Original Comment by: Nathaniel Givens
Hahahahaha... "posting from a friend's comptuer", eh? Well - that certainly sheds some new light on some of the discussion you missed out on in the last thread. That thread is still open, by the way, I wrote a response to a new post just a few minutes ago. And tell your friend I emailed him earlier today since he wanted to take things off the board - and I'm waiting for his response.
So, back to your current article. I'm still puzzled by some of your assumptions about gender differences in general. In particulare I note:
"You might think that, like other supposedly childish elements of videogame culture, gaming merch would be more often associated with women gamers than men."
Actually you might think that, but I wouldn't think that at all. Consider that (video) gaming is s a sub-group of gaming (no prefix). Gamers include people playing everything from GURPS to Magic: The Gathering to Warhammer 40K to consoles to PCs. These are the guys who spend hundreds of dollars purchasing miniatures to paint and play with when they're 30 years old! These are they guys who spend hundreds of dollars on comic books. In the case of Magic: The Gathering they're paying (back in its heydey at least) hundreds of dollars for a single, easy to reproduce, card! A lot of the most popular franchises (from D&D to Battletech) started here and crossed over to video games (while recently video games like Diablo have been crossing back the other way).
It seems to me that many (video) gamers are recent new comers to the gamer scene - which really includes the pencil and paper aspects as well. Check out Allen Varney's article in the 9th issue of The Escapist for more info on the detailed connection between gamers and video gamers. I'm not sure if perhaps you're unaware of these connections - but I think the result is that the gender expectations you may consider widespread are in fact not nearly so ubiquitous. They are, in fact, a product of seeing video gaming as kind of an enternatinment medium that sprang up ex nhilo. But this is not a realistic view of video gaming (or any entertainment medium) and so I think the gender expectations you assume need to face stiffer questions. You may have those gender expectations about male/female buying habits, but anyone who's spent time in a game-store lined from wall to wall with figurines, comic books, t-shirts, etc. would not have that expectation at all.
I'll mention one other oddity in your article. You write that merch "offers a platform, however seemingly trivial, for women to stand on equal footing with men in the eyes of the industry. After all, purchasing power is purchasing power, regardless of the gender of the consumer behind it." While you are clearly implying that women lack a platform for equal-footing with men "in the eyes of the industry" your second sentence casts that in serious doubt. You are quite right that as far as "the industry" is concerned all that matters is purchasing power. This would imply that games themselves - being the central driver of gaming industry - would be worth just as much sold to women as sold to men. Thus, since the male demographic is far more saturated than the female demographic in terms of tier-1 (expensive) gaming titles, by your own logic (and by basic economic principles) girls already have, if anything, an elevated importance to the gaming industry. You guys are the vast, untapped market.
This doesn't mean that there's no inequity in game design - I would never argue that point. I would certainly agree that women seem to be underserved by the game industry. But there's no indication whatsoever that they are undervalued - just that the game industry is failing to convert their desire for girls' money into products girls want to buy.
For these reasons it seems to me that you are seeing sexism where none actually exists. You think that these general gender expectations exist among gamers that, in my opnion, don't exist at all. In addition you assume that the industry undervalues women when thoughtful analysis reveals that value is not a problem. I don't think these are main points you're trying to make, they just reveal an implicit bias that comes through in every piece I've read by you so far. It's not hard to see sexism whever we choose to see it. You show me any male/female interaction whatsoever - just for a fun exercise - and I guarantee I can write up an argument demonstrating why that action is sexist. You're welcome to try me.
Now - I'll respond to the question from your post. "Do you think that merchandise appreciation in general implies a type of escapism from real life?"
That's a REALLY broad question. Merchandise appreciation indicates that you're including all possible reasons for purchasing merch or swag. I think that a type of escapism is certainly one of those motivations - but I do not believe that it is the general motivation. It's one among many (including appreciation for the merch itself and traditional fashion consideration: retro is cool). But there's one motivation in particular that I want to talk about - and it's the antithesis of escapism. My decision to buy the wall scroll I mentioned earlier did involved escapism in the sense that I've always enjoyed a little escapism to Final Fantasy land, but also sentimentality for something completely non-game related: my wife.
Here's a picture of the wall scroll: http://www.animaxworld.com/imgs/products/412/ff8scroll1.jpg
At the time I found it I was still dating Ro, and there were a lot of things I was unsure about. The relationship was getting serious, but I wasn't sure if I was ready to really commit or not. Being away from her on a cross-country road trip gave me time and space to think. I found this poster whie looking for souvenoirs for my family and I suddenly realized how much she meant to me. I bought it, and then we (my buddy was with me on the road trip) turned around and headed home. It took us over 3 weeks to get from VA to CA and I let Andy drive most of the way (it was his truck). When we headed east I took over and drove from CA to TX and then from TX to VA in two straight marathon drives. Even stopping to visit a university Andy was interested in we made it back in under four days. I'd already travelled from the east coast to the west coast to swim in the Pacific at sunset, but what I found there wasn't escapism. It was the reason to come home.
In my mind that's the opposite of escapism - and to this day when I look at that wall scroll it means more to me about my real life than about the gaming life. No matter how much we try to escape into our video games I think that we sooner or later realize that moments in the real world are more precious than moments in our digital realms. When that happens the epiphany brings with it the realization that the point of escapism is to journey to distant lands to bring back something precious: hope, idealism, exhileration, adventure, enlightenment. The archetype of all adventures is the journey into the unknown that culminates in a return to the starting place.
When you're on the outward bend of your journey escapism is the map and compass. For those people merch is the symbol of where they wish they could be. But for those who've returned merch is something else. It's the memory of where we have been and the physical manifestation of our commitment to come home from all our adventures - not by turning our back on those adventures but by bringing back their essense to enrich our lives. When you have a moment to sit outside and feel the wind on your face - are you wishing you were hunched over a keyboard with eyes glazed over and your mind in WoW, or are you savoring the experience of having returned from WoW to feel the genuine sunshine on your face again?
This isn't a call to stop gaming. That would be like saying that when you realize an adventure always brings you home you may as well not leave in the first place. If this is a call at all it's a call to game not only to escape life, but to enrich life.
-nathaniel