Monday, October 4, 2021

From “Margin to Center” to Marginalizing

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)
Dovey and Kennedy identify the idealized subject within gaming culture through conceptualizing “technicity,” defined as the interconnection of technological competence and identity (133). They frame technicity through two dominant tropes doubling as subjectivities in game culture development – the hacker and the cyborg. The hacker is characterized by technological “edge,” the combination of possessing cutting-edge tech and sophisticated ability in adapting technologies to perform functions outside of their normative purpose. In our collective imagination hackers can either be heroes or villains but are branded by their skills and relative anonymity and loner status (see Figure 1). However, 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. A cursory analysis easily reveals the hacker as the white male idealized subject. Though hackers with identities outside of white and masculine exist, they are not included in the prevailing mythos of gaming culture (Dovey and Kennedy 2007, 136).                          

Figure 2. The Cyborg (Pixabay)
The origin of the cyborg figure was developed as a response to the novel integration between humans and machines (see Figure 2). The ensuing connection held promise of a conglomerate identity which would encourage the marginalized to embrace their connection with technology and form a radical subjectivity, aligning with feminist thought. Though a noble notion, the concept of the cyborg was ultimately co-opted by “…militarized masculinity in Terminator form…” (Dovey and Kennedy 2007, 137). Cyborgs were immortalized in popular culture by their inhumanness and machine-like qualities and not for their potential to generate experimental subjectivities that would challenge the corporate domination over technology.Dovey and Kennedy suggest the hacker and cyborg mythos are integral to understanding the development of gaming culture, since they are the preferred subjectivities apparent in the biographies of the “founding fathers” who maintain a specific form of dominant technicity. Their interrogation reveals those who are placed as the founders of gaming culture in the prevailing imagination of the industry are an extraordinarily homogeneous group, with the following characteristics and backgrounds:

  • 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.

3 comments:

  1. 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).
    Atari 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).

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  2. 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 :)

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  3. Thanks 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".

    These 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.

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