Showing posts with label Non-Gamers. Show all posts
Showing posts with label Non-Gamers. Show all posts

Thursday, July 4, 2013

The Guide to Gaming Children


      The opportunity to play video games at a young age is a great step forward in educating children about technology and modern electronic interaction. Children of the technological age are growing up with skills that my parents are still taking time to learn. These skills will give gaming children a great boost towards understanding what will become their everyday world (not that I don’t support good old-fashioned stick fighting, tree climbing, and outdoor play).  Because video games can be so beneficial to these parts of a child’s life, as well as boosting imagination, motor skills and much more, it can be a great bonding activity for parents and their children.
      There are of course games that are made for children spanning all ages. There are games for infants, such as flash games that simulate peek-a-boo. There are those that follow popular children’s TV shows or movies, such as Disney’s many games.  Educational games, such as those that teach math or spelling, are made for classroom and at home use, but they are not the only manner in which video games can become educational.  There is a plethora of ways to make games not intentionally built for educational purposes educational.
Gaming Fun for All

A recent video by Extra Credits took on the topic of parents using games to the benefit of their children and the relationship they have with their children. Their examples prove that even games such as Grand Theft Auto or Call of Duty can open up a child’s mind to the greater issues that games discuss or are based around. It even brings up the ever-important idea of cross-media research and non-gaming interaction. One of the most beneficial things non-gaming parents can do to show interest in their child’s gaming hobby is to sit with them and attempt to assist them. Giving a child a game should not be a cop-out on parental interaction, especially if the child has a great interest in games.  It should be seen as an opportunity for bonding, an opportunity to become part of the child’s hobby.  It can be a great experience for both the parent and child.  A parent sitting down and fervently translating a cypher while their child breaks through an Assassin’s Creed II glyph can be just as engaging and supporting as attending a child’s soccer game.
      The example above also shows how a game can open up great avenues of conversation. Games like Assassin’s Creed II open up questions and conversations about geography, history, cryptography, realms of science fiction, and much more.  Almost every game can be broken down into ideas worth discussing. An educating game does not have to be an ‘educational game’. 
Gender: Sex: Trait: Role - Very little choice
      Cooperative games are also a great device in the family bonding tool-kit. For younger children, playing a game from the LEGO franchise with their parents will build teamwork skills and perhaps act as a trust building exercise. It is also important to think of the impact games have on a child’s idea of gender roles. Playing games like LittleBig Planet will not only let a child’s imagination run wild, but through creating there own little Sack-avatar they can play with what it means to make representation of themselves (or just a mustached cook with a purple afro), which is far less constricting than some older games (Harvest Moon 3’s, ‘Are you a boy or a girl?’).  It is important to sit down and discuss the gender stereotypes seen in most games, and then choose games with less constricting and more positive views on individual differences to counter the negative input.
      In some ways it is up to gaming parents to protect their children from some of the negative aspects of video games they are not yet prepared for, but it is also up to them to use video games as a positive, educational, and constructive tool.  The video game industry and these games’ influences are growing every year.  Rather than skip out on this opportunity due to the media through which it is presented, parents should look for ways to enhance their child’s gaming experience.


-K.


As an endnote, I should state that I am not a parent. But as a child who played video games I sometime had a great time playing with my parents and siblings. To this day my family still uses video games as entertainment and bonding during family visits. I am glad that my parents took the time to show interest, and that they continue to do so.

Friday, April 12, 2013

Fake Geek Girls, Fake Geek Problems

It is difficult to have a valid discussion on a concept that is so hotly debated. The idea of the Fake Geek Girl exists in a multitude of discussions. Do they exist at all? Does the idea of a Fake Geek Girl have a spectrum? Is one a Fake Geek Girl to the complete exclusion of being an actual geek?  Does the debate of the Fake Geek Girl expand to booth babes, or even just a geek culture naïf? What stressors over the last few years of the geek and gaming community has led to the explosion of negative energy towards the communities female participants?  When the first postings about the Fake Geek Girl hit the Internet it ushered in a flood of reactions both condemning the idea and expanding upon it.

The Fake Geek Girl has a vague definition. Articles by CNN, The Atlantic, and Forbes (several times) contributors explain that FGGs are “pretty girls pretending to be geeks for attention”. One article even drew the FGG infiltration as parallel to the Communist sleeper agent uncertainty of the 1950s. Jokes are cracked and comics and advertisements are drawn about how these FGGs are here to prey on the male geeks as unfeeling huntresses. These comics or short films, while made in jest as a manner to dismiss the FGG, can actually get across some important points. One short film has a humorous depiction of the FGG as a murderer. In it, the detective makes a comment stating that: “Maybe there is no fake geek girl. Maybe it is just a product of the deeply rooted sexism of geek culture. Maybe she is just a manifestation of the insecurities about the opposite sex”.  This is the only somewhat serious part of the film, and it is quickly laughed off and forgotten. Yet, Dr. Andrea Letamendi, who writes for The Mary Sue, explains that this may be the case as well as several other factors.
Pulp Scifi style seems perfect for the silly idea.
Dr. Letamendi explains the situation on both sides: why the male geek population reacted to viciously, and why the female geek population reacted so defensively. She lays it out in three very clear lines. Geeks are afraid of imposters and false infiltrators because: 1) There is a false notion of limited resources within the community, 2) The community has a misinterpreted sense of ownership, and 3) There is resentment for the change that ‘geek’ culture is undergoing. These negative ideas are supported by the fact that, every once in a blue moon, there is a girl just looking to get some attention in a skimpy cosplay, there are still booth babes in many conventions, and fledgling geeks are not given enough positive reinforcement to pursue the culture before being turned away.

Dr. Letamendi also states that female ‘geeks’ become defensive at the idea of the FGG because of long-seated “insults, indignities, and demeaning messages from other members of the comics community”.  She brings up the subtle ways in which female members of the community are belittled, stating the use of microaggressions, to plant a disparaging seed in the female geek’s mind. She also elaborates on the ways women are made to feel invisible within the community, as well as pointing out that female geeks are constantly told that they cannot keep up intellectually with their male counterparts.


There may be a little more to it though.  The introduction of the idea of the FGG to the popular community mindset led to the creation of a new wall.  This barrier, arbitrary in its subject or depth, has to be hurdled every time a female geek wants to participate in the community’s conversations. Every time the wall is faced, the qualifications to be an ‘authentic geek’ changes. Many of the articles about FGGs written by females who consider themselves part of the community start their articles with their geek justifications; a list of how and why they can be considered part of the community. They have to prove themselves, establish their geek credentials, in fear of not being taken seriously.

The itching idea of attractive female non-geeks invading the geek-space for attention without an actual interest in the geek subset of cultural material has been growing for a while. Bans on the use of Booth Babes (another term for a promotional model), female models hired to attract attention to products and product tables at conventions, has been on the scene for a while.  But for them it is different, while they may be at the con for the attention, they are also there for the money, for them it is a job. But the main worry is that this condescending attitude towards ‘pretty invaders’ is now being applied to attractive female geek community members who have, for a long time, felt like a part of the community and are now faced with requests of justification.

-K.

Saturday, March 23, 2013

Gamer and the Community Gate Keeper

‘Gamer’ is an ambiguous label placed upon those few who... what? The amount of time invested in games to be labeled a ‘gamer’ cannot be quantified. There is no specific list of games that must be played to be given the title. Yet, it is also clearly not just a division of those who have at one point played games and those who have not. The investment of time, the video game knowledge, the amount or variety of games, cannot be regulated to allow use of the ‘gamer’ label.  Some members of the video game community are very adamant about the use of the ‘gamer’ label to incite a sense of community. “You’re a gamer, well, I’m a gamer, too!” The idea of being called a gamer means they have a group of fellows to fall back on and a certain information set they have at their disposal.  For some it is a badge of honor; they love games and to be called a gamer affiliates them to the thing they love and invest time in.

Gamer Tag: A Label to be Called or Call Yourself?
Many members of the gaming community though, including some of the community’s well known media outlets, want the use of the ‘gamer’ label to die away.  Game critic Yahtzee posted a very opinionated piece, Don’t Use the Word “Gamer”, where he explains his take:  “The point I'm trying to reach is that playing games, as entertaining and fascinating and beneficial as it might be, is just something people do, not something they should be defined by.”  And while I, and many but not all the community members I know, do identify ourselves as gamers, I can see Yahtzee’s point.  Playing video games is not as intense an identifier as, perhaps, being a mother or being a Marine. Also, other hobbies don’t share such a direct identifier. Train enthusiasts, model builders, moviegoers, they all have an action of work or affection in relation to the desired object of the hobby; none is identified in straight relation to the object itself.

Rounding back, the idea of the ‘gamer’ community may also be a problem. Not having a decisive border to create the ‘gamer’ and ‘not gamer’ lines creates a constant questionable belonging.  And for a certain subset of the community, their label comes with an addendum. This, sadly, is the ‘girl gamer’ or ‘gamer girl’.  As part of the label given to us female video game players by the community, gender is included. Now not only is the gaming community separated from the ‘non-gamers’ but also the community of ‘gamers’ is split by the gender lines. I hear it from both female and male members of community that the ‘girl gamer’ label is not wanted. In short, women don’t want to be defined by their sex and men don’t want women to use their sex as a strategy or crutch.  It is an anomaly that, in a community where everyone wants this segregation gone, it persist so strongly. But there may be some reasons why. As the population of female video game players grows it is slowly encroaching on what has been a man’s world for eight generations of consoles. (It is important to remember that not all male members of the community think this way and may only be passively ignorant of these barriers.) Resentment for the change in the gamer culture causes some male gamers to throw up a wall separating the mass of female newcomers. While some women have been in the community since the beginning, some as very important pieces of game development, the amount of women playing video games has boomed in the last few console generations and with the rise of the casual game market (such a mobile app games).
Why does this Distinction Persist?

The idea of the ‘gamer’ label is both inclusive and exclusive. It labels someone as part of a community, but also creates a separation to those who are not. ‘Gamer’ also brings to mind a stereotype of a young white heterosexual male, and the walls are mostly created around these stereotypes. This leads not only to the exclusion of females, but the exclusion of people of different races, gender identities, and sexualities.  I want to clarify that the word ‘exclusion’ here does not mean the absolute lack of any or complete rejection of any, but that these identities are marginalized within not only the community but also in depictions within the video game media.  The idea of separate markets for ‘girl games’ or even games meant to appeal to minorities has arisen. Adrienne Shaw, of the University of Pittsburg, wrote an engaging article on self-identification as a gamer that examines gender, race, sexuality, and gamer identity (as well the stigma against gaming that affects if someone chooses to identify as a gamer). Within her article she clearly states: “The solution to the invisibility of gender, race, and sexuality in gaming is not the creation of a plurality of video game markets, but instead an insistence on diversity in the construction of the market.”  Inclusion, the breaking down of walls by both the players and the developers, will not only expand the community by taking away the negative stigma or white hetero male stereotype but also make the label of ‘gamer’ more appealing.

To be associated with something you enjoy, to be identified as part of a community of shared interests and shared knowledge, is a very satisfying feeling. But when that association takes on a name that is easily mistaken for an exclusionary, abnormal, and/or stigmatized community, less of those who would fit into the community comfortably and happily will choose to self-identity as a ‘gamer’.  I wear the gamer label with secret pride. I don’t flaunt it, but when I see someone else flashing a subtle gamer tag (a ME Paragon bumper sticker, an Aperture Science polo) I feel I have a conversation starter, a connection.  While the gaming community may not be entirely inclusive to my identity, I want to change that.  By choosing to identify as a gamer I hope to change people’s general idea of what a gamer is. It does not have to by the white hetero male, a gamer can be me, it can be my associates, my friends, most of who do not conform to every stereotypical criteria.  Whether or not someone chooses to identify as a ‘gamer’, they still have the capacity to expand and diversify the gaming community.

-K.

For the Shaw article:

Shaw, Andrienne

2012    Do you identify as a gamer? Gender, race, sexuality, and gamer identity.  New Media & Society. February (14): 28-44.

Saturday, February 16, 2013

Bringing Parents Up to Date

In 2008 Fox News aired this segment entitled “‘SE’XBOX? New Video Game Shows Full Digital Nudity and Sex”.  Newscaster Martha MacCallum, states that a new game enables players to engage in graphic sex. Cooper Lawrence, a good intentioned psychology specialist, discusses the damaging effects sexual content in games can have on their players. Lawrence states, ““Here is how they’re seeing women. They’re seeing them as these objects of desire, as these hot bodies. They don’t show women as being valued for anything other than their sexuality and it’s a man in this game deciding how many women he wants to be with.”

It’s true that many games depict women in an overtly sexualized manner. After seeing this occur repeatedly in games, it does give the impression that a woman’s most important attribute is her sexuality. But out of all the games that are guilty of treating female characters like sex objects (and there are a lot), the one they decided to grab their torches and pitchforks for was Mass Effect, one of the few games that provide not just one but multiple examples of strong, competent female characters.
"Mass Effect? Is that what kids are calling it these days?"
The folks over at Fox News assumed that the game is a sex simulator in which sex is an active mechanic. Brenda Brathwaite explained in Sex in Video Games (2007), that “an active sex mechanic allows the players to directly control the action” (2007:3). In Mass Effect, players have no control over the “action”, making the situation passive for the player. The scene is brief, only shows partial nudity, and implies sex rather than graphically depicts it. It’s nothing more than what one would see on an evening television drama. For those interested, one of the scenes and the lead up to it can be found here.

But enough about that. Many people online have already addressed how ill-informed the people in the segment were. What I’d like to talk about today is the context in which the discussion of the game took place. The people in the news segment make two assumptions in the video. The first assumption is that video games are for children.

The entire discussion about Mass Effect revolved around a “think of the children” mentality used to instill moral panic in parents at home. It focused on the negative repercussions sexuality and violence can have on kids. Sure, the game is rated for mature audiences but the assumption is that children will ultimately be the ones who get their hands on it. This is an assumption widely held by people who have not played games since the original Pac-Man (at least one panelist in the segment admits to this). Games have evolved far past winning and losing. They have branched off into complex narratives with set plots and characters. Arcade-style games still exist but that is in addition to a huge variety of other game types.
Super Mario is enjoyed by fans of all ages.
Video games are seen as toys for children and I can see how the mistake would be made. Many parents are probably familiar with getting their child a Game Boy as a gift. They might also be familiar with child friendly game titles such as Super Mario or Sonic the Hedgehog. But historically video games were not created with the explicit intention of being toys for children. As a new artistic medium, one cannot expect every video game title to be child friendly just as one would not expect every film to be for children.

The second assumption being made is that only males play video games. They were not concerned with children in general but impressionable adolescent boys. They cite studies that only take males into consideration and discuss them as the only group “at risk." According to this article by Jamie Frevele over at The Mary Sue, the Entertainment Software Association reported that as of 2010, 42% of gamers are female. Despite this, the assumption that only males play video games still pervades.

In the Fox News segment, the speakers operate under these two assumptions while readily citing examples to the contrary. As one woman states only adolescent males play video games, another admits (perhaps with a hint of judgement) that “there’s a lot of grown men that love video games, lets be honest here.” As Lawrence rhetorically asks, “Who is playing video games but adolescent males?”, one of the men in the panel discussion talks about playing a princess video game with his daughter. The contradictions are readily apparent but go unacknowledged.

Why does this matter? This matters because when the mass media discusses games it is almost always in a negative context. They are written off as being too violent or being too sexual without many people even taking the time to play them. This matters because news segments like this shape how games are perceived by those who don’t play them. They inform legal decisions about censoring or banning video games. This matters because it reduces the issue of sexism in games to “all sex is bad and therefore should not exist in games” (a blog post for another day). The way the conversation is currently framed within the mass media makes it impossible for a truly critical and informed discussion about video games to occur.

So to bring everyone up to speed...
1) Video games were not explicitly created as children’s toys. To think of them only as such ignored their depth and limits the medium.
2) Contrary to popular belief, females play video games. As a matter of fact, “women 18 and older make up more of the gaming audience than boys 17 and younger” (Frevele 2011).
3) There are many types of video games today. Not all games are like Pac-Man nor are all games bloody and violent like Mortal Kombat.
4) Playing video games is a valid form of entertainment. View it as watching a favorite movie or tv show instead of treating unproductive, waste of time for nerds, slackers, and shut-ins. 72 percent of the American population plays video games and that number will only increase as time goes by (Frevele 2011).

- J.

Brathwaite, Brenda. 2007. “Chapter 1.” In Sex in Video Games. Class River Media.
Frevele, Jamie. 2011. “New Round of Gaming Statistics: Gaming Audience Getting Older, Slightly More Female.” The Mary Sue. http://www.themarysue.com/gaming-statistics/.