Friday, September 5, 2014

Gated Conversions

Shankly Gates at Anfield, Liverpool via Andy Nugent
I took a break from Twitter recently, partly because several family members shuffled in and out of my house over the last week and partly because I tried to focus my efforts towards completing a long overdue dissertation chapter.  But the allure of the infinite timeline proved difficult to resist and I decided to scan my Twitter lists the other day to see if anything interesting occurred during my absence.

Two words, sandwiched into one, kept appearing: GamerGate.

If you have any interest in video game culture, then you probably already know what I’m talking about.  In case you don’t know, here are some more detailed posts for your perusal:

On 'Gamers' and Identity

A Conversation about Concerns in Videogame Journalism

#gamergate as reaction

If pressed to summarize GamerGate in a sentence or two, here is what I would say: GamerGate is a belief, held by an indeterminate number, that collusion exists between games journalists and games developers and that this nexus is corrupting games, or at least moving them towards a trajectory abhorrent to self-defined ‘gamers’.  Yet to put the GamerGate controversy in such succinct terms suggests the movement possesses cohesion, which it certainly does not.  One has only to survey #GamerGate to see the variety of opinions expressed.  But a couple of developments caught my eye and seemed worthy of further exploration.  The first was the start, and subsequent termination, of an Indiegogo campaign to create a legal fund for exploring the potential abuses between Games journalists and developers.  The second was the posting of a Gamer Manifesto, anonymously written but edited by ‘Gamers’.  What these examples demonstrate is that there is a desire, on behalf of some, to begin formalizing and structuring relationships within so-called Gamer Culture.  It is, as Geertz would call it, an effort at ‘internal conversion’, an attempt to utilize rationalization as a defense against the intrusion of modern and post-modern critiques and ideals.

Last year, spurred by what is now a periodic outbreak of sexism/racism/transphobia from so-called ‘gamers’, Daniel Joseph wrote a post titled “Videogames are the gardens of the bourgeoisie" in which he argued that bourgeois values necessitated the creation of ‘spheres’ of activity separated from ‘real life’.  “Mass produced hobbies, mediated through gatekeepers like trade and enthusiast press is one reason why “games” became a private sphere,” Joseph concludes, later adding that this private nature conjures within individuals the need to protect games from the pressures of capitalism.  Using Joseph’s theme, I explored in my own post, “Games, Truth, and Defense of the Private”, the idea that the rise of bourgeois values correlated with the belief that games could become an arbiter of truth.

But now, a year later and with the rise of GamerGate, I wonder if we are witnessing something new, something that goes beyond the need to wall off games from the public.  Videogames may be the gardens of the bourgeoisie, but what GamerGate reveals is that some feel compelled to venture out of their gardens and establish, in the public sphere, a nascent, rationalized belief in what games should be and how relationships around those games should be structured.

Clifford Geertz
Geertz observed what he termed ‘internal conversion’ in Balinese religious ideals during the 1950’s, that is the process by which the traditional Balinese faith sought to take on elements of the Weberian ‘rationalization’ inherent in the established religions of Christianity or Islam and begin codifying their own belief as a defense against the intrusion of said established religions.  In doing so they introduced a ‘distance’ that demanded greater and more concrete articulation of the sustaining links between belief and practitioner.  Problems of meaning, which before addressed issues in a fragmentary manner, become “conceptualized as universal and inherent qualities of human existence.”  What is good?  What is evil?  Geertz suggests that these broad questions subsume narrower concerns inherent to the pre-rational conversion (such as ‘How do I uncover a witch?) and in doing so bring forth the “radically disquieting suggestions” of the broad questions to the fore.  This, in turn, demands that answers be brought forth in a form equal to the “sweeping, universal, and conclusive manner” the broad questions introduced.

Of course, there are inherent issues for any culture engaging in such an ‘internal conversion’, or ‘rationalization’, of their beliefs.  A brief selection from a larger article on Mari peasants in 19th century Russia highlights these issues:

From "Big Candles and 'Internal Conversion': The Mari Animist Reformation and Its Russian Appropriations" by Paul Werth in Of Religion and Empire: Missions, Conversion, and Tolerance in Tsarist Russia
What interests me here is the idea that in borrowing the “idiom of religion employed by official Russia” the Mari both utilized a colonizing discourse inherent within that religion and fell victim to its conceptual modes.  In trying to assert their unique belief they ended up assuming viewpoints that integrated them into the colonizing discourse they tried to fight.

GamerGate appears to be following the same path, at least with regards to the two examples, that of the Indiegogo campaign and the Gamers Manifesto, mentioned above.  By utilizing the colonizing discourse inherent in games to provide a Weberian rationalized view of what Gaming culture should be, a culture which is replete with contributions by misogynistic and paternalistic forces, the advocates of GamerGate can’t help but fall into the same conceptual modes that underlie such a discourse.  These modes no longer address fragmentary concerns, like those that prompted Daniel and myself to write blog posts last year, but rather attempt to bring together universal and inherent qualities of Games into focus so that the problems those qualities bring to light can be addressed.

The rallying cry for supporters of GamerGate is that of ‘corruption’ brought about by the perceived collusion between games journalists and developers.  Corruption is a handy conceptual mode to base the rationalization of Gamer culture, at least from the view of GamerGate supporters, because it does away with all the messy fragmentation of previous complaints (Feminism is ruining games!  Transgendered people are ruining games!  Fake Gamer Girls are ruining games!) and, instead, suggests that the larger problem stems from a collected erosion of Gaming ethics.


This is, essentially, what the Indiegogo campaign to establish a ‘Lawyers Against Gaming Corruption’ legal fund for investigatory purposes holds as central to its existence.  By asserting a juridicial solution to the corruption issue, the ‘Lawyers Against Gaming Corruption’ wish to utilize one of the most pervasive patriarchal institutions available to find and perhaps punish the ‘true’ offenders.  In an example that could have been taken straight from Girard, ‘Lawyers Against Gaming Corruption’ offered GamerGate supporters a rationalized process for finding the scapegoat that will absolve them all from the corruptive influence of gaming today and restore the supposed community to its more pristine state.  Instead of having to answer critiques leveled at gaming culture as a whole, the ‘Lawyers Against Gaming Corruption’ offer a way to funnel anxieties prompted by these critiques into the far more defensible position of identifying and fighting corruption.

This logic becomes especially insidious when the corrupting forces are linked to those who raised the critiques in the first place, thus making attacks on female writers, for example, both a natural extension of the corruption ideal and capitulation to the patriarchal conceptional modes built into the colonizing discourse surrounding games.  In trying to defend gamer culture from critiques of patriarchy or misogyny under the larger guise of corruption, the creators and supporters of ‘Lawyers Against Gaming Corruption are utilizing the very same justifications patriarchy and misogyny embody.

This becomes even more noticeable upon examination of the Gamer Manifesto, posted to Pastebin on 2 September 2014.  Even though it purports to extol virtues of harmony and inclusion, the manifesto nonetheless offers up a tiered, almost caste like structuring of Gaming culture:
“There are three parts to this industry that we feel must be addressed for the general health of video games as a whole: the role of the consumer, the developer and the supplier. This trifecta makes up the core of the industry and thus each piece must be improved for games to continue to evolve.”
At the core of this conceptualization, however, is one ‘truth’; that games “should be about the enjoyment of the player.”

The Manifesto states that gamers should add to the future of gaming, not demonize its past.  That Developers, while recognizing that misrepresentation and under-representation of certain populations is a real problem, should not be required to change their own game’s vision and idea.  That Suppliers, which is an unusual term for journalists or critics, should not be pressured by outside influences to “change their opinion to fit an overarching agenda.”  In short, the Gamer Manifesto outlines a structural basis for how gamer culture as a whole should proceed and operate, all while articulating the need to avoid outside pressures that, as the Manifesto explains, are related to the corrupting influences in gaming today:
“It has been said that gamer culture is in the throes of death. This isn’t true. It has merely grown impatient as a wall of both divisiveness and radical ideologies have kept it from progressing further. 
This article, this gamer manifesto has been made with the desire to break down that wall. It is both our branch of peace to those who believe we mean only harm and a battering ram to those who think we will simply comply with how corrupted video game culture has become.”
For the writers and editors of the Gamer Manifesto, seclusion in their walled off, bourgeois gardens no longer provides adequate protection from what were once fragmentary issues now brought together under the aegis of corruption.  Instead they must enter the public sphere and begin the process of 'internal conversion', of providing rationalized interpretations of gamer culture that both promotes distance between gamers and their games while also allowing structural links to surmount the distance, such as the concept of ethics or corruption above, so that the relationship between games and gamers can be harmonious and free from 'divisiveness and radical ideologies."

One important feature for Geertz and his notion of 'internal conversion' is that it is not a totalizing event, nor does it necessarily involve all the members of the cultural group in question.  Therefore we can look at the disparate nature of GamerGate yet still understand some of the larger forces feeding the movement and its expressions.  That the 'Lawyers Against Gaming Corruption' and the Gamer Manifesto are not representative of the whole of gaming culture is obvious.  Yet the fact that these two examples not only put forth a sophisticated response but also attempted to outline and address what is perceived to be the larger illness of gaming is worth noting.  What will happen from here on out is anybody's guess, but it is entirely possible that we are witnessing a decided shift in the evolving articulation of gaming culture.

1 comment:

  1. Hypocritically, the very thing wrong with video games today, is, in fact, the 'gamer' generation.

    Conditioned and indoctrinated by over a decade of industry PR, they are content to rebuy the same games, in the same genres, over and over and over again, as long as they have a new coat of paint, and slightly altered albeit ultimately worthless and over regurgitated story.

    Turning the AAA publisher side of gaming a completely homogenous factory line of ever narrowing diversity, and leaving a gigantic chasm where the pioneering mid tier used to be, as the 'gamers' have been conditioned to instantly reject anything, with extreme prejudice that doesnt have the slick production values only the richest biggest publishing studios can provide. And to even attempt such is a near garaunteed death sentence for near any studio, even if the game IS a success. As the immensely talented, and one of the few mid tier studios left Platinum Games enjoys saying 'Weve been going bankrupt for 10 years.'

    And on the other side of this giant chasm, are the Indie games. Creative, varied, and unique. Clever, thought provoking and.... Ultimately mostly to short to be anything other than a small snack. Very good cookies, but cookies nonetheless. They are hopelessly unable to bridge the canyon dug by the large publishing giants.

    Of course, these giant publishers who manufactured the current state of AAA monotony also have complete control over the games media. A fact I dont really see a solution too. The publishers own the media the enthusiast press makes a living writing about. Should a publisher deny access to such media to a certain press company, it would surely greatly damage and quickly destroy it, as its competitors get the latest news while they languish behind.

    Of course, its not this compromised relationship gamergate wishes to oust. Not even a fractal off shoot. No they are persuing the powerless Indies at the bottom of the chain. As you put it, a very obvious scapegoat.

    The final sad fact, is what this generation really wants, is to mantain the status quo. They want the giant publishers, to keep using the media as a pr mouthpeice, telling them what to buy, and then after they bought it, that what they bought was just so, so awesome, and how smart and sophisticated they are for buying it. Year in, year out, assassins creed 20, assassins creed 21, assassins creed 22, assassins creed 23, etc, etc.

    Horrible depressing state for someone like me. The best thing I can possibly see for this industry, is for these 'gamers' to finally lose interest and just go away. Maybe things will finally be allowed to become interesting again if they do.

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