Getting It Wrong Is Right

“The thing about feminism is there’s always somebody to tell you you’re doing it wrong” – comic author Gail Simone (Wonder Woman, Birds of Prey, Secret Six)

 This may shock you, but I’ve been wrong some times. Many times, in fact.

Much more often I’ve been called wrong. Being called out for doing things wrong is an occupational hazard for those who launch political campaigns or seek to raise awareness of issues. Every time someone new encounters your idea, there’s a very good chance they’ll be keen to tell you what’s wrong with it. Some of them leave their comments on our Facebook page, where we try to preserve them until they become abusive.

This is, of course, precisely the way it should be. When it comes to crusades, we must follow the lessons of comic books, and be sure to Not Be As Bad As Them. The only way we can be sure of that is to constantly check and evaluate our beliefs, our goals and our practices. It’s also important not to waste our time – or yours – with ideas that aren’t helping. Unquestioning optimism or smug moralising can actively damage a cause far more than apathy.

It’s also a vital part of any philosophy or movement, to ensure it remains relevant and important. An idea as big as feminism, as revolutionary as feminism, as new as feminism must and should be constantly questioned, and analysed and examined. It is such a big, new and revolutionary idea that it certainly cannot be expected to comprise only one idea at all, in fact. It is a large concept that everyone can and should have thoughts about and reactions to, and discussions arising from.

Perhaps the best thing about being called wrong though is it can be the whetstone that sharpens our ideas. That is to say, what matters less is being wrong in the first place, and rather how we respond to it. Twitter has recently exploded into a small firestorm as some radical feminists have been accused of being wrong in their exclusion of transwomen from their movement – to the point where they lost a venue for their 2013 convention to the glee of the anti-feminist Mens’ Rights Activists. Their response in many cases has been to up the ante, and declare transwomen to be the enemy, and even state they are spies of the MRA, keen to practice “corrective rape”.

I must also point out that others provided a more measured response, which in particular talks about how the branding of the entire #radfem movement as being anti-trans has created a huge divide that in the end has just kept women away from important information and shared involvement – to everyone’s detriment. Ultimately, that is the risk here: that adding barriers to who can or can’t be a “good” or “bad” feminist ends up weakening everybody. What’s more, the moment you start erecting walls and saying who can and can’t come into your club, you are definitely heading towards being Just As Bad As Them.

A month earlier over on this side of the pond, Helen Razer, a noted feminist author used her blog to accuse Jenna Price, a noted feminist campaigner of being wrong. This was due to the latter’s “Destroy the Joint” campaign being onanistic and misplaced; a convenient middle-class rage-masturbation aimed at straw men and hollow targets, diverting effort from actually smashing the tools of patriarchy and focussing feminism on the violence of men and the poverty of women. Ms Price responded with an article of her own, providing her smashing the state credentials, and talking about how small social media rage-masturbations are part of a larger tapestry, and that each hollow target called out is a tiny victory if only for the woman marginalised by it.

Both sides made excellent points, and the real glory of this event was in the overall exchange. Ms Price’s thoughtful reply gave her a chance to clarify her position and sharpen her drive. The lively discussion made headlines and prompted discussion around the country, and all discussers were pointed back at Ms Price’s rebuttal, where she made it clearer to everyone – and to a now far wider audience – the goals of Destroy the Joint, and the context it operated within. Not only was the message improved, but it was spread further. Even if it led to a few raised voices on the twittersphere, there could have been no better outcome. Nobody was excluded from anything, and the frank exchange of big ideas left everyone more enlightened.

As I said at the beginning, I get accused of being wrong all the time, in my role of running and promoting the MESSAGE. Every time I introduce it – which is what promoting it involves - somebody will ask about our motives, or our methods, or our goals. Many of them will pick holes in these things, finding what they consider obvious flaws or clear problems (which of course we have not spotted ourselves), sometimes just as idle conversation, other times as philosophical debate, still others as outright attacks. But I welcome them all, because every time I get asked something, I get better at providing the answers. I learn more about why we’re doing the MESSAGE, and how we can make it work. And I learn more about how to explain that to people, and get our message across.

 And sometimes, the wider discussion takes things even further. On one Facebook group, a male member lamented that our ideas – while laudable – were futile, because we were always going to be preaching to the converted: that the “good guys” already knew how to treat women, and the “bad guys” didn’t. This made me realise just how important it was not to divide the world up like that, that this was putting up the same kind of fences of exclusion I desperately wanted to avoid (and I’ll talk more about that in my next blog). I gained a clearer idea of what we needed to do and how do do it. 

In his comment however he didn’t actually use the word “women”. He referred to female players as “gamer girls”. And one of his fellow members spoke up at that point, pointing out how she found the prevalence of that particular infantilising epithet to be demeaning and prejudiced. A brief discussion – including apologies – ensued. And, as they say in family-friendly sitcoms, we all learnt a valuable lesson: that sometimes when you think you’re right, you’re actually wrong.

And I learnt, once again, just how important it is to be told you’re wrong. Because it’s the only way to get it right.

Why Gaming Matters

A friend of mine doing gender studies just handed me a paper to read. It’s entitled “Waking Sleeping Beauty: The Premarital Pelvic Exam and Heterosexuality during the Cold War” (Carolyn Lewis, Journal of Women’s History Volume 17, Number 4, 2005) and discusses the prevailing medical beliefs and practices of sexual medicine during the 1960s and 1970s. Primarily, it details the popular idea that vaginal orgasm was the key to a healthy marriage and a happy wife, and the role doctors were encouraged to play in helping women achieve that – and not seek sexual pleasure elsewhere. Non-vaginal orgasm was seen as the cause and sympton of unhappy marriages and unhappy women.

It’s all very distressing, but the quote that caught my eye was this one:

Linked to this inappropriate sexual outlets was inappropriate gender role behavior… Symptoms included interest in such activities as playing cards, participating in sports, traveling alone and ‘perhaps even aggressive pursuit of a career.’ (emphasis added)

There’s a lot to unpack already. It’s so easy to forget how far we’ve come, and how much we’ve learnt about sexual health, mental health, gender issues and societal perceptions over the last forty or fifty years. We should never, ever forget that – it’s when we forget things like that that we think movements like feminism are meaningless because we can no longer see what they accomplished, which also helps hide what is still going on, because it lacks context. History is not about understanding the past, but understanding the present.

There is of course a temptation to dismiss the statement’s relevance. After all, that was Another Time, and, as L.P. Hartley said, they do things differently there. We must have Comes So Far. Certainly, fifty years is almost two generations. Those were Baby Boomers, Generation Y is obviously not part of such silliness. But let’s remember that those ideas in that paper weren’t just prevailing views of society, they were accepted medical fact (although the two are intertwined). Before we changed the former, we had to change the latter, which took a generation of its own. To change the latter will take another generation. We are, indeed, now reaching a point where female sexuality is being more openly celebrated in all its forms. Some would say it is being over-celebrated, because our culture prefers to keep women as sexual beings as a way of undermining them; our repsonse to the Purity Myth is to turn women from Virgins who must be Protected into Whores that seduce the purity of men.

The evidence of that comes in the part of the sentence I bolded up there. Way back in the dim distant past, the first sign, the absolute first symptom of a woman who had become dysfunctional, had refused to take obedient, dutiful pleasure in her husband’s penetration, the very first sign that she had risen up against this and rejected, from there, all her duties and responsibilities in society, that giant flashing warning sign that tells you everything is wrong?

Is playing cards.

Think about that. Roll that around your mind for a moment. It’s not the most dramatic sign – travelling alone and having a career were far more dramatic – but it was the first sign. The first one to spring to mind.

There’s an old saw that goes if you list what a society considers a crime, you know what that society does every saturday night. We must assume these symptoms were evident. That women had begun, to the horror of proper society, to the dismay of their authority figures and older generations, to the denigration of their mental health and the order of society, in the face of all these things, that women had begun playing cards.

We tend to minimise hobbies, sports, and leisure. They’re not important, like life and liberty. They’re not food on the table or jobs or the right to vote or marry or have children. Yet if we look at history, we know that these things – the way we spend our free time, the way we play and dance and sing – these things are inseparable from who we are, and play an enormous part in our social and societal make-up. And as such, they play a massive part in revolution and political change. If nothing else, they are the canary in the mine. The thing that tells you change is coming.

The American Civil Rights movement was not won by white teenagers listening to black singers like Little Richard and Chuck Berry, but that was part of that struggle -  and the authority figures knew it, and feared it because of that. It’s very difficult to make a generation hate the people who write their music. It matters when minorities become visible in art and culture. Children sneaking off to go to “black clubs” was part of that rebellion, of accepting that culture.

Games aren’t culture in the same way, but they are part of those struggles.  Jackie Robinson breaking the “colour barrier” in baseball was a massive event in civil rights. Likewise, women playing cards was an equal act of rebellion as burning bras and coming out of the kitchen. It was taking a stake in a male dominated world. Naturally, the most desirable thing, the first thing women wanted wasn’t work, but play. Fun. Enjoyment. Games. And the moment they wanted that, the gatekeepers knew it was a sign thateverything had already gone wrong. Once they start playing cards, they’ve already changed who they are – who they are supposed to be.

As I said, we like to believe that was All Long Ago. But I look around this hobby, and I’m not so sure. Women are allowed to play games, but they cannot do it without being reminded that these games are our games, men’s games. We were here first, we set the agenda, we are the largest market, and our preferences and tastes matter the most. We have let women in the door, but out of generosity, and we demand they sit up the back of the bus and be quiet – and with the ever-present assumption that it was always our bus to begin with, and always will be.

It is of course, much worse in sports, where women are allowed to play as long as they are almost invisible (how many Australians knew the Women’s World Cup Cricket just finished, with the Australian teaming wining for the sixth time in a row?) or expected to be sexually attractive before they are allowed to play (as with the world-wide promotion of Lingerie Football). But for a lot of men, the same macho parochialism is part of gaming – after all, it has the same drive to win at all costs, the same appeal to violence and strength as chief virtues, the same masculine regalia and if you’ve ever seen a gaming advertisement you know they’ll be yelling at you in a loud voice about how you must deliver the smackdown. The girls can join the Street Fight or the Tomb Raiding, but they have to do it in their lingerie.

So have we really come that far? Or, like the doctors of the 1960s and the society around them, do we still see women playing games as the first and most dangerous threat? Of a the most alarming sign of a woman going beyond her designed role in society? Looks like we still do. And if we’re still fighting that battle, we know that there are other battles still to be fought, because how we spend our leisure is part and parcel of the human experience, and making it equal is part and parcel of the struggle for equality. And it is a battle that canot be ignored.

Jackie Robinson wasn’t Rosa Parks or the Reverend Dr Martin Luther King Jr. But his success was part of a cultural  and political war, and part of winning that war. You couldn’t pretend that it was okay for black people to vote but not okay for them to play baseball – and working towards both goals helps the other, and strengthens the other. Likewise, you don’t get to say you’re a feminist, that you think women should be allowed to vote and work and have equal rights, and then go home and tell bitches to get off Call of Duty, because hey, it’s only a game.

No, it’s not. Games matter. The fights we fight in gaming MATTER. They are inseparable from political struggles. If women are playing cards, then everything is under attack, they once believed. Now they believe it of video games and board games and wargames and RPGs. But we want those things under attack, on every front, so we must have women playing games, everywhere, freely and visibly and without restraint or disdain. We cannot settle for anything less.

 

Rape Culture, Gun Culture, Game Culture

A lot of terrible things have happened in the world over the last few weeks. In Steubenville, Ohio, a teenaged girl was raped and subsequently footage was released on YouTube of people joking about the event and mocking the victim.

This video provides an excellent summary of the Ohio case, and includes some of the footage. It includes footage and discussion which may be distressing to some viewers. We are linking to it here because it places the event in the context of the culture in which it was allowed to happen and which excused it afterwards, a culture that we are all a part of and likely contribute to in some way. The men - or boys, perhaps – who perpertrated this crime were not evil, nor mentally ill, yet were perhaps not even aware they had committed a crime, and certainly had no conception of the imorality or inappropriateness of their actions, and they did not become that way in just a moment. 

The boys involved were football players, not gamers, but culture is powerful and important. The media is full of examples of these kind of events happening with regard to sports teams and sport sub-cultures, and in such cultures we also find the hallmarks of rape culture. That is to say, studies continue to show that rape is more likely to occur in environments that produce a “rape culture”, where women are stereotyped, objectified, isolated, denigrated and demeaned, through both overt and subtle rituals and communication.

This is information we should be very concerned about indeed. Gaming is rife with rape culture and has become increasingly so in the last decade, both in the content of the games and in the subculture’s behaviours and standards. Even if no crimes had occurred, that should make us worried at the risk this might present, based on similar cultures with similar dysfunctions where the culture does indeed lead to increases in actual events. The sad truth is, there are such events. Cases of sexual assault and physical sexual harrassment have become more and more common at gaming events, particularly conventions. If there are less reported cases of rape and sexual assault among gamers than among sport teams, we might suggest that is simply because gamers are less social in general, less likely to socialise with the opposite sex, and/or that, for computer gamers, the nature of their hobby – being mostly online – keeps them isolated.

In other words, it could be that the only reason gamer geeks rape less frequently than jocks is because geeks go to fewer parties.

That is a simplification but deliberately so; the summary allows it to be more direct, more shocking, and it needs to be shocking, because it is a crisis situation that must be addressed.

What’s also interesting about this discussion is the timing. As this article also discusses (as it dissects rape culture, brilliantly and at length, please read it) there is a familiarity to this accusation that many will find uncomfortable. For the longest time, gamers have fought against the stigma that games cause violence. Dungeons and Dragons and RPGs were blamed for murder and mind-control in the early 1980s; from the Columbine massacre of 1999 to the horrific events at Sandy Hook just a few weeks ago, media pundits have rushed to blame video games. Indeed, the residents of Sandy Hook recently gathered to perform a mass burning of violent media, including games.

Many gamers have faced great objections to their games because of fears like this. Some games have been banned or made extremely hard to find as a result. Some gamers have devoted enormous amounts of time, energy, passion and intellect to defending against these trends, and keeping our hobby, all of it, out of the pyres, and out of the shadows of fearful stereotyping and stigma. The suggestion that games make you violent – and murderous - is one that has been fought long, and hard and instinctively and repeatedly because it had to be. In voicing anything that resembles such a claim, even from inside the hobby, we should expect a vocal and ardent defence, out of long justified habit.

So is there a difference between saying games make you a murderer and saying games make you a rapist?

Yes.

For one, the claims are fundamentally different. The first draws a line directly from simulated behaviour to actual behaviour without any recognition of steps between, a line that ignores all sense of contributing culture, and a line that science doesn’t support. In the second case we have increasing evidence that rape culture – a measurable, well-defined state – exists in gaming culture, which is bad enough on its own, because it isolates, demeans and degrades women. We also know that in other subcultures, rape culture contributes significantly to the risk of actual physical assault.

The only question that remains is whether the rape culture is being sufficiently contributed to by the content of the games themselves, or simply coming from outside sources. Are men being overwhelmingly caught up in rape culture from mainstream sources, or does the portrayal (or lack thereof) of women in gaming help build and maintain that culture?

That is hard to say for sure. There is increasing evidence, however, that women are underrepresented in game content, and stereotypically represnted when they do appear. That gaming continues to market strongly and slavishly to the mindset of the adolescent, hormonal teenager. We know this because, if from no other source, women are talking about it. Because they can’t find the games they want to play.

The claims are different, and what’s more the reaction is different too. The knee-jerk response to any talk of art being dangerous is to fear the pyre, and again, there are very good reasons for that to be the instinctual response, because we humans are very quick to condemn. For some, the emotional response is equivalent: we can get on social media and label something as evil and that is just the same outpouring of collective hate that gathers around the book-burning pyre.

But there is a fundamental difference between burning books and criticising them. This is a difference not all find important: Penny Arcade’s “Tycho” believes the solution, as he explains here in response to a certain hypersexualised game trailer, should never be less art but always “more art”. But that suggests that all ideas are worthy of all attention, and that creativity produces a wild jungle where ideas of every stripe thrive in their own niche. This is not true of art and certainly not of paid entertainment. The point of the critic – whether that criticism be artistic or political – is to say that some ideas are more interesting than others, and absolutely more important than others. This is not censorship, this is an artistic winnowing that cuts down the trivial and banal, and values the beautiful and truthful; that ignores the cruel and the reactionary and elevates the better angels.

Does that risk exiling some works for being politically incorrect? Maybe so. But it also forces artists to be more interesting. More intelligent. More aware. And less lazy. Less comfortable. Less boring. Less grubbingly dependent on the visceral and the shocking, on the profitable and profligate. Criticism is not the same as censorship; criticism makes art better, in every possible sense. And in a commercial sense, it is vital: it is the consumer telling the producer what they actually want.

That it might also lead to changing the whole culture of the hobby – and thus significantly reduce the number of actual sexual assaults – is a rather nice bonus.

So here we are, and here we remain. We will continue, along with others, to point out games that fail to challenge the dominant, exclusionary, objectifying and demeaning culture, and, more importantly, to celebrate loudly and vocally, those that succeed in challenging them. Because it’s not the same as saying violent games kill people and should be banned. Because the danger is one that history has shown to be actually real – and because our response is one that history has shown to actually work.

 

 

Photos from the Official Launch

Two weeks ago we had our official launch party here in Brisbane! Some of our lovely supporters gathered down at South Bank Parklands to commemorate the launch of our website and campaign. A few photos of the folks and fun follow:
 
 

Marselan has got The MESSAGE

Marselan has got The MESSAGE

  

Robin displays her MESSAGE badge proudly

Robin displays her MESSAGE badge proudly


 
 

Helga and Veronica enjoy the wine and cheese

Helga and Veronica enjoy the wine and cheese

 
 

Women’s Voices: Special Guest Blogger Hannah Elstrom

Part 2 in our Women’s Voices blogs, where we turn things over to female gamers for their point of view. This month’s blog is from Hannah Elstrom:

A while back I was having dinner with my family, and my little brother, age 8, casually expressed his belief that playing video games was an activity for boys.

He might have forgotten all the times he’d seen me engrossed with a new game I had just picked up, or playing multiplayer games with my friends, or taking over the controller for him whenever he had to go up against a difficult boss in his own games, the ones he had inherited from myself. Or, maybe he had forgotten that the person sitting across the table from him, the person he called his sister, was actually a girl. A girl who plays games. A girl who was playing games many years before he was even born. We’re all occasionally struck with partial amnesia, aren’t we? It happens to the best of us.

Now, even though I disagree with my brother, the fact that he said that doesn’t surprise me at all. I’m sure a lot of the girls he goes to school with don’t play games, while most of the boys do. That doesn’t surprise me. I know that reality all too well, because I’ve lived it.

 We’ve all seen and heard of the people with Xbox LIVE usernames like “xxxGamerGurlxxx”, who will not hesitate to mention that, yeah, they’re a girl who plays games (so don’t hit on her, you silly boys!). She might present herself as an anomaly, something out of the ordinary. Gamers like that are often mocked, parodied and singled out by people who feel like your gender shouldn’t matter at all, people who insist that if only you’d shut up about your femaleness and just play the game, people would leave you alone.

The problem with this reasoning is that gender does matter. At least, it’s not irrelevant. “xxxGamerGurlxxx” likely behaves that way because she’s already faced harrassment or different treatment for being a girl who plays games. Maybe she’s been denied a gaming console by her parents because “gaming isn’t for girls”. Maybe she’s been met with shock from her male peers when she mentions that she’s totally excited for the new Call of Duty game to come out. Maybe her female non-gaming friends have accused her of pandering to boys with a false interest in their hobby. Any female gamer will tell you that she’s been met with signals through her life that suggested she was interested in the wrong kind of entertainment. This is a reality that a lot of male gamers don’t see, because they never experience anything of the sort. It’s not just the vile, sexist comments made by the assholes of our community that is problematic – it’s this constant feeling that even though we love to play games, we don’t actually belong here.

It doesn’t even have to come in the form of actual harrassment – just a glance at how female characters are presented in video games tells us everything we need to know about what kind of demographic most developers want to appeal to. It’s certainly not us women. Now, to get something out of the way as soon as possible, I’m not saying that ‘sexy’ character design always equals ‘bad’. Sometimes a sexy character design completely fits the character and the context. For example, Isabela from Dragon Age 2 is one of my favourite BioWare characters of all time, partly because her sexy appearance isn’t meant to titillate a presumably male audience, but is rather deeply rooted in her behaviour and lifestyle. No, the problem with ‘sexy’ character design is that it’s grossly overused, as if the only way a female character can be appealing is if she gives the player an erection. It shouldn’t come as a surprise that women sometimes feel alienated by that.

It’s not difficult to see why some women are turned off by the idea of gaming. It’s not that the actual gameplay is something women just aren’t built to do (which is a ridiculous idea), it’s the harrassment, the entitlement, the ‘boy’s club’ mentality, the lack of outrage at sexism when it happens, the character designers who think armor that exposes your midsection and cleavage is a good idea (hint: it’s a horrible idea, you will get stabbed in the heart and die before the battle has even begun). When my brother says that girls don’t play video games, he’s speaking from observation. He might not be consciously aware that developers intentionally cater to a largely male demographic while ignoring all the rest, that only 10% of developers are female, that 85% of playable characters in games are men, but he certainly feels the effects of it, even at such a young age.

I don’t want him to grow up to become the kind of person who doesn’t think women are worthy of respect no matter how they present themselves online. I don’t want him to throw around rape threats when he’s beaten in an online game, thinking it’s all part of the culture. I want him to understand that there’s a big flaw in the gaming world when attempts to stop harrassment is met with violent opposition. I want him to be able to listen to women when they talk about their experiences as gamers.

In a perfect world, “xxxGamerGurlxxx” might not feel the need to emphasize her gender in gaming spaces. In a perfect world, she wouldn’t feel the effects of the gaming community’s broken perception of women every single day. She wouldn’t be painfully aware that every time she uses her headset she risks being treated like less than a person by people who thinks it should be okay to call women sluts and cunts at least somewhere. She wouldn’t feel like being a woman makes her different in any way when she picks up a controller. However, we don’t live in a perfect world. We live in a world that needs us to fix it. And we can’t do that by being quiet.

Hannah discovered gaming with Zork: Grand Inquisitor and the first three Tomb Raider games, and hasn’t looked back since. When she’s not working toward a bachelor of musicology, she can be found replaying Silent Hill 1 through 3, while anxiously waiting for the next season of Telltale Games’ The Walking Dead.

 

White Ribbon Day

As we’ve mentioned a lot, White Ribbon Day was one of the key inspirations for The MESSAGE. The symbol of a white ribbon has historically been a symbol against violence and in support of women’s movements. In 1989, this specific movement began after a self-identified anti-feminist gunman murdered 14 women in a suicidal spree-killing. Which is worth noting as the kind of end-point that anti-feminist movements can lead to, and why they are so troubling.

The White Ribbon movement was a realisation not just that men played a role in creating a culture that supported violence against women, but that women had, for the most part, been forced to take the front-line role in the fight against gender oppression, and that simply wasn’t fair. Gender equality matters to men, and to place the burden of reaching it solely on women is not to be tolerated. We must stand with women, for feminism, as part of feminism, as defenders of it and proponents of it, as loudly and proudly as we possibly can. What does a feminist look like? He looks like your father, your brother, you son.

The White Ribbon campaign’s current slogan is “I’ve got your back”. Approval and acceptance are a big deal for humans of any gender, and going against the mood or what appears to be the mood of the crowd is never an easy thing to do. Even if there is support, making a fuss itself is difficult for anyone. For men, it could easily be interpreted as weakness, as a betrayal of a male code, as a rejection of manhood and what it entails. Men who support feminism are threatened constantly with the idea that they are betrayer’s of men’s rights, that they are turning men into women, and most obnoxiously but still deeply cutting to the male ego, that they will never attract women or have sex. Indeed, large movements devoted to teaching men how to acquire sexual partners contain both overt and covert political messages against feminism.

Part of the modern male mind-set is a sense of aloneness - the man stands alone. He doesn’t talk about his feelings, and he doesn’t ask for help, and his sense of beloning comes from a tribal identity based in ritual – to his nation, his sports team or geek obsession, his mates. To break that ritual is to break with the tribe, and that can be a man’s only sense of social support. That’s why the choice of slogan for the ribbon campaign is so importnat. Why it’s so important for men to pass this sense on to other men. A hundred women can tell a man he’s doing the right thing but it doesn’t feel the same as one man saying that. And it really isn’t easy to say, or even talk about. The picture below had hundreds of us standing together to make the same pledge, and nobody talked about the actual issue. About how to take it home and put it out there. About personal experiences and challenges. Because that’s not what we do.

The badge helps. The t-shirts help. The movement helps us say it when we can’t bring it to voice. Which is of course why we wear t-shirts with gamer quotes on them, too – so when we see someone who gets the joke, we know they’re on our side. And we didn’t have to take the risk by asking them. We can see our tribe, and have support. So if we have to explain it to the norms, we’re not alone. And that matters. It matters so much we hold whole conventions to be around our tribe. The big White Ribbon events are the same idea, except with a more political bent.

The MESSAGE is our way of taking the ideas of the White Ribbon into gaming. And that’s why the regalia is important. We need you to wear the t-shirts, to buy the badges, to use the logo in your avatars and sigs. So the tribe gets stronger. So we can say the unspoken. So we can send the MESSAGE to other men, so we can all be more courageous.

We know you get the idea, or you wouldn’t be reading this. The point is to tell the world you get it. Because only by doing that can we make things better. Tell the world you get the MESSAGE, today. And wear your white ribbon as well, of course.

Men, And What We Can Do About Them

It’s International Men’s Day, so let’s talk about men. Men are important, and it is very important that the first letter of the MESSAGE stands for men. For a lot of reasons.

First of all, I felt it was important to indicate that it was a voice coming from men. As far as I have seen, most of the voices raising the issue of sexism in gaming have so far come almost entirely from women. I felt it was important to be distinct from that, so as to not duplicate anything and to be clear that we were a voice coming from the majority force, so we might be, for those who take such things to heart, harder to dismiss. I also believed it was important to point out that men could recognise this problem, and find it just as offensive as women do and want it stopped. To be very clear that feminism and equality know no gender boundaries. That sexist behaviour by men was not in any way a woman’s issue, but indeed fundamentally a men’s issue. Our behaviour, our problem, our house to put in order not because of the risk to others but ultimately because of the damage it does to ourselves.

Not to be selfish but I really do believe that is true: that sexism towards women, though it appears to privilege men, ends up repressing and damaging us just as much in the long run.  And right now, as men, we can ill-afford such damage.

That’s right, I’m going to say it: men are in trouble. We’re not as nearly as oppressed, silenced or objectified as women, but around the western world men are losing out in a variety of arenas, and that’s something everyone needs to take seriously. If you want evidence of this, you only have to look at the rise in sexism and parochial movements against women of recent times. However faulty or harmful their ideology, it did not evolve entirely in a vacuum. The hate and divisiveness those movements encapsulate are a reaction, if an extreme one, to fear, to suffering, to some kind of systemic attack or deeper sickness.

By now you’re wondering if I’ve gone mad and joined one of said movements. Stay with me, please.

Without wanting to minimise the social, societal and health problems of women (which, outside of the developed world are always more severe than those of men), Western men are increasingly in danger in new and different ways in our modern era. A quick look at statistics shows some horrifying truths, like that the biggest killer of Western men aged under 35 is suicide, and it is in the top three among men of all ages. And a recent study showed that men and women alike don’t recognise the signs of depression in men – it is too often seen as business as usual. Meanwhile it’s hard to get anyone talking about or funding men’s health: outside of recent success with Movember, men are reticent to want to support health funding for themselves. 

One of the main reasons is that men are trained from birth (perhaps even from a genetic level) to protect women, so it’s much easier for men to talk about, raise money for and otherwise support women’s health. Men’s health is also not something that men are comfortable supporting or talking about, and that again comes from a traditional view of men’s roles: our strength is expressed in stoicism, often to the point of total ignorance and avoidance, lest we appear weak.

Thankfully, some people are working hard to help these issues, all around the world. In Australia, we have excellent programs like “She’ll Be Right – WRONG”, which encourages men to go to the doctor, and “Soften the Fuck Up” which encourages men to be less stoic and talk about their problems. Perhaps the greatest Aussie program of all, in terms of its scope, its power and its results is the Australian Men’s Sheds Program. They realised that it didn’t matter if men were softening up if they didn’t have other men to talk to when they did, and that in the modern world, places for men were disappearing. The Sheds are a way men can socialise, support and mentor each other, without having to talk to much because they are working on projects.

Associate Professor Barry Golding, one of the chief patrons of and academic minds behind the Sheds Program summed up the function of the sheds very simply. “Men don’t talk face to face,” he said in a recent interview, “men talk shoulder to shoulder.”

Now you’re sure I’ve gone mad, as it now sounds like I’m advocating the very opposite of our mandate, that gaming be a haven for male bonding. Worse, I’ve fallen foul of gender essentialism, trying to limit how all men must be, which is just as bad as telling women they can’t play games.

The truth is, the whole point of moving beyond the traditional views of gender roles is never to cut off avenues, but to open them up. To allow for the fact that women can and do play computer games, and that some men can and do talk face to face, and that’s great. At the same time, women don’t have to play computer games to prove anything. Likewise, there are likely a lot of men who strongly identify with talking “shoulder to shoulder”, and that’s great too. There are likely many men who feel a great need for a special, reserved male place, to foster that talking and cement the bonds from it, and they should be able to find and enjoy such spaces. They may especially like such spaces to be free of misogynistic attitudes; or to be able to bond with men without needing all the typical companions of beer, violent sports and pornography. Not that there’s anything wrong with those things, of course, for men or women.

There may even be many men who feel their personal experience of computer gaming hobby is such a space for them, and want to protect it as such. Which is also fine, and should happen. The problems occur when men conclude that this is the only way it should be, that their personal experience be the entire experience, and it should be reflected across the entire industry and the entire hobby, which is their entire safe, male-only space. And that women should never be allowed to be full and equal participants in the hobby because they will take that away. And when these attitudes cause men to be blind to prejudice and to become so convinced of stereotypes they become second nature, and absolute truth. When men decide women not only must not, but can not play games, because they are weaker and stupider, and because they are not man’s equal, but his decorative accompaniment. That’s the problem.

The point of the MESSAGE is that the gaming hobby has been a guy-only club house for so long, too many of us have decided that that’s the way it should always be, that the above assumptions are not just sworn truth but the only truth – and the best and only way to make sales. Or we’ve just let the assumptions go on so long they’ve seeped into our bones and we don’t even notice we’re making them. The rest of us never saw the GURLS KEEP OUT sign on the door of the hobby, and want to tear down all the things that imply its existence. Because we know girls can game, and should game, because gaming is great, and the more people who do it, the better. For them, for us, for everyone. Together and separately.

The point of the M in the title is because it’s up to us to teach men these things. And strangely enough, we might have the perfect place to do it, right here in front of us. Men don’t talk face to face, they talk shoulder to shoulder. Not just in sheds, but around the game table, or console to console, avatar to avatar. Gaming may have gone a long way to turning men into troglodytes, but it has at its heart everything it needs to bring us back, too. It is actually the time and place where a “Dude, that’s not cool” can maybe work the best.

What’s more, we may even be able to deal with some of the underlying causes of these attitudes I mentioned above. With the real, actual problems facing men. Shoulder to shoulder, die roll to die roll, mouse to mouse, we have a chance to soften the fuck up and talk about our pain, safe in the knowledge that we don’t have to look each other in the eye, that a goblin ambush will interrupt uncomfortable silences, and that is just no possible way we will be able to hug while we’re raiding.

Brisbane Game Stores Get The MESSAGE!

We were busy over the weekend! The MESSAGE staff visited the preeminent game stores in Brisbane to give them their official The MESSAGE accreditation. Both Good Games Brisbane and Ace Comics and Games have been passionate about their support for The MESSAGE from the very beginning, keen to make their stores as inclusive as possible. By displaying their MESSAGE signs, they send a sign to all customers that women are part of the hobby and sexist behaviour will not be tolerated. Great work, guys!

Good Games Brisbane can be found at 74 Little Edward Street, Spring Hill, right next to the Domonios Pizza. Ace Comics and Games is upstairs of the Queen Street Mall, at 121 Queen Street. Both stores have also been added to our list of stores on our Those Who Get It pages.

Do you know a store that supports women and inclusive gaming? Or one that doesn’t? Let us know at message@gamermessage.com

Cassie from Good Games Gets The MESSAGE

Cassie, owner of Good Games Brisbane, proudly shows off her certification. Some loon looms nearby.

Pol From Ace Gets The MESSAGE

Pol from Ace is equally proud of his shiny laminated accreditation.

Countdown to White Ribbon Day

The chief inspiration for The MESSAGE is the White Ribbon campaign, dedicated to leading men in the fight against violence against women. They are currently doing a publicity push as they count down to their national day of awareness, which is Nov 25. Check them out, sign their pledge. The Australian site is here, not sure about their presence internationally. http://www.whiteribbon.org.au/
 
Also, comments are now turned on! We apologise for that not being the case earlier.

Special Guest Blogger: Karen McLeod

Since the MESSAGE is all about listening to women, once a month we’ll be handing the blogging reins over to someone of the female persuasion for their view of the landscape. Our very first special guest this month is Karen McLeod.

I’m a gamer.  And female.  Actually, I just like to play.  In life.  Any old thing.  I like having fun.  Word games.  Banter.  Role playing.  First person shooters (PC only – consoles are for pussies). 

So how does this intersect with my gender?  Well it doesn’t particularly, in my mind.

Y’see, I think of myself first and foremost as a person, rather than as a woman.  So I become immersed or involved in all sorts of things as a person, without regard to gender.  For example, when reading Lord of the Rings, I identify with Frodo and Gandalf, not Galadriel or Arwen because they are women.  I follow a tale through the eyes of the narrator or the person in the centre of the action.  When reading John Steinbeck’s wonderful translation of the King Arthur tales, I identify with Arthur and Merlin and Lancelot.  When reading tales with multiple characters, like Game of Thrones, or stuff written by Tad Williams or Peter F Hamilton, I see the gender of characters as being like another colour or aspect of character, rather than as delineating a great divide between male and female.

Same thing when PC gaming, which for me is an immersive experience.  When playing Half Life 2, I am Gordon Freeman, totally immersed in running around City 17.  And annoyed with Alyx I am, not because she’s female, but because she’s a bloody bot, and insists on running into the line of fire.  When playing Fallout 3, I don’t think about gender.  Too busy running around shooting bad things.  Same for Rage, the Bioshocks, Skyrim and the early greats – the Dooms and the Quakes.  Busy busy busy – exterminating cacodemons, mutants and the like.

So when gender becomes an issue in a game, my first and main reaction is surprise.  I was surprised when Fallout 3 gave me a choice of gender.  I was surprised when Alyx ran up a ladder in Half Life 2 to give me a gratuitous pantyy shot.  My first thought was: “What did she do that for?”.  Then the obvious explanation hit me, and I thought, ”Oh that’s right.  This game is written for 14 year old boys.”  Cue eye rolling, and moving on to the next bit in the game.

When reading or playing a first person shooter, it’s easy to become immersed and enjoy the moment as it is.  A book or a piece of software allows that to happen.  I don’t need or even want the experience to become gender-specific.  I’m much more interested in the business at hand: the morality of honour; how to resist the temptation of the One Ring; ridding the world of evil; shooting stuff; and so on.

It is not so straightforward when the fun requires interaction with other people.  Sexism cannot be ignored when there’s a person in front of you behaving in such a way.  Now, for years I played D&D and never experienced any sexism: I suppose because I was playing with friends.  However I have experienced it when playing with people I didn’t know: at a role playing convention.  Initially, I didn’t experience it as sexism.  Understanding it as such came later.  At the time, it just felt like rudeness.  Breathtakingly bad manners.  An example would be that players would ignore my suggestions for an activity in the game, but then accept the same suggestion a moment later when made by a man.  Or talk over me as if I was not there.  That sort of behavior causes me to disengage, excuse myself and leave at the earliest opportunity.  I mean, where’s the fun in that?

Does that matter?  I mean, does it matter that I disengaged, stopped playing in that environment and never went back?  Well, probably not, really.  I don’t have tickets on myself.  I reckon I’m smart and good company, but so are lots of people.  It certainly didn’t matter to me – I make my own fun.  I might wonder if other women felt the same way, and simply and politely excused themselves and left.  And maybe that doesn’t matter either.  I’m sure there are many chaps who would prefer a men-only gaming environment.  A meeting of like minds and all that.  But it might matter to you, if you care about missing out on the joy of discovering what each individual can bring.  You might care about losing a chance to experience all the colours of a gaming world.  You might even think that a woman can bring a certain authenticity to female characters, which could be very interesting.  And there’s the social aspect.  A woman is easier to talk to, flirt with and generally be around if she’s actually there in the first place.

I guess it’s up to you.  If you are enjoying someone’s company, and their contribution to a game, and they start to withdraw and maybe even excuse themselves politely and leave, perhaps there’s something more to it than a preference on their part.  Perhaps they are experiencing discomfort.  And perhaps that discomfort is due to differential treatment based on gender by someone at the table.  If you start to wonder about that, ask her.  Maybe it is and maybe it isn’t that.  But if it is sexism or rudeness, by taking the initiative, you have just created an opportunity for yourself.  You have created the opportunity for her to stay and keep being a source of enjoyment and good game strategy.  The problem of her departure can be fixed.  Easily.  Simply. 

All you have to do is identify the offending behavior (by asking her what it is) – and then fix it.  For example, if she doesn’t like being dismissed as a non-person, treat her just like any other player. Listen to her as you would any other player.  Take her advice.  Adopt her suggestions – when they make sense.

And then she might stay.  And you might all have some really great fun.

 

Karen McLeod started gaming with Doom, using the work network as a LAN, with a screen minimized to 5 centimeters square because the hardware hadn’t caught up with the software.  After the disappointment of Rage, she is waiting with baited breath for Bioshock Infinite.