Gaming Communities: Social Gaming and Live Streaming
Gaming has always been a part of my life, I wouldn’t consider myself a gamer by any means, but playing video games has been an interest of mine since my first Nintendo Gameboy in the noughties. This early indoctrination means that gaming has become a “familiar and resonant experience for me” (Taylor, 2018 p.2). Though recently the effect that video games has had on popular culture is more overt and noticeable than ever, with games like Pokémon Go and animal crossing, dominating the gaming sphere and social media culture, bringing a new “cultural legitimacy to the gaming industry” (Keogh 2016).
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The earliest incarnation of commercial video gaming emerged in 1967, called the “Brown Box” created by Ralph Baer, which allowed two users to control cubes, which chased each other across the screen; at this early stage, there was already a multiplayer aspect to gaming,. Fast forward to today in 2020, we see and massive variety of video gaming options, and a complex and establishing gaming culture, which is intertwined with popular culture, including live streaming to the masses though platforms such as twitch.
Demographics has always been a very important aspect to gaming, with your average gamer being envisioned as young, male and white. This perpetuated idea of white gamers is a direct result of the origins of gaming. Gaming consoles and gaming was limited to those who has the access and means, usually directly associated with economic and financial status, thus more often than not limited to the upper class; those who at the time were consequentially white. Though nowadays, the gaming community is diverse and complex, being inclusive to a variety of people from different religious backgrounds, races, genders, sexual orientations, also accessible to those who have a disability.
However, with all good, there too is the bad, the negative and problematic side of gaming. Whilst inclusion and accessibility has improved massively over time, there are still very present and raw issues associated with representation within games.
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The gaming industry is very often “criticised for being misogynistic”, despite a large amount of the gaming community being made up of women (Sainsbury 2013). A high percentage of video gamers are women, with 40% of regular players being women, and yet women are often seeing the same repetitive and tired gendered tropes and archetypes, some of my favourites being, “the damsel in distress, the scantily clad adventurer, and the disempowered sex worker” (Hamilton 2019). Many of these same demeaning and repeated tropes are also a reality for people of colour as well, with much of black representation being either gang related or associated with villainy; these tropes are offensive and have detrimental effects on those who see themselves represented in distasteful ways.
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Another aspect of women’s portrayal in games, is they are more often than not “targets of violence, or victims” (Hamilton 2019). This glorification of grotesques violence against women, is problematic and quite frankly disgusting; a popular example of this is Grand Theft Auto, where you gain achievements and are rewarded for violently killing sex workers on the street.
I am not saying that violence doesn’t have its time of day in games, however the way in which it is portrayed is essential. For example, my favourite game at the moment, Assassins Creed Odyssey, of course has violence involved, being an assassin and all, however the violence isn’t gendered, obscenely gratuitous, or personal. In fact, Assassins Creed Odyssey includes an amazing platform that is inclusive, where you can play as a woman, man, and make decisions exactly the way you wish, you can even decide your sexual orientation. Though some claim this ‘inclusive revisionism’ to be false and forced, though I disagree. I believe that despite a lack of exact historical accuracy, the game is progressive and is a positive force, in a very male centric gaming industry.
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Another aspect of female representation is the unfair and unrealistic representation of the female body, where game developers “use provocative female characterisation to sell their games” (GameDesigning 2020). This is exampled by the evolution of Lara Croft’s character design over the years, coming far from your stereotypical portrayal of a barely dressed adventurer. The latest 3 part series of Tomb Raider games have revolutionised Lara Crofts portrayal, now we see a accurate female body, who actually looks like she could survive a trip to a jungle; This is also supported by Alicia Vikander’s portrayal in the latest movie, a portrayal which saw much negative attention her lack of curves, but instead tone and actual muscle (which lets be real, is what an actual female adventurer would look like). This hate that was received is just one example, of the ‘male gaze’ being shattered, instead men had to see what a real women looks like; such a refreshing portrayal to see on screen.
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I got a little carried away there, because the gaming community and industry is just an amazing reflection of society and todays culture. The gaming community is diverse and colourful, and I can’t wait to see more progress and development in terms of representation in the near future.
Chikhani, R 2015, ‘The History of Gaming: An Evolving Community’, techcrunch, 1 Novemebr, viewed 23 May, <https://techcrunch.com/2015/10/31/the-history-of-gaming-an-evolving-community/>
Game Designing, 2020, ‘How Gaming Culture Has Envolved’, GameDesigning, 5 April, viewed 23 May, <https://www.gamedesigning.org/gaming/culture/>
Hamilton, J 2019, ‘Female Representation in Video Games: How are we doing?’, gamasutra, 24 July, viewed 23 May, <https://www.gamasutra.com/blogs/JoriHamilton/20190724/347246/Female_Representation_in_Video_Games_How_Are_We_Doing.php>
Keogh, B 2016, ‘You can’t ignore the cultural power of video games any longer’, ABC News, 6 April, viewed 23 May, <https://www.abc.net.au/news/2016-04-06/keogh-why-you-should-care-about-video-games/7303744>
Sainsbury, M 2013, ‘GTA V is realised, gets (rightfully) cristused for being misogynistic: fools throw tantrum’, DigitallyDownloaded, 17 September, viewed 23May, <http://www.digitallydownloaded.net/2013/09/gta-v-is-released-gets-rightfully.html>
Taylor, TL 2018, ‘Broadcasting ourselves’, Watch Me Play: Twitch and the Rise of Game Live Streaming, Princeton University Press, pp.1-23
Wunsch, S 2018, ‘How Lara Croft has evolved over the years’, dw, 15 March, viewed 23 May, <https://www.dw.com/en/how-lara-croft-has-evolved-over-the-years/a-42976395>