Monday, November 10, 2014

Casual vs. Hardcore in "The Guild"

In her article, Erica Kubik discusses the dichotomy of hardcore vs. casual gamers and how that distinction often happens along gender and racial lines. She describes the “normalized” hardcore gamer is “usually a male, between 14-34 years of age who has gaming in their top priority list” (138). This is definitely something I’ve experienced, if not specifically in the gaming world, but a similar phenomenon happens in online geek culture. The trope of “Fake Geek Girl” or “Fake Gamer Girl” (that, thankfully, is generally shot down as soon as it appears) implicates women wearing geeky merchandise, playing games, and generally participating in geek culture, saying “she’s faking it for attention” and “that’s probably her boyfriend’s shirt/console.” This inability to recognize women as hardcore consumers demonstrates the gender divide inherent in casual vs. hardcore media consumption. 
            The Kubik article focuses on the breakdown of casual vs. hardcore gamer along gender lines, and the show doesn’t really conform to those gender lines.
In The Guild, the split between the hardcore and the casual gamer exists, but that split doesn’t necessarily occur between any two demographics. The members of the Knights of Good are relatively diverse: three men, three women, including two people of color, one of each gender. There are also people from several walks of life represented: there is a young mother, a middle aged man, and a high schooler, two people in college (one living at home and one living on campus), and one recent college graduate.
            Each of these six people from relatively diverse backgrounds, but are all incredibly immersed in the world of the game and devote most, if not all of their time to the game—very “hardcore”, if you ignore the race and gender dynamics of the definition. Each of the characters proves their hardcore-ness with their experience, high-level characters, and years devoted to The Game, but no one is excluded or even treated that differently based on gender or race. At least, not within the game.
            Outside of the game, Cyd/Codex can’t seem to navigate her identity as a woman and a gamer. When she meets Wade, a.k.a. Hot Stunt Guy, she stumbles over her words trying to play down the fact that she’s a gamer, because if she devoted that much of her life to it, “That would be weird.” Wade describes gamers as fat white guys who sit around, even though his roommate is an attractive woman who is a gamer. So Codex she tones down the gamer side of herself (which, arguably, is the majority) in order to attract a guy, because her identities of gamer and girl cannot exist simultaneously.

            However, one could argue that The Game the guild members play isn’t very hardcore—despite devoting hours upon hours to game play, the game doesn’t necessarily have the “trappings of masculinity” (Kubik) that could be required for a game to actually be hardcore, like the first person shooter games Riley describes she’s into. Riley, describing herself as “an FPS girl” clearly looks down on Cyd for not being into the harder core games, instead being into role playing games. This split does not happen along gender lines, contrary to Kubik’s argument.  

11 comments:

  1. I like how you connected the reading to The Guild. However, I don't think I agree with your analysis that the dichotomy of hardcore vs casual gamer in The Guild is not along gendered lines. All of the female characters in the show do something outside (and unrelated to) the game. Codex is trying very hard to find a man, Tink is a fashion design student, and Clara is a mother. In contrast, Vork is a stereotypical quirky nerdy guy. He does little outside of the game, including things that are often deemed as essential for like, such as personal hygiene and having a job. Bladezz only activity outside of the game is trying to get a girl to sleep with him, which is arguably a "masculine pursuit" and thus fits into the narrative of the hardcore gamer. Zaboo is trying for Codex in season 2, however, even his attempt to win her over is phrased in such a way that it is just an extension of the game into his real life. Further, by season 5 he has given up any activity outside of the game (as evidenced by his obsession and lack of sleep at the conference). This dichotomy is especially notable when the guys meet up and want to play online poker (still a game), while the women meet up for a ladies night with no gaming involved. My reactions to the show were that it has very intense and obvious gender dynamics. All of the women are normal and attractive, except that they happen to have an obsession with gaming. In contrast, all the men are portrayed as geeky and have virtually no life outside of their gaming (with the sole, occasional exception when one of them goes for a girl). To me, this further emphasizes Kubik's argument because the women can never be hardcore gamers, even if they are better players than the men. By nature of being female characters, they have to have backstories and outside activities. A "true" hardcore female gamer cannot fit into the show because it cannot fit into our society.

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    1. I agree that the female characters have a more fulfilled life outside the games, and they struggle with their gaming identity more than the men. Bladezz and Vork are at peace with their geekiness. Zaboo faces trouble for spending an inordinate amount of time online to escape his mother, and has difficulty separating fiction from reality, but he's not threatened by his own geeky interests.

      On the other hand, as Jenna mentioned, Codex/Cyd is political about how geeky her interests can be. If she chooses to act either casual or hardcore, she's derided by men. Tink's storyline in the 5th season is her struggle to own her geeky label (and come out as nerdy to her family) and go into cosplay creation. Clara is a little different, but she also has to choose between gaming and motherhood (most of the time choosing gaming).

      Nakamura talks about how men are automatically assumed to be gamers while women have to defend their inclusion. In her discussion of "gaming capital," Nakamura explains, "Heteronormative white masculinity is equated with expert, fan knowledge of gaming mechanics, structures, discourses... Gaming discourse becomes a male backchannel" (Nakamura 2). Unlike Codex, Clara, and Tink, the male gamers don't have to, and are not expected to, defend their nerdiness. Being a male gamer is expected and assumed, while more backstory is needed to explain the female characters' inclusion into this world.

      I wish I was able to dig more into the "Fake Geek Girl" trend, or more specifically, the trend of men labeling women as Fake Geek Girls. Jenna is spot on to bring this up. Labeling a woman as a Fake Geek Girl is a way to label their intrusion into what is normally seen as a white male space. If a woman can't produce an explanation for her presence in geek spaces (like a boyfriend or father showed her, into it for the attention, convinced by some other external factor), then she's met with disgust and derision.

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  2. I agree with Kayleen's point that gender is far from irrelevant in the characters' casual versus hardcore status in The Guild. In addition to the fact that the women characters are shown to have lives and backstories outside of the game, compromising their chances at a "hardcore" identity, there are also plenty of gendered stereotypes that come into play with regard to how Clara, Tink and Codex play the game that undermine how seriously we think they take the game. In season two, there is a subplot where Clara becomes obsessed with hunting for a particular orb that allows a character to change their physical appearance at will. The men have no interest in the orb and Vork gives it to Tink; furious, Clara has her character stalk Vork's for days, killing him again and again and damaging her own guild because she wanted this cosmetic prop so badly. This is an unfortunately spot-on example of the stereotype of women as casual gamers who cannot concentrate on the real point of a game, but focus only on aesthetics and appearances.

    We also see Tink being drawn along stereotypical lines in season five when she creates "generic superhero" costumes that will allow her and Codex to sneak around the con without suspicion. This bears an uncomfortable resemblance to real-life female cosplayers who are derided for "only trying to be sexy" and quizzed on whether or not they actually know the characters they dress up as. Instead of having Tink design costumes that resemble real characters that she truly loves and identifies with (see the Lamerichs article), the show undermines her commitment to geek culture with this indication that cosplay is not a genuine way for her to participate as a geek. (I fully support Tink doing this, and cosplayers who dress up specifically to be sexy should be free to do so! However, negative stereotypes of the nature that I am describing do exist within the gaming community, and represent a depiction of Tink as a casual gamer.)

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  3. It is really interesting how society morphs the way we see things. I am not excusing everyone who has ever seen a girl with a geeky t-shirt or talking about games and then proceeded to call her “fake”. I do think however, that people who do so are not necessarily bad people. Some of them maybe are anti-feminist, but I think that some blame should be given to society itself. Some people’s brains have simply been wired into seeing “geek girls” or “gamer girls” as “fake. This has been created because of the assumption that we were talking about in class on Monday: the gamer world is male, according to some people. I think it is fascinating (not necessarily a good thing) that a mass or a big group like our society can morph the view or minds of its members. It is almost like we are being brainwashed to think that a woman cannot be a gamer. That is not to say that people who make comments as such are without fault. I think society has, at the same time, transformed enough for people to just sop and think about their judgments. Not to be a pessimist, but I think it will be a long time before we can definitely say that society does not push us to consider gamer girls as fake. We will just have to wait for that moment.

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  4. I think that Olga brings up a good point about how society makes it difficult to reconcile the identity of a hardcore gamer girl. I believe that The Guild perpetuates this image in a very conscious way. The female characters on the show, most clearly Codex because she speaks directly to the camera, are very aware of the stigma society has surrounding female gamers. I think that the female characters on the show are depicted as spending more time engaging in other interests than the male characters not because the writers think that is the only way an audience would believe in the "gamer girls"; I think that the female characters may spend time distancing themselves from the game in other aspects of their life because they do not want to come into contact with exclusion or judgment when they are not playing the game. However, their consumption of "the game" while they are playing and their interactions with the male members of their guild demonstrate that they are accepted as hardcore gamers at least in the context of the game.

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  5. As all of you are explaining above, and as was vividly expressed by Tony Harris in the audio clip we listened to in class, video gaming, fandom, and cosplay often entail processes of inclusion and exclusion. In terms of video gaming, women and people of color are often relegated to (and denigrated as) ‘casual gamers’ who do not have the skills, commitment, and ‘hardcore-ness’ to truly inhabit the gamer identity–an identity that is explicitly exclusive. Nakamura explains that in the gamer world, “heteronormative white masculinity is equated with expert, fan knowledge of gaming mechanics, structures, discourses” and abilities (Nakamura 3). Further, Nakamura asserts that gaming has become a new channel for the performance of masculinity, which is heightened by the denigration of women and people of color, such as Anita Sarkeesian and Aisha Tyler.

    Similarly, in the world of cosplay, women and men of color are subject to discrimination and exclusion. Lamerichs explains that cosplay is a form of identity play that allows participants to “actualize a narrative and its meaning,” derived from a fannish text, while also “[actualizing] their own identities” (Lamerichs 13). However, this process of self-identification through the choice of costume is not free from limitations. Cosplayers are expected “to fully reproduce their character’s appearance…[and] are usually judged according to body features and behavior” (Lamerichs 11).

    This experience of limitation in cosplay is most strikingly felt by women of color. In an article posted to XO Jane, Chaka Cumberbatch explained her experience as a black cosplayer, after a picture of her cosplaying Sailor Venus “[brought] all the racists to the yard, and they're like…white cosplay is better than yours” (Cumberbatch). In response to her photos online, Cumberbatch became the face of a vicious and racist debate online about cosplaying out of race. Cumberbatch had become the target of racist insults and was condemned as ‘ruining characters’ because her blackness undermined the accuracy of reproduction.

    This experience shows that even in an activity meant to allow participants to transform identities through costume masquerade, there still exists an explicit limitation on the possibilities of cosplay for a black woman. Cumberbatch has written about the subject to bring the inequality to public consciousness and Tumblr pages exist that celebrate black cosplay. Just as Nakamura is working as a feminist scholar to undermine white patriarchy within gaming, Cumberbatch and other black cosplayers are seeking to create a more inclusive and creative cosplaying community that unhinges a white norm.

    Article: http://www.xojane.com/issues/mad-back-cosplayer-chaka-cumberbatch
    Tumblr: http://cosplayingwhileblack.tumblr.com/archive

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    1. This is an interesting point about the limitations that women of color and men may face in cosplay. I wonder if someone like Tony Harris gives any thought to the notion that many of the characters he himself crafts can perpetuate this lack of access or ability to fully replicate.

      The idea he presents that women are involved in cosplay as a means of attracting male attention is misogynistic and reflects the similar thought process that gaming girls are not true gamers or that they don't completely understand their involvement in the practice in the same capacity as men do. These seem to both be derived from the the same hegemonic power structures.

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    2. Iszy's introduction of color into the discussion of cosplay complicates the arguments presented above by my classmates about traditional imaging of male and female gamers, and the way that cosplayers are expected to emulate the exact look of a character while also self-actualizing in the process. Nakamura describes the Aisha Tyler response as "hardcore and immensely threatening," adding that Tyler's tone makes the discussion even more bitter and harsh. In contrasting portrayals of the assertive, sometimes abrasive Tyler with the more demure, sweet character Felicia Day plays on The Guild, the role of race becomes apparent in the expectations that racist/sexist male gamers have for them. Felicia Day's response to the Gamergate fiasco was intensely different than Aisha Tyler's to criticism of her Ubisoft performance: Day writes of being afraid and heartbroken that "I have allowed a handful of anonymous people censor me. They have forced me, out of fear, into seeing myself a potential victim. And that makes me loathe not THEM, but MYSELF."

      The perception of blackness as a form of otherness in the cosplay community, as introduced by my classmates, also extends to how female gamers are portrayed in media and how female gamers respond when they come under attack. Would it have been possible for Tyler to utilize the same response tactics as Day, or is the trope of "angry black women" (recently seen in an infamous NY Times piece on Shonda Rhimes and her characters) too pervasive to allow for the construction of a Day-type image?

      Kotaku's summary of Day and gamergate: http://kotaku.com/felicia-day-and-gamergate-this-is-what-happens-now-1650544129
      NY Times piece on Shonda Rhimes: http://www.nytimes.com/2014/09/21/arts/television/viola-davis-plays-shonda-rhimess-latest-tough-heroine.html?_r=0

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  6. I think both Caroline and Olga make good points in discussing society’s role in the idea of gamer girls and “fake geek girls.” Because society has seen women as not really having a place in science and geek culture, as we discussed earlier in the course, I think it is difficult for women to feel like they belong in the gamer world to this day. I thought that The Guild did a good job of portraying the struggle that women face as gamers in real life. Because of the stigma surrounding “gamer girls,” women gamers may feel like they shouldn’t devote as much of their lives to the game as someone like Vork does. I think that Cyd/Codex, Tink, and Clara each represent a type of woman trying to make a place in the gamer world. Each struggles in a different way to connect femininity and gaming in a world where the two are seen as mutually exclusive. I think their struggle with impressing the hot guy (Codex), wanting to be a fashion designer (Tink), and balancing motherhood and gaming (Clara) within the context of their guild. They feel the need to distance themselves from the game because of the stigma surrounding gamers as males who spend too much time on video games, but they also want to change the way gamers are viewed. It is a real enigma faced by girl gamers, and I think The Guild tries to address this constant back and forth between the hardcore and casual.

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  8. Wow, lots going on here! Honestly, I missed a lot of this while watching... which I think is indicative. I saw the male characters as the image of a stereotypical MMORPG player. I guess I attributed the writing of Codex in particular on the assumption that Felicia Day was in a way recreating her own life through writing this show. I think it's interesting to examine what everyone's saying in sort of s flipped way. Given what society tells us to expect, if the male characters had lives outside of The Game, that would be seen as less unusual than if the female characters had been completely obsessed. And, more likely than not, the female characters still would have come under fire for not being "true gamers". As I expressed in class, I feel like one can be "a person who plays video games" without being questioned, but especially as a female, in order to claim you're a "gamer", you have to jump through all sorts of hoops to prove your legitimacy. I even used to get flak from boys I babysat, and I'd been gaming since before they were born! I feel like unless more people realize this divide, like we here do, the unwelcoming environment will continue to either dissuade young girls from exploring gaming or, as in the case of Codex with the stunt guy, encourage them to hide that part of their identity.

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