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.