Issue 24 - Video Game Merchandise

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Original Comment by: Nathaniel Givens

Bonnie - thanks so much for your response. In light of what you're saying now I think I may have misunderstood some of your points. Before I go head over heels to say that I've totally misjudged your writings I wil say that I'm extremely skeptical when you say that "I'm interested in anthropology, not judgments". If that is indeed the case, however, then perhaps the gulf is not nearly as wide as I had previously thought.

On a frustrated note - you could have really saved me some ranting if this turns out to be the case and you'd posted in the pervious thread!

But now you have me very seriously interested in re-evaluating your work and attempting to read it without seeing any innate sexism. I think this is going to be difficult to do until we clear up some of the things you asserted in your "women monsters" article. Without that article my reading of your subsequent articles would have have found the sexism in a much more tenous light.

So if you don't mind I'd like to briefly bring up some of the things I found most troubling from that article. If the topic turns out to be too broad for this thread perhaps we could carry it over into emai, but I'll at least start it out here.

1. It seemed to me that there was a glaring contradiction in your characterization of the male/female-avatar reltionship. At one point you called this relationship inherently sadistic - which to me was probably the most blatantly sexist premise of the article. Later on, however, you claimed that the fear of surival games derives from the male empathy or even identity with the female avatar. I strongly feel that the second premise has always been my experience. The idea of inflicting injury on the primary character seems so inherently *wrong* to me. I mean, blowing up some of your own guys in the original Command and Conquer (which I always thought was a little sick anyway) is one thing - but when you're playing the main character in a game that's *you* - even if it is a girl. How do you rectify this contradition?

2. There's also, in my mind, an overall question of balance. Since the vast majority of gaming fatalities are male, and since the objective in many games is to protect the female character (the damsel theory) I feel as though you are completely ignoring the positive side of gender stereotypes - or at least the downside for men. The fundamental principle of the "damsel in distress" seems to me not so much to be that girls are weak as that girls are valuable. This makes evolutionary sense. Not that it would be fair - but a species can survive with one male to several females. That's the way it works. And so men have an evolutionary motivation to value women more than their own lives. The associated higher death rate among men is a sustainable genetic boost (by more aggressively weeding out weaker men) to the over all species. What I'm saying is that it seems to me that your gender analysis is very one-sided. You only care about what things mean to the woman. Why are the ramifications for men given no consideration?

3. Your own implicit sexism. This is perhaps the touchiest of my subjects, and since our own dialogue here has been thus far very open and respectful I want to frame this in as un-offensive a way as possible. But I sincerely believe that your writings suffer from two innate sexist tendencies. They are both discusses at length in my most recent post in the previous thread (50th post, I believe).

A - Your narrow definition of power seems male-centric.
B - Your definition of "feminine" seems to strip the concept of meaning.
C - Your conception of the relationship betwen group dynamics and individual capacity seems to emphasize helplessness and powerlessness of women and strips them of their individuality.

A - In the entire piece your quest for strong women seems to focus on one aspect of strength - brute physical power. It is an indisputable fact that as a group men are stronger than women in this sense of the word. Thus, the immediate ramifcation of your narrow definition of "power"is to view women in an inherently unfavorable light. Further down the line, however, the full ramifications of this become apparent. You point out that female monsters are examples of strong feminine characters - inadvertantly but ironcially demonstrating that when a male-centric definition of power is used the only way for women to succeed is to shed their own gender, humanity and identity. The monsters that incite fear have traded their feninity and humanity and individuality for the capacity to inflict harm. They're just barely recognizble zombies, tortured fragments of genuine human individuals. From the myopic view entailed by your conception of power this may be an improvement, but it seems more tragedy than triumph to me. Finally, it's nota result of societal gender stereotypes that leads to this conclusion - but of your own self-imposed constraings. If I were to value my wife by her ability to fight then, despite a few months of Judo, I wouldn't have an appreciation that I do have because I see her in richer, fuller context.

B - You insist that these female monsters are somehow feminine yet powerful. But they have not only shed our particular societal conception of feminity, they have shed humanity and individuality itself. What is left then, to mark them as feminine (as opposed to just female). I don't think that femininity reduces to just boobs, a vagina, and the absene of a Y-chromosome - and I think that would be an impoverished view of feminity. Nay - a stripmined version.

C - The final point is that you seem inordinantly concerned with the implications of our general view of women on women as individuals. To me this reduces the individuality of women because it limits their strenghs and weakneses to that of the group. As I stated in my other posts - I think a lesson of empowerment for women and men is to learn that individuality trumps gender - just as individuality trumps race and religion. No matter how much you seek to advance the or enrich the stereotype of women I think it's more important to teach them that no matter what the group statistics may be - they are bounded only by their OWN acheivements, their own characteristics, and their own passions.

If you'd like to take time to respond in an email, or you'd like me to cool off the other posts while you address these issues I don't mind. Scott has my email. But I would fair rather have a friend than an enemy at the end of the day - and understanding rather than enmity. If it turns out that some of my vitriol was indeed the result of a mutual misunderstanding than I'll appreciate your calm and reasonsed responses all the more. In the meantime, I hope you can read what I've written with an open mind and I look forward to hearing back from you.

-nathaniel
 

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Original Comment by: Nathaniel Givens

Bonnie-

Felt bad for not responding to anything that was actually on topic. I'll see if I can do that shorter.

I think you're overeacting to the fact that girl-games are considred childish. The simple fact is that i don't think any male gamer thinks for even a moment that girls really enjoy girl games anymore than boys would ejoy a "bob the builder" game. So while yeah "girl games" are considered childish, I don't think the implication is really there for girl gamers to be considered childish. If you were to ask a guy what games a girl would play he'd probably start with solitaire and stuff (and statistically he'd be right) and then he'd move onto the typical tier-1 games: Halo, WoW, etc. The notion that girl gamers play My Little Pony is silly. No one plays that stuff. Parents buy it but no one plays it.

As for the purchasing power - I guess we actually do see eye-to-eye on that one. I agree that it's not just a question of money. There's a certain creative momentum. I think the trouble is that the ones who make financial decisions about game designs are the ones who know the least about gamers. The way to bring girl gamers in greater numbers is to find what game elements they actually like (IF those elements are actually any different than their male counterparts) and design GENERIC games using those principles - or use the principles to enrich other generic titles. By generic I mean not branded for male or female. Guys don't play "boy games" and if they did make boy-branded ganes I'm sure they would suck as much as Barbie and Bratz games do. The whole idea of making "girl games" is short-sighted. You may get parents to buy them, but i really doubt you're getting anyone to like them and in the long run you're going to turn off more girls to gaming (who might otherwise become gamers and consumersthemselves as they get older) then otherwise. So - the game industry values women but has no idea how to serve them.

Finally, I still think that a lot of your "gender expecatatins" aren't as purely analytical as you think. They are almost always the type of expecations that view women as childlike, vulnerable, etc. I've never heard you talk about a gender expectation that in any way denigrates men or in any way enhances women. Do you think there are no such gender expecations? Although taken one at time they may be purely analytical presented in a group they seem to constitute a bias.

Alright - I need to get to sleep.

-nathaniel
 

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Original Comment by: Nathaniel Givens

Two ideas, and then I list A, B and C.

Clearly needed more sleep at that point.

-nathaniel
 

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Original Comment by: Bonnie Ruberg
http://www.heroine-sheik.com

Hi, Nathaniel. Let me try and do this point by point, so I don't get lost.

First, thanks so much for your open-mindedness. I admit I am uncomfortable with some of the things you've said about me, but I too would much rather we arrive at a constructive understanding of one another than fight. And I really do feel our conversation so far as been informative for both of us.

Second, I really am trying to be anthropological. I promise. With a subject this weighted sometimes it's hard to use meaningful words without drawing in their social connotations. Intentions get muddled. It's confusing on both sides. But trust me, I really am trying to be analytical.

On to your specific points:

1. You say that calling this relationship "sadistic" is judgemental. Unfortunately, this is one of those times that the cultural connotations get in the way of the real meaning of the word. I mean this literally, that there is an enjoyment of suffering, and without judgement. Personally, I'm a masochistic (probably more than you ever wanted to know about my sex life :)), so I'm the last person who's calling sadism bad. It's just a term, unfortunately one that has morally negative connotations in a close-minded society. As for the contradiction you mention: two things. First off, not everyone reacts the same way; some people react one way, some people the other. Second, some people experience both reactions at once. Epecially when you're dealing with human emotional response, it's not as easy to take the scientific route of right and wrong. Often times contradictory sentiments can exist simultaneously in one mind.

2. You say that women being evolutionarily valuable is positive, and that I overlook that in my argument. First, I'm really not looking for what's positive or negative, but what is. If I was forced to say whether the fact that women are valuable was positive or negative, I think I would still say negative, because it turns women into items for a purpose more than people. You're right though, the danger such situations poses to men isn't mentioned in the article.

3. A) If my definition of power seems male-centric, I think the confusion is that I am trying to explain, through "expectations" how power is currently perceived in our society, not how it actually is. I'd be happy to get into a discussion about what I think power is, but trust me, as a female masochist, it's hardly traditional or male-centric b) How does it strip the term of it's meaning? My hope is to reevaluate meaning. Perhaps it strips it of its commonly-accepted meaning? 3) Here, again, we seem to misunderstand one another, and, as always, I apologize for any confusing rhetoric on my end. I in no way mean to represent women as powerless or without individuality. I am simply trying to talk about common themes in society and in people. If we were always to say, "But wait, someone doesn't fit this mold," we would never be able to analyze culture effectively. My writing always comes with the warning (and perhaps it should be stated more explicitly) that these are generalizations made for the sake of understanding trends. Also, i'm confused how you see powerlessness. This is how women are perceived, but my hope is to bring to light (and thereby possibly shift) these expectations.

A#2 (Sorry, I'm just now seeing how the order of your post worked.) I think there's a misunderstanding here too. In video games, power may literally be represented by a monster's strength. In our real-life society though, the position of the monster has little to do with physical strength, and more to do with the power to frighten on a psychological level. Monsters don't belong; they make people uncomfortable; they uproot accepted standards. These things are frightening, regardless of physical strength.

B#2 This gets confusing, and I think you're right to question this point. Here's how I see it: These women are, in one social sense, not human, but, in another, they are still women. I understand it not as a social all-or-nothing, but an action broken down into aspects. On one level, they retain femininity (not just physically, but culturally) while stepping out of other cultural bounds. Thus, they are not stripped of cultural gender when stripped of cultural "humanity."

C#2 I agree with you here: Of course individuality is more important gender. But gender is important too, and just because one takes precedent over the other doesn't mean the other can't be looked at constructively. I don't mean this article as a total guidebook for life, just a reevaluation of one aspect of it. Again, that certainly may be unclear.

Girl games: In writing this, I don't mean that girl games aren't considered childish; they are childish. The games i'm speaking about are actually designed for young girls. As for what "girl gamers", i.e. women gamers play, it is of course different. However, there really are many young girls who purchase and play these games.

Your discussion of designing for girls and girls' purchasing power: totally agreed.

Lastly, I really am trying to be unbiased, but I'm certainly willing to consider that maybe, without realizing it, I'm not. Lets look at ourselves analytically for a moment. I'm a woman writing about gender issues. I think I probably have an innate bias, not because of some agenda, but because the type of treatment I've encountered -- in gaming and elsewhere -- has been biased against women. Instinctually, i know very little about bias against men, so it's hard for me to write about. And in general it's hard for me (as much as I don't like to let my judgemental side have an influence) to talk about theoretical female shortcomings because I know that women are still a minority in gaming and I know they need strong representation. Also, since men are currently more dominant in the gaming, real biases in the industry and culture tend to work in their favor. But I think you're right that it's important to look at biases against men too. I will certainly try and do that more in the future. And if you, as a man, have any to point out, I'd certainly be interested to hear.

Here's my email: bonnie [at] heroine-sheik [dot] com for you, Nathaniel, or anyone who would like to contact me outside of the forum. Thanks!
 

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Original Comment by: Nathaniel Givens

Bonnie,

I may send an email later, but I wanted to respond to a few points here.

- Regarding sadism. My problem is actually not so much one of judgment. Sadism is to hurting what murder is to killing. Killing is morally neutral, but murder implies wrongful killing. Hurting is morally neutral, but sadism implies getting pleasure out of hurting - which I believe is morally wrong. So I don't take kindly to being called a sadist - no matter what you think about it. But that's not the point. The real point is that you claim that men are inherently sadistic when they play with female avatars in one part of your article, and in another part you claim that they identify with the female characters. These two statements are mutually exclusive. To be sadism the female avatar must be other, but to identify literally means to see the avatar not as other, but as self. It is this logical contradiction, more than anything else, that I find troubleseome.

- You regard yourself as unbiased and yet you say: "because I know that women are still a minority in gaming and I know they need strong representation." The first half is purely analytical, the second half is judgment of the results of the analysis. Regardless of why you think this and whether or not it's' true, the fact is quite simply that you can't claim to be unbiased on the one hand and then have an agenda on the other. Nothing wrong with having an agenda. I have an agenda in writing all of this: I want to fight against idealogy that I consider harmful (although inadvertantly so) to women (and men). I hope my analysis is always sound and my mind always open, but I'm certainly also always motivated.

- Intent vs. Result You also write: "we seem to misunderstand one another... I in no way mean to represent women as powerless or without individuality" I want to stress that I fully understand that you intention is not to denigrate women. But that doesn't mean that you don't do so. This is the entire explanation of benevolent racism/sexism. Frequently the intent is to help or assist the race/gender in question - but because of fundamental flaws in the premise the result is the exact opposite of the intention (eg "white man's burden"). Your writing focussed on finding strong representation for women in video games - something I too would like to see. But your male-centric definition of power converts benign intention into harmful results. How is your definition male-centric? Because it equates power with phsycial strength - at which males excel relative to females. My entire purpose of writing is not to try and say "you think women are weak" but to demonstrate that because of certain suppositions you make the logical result - quite against your original intent - is to make the only path to strong representation of women one of loss of individuality and humanity (as your strong women are mindless, flesh-eating zombies). The medicine is worse than the malady.

- Feminity: Word without Content. I think this will make it clear. You say that both a girl and the zombie she becomes are feminine. This means that it's a trait the zombie and the girl share. So consider a ven diagram - one circle being the zombie, the other the girl, and the intersection all their common characteristics. Since they are both femininie the content of "feminine" is therefore in the intersection of zombie and girl. My point is that in reality the two circles barely intersect. Anything relating to reason, intelligence, feeling, or humanity or individuality in any way is a trait of the girl but NOT of the zombie. So there's practiclly no intersetion - just a few technicalities like approximate heigh/weight/bipedal shape, etc. There's simply no room left for "feminine" to have substantial meaning. You can still use it as a label - culturally or otherwise - but a label with no meaning - just a sign post or a sticky note.

Well, if you get chance to write back that's great, but I probably won't be responding until sometime after Christmas, probably Monday or Tuesday. Have a Merry Christmas!

-nathaniel
 

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Original Comment by: Bonnie Ruberg
http://www.heroine-sheik.com
Hi, Nathaniel.

Point 1: I think we inherently disagree here, and we may have to leave it at that. First off, I disagree that sadism is innately wrong (although, in practice, it often comes up in conjuncture with morally wrong actions); secondly, I disagree that these two things (mentioned above) are mutually exclusive.

-Point 2: I understand why you jump on this, but I'm not saying this is my agenda, at least not in any conscious way. I am acknowledging, however, that this may perhaps be operating on some subconscious level, and, to be fair, I don't want to rule it out entirely. However, it is in no way my intention.

Point 3: Again, I do not mean to imply that true strength is based on physical strength. Sometimes, as in literal game analysis, this comes up as an element. However, as a larger issue, it is relatively irrelevant. Please see my post above.

Point 4: You say "girls" and monsters lack things in common. On an individual, literal level, of course - girls are not monsters. But on a metaphorical level, they do have many things in common. Especially girls in the games industry. The similarities are outlined at the end of the article.

Merry Christmas to you too, Nathaniel. I'm more of a Hanukah person myself, but a happy holidays all around!
 

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Original Comment by: Nathaniel Givens

No one will ever read this - but all I have left to say is summed up in an old quote. I beleive it's originally from a Greek play, but I know it from the title of an Isaac Asimov novel. Ahem:

"Against stupidity, the gods themselves strive in vain".

1. Sadism means inflicting pain on anOTHER person. We have a word for inflicting pain on the self. That word is masochism. So it really is not a case of "I think we inherently disagree here". If say "2+2=4" and you say "2+2=5" the problem is not a lack of agreement. It's that one of us is wrong. English words have definitions. Sometimes there's room for interpretation, but sometimes the definitions are logically clear. This is one of those cases. It's logically impossible to feel both identity with and sadism against a person at the same time. If I wanted to hurt a character then I wouldn't really feel fear for them would I? The entire genre you're discussing would be utterly incomprehensible from a sadistic standpoint. "Oh no the zombies are goign to get me?" (fear) becomes "Woohoo, the zombies are going to tear her ass apart!" (anticipation). One of those mentalities will get you past level 1, the other will not.

2. Again your two statements are simply logically irrreconcilable. You have said "I know that women are still a minority in gaming and I know they need strong representation" (which is an agenda) and also "but I'm not saying this is my agenda". I don't care - and it's logically irrelevent - if you call it "my agenda" or if you call it "my pet moose". The point is that you have stepped beyond qualitative analysis and into normative analysis. That's the definnition of having an agenda - no matter what you call it.

And as for this: "I'm not saying this is my agenda, at least not in any conscious way." You need to get your personalities to sit down and have a talk, because one of them has an agenda written out in plain English and the other doesn't know about it. It's rather scary to see.

3 . "Again, I do not mean to imply that true strength is based on physical strength" And again - you seem to think that it matters what you intended to write. The words on the page are what matter. If I right "I am the king of the world" it doesn't matter one wit if what I mean was "The moose ate my turkey sandwich". We can't discuss your article based on what you meant to say - we have to discuss your article based on (gasp) your article. And your article is the words you wrote - devoid of any intent, wishful thinking, or unwritten footnotes you may know about.

And in your article you present no alternative for true strength other than physical strength. Keep in mind - I'm not criticzing you here: I'm criticizing your article. If you think there's more to true strength than physical power that's great. But it has nothing whatsoever to do with my criticism of your article. In old Slashdot tradition: RTFA already.

4. "On an individual, literal level, of course - girls are not monsters. But on a metaphorical level, they do have many things in common. " You're completely missing my point. You have successfully made a metaphorical connection between girls and monsters. That is not in dispute. What is in dispute is what you had to do to make that leap. For you girls had to become inhuman. That's not something I'm making up - it's an inescapable logical conclusion of your metaphor. Which makes it either a bad metaphor or indicates that girls really need to lose their humanity to gain power.

As I've pointed out girls need to lose their humanity if power is super-human, fear-inspiring power. You're the one who says that's actually a good trade - not me.

The fundamental point here is that you seem unwilling or unable to distinguish between what you want to say and what you have written. I'm not taking your words and twisting them. I'm taking what you've said at face value and criticizing it. As a writer it's your responsibility to ensure that any essential elements of what you think make it into the article. If they don't - you can't blame the reader. Not all language can be reduced to logic. I'm aware of this. But some language is clear and some logic is irrefutable. You can argue with this all you want - but that just makes you irrational.

-nathaniel