Thursday 27 February 2014

Breaking the Old Boy’s Gaming Club: a surprisingly non-vulgar rant from a gamer



There is hardly a field of employment, sport or entertainment left that has yet to be effected by the quest for equal rights between genders. The twentieth century saw women’s rights in the workplace undergo dramatic changes, which still continue to be hotly contended, as “old boy’s networks” and entrenched inequality is slowly rooted out and seen to. While equality of pay and opportunity is certainly at an all-time high, there are still small vestiges of hobbies and activities that are traditionally held to be boys-only territory. Whether hobbies like tabletop gaming, video gaming and roll playing have become boys-only because of their stigmatic “nerdyness” and association with male-oriented fantasy, or have simply become the go-to activities for young men in that are socially inept and are driven away from more socially engaging activities, such as sport and clubbing, it is still the case that such activities remain difficult for women to approach, at least without the fear of finding the environment and activities hostile to their presence. 

Without a doubt, much of the modern popular cultural focus has shifted to pander to the interests of the so called “nerds”. The former cultural outcasts and shut-ins have been discovered by the mainstream media, and are now targeted as the most valued commercial audience in the world. Don’t believe me? Just look at the shift in Hollywood toward big budget fantasy and science fiction, not to the mention comic-book movies that now dominate film culture every single year. Pop culture and advertising now pander so much to the mighty nerds that it is little surprise that the silent population of lady nerds and geekettes now finally have public acceptance of their interests and no longer fear ostracization from their peers for something as simple as liking Dungeons and Dragons, Dr Who, or metal music, instead of being expected to like Taylor Swift, and guffaw at the sight of Ryan Gosling (they probably still will, but it’s not mandatory “oh, Ryan”). 

Yet, in spite of the emergence of the nerd as the new cultural norm (I call it the: ermahgerdence), female gamers found themselves ostracized by perhaps the last group in the world that one might expect: namely male gamers. Let’s face it, video gaming has for the last thirty years been oriented toward men, and more particularly teenage to young adult men. It’s fair enough that game developers should target young male gamers for their products, as they still make up the vast majority of their customers, but this constant and entrenched preferential treatment has most-definitely made male gamers one of the most over-privileged audiences around. Almost every game that is released by the triple-A companies invariably features power-fantasy violence, overtly-sexualized women (or none at all) and frequently rewards its players for any act that is overflowing with machismo. Again, this is simply catering to the majority of a game’s audience, and is excusable on the part of the developers from a profitability standpoint. What are not excusable are the reactions of male gamers to the steadily growing female gaming demographic that must now also be catered to, and the male gamer’s flat-out hostile and even violent reactions to criticisms of their precious games for being chauvinistic or depicting women in a crude and immature fashion.

Female gamers, game journalists and various commenters have met vicious abuse from male gamers for so much as daring to have an opinion on a game, even a positive one, and heaven help the female gamer that dares to offer a negative criticism. Male gamers have always had a reputation for rowdiness among their own ranks, a result of the anonymity that the internet provides, and perhaps the former lack of girls to behave properly around. However, this anonymous mask has led to vocal internet commenters, particularly gamers, taking their opinions and rage into the real world and striking at real targets. This has in the past had its amusing side, with gamers enacting revenge on the likes of the odious Fox News, who regularly stir up fear-mongering attacks against the gaming community. However, the darker side to this practice becomes apparent when male gamers start to take out their anger on individuals, especially those that are simply trying to enjoy their own gaming lifestyle, or are possibly trying to contribute to the gaming community in general.
Anita Sarkeesian was one such avid gamer who wanted to use video games as a medium for explaining feminist theory. Her series, hosted through her website Feminist Frequency, investigated a fascinating array of feminist tropes that were explained beautifully using games as examples. It is little surprise that she soon became the target for despicable personal abuse from male gamers that accused her of trying to take the balls out of gaming, or ruin their boy’s only club. Perhaps an even more pathetic example of this behaviour occurred when independent game developer, Zoe Quinn, received similar attacks on her character, not to mention the hacking of her email, and perhaps most shockingly, being actually physically stalked by detractors, all for the simple crime of winning a grant to develop a video game. Yes, she was derided and publically shamed, and all for the crime of being a talented game designer that isn’t a man.

This behaviour is not only an embarrassment to young male gamers everywhere, but a greater stain on the gaming community. Gamers had long been perceived as a collection of outcasts and introverts, and often wore the mantle of the social inept that couldn’t score a date with a pretty girl even if the gamer were smeared in jam and hundred dollar bills. Finally, male gamers have come to be not only accepted, but recognized as the new focus of popular culture, and who now have a chance to welcome and integrate women with similar passions and interests into their lives, and instead they are retreating to the safety of the comfortable old boy’s club. 

It’s easy enough to understand why male gamers can regard their hobby with such conservatism. After all, none of us want our personal happy place to be invaded and changed. I like to keep my viewings of Lord of The Rings completely free of intense real-world drama, and don’t like it when people start to bring up plot holes and book to film inconsistencies. It is my happy place, and I don’t like it ruined by non-fans of the films, or by having it subject to overt scrutiny. Similarly, some male gamers see the arrival of larger numbers of female gamers as an invasion of their private kingdom, and the need for greater sensitivity in game design to account for this increasing female gamer population is viewed similarly as unwanted scrutiny and exposition of their hobby’s prejudices.
The problem with regarding gaming as a private kingdom, or boy’s only club, is that gaming is far from a private activity. Putting aside the fact that the most popular games in the world are almost inevitably multi-player, and so must be examined within a communal lens, gaming is also an industry, one that is now subject to the same level of publicity and scrutiny as film or television. Major gaming companies should be called out when their games continue to exhibit rampant sexism and pander to the sexual proclivities of young male gamers. These gamers can no longer claim that this is their private world. Their hobby has become popular. It has become a national pastime for many countries. It is no longer okay for gamers to claim that only young white men play video games and therefore the voices of other gaming minorities are therefore irrelevant. 

The pressure to bring maturity and sensitivity to game development does not mean that games will no longer pander to the desires of the young male gaming demographic; on the contrary, this demographic is still the major target audience. Games will still be developed with themes and content aimed at this majority. What will change, however, is that developers will have to begin sculpting their products to remove excessive objectification and mitigation of women represented in their games. Hopefully this will have a long-term positive impact on the industry, and on subsequent generations of male gamers, who will be better acclimated to more realistic, better represented female characters, and no longer feel entitled to wallow in pubescent fantasies of women that games traditionally offered. 

It will be a long and difficult prospect, dislodging the inbuilt privilege of young male gamers. As with dislodging any privileged class from their comfort-zone, changing the attitudes of male gamers toward their female counterparts and their effect on the industry will be met with fierce resistance. The process will probably take decades, but will hopefully lead to a more equal society of gamers, and better, more maturely-crafted games as a result. As a long time male gamer myself, I am the first to admit that I still enjoy the industry’s pandering to men like me, and that I do sometimes become defensive when my hobby is brought under unjust pressure to grow up, or to stop revelling in violent content or immature humour. However, I also understand what it is like to be socially inept and to seek escapism and solidarity among my fellow gamers, and so I encourage my fellow male gamers not to shut out newcomers or outside critique, but to welcome the presence, contributions and opinions of the growing female class of gamers. Let them bring a little class and grace to our hobby, and let them know that it’s okay to enjoy this formerly boy’s-only club. Perhaps we can all learn to be a little less inept together.