…hindi siya sobrang insult talaga pero depende sa player
kung paano niya i-handle ‘yong trash talk eh. May iba talagang…sabihin mo
lang…”tanga mo naman” galit agad eh parang sinusumpa ka na agad.

E: Since matagal-tagal ka na naglalaro, may nangyari ba na ano…may nangyaring na-


observe ka na…ah ito ‘yong term na ginamit or…or nagta-trash talk-an na isa ito sa
mga term na nagamit…tapos nauwi na lang talaga sila sa sapakan or…or—

FJ: No’ng…no’ng [inaudible] pero hindi sa games eh parang trash talk-an lang within
the classroom eh.

E: Ah hindi na sa context ng gaming?

FJ: Hindi…pero sa gaming siguro hindi sa amin eh. Nakita lang naman eh.

E: Sa…sa…within…same shop?

FJ: Same shop tapos nag-aabang lang kami tapos na…na…”bading ka ba?” gano’n
tapos inulit ng inulit tapos tinayuan na [laughs]

E: then sinapak na?

FJ: uh-hmm [agrees]

E: Sa ano naman – wait ano ‘yong itatanong ko…may pagkakataon kasi


may…may…may kaibigan din naman akong gamers and…and most of the time – lalo
na pag maganda ‘yong laro di ba pinag-uusapan ito after ng laro? Kumbaga may
afterlife ‘yong…’yong conversation.

FJ: Pag ano…pag panalo may kuwento.

E: Pag talo?

FJ: Sisihan.

E: Which is kuwento pa rin?

FJ: Oo.

E: Ah…di – meron na bang sa experience mo na uhm…sa afterlife no’ng game or no’ng


nagku-kuwentuhan na kayo about the game or maaring pinagku-kuwentuhan niyo ‘yong
things that are related sa games. For example: characters, ah ‘yong mga updates,
sa…sa characters, sa mga characters na nerf na nag leak doon…or na carry over doon
‘yong…’yong salitang bakla at bading? Na-extend ‘yong gamit ng salitang bakla at
bading.

FJ: Meron sa DoTA gamit na gamit. Kunwari ‘yong ano…’yong Riki…

E: A…alin?
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 201

FJ: ‘Yong Riki

E: Ah Riki...‘yong…’yong ano…invisible? Oo.

FJ: Oo. Lahat ng nag-i-invisible sinasabi bading…gay…kasi takot magpakita gano’n


parang ‘yon na agad ‘yong term eh. “Bading naman nitong Riki na to”

E: Not necessarily habang naglalaro, pinag-uusapan lang ‘yong character dito?

FJ: uh-hmm [agrees]

E: Ah gano’n.

FJ: Lalo na no’ng update sa Riki na second skill na lang ‘yon…di ba kasi dati ‘yong Riki
last skill niya ‘yong ano [‘yong invi?] Oo ‘yong permanent invi tapos no’ng nag-update
ginawang second skill ‘yon tapos “mas pinabading ‘yong Riki ah”.

E: [laughs] ‘yon talaga ‘yong description? Atleast sa inyo or naalala mong pinag-
uusapan niyo meron bang isang character na ano…uhm meron bang isang character
na sa tingin mo would – pagpinili siya na isang player would make you…with the
exception of Riki siguro…would make you label them…would make other players…sa
tingin mo lang ah…label them bading or bakla?

FJ: When using a hero?

E: Oo.

FJ: Lahat ng may escape eh na lahat ng may escape na skills tinatawag na agad na
bading eh. Kunwari ‘yong ano nag initiate, tumakbo na naman, bading na agad ‘yon.

E: Pa’no ‘yong ano…kasi al – sa ibang ah…sa ibang context uhm usually pag male
player, male rin ‘yong character na ginagamit pero ah of course nagbabago-bago
naman ‘yan pero would you…ah would it make you call someone bakla o bading kapad
ang hero nila for example ay Crystal Maiden, Lina…’yong mga babae – ‘yong mga legit
na babae sa game?

FJ: Hindi naman po kasi sa akin ang campaign games ko nga kapag create your own
characters, babae ‘yong ginagamit ko din eh. Kahit sa mga…shooting games din
minsan babae kasi ang nipis…nipis ng babae eh. Hindi mo – ang hirap patamaan eh.
Gano’n lang…pero hindi mo naman male-labelan na bading agad ‘yong lalaki pag
babae ‘yong ginagamit pero siguro in terms of game pagka may nasasabihan kang
lalaki na bading. Kunwari naglalaro ka ng dress up mga gano’n…masasabihan mong
“bading ka ba?” Kunwari mga…no’ng ano…kabataan ko sa y8 di ba? Tapos naglalaro
ng dress up o kaya kung ano mang Barbie na laro sa y8. Kakalabitin mo “bading ka ba
pre?” gano’n lang naman ‘yon.

E: Sa ano…uhm…tingin mo ba after this interview, magbabago ‘yong paggamit mo ng


ano…ng salitang bakla and bading habang naglalaro ka?
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 202

FJ: Oo naman. Though kasi no’ng…simula ng nakalaro ko kasi si [redacted],


wala…hindi ko na masyado na rin nagagamit.

E: Eh ‘yong iba mong kalaro…they have same ano…the same attitude towards
[redacted] na hindi na rin nila ginagamit?

FJ: Wala kasi kapag inano namin si [redacted] – tinawag naming bakla parang ano lang
eh… biro lang or wala lang—

E: Para sa inyo?

FJ: Kasi – tsaka sa akin din kasi ‘yong volleyball community kasi sa CEA dati kalaro ko
‘yong mga nandoon…parang wala lang din ‘yong kasi pag tinatawag mo silang bakla or
gano’n eh.

E: Si ano…si [redacted] never siyang nag voice out sa inyo na “hoy, ano ba yan
naooffend ako sa ginagawa niyo” or…or…

FJ: Hindi naman…siguro sa ibang taong tumatawag sa kanya kasi sa amin kasi
matagal na rin naming tropa si [redacted] eh.

E: How long? Gaano na katagal na kayo magkakilala?

FJ: Buong ano…buong highschool. Hanggang ngayon kasi nagsimula second year
eh…parang—

E: More than 5 years?

FJ: uh-hmm [agrees]. Mga 7 years na rin ata namin kakilala ‘yang si [redacted] tapos
‘ayon sumasama na – kasi ano siya…di talaga namin ka-section si [redacted],
kapitbahay lang ng kaklase namin si [redacted] then naglaro kami doon sa base ng
kaklase namin kasama ‘yong [redacted] na ‘yon. Which is ano…parang kulang ata kami
no’n tapos nando’n ‘yon then simula no’n nakakalaro na namin. Sumasama na rin sa
mga trip namin pati mga kunwari, tropa kasi naman taga Provident – lugar sa
Marikina…pag nagoovernight kami doon…tambay lang. Sumasama na rin ‘yon. So
parang ‘ayon na naging ka-close na namin si [redacted] pero hindi naman namin
ikinakahiya na may kasama kaming gay gano’n kasi ano eh…hindi naman disability
kapag gay ka eh. Kung tutuusin nga, ang lakas nga niyan eh…pero kapag sinabi mo
kunwari sa gaming community sa amin na hindi kilala si [redacted] tapos kalaro namin.
“Sino ‘yan?” sinasabi ko “ano kaklase ko” tapos sabi niya [inaudible] tapos sabi ko
“bading ‘yan” tapos parang iniisip nila na hindi agad malakas. Parang may – sa gaming
community…may ano eh…may discrimination sa kung gaano…sa kung gaano ka
skilled. Minsan nga pag sinasabing babae sinasabi “magaling ba ‘yan?” parang iniisp
lang nila “pabebe” sa game. Maraming bias doon hindi lang sa real life kahit sa gaming
community din.

E: So si ano…nagstart kayo nila [redacted] na sabit lang talaga siya?


POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 203
FJ: Oo, sabit lang siya.

E: Tapos bigla na siyang or overtime naging main stay siya? Uhm pero sa loob ng oras
na…I mean sa time…sa haba ng panahon na nagkakilala kayo never niyong napag-
usapan or never siyang naglabas ng sama ng loob sa inyo kapag nagagamit ito—

FJ: Relate sa amin?

E: Oo.

FJ: Hindi naman

E: and hindi…hindi naman kayo nagtanong sa kanya kung naoffend ba siya or…or
what?

FJ: Hindi ‘ayon minsan kasi kunwari naglalaro kami, one time, tapos inaasar ata namin
siya na bading tapos after ng game nga ‘yong kuwentuhan time then tinanong nga
namin “hoy, [redacted] baka mamaya naba-badtrip ka?”…“hindi, okay lang ‘yon”
gumagano’n siya. So, parang ngayon nga…okay din naman baka kasi minsan
naooffend na namin eh. Inaassure namin “[redacted], okay lang ba kahit gano’n?”
parang tinanong namin gano’n. “baka mamaya galit ka na sa amin..” —

E: When was this…itong ah…gaano katagal na (nangyare?)…how long ago was this
‘yong pag uusap niyo?

FJ: Second year ata kami no’n?

E: Ah so medyo ano pa kayo no’n…parang

FJ: Second year college

E: Ah second year college?

FJ: Kasi ano ‘yon eh…’yon ‘yong adik moments namin eh. 8 hours ata…6 hours ata
kami no’n sa shop no’n eh.

E: So parang medyo – may…ilang taon na kayo magkakilala…mga 3 years?

FJ: Oo, ganon mga 4 years siguro…

E: Sabihin natin kahit papa’no may lalim na ‘yong…’yong friendship niyo kahit papaano.

FJ: Pero kasi…’yong sa akin kasi…hindi ko na rin maasar agad ‘yon no’ng una pa lang
kahit inaasar-asar na nila eh.

E: Ba…bakit? A…a…ano bang itsura ni [redacted]? Intimidating ba siyang tao?


Matangkad? Malaki?
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 204
FJ: Hindi. Ano talaga pag tiningnan mo ‘yon… unang tingin akala mo lalaking lalaki
tapos may itsura.

E: Ah hindi siya ano…ah hindi siya bakla as in uhm I mean…pa – would you classify
him as like bakla na katulad ko na open or…

FJ: Gano’n naman siya open po…no’ng high school talaga ano ‘yan…nagcocontest na
‘yan sa ano sa escort…

E: hmm sa pageant!

FJ: Oo sa pageant...

E: As…as ang labas ay straight guy?

FJ: uh-hmm [agrees] lalaki tapos si Larry…’yong tropa ko dito na may lahing Canadian
na may itsura. Ano ‘yon nag pageant din tapos parang number 11 ata si Larry tapos
number 12 ‘yon si [redacted]. Tapos di ba naka-stay na sila, biglang gumano’n si
[redacted] kay Larry. Doon na namin nahalata na talagang ano.

E: Doon niyo nahalata na…doon niyo lang nalaman – na-confirm na?

FJ: Oo kasi dati…no’ng una kasi nakikita namin sa Sta. Elena ‘yon. Kilala namin si
[redacted] pero hindi namin ka-close tapos akala namin lalaki tapos nakapageant na ni
Larry. Doon na lang namin nalaman na ano eh…na ganon siya. Tapos simula no’ng
nakilala namin siya, simula no’ng nakita namin ‘yon. Parang…’yon na talaga
pagkakakilala namin sa kanya…bading gano’n

E: Alright, uhm I think okay na muna ako para dito. Uhm almost 30 minutes naman ang
interview natin.

[END OF INTERVIEW]
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 205

APPENDIX 3: BIOGRAPHICAL STATEMENT

Earl Jaynus S. Guzman is an instructor at the Polytechnic University of the Philippines,

College of Communication, Department of Advertising and Public Relations. He is also

serving as social media writer for the University under the Communication Management

Office. He received his bachelor’s degree in political science at Arellano University,

Manila in 2010. Mr. Guzman’s research interests include interpersonal and group

communication, gender and gaming, and gaming communication. He is currently

involved in a multi-disciplinary research under the CHED DARE TO program, which he

and his colleagues are slated to finish in November 2021.

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