Tuesday, July 5, 2011

Putting Girl Gamer and Geek Girl to Rest

Disclaimer: This is not a typical Stuff Jessica Hates post. The contemplative and philosophical nature may disturb you based on what you are used to from me. You have been warned.


Recently, I was notified that the panel I submitted for Geek Girl Con was accepted (October 8-9th in Seattle! Go buy your tickets!). Along with other interested parties within Crabcat Industries, I'll be discussing my thoughts on identity and gender, based on several years researching the topics. Here's the panel description, in case you're interested:
"No, I am not a Booth Babe": Forum Trolls IRL and Sexism in the Video Game Industry
There's a strange paradox within costuming/cosplay for women. You want to represent a strong female character, but why is she wearing that stupid outfit? How can she fight effectively in those five inch heels? What is that chainmail g-string hoping to protect? The women at Crabcat Industries share your confusion and frustration. Crabcat will be hosting an informal discussion on the problems within internet fandom that are reinforced by the entertainment industry and what we can do to combat traditional stereotypes. This dialogue will be based on personal experiences and a structural look at culture and identity, utilizing the work of feminist scholars like Judith Butler. We'll advocate for a stronger presence of capable female protagonists and argue the disparity that exists between male and female gamers (hint: it's not the color pink).
Based on the panel title, I was recently asked the following by a curious observer: "Why would you call yourselves geek girls if you're against sexism? Surely the ideal is that the term 'girl' shouldn't even come into it? Not a judgment or anything, just a question." 

Fair enough. 
I would like to point out that while I think the terms "geek girl" and "gamer girl" certainly have their place and merits, I do not consider myself to be either. Yes, I am a geek, a gamer, and a girl. Those all start with G's and largely influence one another. But like most things in the world, it's not so simple.

To give you a better understanding of my perspective on this issue, let me say that I do consider myself to be a Third-Wave Feminist (the dreaded "F" word, I know). I'm not concerned with gender alone. Things like ethnicity, social class, sexuality, and nationality all matter to me. I'm concerned with personhood. The problem, however, with leaving "girl" out of the equation entirely (for the noble means of combating sexism) is that ignoring an aspect of your own identity—shaping who you are and how you perceive the world—is flawed. That being said, Perhaps it’s valid to argue that by continuing to promote the idea of “girl gamers” and “geek girls”, instead of bridging gaps and promoting discourse, it actually further alienates female gamers from their male counterparts (who have little to no reason to empathize with the idea of a “girl gamer” phenomenon).

Most “girl gamers” are not saying their lady parts dictate how they play. Rather, it’s a statement describing a gaming philosophy: “Even though you think because I’m a girl I must like ponies and dream of my wedding, I play Halo. And even if I do like ponies and white wedding cakes, it doesn’t make me less able to get a running riot kill streak.” 

Despite the fact that 42% of video game end users are female according to the Electronic Software Association, there is little evidence that women are portrayed as powerful consumers within many marketing campaigns. I know, it’s easy to blame marketing, so let’s try to be more reasonable with that statement. Successful marketing should be based on consumer preference not purely demographic targeting. An example would be the achievement collector. Most aspects within gaming are not inherently geared toward male or female players, rather they appeal to certain personality types.  

To emphasize this again, I am not a "geek girl". However, I refuse to minimize the importance of any facet of my “self”. My personhood. I play RPGs on casual because I care more about the story than the fighting. I work hard to master the combos in Soul Caliber because I want to shove my opponent's face in the dirt—I also customize all my outfits based on how awesome they make my character look. I love Pet Society on Facebook, a "girl game", for the same reason I love Minecraft. I don't play shooters because I'd rather go to the skeet range (but I prefer archery or tomahawk throwing). Also, first-person gaming usually makes me sea sick. Someone fix that. 

I am a twenty-something. I am a female. I am a researcher. I am a gamer. I am a writer. I am an anthropologist. I'm a cosplayer and a historical reenactment enthusiast. I am a lover of material things. And perhaps the most important parts of my identity are those things I don't even think to say about myself. 

The “geek girl” phenomenon has an important place in gaming culture but in order to achieve the dialogue and balance the movement advocates, we must move toward a more holistic and multi-faceted understanding of what it means to be a gamer.
I hope that answers the question.

 

An aside to consider…
I think that part of the problem lies within our cultural tendency to vilify masculinity. It is a subject too little explored in academia. In fact, the particular cultures surrounding white males in developed countries are seen as privileged and the typical perpetrators of oppression. For me, this was exactly why I wrote my undergraduate thesis on a rich white man from the 1950s (this is not discounting the fact that far too much of historiography focuses on the accounts of rich white men in the past). There are nuances within masculinity that are important to understand for a richer awareness of gender performance, sexism, and identity construction. I highly recommend you read The Lost Boys of Zeta Psi by Laurie Wilkie—my mentor and research adviser, who writes to inform and to entertain! We need to be more discursive about masculinity to further the ideals of gender equality.