(en) France, Coordination of Anarchist Groups - IAL #102 -
Anti-patriarchy: Sexism, video games and geek culture (fr, it, pt)
[machine translation]
Geek culture is a popular subculture related to science fiction, fantasy heroic, IT and
subgenres orbiting. The geek identity is built and continues to build around comics, manga
or iconic series, and in large part around the paper role playing games that inspire even
today many of the video games. The general geek culture has its origins in the years
60-70, it is during this period that was established internet: the multiple demonstrations
against the war in Vietnam, ideas opposing the ruling classes and the May 68 example of
spread within the society and not computer ? ? ? s and hacker ? s to all kinds amateur ice
? ? s role and science fiction games were deeply imbued ? e ? s by the context of the
time. On the internet base was built to the information circulating is as free as possible
and that its operation does not depend on a computer: the decentralized method
approximates a libertarian operation. The hacker movement (hackers and / or hacker ? is ?
s) and activist (by hacking activist) was inspired by some of the punk culture of DIY (Dot
It Yourself) to promote computers and more generally freely modifiable machines,
understandable, that libertarians generally advocate science and technology, but also the
abolition of copyright and of private property.
Include Jeremy Hammond comrade, jailed for 10 years, anarchist hacker and supported by the
Anarchist Black Cross of New York. One might think that gender ambiguity in some Japanese
manga and part of Japanese culture (androgyny in Japan is often rooted in the image of a
manly man) could have influenced this subculture. Unfortunately, it is based and is mainly
built around the male gender, and reproduced the patriarchal patterns with their share of
machismo and sexism. If geek culture and especially video games are now experiencing some
changes, they still peddle many gender stereotypes and part of the community always
carries reactionary ideas, often vehemently.
The video game is indeed often built and continues to build this on an exclusively male
model: the men are portrayed as virile hero without fear, or where women are portrayed as
weak creatures in need of protected or as rewards: these two ways of observing the female
characters are very well illustrated by the famous Mario and The Witcher. The first is one
of the most famous games, and he probably has a major responsibility in the orientation
video games and the popularity of the myth of the damsel in distress in video-playful
supports all validating more usual patriarchal patterns. It is in fact embodies y Mario, a
plumber to rescue the princess captured by the gorilla Donkey Kong. It is presented as
totally dependent on the hero, unable either to defend itself or to attend his release in
any way. The same picture of fairy tales here transposed in video games. The Witcher,
women experience a little more enviable fate. The Witcher is a role playing game, that is
a game where the player is prompted to put in the skin of his character and act as one. He
is faced with choices more or less important throughout the adventure, and these have an
impact on the rest of the story in the game The Witcher, the relationship that the
character has with women. - In generally hypersexualized physics, in the image of Triss
Merigold - lead mostly to carnal relations between the PC (player character) and NPCs
(non-player characters) at the end of these, the player receives as a reward card
illustrated with an erotic image of the woman with whom her character just had sex.
But these examples are unfortunately a few specific cases in a culture or sexism and
homophobia is almost omnipresent. Most video games, and it is becoming more obvious with
increasing graphics capabilities of the machines, women are mere sexual objects to satisfy
the desires of men, either voyeurism (creating female characters highly sexualized) by the
act, allowing the player to have his character having sex with non-player characters. If
the representation of lust or sex are not to be disturbing is how most video games (GTA,
Saint's Row, Assassin's Creed..) who are treated: the question of sex is indeed generally
treated heteronormative way and as a consumer report, or women are little more than
objects to satisfy the desires of the player, rather than a reciprocal relationship
between consenting individuals.
Some video game developers do not hesitate to push the vice further, pushing up the macho
violence in video games. If this call to violence is never explicit, it is at least
strongly suggested putting the player in a context and a situation where he can be able to
allow it to make the wrong women sexualized video games without suffering any consequences
nor any opposition, women are rarely able to defend in the universe proposed by the video
game. Of course, players do not have to act in a violent way, but they are strongly
encouraged by the situations in which place the developers.
This conception of the relationship between men and women and generally kind is obviously
not out of nowhere: it is the result of our patriarchal society and the myths that
accompany it. The game pulling his sources tales and folk legends, and without any
feminist sensibility, it seems logical that gender through them are found in video games.
However, with some notable exceptions, the video game still seems unable to move in a
healthier direction, and those wanting to make a difference are faced with a community
especially around welded reactionary values such as sexism, the Homophobia, lesbophobia
and transphobia. In video games, in discussions, players rarely imagine the player in
front can be a player, and this promotes a heterosexist and masculine vision of the gaming
sphere. However, according to studies on the subject, the players are 30% to 52% depending
on the study and interviewed platforms, this often leads women on the internet has
invisibiliser is even more than in the public sphere. An informal sphere of anti-feminist
activists routinely takes those and those wanting to make a difference. In France, this is
the site MHFreq (Machismo High Frequency) and especially one of its contributors,
Mar_Lard, which undergo the hatred of the gaming community, some even threatening to kill
feminists.
This report from the gaming community (players) sexism and feminism is expressed
particularly through the gamergate, an anti-feminist movement in response to criticism
addressed to the gamers community has come after thereof an extensive campaign harassment
against an independent game developer. At the time, in fact, the processor Zoe Quinn had
seen some of his private life spread on the web by her ex-boyfriend, who accused him of
"adultery." A wide sexist crusade was then set in motion, while the processor found
himself harassed literally hundreds of abusive messages and death threats on 4chan,
Twitter and Reddit. Several media were then picked up the story, criticizing gamers for
their lack of maturity. The community 4chan forum, very anti-feminist, was then promoted
the gamergate, a movement making anti-feminism surfing a geek identity supposedly attacked
by feminist activists and the media. We could find a fairly similar story in France, where
there is little, feminists MHFreq and some media such as Madmoizelle had attacked ? e ? s
to jeuxvideo.com forums, accusing, supporting evidence, communities in these forums to be
sexist. The reaction of such communities were, again, particularly violent: in
pseudo-indignation background, feminist geeks sites had suffered DDoS attacks (simulating
multiple connections to a site to crash) and new cases of harassment were reported.
In this anti-feminist and reactionary nebula, the idea that primarily exist real geeks and
fake it spread and attacks on women are turning by the myth of the "fake gamer girls"
(fake player), or the idea that a woman who is interested in geek culture knows nothing
and has research attention, yet a way as any to belittle any woman can focus a little bit
about it. Behind all these attitudes are hidden snobbery and bigotry towards tou ? te ? s
those who do not have the same vision they in this community. Because harassment is
commonplace on the internet. If it is indeed easier to harass people on the Internet than
in reality, harassment particularly affects women activists. Anita Sarkeesian has made
such charges and continues to pay the price: the wrong is to analyze gender processes
within video games across numerous video games illustrated image we strongly recommend
viewing. In so doing, the processor Jade Raymond, after managing to sell a game to
publishers, had to acknowledge to have convinced these suites sex. If the charge was
nothing serious, it nevertheless highlights the way women are perceived geek with a part
of the community: women could not be geek and more generally the equal of a man, because
they understand nothing about computers. Thus, their success in the middle would not be
due to their ability, but their physical.
Today, the video game world leaves little room for women, either in the game or in its
realization. Few games yet possible to embody a woman as the main character, like
Assassin's Creed, which continues to refuse to give the choice to its players / players
about what they want or they embody the pretext that the animations women characters would
be too complicated to develop. However, the video game knows some little masterpieces free
from discrimination, like Bioware games including the Mass Effect trilogy that either
treats men and women characters and give the player the freedom to choose the sexual
orientation thereof in a world devoid of homophobia or lesbophobia.
The way to go before we see sexism definitely back in the middle of gamers is still long,
but the work of activists MHFreq or Feminist Frequency contributes greatly to make things,
and many feminist initiatives in the game Independent video. Video games are sailing
between interactive entertainment and an art form, and like any artistic production can
marry several reactionary or progressive forms but also anti-dominant forms, libertarian,
egalitarian, humanistic and / or revolutionaries. Games that put us in employee skin ? e ?
s ArcelorMittal or to embody a protester ? e ? e fight No Tav show another video game is
possible and that the resistance against the game Video of the big productions are
organized. Aujoud'hui there is a real need for a feminist and anarchist response to video
games and more generally in geek culture and / or hacker to restore it to the subversive
potential, and popular culture he might have against order established in his questioning
in genres, hierarchy, private property and social representations.
Yanis, Clermont and Peter Lyon
http: //labogenere.fr/2014/06/videos-de-la-journee-sexisme-jeux-video-et -...
http:... //www.gameblog.fr/dossier_769_affaire-zoe-quinn-sexisme-et-jeu-vide
http:... //www.jeuxvideo.fr/tag-marche-et-entreprises/zoe-quinn-cours-actu-7
http:... //www.lemonde.fr/pixels/article/2014/09/15/derriere-le-gamersgate-u
http://fr.wikipedia.org/wiki/Controverse_du_Gamergate
http: //utoplib.blogspot.fr/2013/05/les-jeux-video-font-de-la-resistance....
http: //www.mhfreq.org/2014/01/la-fangirl-nouvelle-cible-de-la-misogynie -...
http:... //www.revue-ganymede.fr/mass-effect-quand-les-sexualites-alternativ
Manhood in https://www.youtube.com/watch?v=W9S3Zp0qlAs video games
http://atelier.mediaslibres.org/Declaration-de-Jeremy-Hammond.html
http://www.c-g-a.org/motion/sexisme-jeux-video-et-culture-geek
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