Thursday, March 26, 2015

GamerGate: Invasions of Gamer Culture

A few days ago I read this post by Alisha Karabinus about GamerGate. I highly recommend reading the entire post, but I was inspired by this part in particular:
I am sitting at my computer with too many tabs open. In one, a friend is telling me a story of a man he knew who lost his way, his only solace, when gaming conventions went too mainstream, when the only haven he knew turned into a reflection of the rest of his life: a place where a “freak” like him was no longer accepted, but instead subjected to the stares and whispers of “mean girls.” He talked about fake geek girls, my friend tells me, and for the first time, I understand, a little, where these accusations come from. I’m able to see the source of bitterness and anger.
My friend tells me he thinks this man is dead; he hasn’t heard from him in a long time, and at first I want to say, but you don’t know. I can’t say it, though. I can’t, because what did this man, the one my friend describes, have left? What would you do, if you felt there was no place for you at all? To what extremes would you be pushed? I suddenly overwhelmed with such a sense of horror and sadness that I have to look away.
Now, let me state from the outset: I am not a member of GamerGate; I think it's essentially a right-wing cultural backlash against the feminism, anti-racism, etc. which is increasingly gaining power and influence in "gamer" culture. I'm not going to defend this position here--probably I will in a later post. (If you have no idea what GamerGate is...well, consider yourself lucky, but if you'd like to take the plunge, this article I think provides a good introduction to the topic.) In this post, I'd like to use Karabinus's post as a jumping-off point to criticize a certain argument often made by anti-Gamergaters.

In an overall very good video (which I also highly recommend you watch), Dan Olson says (starting at 11:40; my own transcription):
The perception, the base assumption, is that these women [Zoe Quinn, Anita Sarkeesian, and Brianna Wu], none of whom are technically journalists, represent the invasion into the cultural space, an invasion of gender, race, sexuality and class issues, politics and awareness. They couch this idea in conspiratorial tones, assembling lists of supposed collaborators and drawing out complex webs of accusations implying that these minorities are all outsiders looking to hijack games as a platform for political ends.
This is, of course, all utter nonsense. Women, queer folk, trans folk, racial, ethnic, religious, and political minorities have been playing games all along. They have been here all along. They did not, as 4chan summarized with this image, suddenly start playing games in 2007. Also, as we've already discussed, games are and were already political in nature, because all culture is unavoidably political. What they see as an invasion is little more than the players who have been present all along finding a voice in the market to discuss politics that were already there.
What Olson says in the first paragraph (well, in the part I chose to isolate in its own paragraph while transcribing) is, I think, accurate. The second paragraph, however, isn't--or rather, it's based on a misunderstanding of what precisely GamerGaters think is being invaded. Olson seems to be implying that the "cultural space" being invaded is simply that of video games in general, or the playing of video games itself. In that sense, then of course non-"white cis- and heterosexual men" have been playing games all along so they're not invading anything. But this, from what I can tell, is not what most GamerGaters are upset about.

(Disclaimer before I move on to my main argument: I'm going to make generalizations about GamerGaters in the remainder of this post. They are based chiefly on my own impressions and knowledge about the usual GamerGate hangouts--4chan etc. They're certainly not based on any scientific data, since, well, there isn't any. So this may very well be inaccurate, and if anyone has a better explanation I'd love to hear it, no sarcasm.)

To understand the motivations of GamerGate, the precise cultural space that's being invaded, we must understand the average GamerGater. The movement was born on 4chan's /v/ board (before the website banned discussion of it so it moved to 8chan), and so that makes a natural starting point for analysis. I've been casually reading 4chan for a while now, and after enough time the website culture, and the likely personality of its average user, becomes fairly clear.

The best way to proceed, I think, is to tell a story of a "fictional GamerGater." I'm not claiming every detail of this story is accurate for all or even most GamerGaters. My intention is merely to give a sort of idea for what motivations I take to be in play here. My hope is that anyone familiar with this issue, or with gaming culture in general, will find this story largely familiar.

Imagine a young, white, cis- and heterosexual man. For various reasons, he has always been sort of an outcast--perhaps he lacks social skills or has social anxiety, maybe he comes from a bad household. For whatever reason, though, he spent much of his childhood without a significant peer group to accept him, to make him feel welcome and wanted--until, that is, he discovered "gamer culture." Not video games themselves, mind you, but the largely internet-based culture surrounding them.

To be sure, he most likely discovered this culture because he enjoyed playing video games and wanted to discuss it with others who shared the same hobby. But eventually, the importance of this culture grew far beyond just that. Perhaps for the first time, he discovered a group of people whom he connected with--who liked him, made him feel valued, gave him a place where he felt at home. As such, when he identifies as a "gamer," he doesn't just mean "someone who plays games." He means something more like this.

Seriously, read that entire comic closely. That comic (and I don't mean to pick on VG Cats, it's just a good example) is from 2009, but the attitude behind it has only gotten stronger since. If you think of "gamer" as just meaning "plays games," if you think the comic is expressing pride merely in how they "memorize the ultra combos" and "wrote down pages of passwords," the comic is obviously ridiculous. On the other hand, if you think of "gamer" as meaning "belongs to gamer culture," if you think that it's expressing pride in belonging to that culture, in going through its rites of passage, then it starts to make a lot more sense.

"Gamer" is an identity not because people identify a whole lot with their entertainment products. I mean, they do, but people also identify a lot with books, and "reader" isn't an identity; at least, not nearly to the same extent "gamer" is. "Gamer" is an identity because people identify with the culture that grew up around that entertainment product, a culture that gave them acceptance, belonging, and a place to call home.

Now, enter Zoe Quinn, Anita Sarkeesian, and Brianna Wu. They have been singled out for the most intense harassment not just because they're prominent women in gaming; they're not the only prominent women in gaming, after all. They've been singled out because they're among the most prominent women in gaming who criticize gamer culture. Let me explain what I mean, mainly focusing on Sarkeesian since I think she's the best example of this.

Sarkeesian makes videos discussing sexism in video games. Let me say that, as feminist criticism of media goes, her videos are very anodyne--that is, they're actually extremely light-handed, mostly sticking to the clearest cases of sexism and bigotry in games and being very polite and calm the entire time. So for a while, I didn't understand just why she gets all the hate she gets (and she's gotten a lot of hate for a long time). Now, though, I think I do, and it's largely thanks to this blog comment:
One of the things [Sarkeesian] says, is that you can criticize things, you can understand why they’re problematic and harmful and still enjoy them.
And just speaking for myself, although quite frankly this issue probably is a strict parallel in terms of personality type. No, just no.
If I thought games encouraged sexual/domestic violence or the oppression of women over and above baseline levels in society at large, I wouldn’t play them. I couldn’t play them. They would squick me the hell out. I’d feel guilt for enjoying that sort of thing. Games that are borderline in that, I don’t play (luckily I don’t believe there’s that many of them).
In other words, it's not that Sarkeesian is particularly extreme. It's that she criticizes the sexism in games at all (or at least claims that they're more sexist than "baseline levels in society at large"--though I'm not sure where this comes from since, in my experience, Sarkeesian never says games are more sexist than society at large). Because if games are sexist, that makes me a sexist for enjoying them. And sexism is bad, so if that was true I'd be a bad person.

By itself, this logic might appear strange. But let's broaden the scope of discussion. While Sarkeesian is only directly criticizing the games themselves, gamer culture is built around these games--that's why it's "gamer" culture, after all. One of the core assumptions of gamer culture is that while individual games may be bad, video games in general are good; they are things worth playing, discussing, being passionate about, etc. So when Sarkeesian criticizes video games for being sexist, I hear fairly soft-handed media critique. But gamers, or at least our hypothetical GamerGater, hears:

"That subculture you belong to, the one that gives you a sense of belonging, acceptance, and meaning? It is fundamentally wrong. It is sexist and hateful and oppresses women, and you oppress women by belonging to it. It needs to be changed from the ground up in order to become morally acceptable, and I'm going to do just that. Either join me or get out of the way."

And, contra Olson, that is very much an invasion into the cultural space of our hypothetical GamerGater.

Karabinus says:
I don’t want to destroy games. I want more games, better games.
But for our hypothetical GamerGater, it's not about the games. It's about the culture. And Karabinus, along with every other anti-GamerGater and "SJW" that GamerGaters hate, are trying to destroy--or at least fundamentally change--gamer culture.

Again, let me make this clear: I do not support GamerGate. Indeed, I think gamer culture is fundamentally sexist (and racist, homophobic, etc) and needs to be changed from the ground up to be morally acceptable. (The same, of course, is true for the wider culture.) But if this is going to happen, the opponents of GamerGate must understand the true nature of the battle being fought, and the true nature of the people on the other side of it.

At the end of her post, Karabinus says:
I want to remember that I am a gamer, too, and passionate about what I like and what I don’t. I want to talk about games with everyone and anyone, all the time, and all the ways we can make games even better, and how we can bring in those people who reject the label. I want to build a community again, but every piece I have is broken, and I don’t know how they can be fit together again, or even if they can. I don’t even know where to begin.
To be frank, I don't think there ever was, or is ever going to be, a single unitary gaming community. People have fundamentally opposed views as to what gaming culture should be. Or, to put it another way: it's not that the pieces broke; they were broken to begin with.

But this is nothing new. As Immanuel Kant wrote, "Out of the crooked timber of humanity, no straight thing was ever made."

4 comments:

  1. I see your point and don't disagree with the analysis of motives for some of those 'gamergate' dudes, but nonetheless can't say that makes me any more sympathetic.

    Because, like, for every socially isolated, outcast young guy who found escape and enjoyment in video games, same can be said for a girl in the same position. Being lonely, weird, geeky etc is not a guy only thing, and never was. Except of course, a socially isolated teenaged girl probably has to deal with a bunch of additional bullshit like, learning to deal with all this weird gross uncomfortable attention from random strange dudes some of whom are like twice her age and the confusion and discomfort when that first starts happening, but you know, surely the socially isolated dude has it worse, because reasons, say gamergate type dudebros.

    And yeah, I can see why having problematic things in games you love pointed out can be uncomfortable, but again, for female gamers that discomfort has always been there. I've played every gen of pokemon game since red/blue, and enjoyed them a lot, and I can still remember how much of a bummer it was the first few games when there was no girl character option. I remember how excited my non-white gamer friends were when FINALLY, after so many years, X & Y finally came out with an option to pick skin tones for your character. There are so many games I've played, and liked, and played with a bit of disappointment that gradually turned into this kind of cynical attitude because once again, yeah, gotta play as a guy and when I run into female chars, stupid stereotype bullshit any why. Even before I'd read about feminism stuff, before I could articulate it, it always bothered me. There have been games, where you play a team, where I deliberately chose to play with a very sub-optimal lineup because damn, I want to play female characters too, and if I have any choice at all, they will not be the standard healer girl trope no matter how suboptimal it is stat-wise.

    I have the same relationship with comics, and certain board games - love them, enjoy them, but also resent them because really, why can you not have women that are not the same recycled offensive tropes and that maybe, just maybe, are properly dressed for the kind of activities they'd be engaged in doing.

    So its this constant discomfort, and yet we are expected to deal with it, shut up or stop playing the things you love, and as soon as someone tries to point out some of the issues, advocate for change to make things more inclusive and comfortable for everyone, its these massive ridiculous attacks because you know, you can spend your whole life being uncomfortable with the thing you love and how it treats and portrays you, but how dare you make us dudebros just a little uncomfortable pointing it out?

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    1. I totally agree with most of what you say here. The fact that these socially awkward boys were able to find a supportive subculture, and moreover a relatively large and mainstream one, is itself a byproduct of male privilege. And as I said in the post, I do think gamer culture, and video games themselves, have serious issues with sexism, racism, etc., and need to be fundamentally changed.

      The one part I disagree with is when you characterize their reaction to having their games criticized as being "just a little uncomfortable." To those of us not a part of gamer culture--which includes myself--this may be true, but I really think it's different for those who heavily identify with that culture. For them, gamer culture is something they love, something that may very well have given them more joy than anything else ever has. Calling it sexist, oppressive of women, is basically making an extreme moral condemnation of something they highly value--something they value more than almost anything else--and so is making a moral condemnation of the people themselves too.

      I repeat: I think it's a correct moral condemnation, one that needs to be made. I think many or possibly most GamerGaters, and not just the ones who engage in harassment, deserve such condemnation. Games and gamer culture have serious problems, and while they're not perfect (but who is?) Sarkeesian et al are trying to solve them and so deserve support. The point is not to sympathize with or feel bad for the GamerGaters, but rather to understand them.

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    2. David,

      I was so pleased to come across your thoughtful engagement with my essay. I agree with much of what you say here, and I like your angle. I found myself wanting to try to reach a deeper understanding for the... let's call it depth of feeling on all sides of this issue, and the larger surrounding issues. I noticed there didn't seem to be a lot of that going around.

      That pushback against privilege hurts doesn't mean we should stop, and it doesn't mean the pushback shouldn't at times be chaotic or impassioned or even violent if there is need, but understanding never hurts. When someone is told something for most of their lives, they're going to believe it, and if we start ripping it away, who wouldn't try to hang on? It's the case with every system of power and dominance.

      As well, you are probably right that there's no one gaming community, nor can there be, but we do all share something, some connection, as much as we try to deny it by shoving certain gamers out by applying sublabels or kicking them out of the "club" altogether.

      Anyway. I just wanted to drop by to thank you. This was a wonderful read.

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    3. Alisha,

      Thanks for your comment! I'm glad you enjoyed the post. :) I found your original article quite insightful and moving, which is why I made this the first substantive post on my blog (though I've had the idea behind it for a while).

      Indeed, it's just a fact that when people enjoy a certain privilege, it hurts them to take that privilege away, and you're right this is true for just about every struggle against power throughout history. While understanding indeed "never hurts," I think it's also a positive necessity, for at least three reasons:
      1) On a basic moral level, I think we should try to empathize with as many people as possible.
      2) As Sun Tzu knew, the first step toward defeating someone is to know them.
      3) Understanding people like the Gamergaters makes us more able to not be like them when our own powers and privileges get questioned.

      As for the "connection" all gamers have, I'm not sure if that's really any more meaningful than the idea that all humans are connected because of e.g. our species. Yes, everyone who plays games has a commonality in that they share a hobby. But if they enjoy very different parts of that hobby, and if they have very different opinions on what that hobby is and what it should become, I don't think that gets us very far.

      This isn't to deny that very different people can build a friendship out of their shared love of video games--that can and does happen frequently. But some differences can be bridged, and others can't. (Though admittedly this may just be my cynicism talking.)

      Thanks again for the comment!

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