The dominant discourse in gaming culture sustains the identity of gamer and game designer/producer as white, male, and “geek”. Gaming industries are complicit in normalizing this framing by producing and marketing content towards this community, in large part because the industry is composed of folks who identify with said community. Jonathan Dovey and Helen W. Kennedy in their 2007 chapter “From Margin to Center: Biographies of Technicity and the Construction of Hegemonic Games Culture” suggest the characteristic homogeneity in gaming culture, dictated by an exclusive set of tastes and sensibilities, exercises hegemonic influence on the games that are created and how they are received. The ensuing vicious cycle within gaming culture marginalizes and “others” those who do not identify as white men – women, people of color, queer, and differently abled folks. Fascinatingly, what Dovey and Kennedy reveal is the early adopters and “founding fathers” of gaming culture were once, or at least perceived themselves as, on the margins themselves.
Figure 1. The Hacker (Pixabay) |
Figure 2. The Cyborg (Pixabay) |
- Early access and engagement with technology and computer games
- Early engagement with tabletop games
- Interest in mathematics and engineering
- Masculine identity
- Perhaps predispositions with obsessive and asocial behavior (cyborgian & hacker qualities)
- Disapproval or rebelliousness against authority
Their experiences in playing and programming from an early stage may have been a method to “stick it to the man,” i.e. corporate systems, but in so doing they received the technical skills which became commercially valuable and mainstream. The resultant emergence of a dominant technicity and version of gaming culture repositioned the programmer/designer/hacker from margin to center.
The outcome of this transposition had consequences for folks who did not fit into the homogenous mold, who subsequently (and likely were already) excluded from the dominant culture. As are most social and cultural artifacts and systems, technology is highly racialized and gendered. The techno-artifact of the computer itself is associated with power and thus masculinity (Dovey and Kennedy 2007, 146). Cyberculture does offer opportunities through which identities of the “othered” can both be expressed in a radical way, where their stories can be rendered visible through disruption and counternarratives to the dominant culture. But this is often done within the confines of platforms and systems that fully intend to preserve their cultural capital and maintain the hegemonic power structures by circulating existing norms, (re)marginalizing the “othered.” It is essential to interrogate what is normalized within the dominant gaming culture to understand the asymmetrical power structures at play and identify ways in which to challenge those norms. Dovey and Kennedy offer a look into the socio-history of the construction of the dominant gaming culture, in which those who considered themselves on the margins gained the cultural capital to convert to the center, (re)marginalizing those who did not fit the mold.
Sarah
Sources:
Dovey, J., & Kennedy, H. W. (2007).
From margin to center: Biographies of technicity and the construction of
hegemonic games culture. The players’ realm: Studies on the culture of
video games and gaming, 131-153.
Hey Sarah, thanks for this piece! As I was reading through, I couldn't help but compare how gaming's image favors white men through technicity to how women were pushed out of tech to begin with (allowing this view of technicity to emerge). Arguably the first programmer was a woman (Ada Lovelace) and Dr. Grace Hopper was so invaluable to Naval computing that they named two pieces of tech after her (the guided-missile destroyer USS Hopper and supercomputer Cray XE6 "Hopper" at NERSC), they called her back to duty one year after she retired (she wouldn't retire again until 20 years later), and is credited with popularizing the term bug for computer malfunctions/glitches. Many women received mathematics degrees which, prior to the existence of computer science degrees, was the necessary degree for computer work. Yet, we now see coding and programming, indeed nearly any work with computers, as coded male. That is because of a push to increase the value of programming work by the few male programmers, which led to concentrated efforts to reduce women in the workforce. This effort was helped by an article explaining to HR managers that the ideal computer workers were antisocial, loner types, who could be obsessive about certain topics. This certainly sounds like the core of the list for those who are considered founders in gaming. It is likely not a coincidence that Atari, the premiere creators of US home video games starting in 1972, were originally headquartered in Silicon Valley as well. (sorry for the mini-lecture. I actually lecture on this topic for the class I teach).
ReplyDeleteAtari also early on came out with a controller shaped like breasts and just some really sexist games, so I absolutely agree that we need to interrogate what is normalized within the dominant gaming culture, but also I think it's important we understand how this became the dominant gaming culture to begin with-an issue largely tied to sexism in tech (and education, but I've done enough ranting today).
That's a really fascinating history that I honestly was not aware of at all (so thank you so much for the mini-lecture!). I think it is a really important point about how the dominant narrative arose by pushing out women innovators. Now I'm going to go read up more on Ada Lovelace and Grace Hopper :)
ReplyDeleteThanks for sharing Sarah, you added a lot of great perspective to the article. Reading through the article and your piece, it's easy to have the hopeful question of how can the "margin" disappear completely within this culture, especially since it's discussed how this specific group went from the margins to the center. I think your point that the members behind this homogenous group "considered themselves on the margins" is perhaps key here. While in some ways they may have seen themselves "on the margins", they had a lot of unique access in the beginning, highlighted by many details including your mention that "the hacker identity is reliant on access to computers, a resource which is attainable to some, but inaccessible to others on the basis of class, race, and gender".
ReplyDeleteThese platforms make it challenging to solve this as like you said, they "maintain the hegemonic power structures by circulating existing norms" creating a vicious cycle. You mention that "it is essential to interrogate" the normalized features of the culture and power struggles, which is a great first step, I guess the question remains of how to get those within this "center" to do so as well. Especially since many of those in the technology and gaming "center" don't necessarily recognize or believe that this vicious cycle exists.