The Realness of your Reality
The ‘realness’ of something as intangible as an idea is often defined by those who involve themselves in the culture that surrounds it. Despite often enjoying the freedom from mainstream rules and regulations of ‘normalized’ society, this especially happens within the periphery communities and cultures that make create fandoms of gaming, literary works, or science fiction, etc. Whether it’s defining what makes a ‘true’ fan or a ‘true participant’ of their particular sub-culture. Those who contribute to these fandoms, despite being on the edges of mainstream culture themselves, are the police of their online worlds.
One of the biggest examples of this ‘self-policing’ within a fandom is the huge controversy that was the main-stream publication and shifting of the Fifty Shades of Grey novels. After starting her foray into writing as fan-fiction author on the genre of the famous Twilight series, she progressed the characters into an entirely, separate world and bounced off of the popularity that the series had attained into the online community, propelling herself into the mainstream via her fandom - then completely disregarding them. This created a fervor of ill-will and discrimination amongst many of those who once belonged to her fandom; she had betrayed them and in essence, had created something that was no longer part of that world. But to many there was a bigger problem with her writing than the betrayal of her fandom; she was creating a fan fiction world that portrayed women as nothing more than needy, sexual objects and above that it was a poorly written and structured fan fiction. It - to them - not only perpetuated stereotypes, it was just plain bad. From Fanlore:
“Many fans feel it’s bad fan fiction, is used to ridicule women while making millions off women readers and viewers, encourages lazy journalism and mainstream interest, simplifies female sexuality, perpetrates damaging stereotypes, is an example of a fan throwing other fans under the bus, and more. “
On the other end, Braithwaite’s piece focuses on the gender politics within the game WOW, specifically the controversy around the Ji Firepaw character, and the fall out of the female gamers and those in the community (who complained against the gendered speech that the character in your avatars introduction to him) as nothing more than ‘feminist killjoys’. The opposing players focused on the fact that the character processed your given avatar’s gender.
“Players who speak out against Ji Firepaw’s original quest text are diagnosed as the cause of negative feelings – their ‘failure to be happy is read as sabotaging the happiness of others’ (Ahmed, 2010b: 582). Pinpointing feminists as the problem makes one solution readily apparent: remove them from the discussion – and the community – altogether. Many angry posters claim to ‘have reported your post to be taken down for offensive material’ (Fogrum, Ji of the Huojin, 2012: 279).”
Due to these many complaints, Blizzard ended up changing the characters speech, fully enraging those who did not find fault with the context of speech:
“Blizzard’s changes to Ji Firepaw’s dialogue are attributed to posters like Aislinana–‘shameful’, ‘disgusting’, ‘toxic’ players, whose ‘hate ruins perfectly acceptable thing (like silly flirtatious cartoon characters) for everyone else’ (thundercles, They Changed Ji Firepaw, 2012: 147)”
In the end, when I first was processing and comparing these problems and the articles and controversies around them, I saw them as two distinctly different events. But the more I studied and compared them, I found that they are two halves of the same whole - sexism, misogyny, and the way that online and fandom communities react against those who disagree with them within their particular sphere. Those who take things for what they are and those who believe it perpetuates and irritates an even bigger issues of problems with gendering ideals. Personally, I can see both sides of it - I think some people overreact to issues with gendering. Some things/people are ridiculous and silly (people are like this in real life, so why not in games?) and need to be treated as such - with an eyeroll, a laugh, and the assumption that it truly means no harm; but also, there are those who use these events to perpetuate their own awful ideals of how the world does and should work. In the end, I feel as though people need to learn to be more proactive and less reactive.
Braithwaite, Andrea. 2014. “‘Seriously, Get Out’: Feminists on the Forums and the War(craft) on Women.” New Media & Society 16 (5): 703–18. doi:10.1177/1461444813489503.
Fanlore. 2015. “Fifty Shades of Grey.” http://fanlore.org/wiki/Fifty_Shades_of_Grey.















