Abstract
When game studies became an area for scholarly inquiry in the academy, feminist
game studies soon followed. The first generation of feminist theory in game
studies built on the work of Sherry Turkle, Brenda Laurel, and Janet Murray,
although some might argue that the legacy of challenging gender norms in game
studies goes back even earlier. Now feminist game scholars organize
international conferences, edit journals and scholarly collections, and shape
trends in the profession, much as their counterparts in the digital humanities
attempt to do, but critics in feminist game studies have been able to take
advantage of what is seen as a relatively long trajectory of feminist
theoretical inquiry and field development. Articulating a need for a feminist
corrective in the digital humanities has come at a much slower pace, perhaps
because the instrumentalism of a “tool” seems much less
blatantly anti-feminist than the instrumentalism of a gun. Furthermore, calls to
action from more radicalized forms of feminist approaches to science and
technology studies have been noticeably absent in the literature around digital
information retrieval in the humanities. This issue of DHQ indicates that a sea change may finally be taking place.
When game studies became an area for scholarly inquiry in the academy, feminist game
studies soon followed. After all, when so many videogames so obviously featured
ejaculatory shooting, sexual conquest, objectified femininity, alienated labor,
separation of the domestic and commercial spheres, physical domination, zero-sum
negotiations, and waging mass warfare, the need for feminist responses to the
aggression and opportunism represented in computer games might have seemed
self-evident. The first generation of feminist theory in game studies built on the
work of Sherry Turkle, Brenda Laurel, and Janet Murray, although some might argue
that the legacy of challenging gender norms in game studies goes back at least to
the countercultural subversion of the new games movement in the sixties and
seventies or the work of the Situationists. Perhaps the correspondence between Ada
Lovelace and Charles Babbage about his mechanized tic-tac-toe game may point to an
even long history of feminist engagement in algorithmic game culture. Now feminist
game scholars organize international conferences, edit journals and scholarly
collections, and shape trends in the profession, much as their counterparts in the
digital humanities attempt to do, but critics in feminist game studies have been
able to take advantage of what is seen as a relatively long trajectory of feminist
theoretical inquiry and field development.
Articulating a need for a feminist corrective in the digital humanities has come at a
much slower pace, perhaps because the instrumentalism of a “tool”
seems much less blatantly anti-feminist than the instrumentalism of a gun.
Furthermore, calls to action from more radicalized forms of feminist approaches to
science and technology studies, epitomized by decades of work spanning from Donna
Haraway to Kavita Philip, has been noticeably absent in the literature around
digital information retrieval in the humanities. Tara McPherson has argued that the
early humanities computing projects were actually characterized by reactionary
tendencies to shun feminism, queer theory, and multiculturalism in the name of
preserving great books and memorializing canonical authors in a neutral,
technocratic archive divorced from the increasingly politicized campuses of the free
speech era and the subsequent culture wars. Despite the fact that librarians and
archivists have often been allies of the American cultural left, many early digital
humanities initiatives seemed to aspire to be apolitical in their orientation. It
could be argued that the digital humanities was also surprisingly slow to consider
the implications of what Judy Wajcman calls “TechnoFeminism” by
interrogating the masculinist ideologies of technology itself.
This issue of DHQ indicates that a sea change may
finally be taking place. Recent high-profile blog posts by Bethany Nowviskie about
gendered language at the heart of the NEH’s “Digging into Data
Challenge” and from Miriam Posner about brogrammer code culture that
privileges literacies that exclude women have finally catalyzed more serious
discussions about the possibilities of creating a field of feminist digital
humanities. Amy Earhart and Julia Flanders remind the DH community that collections
and archives from nascent women’s studies departments often provided impetus for
many early digital humanities projects. Rising scholars in the #transformDH movement
are also bringing queer theory, transgender perspectives, and posthumanism into
public discussions about inclusion and exclusion in DH.
But where would the field of Feminist DH locate its core values? How can it be more
than simply anti-masculinist in its orientation? Criticizing the obvious fetishizing
of tools, code, competition, and “massive” or “big” data projects is one
thing. Doing field-building work is another. Furthermore, how would feminist DH be
specifically feminist in its theoretical grounding rather than merely oriented
toward improving access and equity for women in DH? What does it mean to rethink
rule-based systems and user agency from a feminist perspective and then apply the
worldview of feminist game studies to the work of the digital humanities? According
to Carolyn Guertin, subjectivity under feminism “becomes a process and a performance that is constantly in
a state of redefining its own complexity according to a network of power
formations” (2009). What would it mean to move from a paradigm of tool
development to a paradigm of process and performance in which the network of power
formations moves from ground to figure?
Nina B. Huntemann defines feminist game studies as a field that focuses on “how gender, and its intersections with
race, class, sexuality, etc., is produced, represented, consumed and practiced
in and through digital games” (2012). Huntemann, like many feminist game
scholars, is also interested in the genealogies of computer games, and their origins
in a computational media history shaped by military training, surveillance
technologies, and the exercise of force by the power of the state [
Huntemann and Payne 2010]. Feminist digital artists who deploy game
technologies, as Anne-Marie Schleiner does in her
Counterstrike intervention
Velvet-Strike
or Char Davies does by using 3D graphics with a head-mounted display in her
immersive installations, may explicitly promote forms of user interaction that defy
command-and-control tactics and subvert expectations that the user should obliterate
obstacles and occupy territory. Although some scholars have pointed out how digital
humanities projects borrow specific technologies of geospatial mapping developed for
the user interface of flight simulators [
Presner 2008],
knowledge-sharing between the military and the digital humanities often still takes
place without comment.
Feminist approaches to videogames and virtual worlds have included a range of
approaches that explicitly borrow from feminist methodologies in ethnography,
human-computer interaction, science and technology studies, media arts practice, and
textual criticism. It is worth noting that many of these fields are now only
beginning to be referenced in the scholarly literature of the digital humanities.
Many current scholars of computer games and virtual worlds – such as Beth Coleman,
Mary Flanagan, Tracy Fullerton, Celia Pearce, Emily Roxworthy, and Katie Salen –
also identify as designers and bring their experiences as creative professionals
with prototyping, workflow management, iteration, and user-testing to the field.
Even if they don’t identify as designers, many in feminist game studies identify
strongly as players or power users of videogames. For example, Mia Consalvo, Lisbeth
Klastrup, Bonnie Nardi, Carol Stabile, T.L. Taylor, and Jill Walker Rettberg have
pursued advancement within in-game reputation systems, and their scholarly ethos as
game scholars seems to be enhanced by having progressed from apprenticeship to
mastery in particular games, as evidenced by their achievements, hours logged, and
the fame of their avatar names.
Many debates in the digital humanities recall debates already rehearsed in game
studies. For example, significant cohorts of digital designers, programmers, and
architects must collaborate and compete with those who identify exclusively as
critics and theorists within the research community. Questions about which group can
speak with the most authority in public fora can be difficult to resolve,
particularly when plainspoken discourse and highly technical skills prized by
builders and makers are devalued by the academy. Much as DH purists have called for
“more hack, less yack” or lionized “builders,” designers
of classic games are often the keynote speakers at game conferences and serve as
celebrity attendees. However, it may be reasonable for digital humanities projects
to also consider how certain power users intent on exploring collections for hours
at a time can provide specialized input about system design, much as attention to
“hardcore gamers” in game studies may provide insights about
the co-creation of knowledge.
There are a number of useful insights to be gained in the digital humanities from
observing how feminist game studies gained legitimacy in an environment devoted to
machismo mastery and performance. Feminist game scholars have done important work on
protocols, market forces, technoculture, datification, instrumentalism, opportunism,
and online aggression, as well as on appropriation, domesticity, reciprocity,
collective agency, community building, and empathy. They have also successfully
built networks, collectives, and collaboratives. However, feminist game studies also
benefited from the fact that during the past three decades feminist scholarship
transformed both science and technology studies and film and television studies.
Feminist scholars of literacy, programming, and cultural studies including Anne
Balsamo, Wendy Chun, Radhika Gajjala, N. Katherine Hayles, and Lisa Nakamura used
critical frameworks that reconfigured ideas about bodies, machines, affect, and
labor and applied analytic methods formerly reserved for art and literary texts to
technological discourses, such as those around reproductive medicine or computer
science. At the same time, the contributions of scholars such as Mary Anne Doane,
Anne Friedberg, Linda Williams, Lisa Parks, Lisa Cartwright, and Teresa de Lauretis
exerted a major influence on the field of media studies by shifting the focus of
critical practice from text and discourse to matters of the apparatus, technosocial
environments, embodied experiences, and the interfaces and platforms of
mediation.
Obviously, to take game studies seriously in the digital humanities presents a number
of disciplinary, methodological, and practical problems. Game studies scholars often
situate themselves as participant-observers rather than disinterested critics or
archivists and reject poses of depersonalized neutrality. Game interfaces are
characterized by the intentional frustration of easy user access by the game’s
designers. In contrast, interfaces for digital humanities projects – search engine
portals, hyperlinked pages, timelines, maps, or visualizations are supposed to be
unambiguously user-friendly. Players are expected to risk failure as they solve
puzzles and explore dead ends, which is a key part of game play, rather than zip
through transparent navigation into the assets of core databases. In fact, the
pleasure of a game play experience can often be attributed to its lack of
predictability, replicability, and even stability. Furthermore, the attitudes of
gamers often focus on celebrating acts of individual hacking meant to gain personal
advantage rather than creating universal standards through deliberative processes
dictated by professional associations. Feminist games may prove to be doubly
transgressive in design. For example, in The Path by
the Belgian game collective Tale of Tales, going directly to grandma’s house ends
the game in failure immediately; you need to go into the woods, develop sexually,
and risk danger among the wolves in order to have any hope of gaining knowledge of
the game world.
To position oneself as a feminist can also be difficult in the context of
participating in civil discourse in digital culture. In the mid-nineties
cyberfeminist critics promised that new forms of social relations constituted by
user-generated content on distributed networks would reshape existing architectures
that defined gendered power relations, but now many who study social network sites,
computer games, and virtual worlds contend that it is difficult to mount resistance
against a neoliberal agenda promoted by the very design of infrastructures and
interfaces upon which our technologically mediated existence depends [
Gajjala and Oh 2012]. Furthermore, although identifying as a feminist critic
can be an act of solidarity with like-minded others, lines of inquiry in game
studies that challenge the dominant culture can also risk exposure to the rhetorical
violence of anti-feminist online affinity groups, as Mia Consalvo points out:
While I was writing this piece, for example, a
Canadian blogger created a game where one can punch and bruise the face of Anita
Sarkeesian, creator of the popular website Feminist
Frequency: Conversations with Pop Culture
[Spurr2012]. The game was in response to news of her Kickstarter
campaign, where she proposed investigating portrayals of women in videogames
over the past few decades. The game was only the latest in a string of attacks
on Sarkeesian for her proposed project: she also received death threats, had her
Wikipedia page defaced with pornographic imagery, and was repeatedly harassed on
the Kickstarter page and elsewhere.
Much as feminist bloggers have been victimized by Internet harassment for taking a
stand against particular forms of aggressive online conduct accepted as normative,
feminist game critics might sometimes find themselves targeted for challenging the
hypermasculinity of existing user behavior.
To understand the landscape of feminist game studies it may be helpful to look at the
prototypical collaboration of Ludica, a group of four feminist game scholars (Janine
Fron, Tracy Fullerton, Jacquelyn Ford Morie, and Celia Pearce) who took turns
presenting their collectively authored papers at game conferences throughout the
world. The group wrote a paper for the Digital Games Research Association that
generated considerable controversy among that research community by calling
attention to what they called “the hegemony
of play” that defined the user population of computer games too narrowly
and ignored large populations of supposed “non-gamers” who
actively played online card games or participated in virtual worlds that focused on
clothing or social interaction. In this call to action Ludica envisioned a
three-pronged systematic critique of existing scholarship and design research around
games that would encompass “1) the production process and
environment for the creation of digital games; 2) the technologies of play,
including the evolution of games from folk traditions and cultural artifacts
to industrial products and intellectual property, and now to digital
products and virtual societies; and 3) the cultural positioning of games and
‘gamers’”
[
Fron et al. 2007]. They noted biases of age and race as well as biases of gender in how games
and gamers were counted and defined.
What currently constitutes the “big data” digital humanities may
be similarly charged with ignoring large contingents of archival practitioners by
virtue of how their labor may be gendered and valued, especially given the long
pre-digital history of low-status librarianship in schools and communities and the
tendency for men to occupy managerial positions in more prestigious libraries [
Golub 2010]. Certainly, only the largest city libraries, such as the
New York Public Library, are sufficiently capitalized and connected for
participation in NEH-scale digital humanities research projects, while local
librarians must focus on their service as infomediaries who help clients navigate
the user-interfaces of computer databases and locate and interpret sources that meet
their needs [
Ramirez, Parthasarathy, and Gordon 2009]. Ironically, city and school libraries are
also more likely to have the game and social media functions of their computer
networks curtailed by government regulators intent on users only accessing
high-status approved sites for purposes of legitimated research labor [
Losh and Jenkins 2012].
To think about the “small” data digital humanities for a moment, it might be
useful to look at the function of niche audience websites like The Library
Observatory, an open-submission Tumblr blog, where users can “post screenshots of
quirks in data from the Digital Public Library of America,” such as
cataloging typos or sloppy metadata parameters, which have been made visible by The
Library Observatory’s main digital humanities visualization site operated by
Harvard’s metaLAB. Just as “mess” is an important category for
feminist HCI researchers [
Dourish and Bell 2011], it also might be important in
the small data digital humanities, where the foibles of manual labor might be made
manifest by chuckles in the blogosphere over the bejeweled and manicured hand of a
female digitizer accidentally appearing in the Google Book Search results for
The Gentleman’s Magazine
[
Losh 2009].
Collaborative scholarship has been an important practice among intersecting groups of
feminist game scholars. For example, Ludica’s Pearce also served as a coauthor of
Ethnography and Virtual Worlds: A Handbook of Method,
along with Tom Beollstroff, Bonnie Nardi, and T.L. Taylor. This handbook not only
emphasizes the important contributions of feminist ethnography to our understanding
of digital culture but also criticizes the instrumentalism, quantification, and
subsequent myopia of the scientific rationalism that derides subjective, personal,
or embodied perspectives. Yet collaborative authorship in the digital humanities
cannot be similarly strongly correlated with feminism. Only one of the ten authors
of the critical code studies book 10 PRINT was female,
and women made up only a fraction of the multiple authors of the
“crowdsourced” book from the University of Michigan Press
Hacking the Academy. Perhaps this is not surprising
given the machismo sometimes associated with multiple authorship in other forms of
digital textual collaboration, such as when hackers generate code or Wikipedia
editors produce pages or computer scientists rack up publications with the multiple
authorship that defines their scholarly networks.
Yet feminists can make distinct contributions by providing opportunities for digital
humanists to think across disciplines, particularly to consider how the literature
of the social sciences or of the digital arts can trouble the simple model of coding
knowledge promulgated by the humanities computing paradigm. After all, to visit a
digital archive as a remote user still involves accessing, browsing, reading, and
wayfinding. In particular, contemporary researchers in human-computer interaction
point to the importance of considering how embodiment or identity is experienced by
computer users who are engaged in computer mediated practices of telepresence or
ubiquity, and feminist game scholars have led in their discipline on these issues.
For example, Taylor asserts that designers should “rise to the challenge presented by a
sociology of the body”
[
Taylor 2006, 124].
In
Communities of Play, Pearce focuses on how
inhabitants of virtual worlds understand their own social construction of identity
and experience intersubjectivity. Pearce uses feminist ethnography to ground her
research on members of the “
Uru diaspora” of players who were
forced to recreate their familiar 3D world in new platforms after the game was
discontinued, much as participants in many digital humanities initiatives must cope
with choosing between the options of “emulation” or
“migration” when hardware or software that supports a beloved
project becomes obsolete. She observes that “feminist ethnography has long
challenged boundaries between subjectivity and objectivity, individual and
society, researcher and subject, fact and faction, self and other, and art
and science”
[
Pearce 2009, 21]. It is worth noting that successful digital humanities projects often
encourage imaginative identification with other times and places and allow the
visitor to become a participant in historical narratives.
Although feminist game studies is still a relatively new area of inquiry, it also
benefits from opportunities to reflect on its own intellectual history. Looking back
to the work of Sherry Turkle on the shift in the mid-1980s away from hard mastery
and toward “soft” forms of computer use in which “the computer is still a tool but less like a
hammer and more like a harpsichord” in Turkle’s words (63), Mimi Ito
argues that gaming is much like other domains of digital mastery in that user
behavior can’t be reduced to a “feminine” stance of
“soft” engagement that might only reinforce gender norms
(147). In contrast, Mary Flanagan feels like she can build on the work of feminist
pioneer Brenda Laurel in seeing herself as a “culture worker”
capable of “conscious interventions” that foster “action styles” that
offer “models for other emerging practices” and “sites of empowerment” to
marginalized groups (256). Of course, the promotion of feminist game studies has to
do with the agencies of peers as well as the existence of progenitors, so perhaps
this issue of DHQ will serve as an important early step in field building.
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