Hegemony of Play: DiGRA 07
Second talk: The Hegemony of Play (Celia Pearce & Tracy Fullerton presenting for Ludica)
Argument: exclusive power structures of the compter game industry have narrowed the conception of both play and player in the digital sphere
Questions:
Clara Fernandez Vara: Where did the shift happen? (Note: early games more open; for example my Dad used to ‘game’ all the time)
A: Platform studies answer (cultural), gamers making games for gamers, packages of games in earlier days, more family oriented; marketing increasingly for boys; flOw (but also backlash); ties back to first paper
Jesper: Sims is not a game; game makers are not “sexist idiots”: why not build bridges? (Note: Echoes here of the Zimmerman Game Design Wksp debate. Implies sexist attitudes have to be intentional to be valid. If men don’t see the problem and aren’t intentionally causing it, it’s “not fair” to mention it.)
Tracy: There are people in that environment who want change
Celia: Addressed to academics; take a stand on how we look at games (Why can’t women say they are frustrated? Mary (in private convo): True, but it also helps to create answers; stealth activism)
Nick: notion of leisure time (50h of game time– wtf)
Tracy: Need to acknowledge players own the game
ALL:
Diversity of thought; girls conditioned: why and how girls are shown how to play; Title 9 - women in sports; hegemony is comfy; about struggle and process
And at that point, I couldn’t type any more ;-) But there were certainly many more interesting sessions to come.
September 24, 2007
Gender in Games DiGRA 07: liveblogged (lefthanded)
Here are notes from the first day of talks at DiGRA.
Gender in Games
Nick Taylor: (also with Suzanne deCastell and Jen Jenson)
- Research from girls (and boys, as a counterpoint) gaming clubs
- *Approach ethnographic; embodied work that goes into play
- *Against “natural” diffs; conflation of gender and sex
- *importance of gesture, proximity gaze
- *MAP tool (visual analysis of video documentation): allows you to name own codes (appears similar to grounded theory).
- *Like coding a semiotic score; allows you to chart what you find significant
telling a story - *once boys enter: return to ‘play as usual’ (boys dominate play)
- *noted different notions of spectatorship between boys and girls
- *the gaming club serves as the temporary subversion of a discourse
Questions:
Does the game matter?
A: (mixed answers: some noted more competence with certain games; some noted boys always dominate)
Comment about the tool; quant + qual
A: interventionist research proj.
Do girls reflect on this research?
September 20, 2007
Sex advice from Videogame Designers
You can now check out Heather Kelley and a number of other suave game designers in Nerve.com’s “Sex Advice from …Videogame Designers.” Are game designers more sexually savvy than, say, Internet TV Stars? Well, who can say, really.
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