License to Play: Women, Productivity, and Video Games
Transcription
License to Play: Women, Productivity, and Video Games
License to Play: Women, Productivity, and Video Games By Shira Chess A Thesis Submitted to the Graduate Faculty of Rensselaer Polytechnic Institute in Partial Fulfillment of the Requirements for the Degree of DOCTOR OF PHILOSOPHY Major Subject: COMMUNICATION AND RHETORIC Approved by the Examining Committee: June Deery, Thesis Advisor Nancy Campbell, Member Nathan Freier, Member Katherine Isbister, Member James P. Zappen, Member Rensselaer Polytechnic Institute Troy, New York December 2009 © 2009 By Shira Chess All Rights Reserved ii TABLE OF CONTENTS …………………………………………………………………. List of Tables ………………………………………………………………… List of Figures Acknowledgements ….………………………………………………………….. Forward ………...………………………………………………………………. Abstract ………...………………………………………………………………. Chapter 1 Gender, Productivity, and Play ..……………………………………………… Introduction ……………………………………………………………………. Constructing the Feminine Player ……………………………………………… Literature Review ………………………………………………………………. Leisure, Play, and Games ………………………………………………… Productivity and Play ………………………………………………… Gender, Sex, Culture, and Biology ...……………………………………… Gender and Video Games ………………………………………………… Gender and Technology .....……………………………………………… New Media Studies …..………………………………………………… Literature Review and this Dissertation …..……………………………… Data Selection ….………………………………………………………………. Games Selection ………………………………………………………… Advertising Selection …………………………………………………… Methodology Review …………………………………………………………… Semiotics ………………………………………………………………. Content Analysis ………………………………………………………… Video Game Analysis …………………………………………………… Outline of Dissertation ...………………………………………………………… Chapter 2 …………………… Hardcore and Oprah Gamers: Play and Masculinity Introduction ……………………………………………………………………. Video Games and Masculinity ….……………………………………………… Art Style and Anime …………………………………………………………… Vide Game Magazine Advertising …………………………………………… Methodology ……………..……………………………………………… Common Themes in Advertisements …….………………………………… Analysis of Full Advertisements ……..…………………………………… Final Fantasy and Lord of the Rings: Advertising Exceptions ….…………… Constructing the Masculine Playscape …………………………..……………… iii vi vii viii ix xv 1 1 2 5 5 13 16 21 28 34 44 45 45 46 51 53 55 56 60 64 64 66 74 76 77 79 85 89 90 Chapter 3 A 36-24-36 Cerebrum: Pragmatic Play ………………………………………. Introduction ……………………….……………………………………………. Gender and Self Help …………………………………………………………… Brain Games ………………………...…………………………………………. Brain Age ………………………………………………………………. My Word Coach ………………………………………………………… Big Brain Academy ……………………………………………………… Exercise and Fitness Games …………………………………………………… Wii Fit …………………………………………………………………… My Weight Loss Coach …………….……………………………………… Instructional Games …………………..………………………………………… Chapter 4 Do Something with your Nothing: Simulated Productive Play …………….. Introduction ……………….……………………………………………………. Simulated Productive Play ……………………………………………………… Production/Consumption ……….……………………………………………… Casual Gaming ………...………………………………………………………. Advertising and Simulated Productive Play …………………………………… Domestic Play ………………….………………………………………………. Diner Dash ………………………………………………………………. Cooking Mama ..………………………………………………………… Dream Day Wedding …..………………………………………………… Consumer Play ……….…………………………………………………………. Shopmania ………………………………………………………………. The Sims ……...…………………………………………………………. Chapter 5 …………………..……… Play is Love: Emotional Play & Social Contexts Introduction ………………………………………………………..…………… Women, Emotional Labor, and Motherhood …………………...……………… Nintendo Wii: Gender and Family Play Time ……………………….………… Wiis and Miis …………………………………………….……………… Wii Advertising ………………………………………..………………… Nurturing and Simulated Love in Video Games …………………...…………… Online Gaming ………………………………………………..………………… World of Warcraft ………………………………..…………………… Second Life …………………………………...………………………… MMOGs and Productive Play …………………...………………………… iv 92 92 94 98 99 106 110 112 114 119 122 124 124 124 127 130 135 144 150 155 159 161 162 164 166 166 168 172 172 177 185 187 189 193 196 Chapter 6 Conclusion & Discussions ….………………………………………………… Introduction ……….……………………………………………………………. Women, Play, and Ideology …….……………………………………………… Future Research ...………………………………………………………………. 202 202 203 207 Appendix A: Tables …..………………………………………………………… 210 Appendix B: Figures ……..……………………………………………………… 211 Works Cited …………..…………………………………………………………. 246 v LIST OF TABLES Table 1: Game Informer and Play Magazine Advertising ….………………… 210 Table 2: Content Analysis of GI and Play Advertisements ……..……………… 210 Table 3: Video game ads in non-video game magazines ……………………… 210 vi LIST OF FIGURES Figure 1: Frag Dolls Brooklyn Home Page (A) ………..…….………………… Figure 2: Frag Dolls Brooklyn Home Page (B) ………………...……………… Figure 3: Tomb Raider Anniversary Advertisement ………….………………… Figure 4: Dark Kingdom Advertisement ……………….…….………………… Figure 5: Ar Tonelico Advertisement …………………...….………………… Figure 6: Mage Knight: Apocalypse Advertisement ………….………………… Figure 7: Izuna Advertisement ………….…………………………….……… Figure 8: PSP Theatre Advertisement ………….…………………………….… Figure 9: Final Fantasy Advertisement ………….……………………………. Figure 10: Lord of the Rings Online Advertisement ………….………………… Figure 11: Brain Age Screen Shot ………….…………………………….…… Figure 12: Brain Age Game Cover ………….…………………………….…… Figure 13: Brain Age Advertisement (A) ………….…………………………… Figure 14: Brain Age Advertisement (B) ………….…………………………… Figure 15: Alistair Archibald of My Word Coach ………….…………………... Figure 16: Veronica Munroe of My Word Coach ………….……………………. Figure 17: Penny of My Word Coach ………….………………………………. Figure 18: My Word Coach Advertisement ………….…………………………. Figure 19: Big Brain Academy Screen Shot ………….………………………... Figure 20: Big Brain Academy Advertisement ………….……………………… Figure 21: Wii Fit Balance Board ………….……………………………………. Figure 22: Wii Fit Advertisement (A) ………….……………………………….. Figure 23: Wii Fit Advertisement (B) ………….……………………………….. Figure 24: My Weight Loss Coach Advertisement ………….………………… Figure 25: Do Something with your Nothing Advertisement (A) ………….…… Figure 26: Do Something with your Nothing Advertisement (B) ………….…… Figure 28: Diner Dash Opening Story (A) ………….………………………….. Figure 29: Diner Dash Opening Story (B) ………….………………………….. Figure 30: Diner Dash Opening Story (C) ………….………………………….. Figure 31: Diner Dash Screen Shot ………….………………………………….. Figure 32: Cooking Mama Game Cover ………….…………………………….. Figure 33: Cooking Mama Screen Shot ………….…………………………….. Figure 34: Cooking Mama “Fail” Screen Shot ………….…………………… Figure 35: Shopmania Screen Shot ………….………………………………….. Figure 36: Mii Creation Screen Shot ………….………………………………... Figure 37: Mii Family Screen Shot ………….………………………………… Figure 38: My Wii Story Advertisement (Linda Perry) ………….…………… ………….………… Figure 39: My Wii Story Advertisement (Janiene Allen) ………….……… Figure 40: My Wii Story Advertisement (Nancy Ponthier) Figure 41: My Wii Story Advertisement (Tracey Clark) ………….……………. Figure 42: World of Warcraft Screen Shot ………….……………………….… Figure 43: World of Warcraft Advertisement ………….……………………… vii 211 212 213 214 215 216 217 218 219 219 220 220 221 222 223 223 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 238 239 240 240 241 242 243 244 245 245 ACKNOWLEDGEMENTS Writing a dissertation is never a single player game. I would like to thank those who have been players in this process. Special thanks to my committee chair, June Deery, and the rest of my dissertation committee who have all been wonderful mentors: Nancy Campbell, Nathan Freier, Katherine Isbister, and James Zappen. I would like to thank several other faculty and staff members at RPI for their encouragement and help throughout various points of this process: Kathy Colman, Jan Darling, Marc Destefano, Ekaterina Haskins, Pat Marra, and Tracy Paul. I would also like to thank Tobi Saulnier for giving me the opportunity to work at 1st Playable Productions, where I was able to learn more about the inner-workings of the game industry. I am forever indebted to several of my friends at RPI for brainstorms, advice, ideas, and for reminding me to take breaks: Dave Bello, Paul Booth, Amber Davisson, Eric Newsom, Elia Nelson, Casey O’Donnell, Amanda Rotondo, Debbie Rowe, Lillian Spina-Caza, Marcy Szablewicz, and Jay Zalinger. Special thanks to Melody Moening who has been there for me for more years than I can count. I would like to thank my parents, Howard and Carol Chess, for making me someone who understands the value of play and for putting up with my return to graduate school. Particularly, I would like to thank my mother for enduring my never-ending questions about her leisure time, and for finally agreeing to get a Nintendo DS. Finally, with love, I would like to dedicate this dissertation to my husband, Jeffrey Wes Unruh. Thank you for the countless hours of editing and encouragement. And thank you for reminding me that sometimes it’s okay to play even when it isn’t being “productive.” viii FORWARD: OF BEING MY OWN DEMOGRAPHIC I stand at a complicated space with respect to my research. At the time of this writing, I am a 36-year-old woman, and inarguably part of the demographic I am writing about. I play video games (and enjoy many of them) but I also often have mixed emotions about them. My video game play is often deeply intertwined with issues of guilt, a need for productivity, tension and frustration. At the same time, video games have helped me to see the world differently, and helped me to take a step back from these negative responses. I wandered into this field about five years ago, through a combination of coincidence and convergence. While working on my Master’s Thesis about gender, technology, and television, the topic was suggested to me by an advisor, and I rather innocently decided to write about a game that was very popular at that time, Grand Theft Auto III. My assumptions about games and gaming initially grew from that early experience: the games in the Grand Theft Auto series could not possibly embody more stereotypes of masculine styles of gaming. Thus, my early understanding of video game studies grew from this masculine and unbalanced space—like many others I began with the assumption that video games were made for men and boys. And, of course, many of them are. But as my research expanded, I realized that this myth was unfair and unwarranted. After playing several games that I did not like, my first truly immersive video game experience was with the popular Massively Multiplayer Online Game (MMOG) City of Heroes. I formed a network of people that I liked to play with online (both men and women) and began to play regularly. One evening I looked at a ix clock and realized that I had just played for eight hours straight—I had been so deeply immersed in City of Heroes that I had forgotten to eat, move, or use the bathroom in this time. I realized that I had been hooked. But, still, I was surprised at how many other people in my life (particularly women) did not understand this newfound interest in video games. I began to expand my research and ask the question, “What would it take to get more women to play video games?” I began to pay particular attention to my mother, a baby boomer kindergarten teacher who was particularly resistant to my area of research. One day in my frustration with her total indifference, I finally blurted out, “What kind of video game would make you want to play?” She paused. “How about a nice shopping game?” she asked, earnestly. I wanted to be surprised by this remark, but I wasn’t. In the three-plus decades I had spent getting to know my mother, I realized, shopping was how we most often spent time together. For instance, when I, or my cousins, or her sister, would come for a visit, we would ritualistically scoop up my grandmother, so that three generations of women could go wandering around the shopping mall, looking for bargains at Macy’s, trying on lipsticks, and eating at the food court. This realization was unsettling, and yet I knew that my experiences of shopping-as-play were in no way unusual. Cultural assumptions of feminine shopping as play and sport are constant and consistent in the American cultural landscape. This is not to say that I am condemning consumerism or women for taking part in it. It would be hypocritical of me to suggest that I am at all above sneaking away to Target for my play breaks from hours of work. x But the more I thought about this comment, the more uneasy I became. Seeking another opinion, I mentioned this to a colleague. “A shopping game? Wouldn’t that be eBay?” she pithily replied. Indeed, I realized that gendered digital play, from video games to the Internet, often takes on this consumerist guise. I soon became attuned to the word “play” and its uses in feminine spaces. I found it often in cosmetics and skincare departments, and in advertisements promoting gigantic sales where women could go on shopping sprees. Within assumptions of femininity and generalizations about women, play is often inextricably linked to shopping and consumerism. And while masculinity is certainly not excluded from the shopping-asplay paradigm, there is an overabundance of stereotypes involving femininity, leisure, and shopping. On several occasions women have confessed to me a great distaste for the shopping rituals of Western femininity, but then almost always quickly add that they feel that not enjoying shopping makes them less feminine. Similarly, I know many men who enjoy shopping, but who often confess embarrassment about taking part in this supposedly feminine pastime. At the same time, things started to change in my research area. In around 2005, when I began to ask my research question, “How do I get more women to play video games” there were relatively few games on the market aimed at this demographic. But by the summer of 2006, the Nintendo DS was released and soon after so was the Nintendo Wii. These products, in their advertising and game designs, both heavily targeted women audiences. Additionally, casual PC games became more dime-a-dozen and by late 2006 several franchises such as Diner Dash and the xi Mystery Case Files series had slowly started to make headway. It seemed that the market was changing. And, so, my research focus began to change as well. Rather than asking the question, “How do I get more women to play video games?” I began to look specifically at the games that were being marketed to them and how these games helped to perpetuate feminine stereotypes about caregiving, homemaking, consumerism, and self-care. What I found was that the common thread among all of these themes was “productivity.” Whether these games and their advertising were attempting to garner audiences by suggesting that women exercise more or take better care of families, there was an almost constant element of productivity in games aimed at women audiences. At the same time, I began to notice what I refer to as Simulated Productive Play (which I will discuss in Chapter Four): play that is not actually productive, but that uses common feminine tropes to emulate real world productivity within the game world. These patterns surprised me, and began to be the focus of my dissertation. To me, productivity was so interesting in these games because it seemed to be the complete antithesis of play. As I did research in the already established leisure studies area, I learned that this was no small coincidence—many women’s leisure activities had productive undertones. Additionally, as I will discuss in Chapter One, authors such as Rosemary Deem (1986) showed that many women felt they did not have the right to leisure time of their own. The confluence between this and productive video games seemed undeniable and worth further investigation. xii But what was equally surprising to me on this journey was a realization that (being a part of the demographic that I was studying) I was in no way immune to this phenomenon. As I spent hours researching games (i.e., playing and taking copious notes), I found that I often felt guilty and anxious, and would have to justify my play research to myself, repeatedly saying under breath, “It’s okay to play! It’s for research!” I felt a need to justify my play to myself and remind myself that I was being productive. This did not seem to be coincidental, and in many ways reflected the trends I was discussing in this dissertation. In many ways, I became part of my own research. I similarly felt conflicted with many of the games I played. Several of the games that I discuss in this dissertation I enjoyed a good deal, while other games angered and frustrated me because of gendered stereotypes that were pervasive throughout them. For example, the heteronormitive themes embedded in the game Dream Day Wedding (Chapter Four) often infuriated me. Alternatively, World of Warcraft (Chapter Five) is a wonderfully constructed game world and I have enjoyed playing it both as a researcher and as a gamer. Other games, such as those in the Diner Dash franchise (Chapter Four), I was more ambivalent and conflicted about—I began playing them expecting to not enjoy them at all, but often found myself playing far longer and more intensely than I ever had expected to. The games that I discuss in this dissertation do not fit neatly into one package and are diverse and compelling. I have attempted to articulate these complexities throughout this study. A few final points are important before embarking on this topic. First and foremost, this study is not about blame. While in this dissertation I discuss several xiii industries and demographics, I am not interested in blaming any group for the phenomena I will be discussing. The patterns of play are not the fault of the advertising industry, the video game industry, so-called “hardcore gamers,” women, or any other group or demographic. My interest is in looking more closely at what I consider to be a compelling situation, rather than casting blame on any of these groups or institutions. Instead, I argue, that the phenomena I am speaking of is larger than any group or individual. To that end, I would also like to clarify that in this dissertation I am not implying that there is a good or bad, right or wrong kind of play. While mixing play with productivity might, to a large extent, seem counter-intuitive to traditional notions of play, I recognize that different people and demographics might see play differently. In this dissertation, I do not seek to dismiss productive play as a lesser form of play (or not play at all), but rather, to look critically at femininity and play. I look forward to the potential of newer forms of women’s leisure and play that do not reify feminine stereotypes. At the same time, I feel that play is important in whatever package it comes. xiv ABSTRACT Until only recently, video games were often understood to be created by, and for, masculine audiences (Fron et al, 2007; Ray, 2004; Cassell & Jenkins, 1999). Now, in the past few years, an influx of video games has been increasingly marketed to a demographic previously ignored by the gaming industry: adult females. These video games and their marketing help shed light on larger issues of gender, play, and productivity. In this dissertation, I analyze a complicated relationship between play and productivity in the design and advertising of video games aimed at women audiences and show how gendered modes of play are constructed and ideologically driven. While the topic of ‘play’ may seem to be frivolous, I argue that play, particularly play designed for women, is of the utmost importance. To illustrate this I examine gendered divisions of play (and the construction of the player) in our culture. These divisions help to form specific kinds of players and reinforce gendered hierarchies, both in the video game industry (where femininity is often devalued) and in the cultural constructions of what is considered acceptable play for women. Through describing and analyzing the relationship between gender, play, and productivity, I show how ideologically driven practices of productive play help to reinforce traditional stereotypes of femininity, potentially affecting women’s leisure and play practices. In order to do this, I discuss three kinds of productive play that are prominent in many women’s video games: pragamatic play, simulated productive play, and socially productive play. Pragmatic play, as I show, is play that attempts to be xv productive for the player in the real world. For example, games such as Brain Age and Wii Fit use themes of self-help and self-care (in both game design and advertising) to attract feminine audiences. Simulated productive play is play that emulates real-world productivity—often in very mundane and domestic ways—and has the player re-enact these practices in the game world. Games such as Diner Dash and Cooking Mama provide examples of this simulated everyday domesticity. Finally, socially productive play refers to games that use stereotypes of family and caregiving to specifically attract women audiences. Video game systems such as the Nintendo Wii, in particular, use socially productive play to evoke guilt and expectations that women’s play should center on taking care of the family. Productive play, in general, can function as a kind of permission slip, constructing excuses for why and when women are permitted to engage in specific forms of play. While none of the categories of play I identify are mutually exclusive, they all help to draw a clearer picture of how women’s video game play has become essentializing and often encourages non-playful gender stereotypes. xvi CHAPTER ONE GENDER, PRODUCTIVITY, AND PLAY Introduction Play is vital. According to sociologist Johan Huizinga (1938/1974), it is an essential part of human life. He writes in Homo Ludens “Play cannot be denied. You can deny, if you like, nearly all abstractions: justice, beauty, truth, goodness, mind, God. You can deny seriousness, but not play” (p. 3). If what Huizinga says is true, if play is a significant, undeniable, and vital part of human life, then it is essential to understand why and when certain groups of people might not be getting enough of it. It is equally important to understand instances and trends when play activities for a specific group become constantly conflated with non-playful practices. In what follows, I explore a complicated relationship between women and play: I illustrate how leisure activities are highly gendered and often essentialize1 what it means to be feminine and masculine. Further, I demonstrate how women’s play tends to be productive in a decidedly unplayful way. Video game play, I show, is a perfect example of how play is gendered. So while the overarching theme of my dissertation is gender and play, I focus on video games as a microcosm of this larger issue. Video games are only a small segment of this larger problem, but their growing popularity and importance in our culture makes these issues even more pertinent and timely. As I show in this dissertation, video games are rapidly changing, and are increasingly being designed for, and marketed to, women audiences. These games, 1 By “essentialize” I am referring to cultural processes or practices that use simplifying stereotypes to attempt to understand the tastes or interests of individuals, in this case women. 1 rather than opening women up to new kinds of play, reify traditional stereotypes of femininity, prioritizing productivity over play. I argue that play, digital or otherwise, is deeply affected by the cultural construction of gender. This study considers how games are designed for and marketed to women audiences, and how they help to sculpt the ways that women play and understand leisure and play. While there is certainly a need for more studies that take ethnographic approaches to this problem (specifically looking at women and their play styles), I will not be looking at audience response so much as the larger culture of how video games are designed and marketed by the gaming industry. It is my goal to better illustrate how the larger gaming culture helps to reinforce a complicated relationship between gender, play, and productivity. Constructing the Feminine Player In his extensive body of work, French cultural theorist Michel Foucault (1965, 1970, 1977, 1978, 1984, 1985) explored how subjects are formed and, in particular, the relationship between subjects and institutions. For instance, in Discipline and Punish (1977), he described how the prison system helped to construct modern society as a “carceral state” and Madness and Civilization (1965) showed ways that culture has constructed mental illness and insanity through the asylum. These works also compared the ‘normal’ or ‘rational’ individual to the ‘abnormal’ and ‘irrational.’ Foucault’s work helped future theorists contextualize how institutions influence culture, but also how they help to form individual subjects that align with the categories and systems created by those institutions. While Foucault was not known 2 for including analysis of gender within his larger treatise, my research in this dissertation examines the institution(s) of play and leisure from a gender perspectives. My work is not nearly as topically expansive as Foucault’s extensive work on insanity, delinquency, or sexuality; my ultimate goal in this dissertation is to show how play is constructed and reinforced by a complex system of thought and practice. While the topic of ‘play’ may seem to be frivolous, and not nearly so dire a topic as madness, I argue that play, particularly play for women, is of the utmost importance. To illustrate this I show gendered divisions of play (and the construction of the player) in our culture. These divisions help to form specific kinds of players, and reinforce gendered hierarchies, both in the video game industry (where femininity is often devalued) and in the cultural constructions of what is considered acceptable play for women. Play, in general, is ideologically driven by masculine ideologies, a premise which is supported by both the video game industry and our culture at large. A useful way of illustrating how players are constructed as subjects is by the concept of interpellation. By “interpellation” I am referring to Louis Althusser’s (1971) discussion of a distinct relationship between ideology and subject. The ideology, he contends, is only made possible by the “subject” (you or I), through transforming the individual into a subject of that ideology. Thus he explains that ideology interpellates or “hails” individuals who are “always already” subjects of that ideology (p. 84). At the center of this process of interpellation is the notion of recognition: by recognizing an ideology as theirs, a person automatically becomes a subject, rather than an individual. Althusser illustrates, “There are individuals walking along. Somewhere (usually behind them) the hail rings out: ‘Hey, you there!’ 3 One individual (nine times out of ten it is the right one) turns round, believing/suspecting/knowing that in reality these things happen without any succession. The existence of ideology and the hailing or interpellation of individuals as subjects are one and the same thing” (p. 86). In effect, Althusser is suggesting that the interpellation process is thoughtless and immediate—the “Hey You” is automatically interpellated and thus becomes part of how subjects understand themselves. Play, I will show in this dissertation, is ideologically driven and is interpellated by (masculine and feminine) subjects who always already see themselves as specific kinds of players in conformance with their masculine and feminine identities. Within this matrix, masculinity is allowed a more free form ideology of play: unrestrictive play for the sake of play which is embedded in a larger cultural ideology. Alternatively, feminine play styles tend to be more productive, centering on self-care, family care, and making use of all available (free) time. In this dissertation, I use advertising and video game content to show how these themes are constructed within the broader video game culture and industry. In many ways, this recent flood of games aimed at feminine audiences can be seen as prescriptive technologies encouraging women to play in very specific ways. For this, it is useful to consider Norbert Elias (1939/1998) who wrote about civilizing processes and technologies. In the essay “The Rise of the Fork,” Elias explains that behaviors (such as the use of a fork) are often enculturated into a society through shame, ritual, and institutions. He explains that these rituals which are initially culturally mandated are later subsumed by individuals. According to Elias, “The 4 social standard to which the individual was first made to conform by external restraint is finally reproduced less smoothly within him, through a self-restraint which may operate even against his conscious wishes” (p. 54). In a similar way, I posit in this dissertation that technologies of play have been gendered and culturally mandated. These practices are incorporated by individuals and constituted through the social process of interpellation forming subjects of play. Literature Review The above problem—the construction and interpellation of gendered modes of play—is one that requires several disciplines and research areas to fully unpack. Thus, the following literature review covers several areas. I begin by establishing some definitions of play and leisure, as well as exploring leisure studies. Next, I look at productivity and its place in understanding gaming technologies. After this, I tackle gender studies (in general), gender and video games, and gender and technology. Finally, I approach the issues from a new media studies perspective. This review covers a good deal of theoretical territory in a small amount of space, in an effort to situate my dissertation within several large fields of research. Play, Leisure, and Games Play and leisure (like their corollary, work) are embedded in all cultures, yet, their very pervasiveness makes these topics easy to overlook. To begin, then, it is essential to define terms. Throughout this dissertation, I use terms such as “play,” “leisure,” and “game.” Each of these words is loaded with various kinds of social 5 baggage and implications, and it seems important to strip them of some of these in order to get at their relevance. So, while play is most commonly a word used to describe what children do, broadening how we look at play becomes pivotal to this dissertation. Similarly, leisure comes packed with some classist undertones, primarily through references to the “leisure class.” 2 Clearly, both play and leisure have class implications that are inextricable from the subtext of this dissertation. The cultural objects that I discuss in this dissertation are entrenched in white and middle-class values of play. At the same time, examining class and play as a whole is larger than the scope of this project. The definition of play has been debated by sociologists such as Johan Huizinga (1938/1974), John Callois (1958), and Brian Sutton-Smith (1997). The definitions that they arrive at tend to be anything but playful, and instead are often overburdened by words, categories, labels, and limitations. Callois, for instance, suggests that play needs to be non-obligatory, separate from everyday life, uncertain, unproductive, governed by rules, and make-believe (p. 9-10). The problem with this definition (for both Callois and Huizinga) is a translational discrepancy between the words “play” and “game”—while English makes a distinction between these words, other languages do not. This means that, often, these authors are conflating very different things within their definitions and explanations. In the book Rules of Play, Katie Salen and Eric Zimmerman (2004) suggest a very clean definition for the word “play”: “Free movement within a more rigid structure” (p. 304). They contend that this definition is useful because it can be applied to all uses of the word “play” from 2 The term “leisure class” was coined by Thorstein Veblen (1912). According to Veblen, the leisure class is the economic ruling class, taking more part in consumption than production. 6 game play to musical play, and from word play to the play of a carburetor. This is the definition of play that I will use through the rest of this dissertation. I began this chapter with a quote by Johan Huizinga about the importance and value of play. Several researchers and scholars, including Huizinga, have remarked upon play’s importance in everyday life: as a teaching tool (Gee, 2003; Beck & Wade, 2006), for medicinal purposes (Brooksby, 2008; Encarnação & Sawyer, 2008), and to engender identification and community (Sutton-Smith, 1997). These efforts are certainly compelling, but not central to the overall argument of this dissertation. My goal here is not just to stress the value of play, but to look at women’s quality of play, to better understand how it is influenced by gender. Defining leisure is, in many ways, just as tricky as defining play. Leisure studies, mostly housed in sociology, can focus on several different areas of inquiry, although travel and sports studies are most common. Primarily, though, this research tends to look at leisure either in comparison to work, or else in terms of “leisure industries.” For my purposes, though, I define leisure in terms of a person’s free time activities and a state of mind that goes with them, an understanding similar to Parr and Lashua (2004). Notions of leisure become even more complicated in light of Marxism. Marxist theorists in the 1950s began to consider the concept of leisure more critically, most notably Marxist Henri Lefebvre’s study “Work and Leisure in Everday Life” (1958). In this essay, Lefebvre denies the notion that work is entirely separate from leisure and the everyday, and suggests that work and leisure are constantly in equilibrium, affecting and influencing lives equally. He explains: 7 We must therefore imagine a ‘work-leisure’ unity, for this unity exists, and everyone tries to program the amount of time at his disposal according to what his work is—and what it is not. Sociology should therefore study the way the life of workers as such, their place in the division of labor and in the social system, is ‘reflected’ in leisure activities, or at least in what they demand of leisure” (p. 226-227). To that end, Lefebvre explains that leisure activities don’t necessarily grant as much freedom from the hegemonic ruling classes as they purport to, but rather are illusions of freedom in response to a “real need for happiness” (p. 230). Thus, when looking at leisure activities it is vital to not see them as being expressions of how people want to spend their free time, but as things influenced by larger cultural institutions that are both consumer and culturally driven. Since the late 1980s, there has been a growing amount of research on gender and leisure: primarily how leisure activities are deeply problematic for adult women (Aitchison, 2003). Researchers have found that leisure—particularly leisure at home—is a difficult thing to map, often because women have more responsibilities in home-spaces than men do. While many men find the home a place for relaxation and leisure separate from work, women are unable to have the same kinds of unconditional leisure that men have in these spaces (Green et. al, 1990). Thus, there is often a conflation of work activities and leisure activities: practices may have embedded practicality that negates the importance of leisure and play (Green et. al, 1990). 8 Additionally these studies often show that time is a key factor for women’s leisure activities. Rosemary Deem (1987) conducted a study showing that women did not feel they had the right to leisure time given the overriding concerns of maintaining households and work responsibilities. This ultimately affects the quality and type of leisure practices that women engage in: No wonder then that much of women's household leisure consists of needlework, knitting, cooking, reading, TV watching, writing letters, day dreaming and snatching quick naps. All of these activities can be fitted into a fragmented time schedule, don't require large blocks of time, are cheap or free, require little space or equipment and can quickly be disposed of or stopped when work obligations intervene (p. 81) Thus issues of women and play have been inextricably linked to issues of time: what a woman considers play or leisure is not necessarily defined only by the activities she enjoys, but also by the activities that fit neatly and cheaply into her fragmented schedule. In Chapter Four I discuss similarities between this kind of leisure and the casual games genre, a growing trend with women gamers. For many women, it becomes difficult to see the home as a site for anything but labor, making leisure unlikely, if not impossible, at home. In The Second Shift, Arlie Russell Hochschild (1989) refers to this as a “leisure gap” (p. 4), and suggests that this gap sets up longer term cycles of inequality. She explains: It sets up a cycle that works like this: because men put more of their “male” identity in work, their work time is worth more than female work time—to the man and to the family. The greater worth of male work time 9 makes his leisure more valuable, because it is his leisure that enables him to refuel his energy, strengthen his ambition, and move ahead at work. By doing less at home, he can work longer hours, prove his loyalty to his company, and get promoted faster. (p. 265-266). While the focus in this passage is men’s work and leisure, Hochschild asserts that a parallel cycle with less leisure occurs for women. Thus, the task of maintaining dual roles leaves little time for leisure, and it is unsurprising that play is often non-existent in the everyday lives of women. While these studies do not necessarily compare women’s lifestyle choices (stay-at-home vs. working women), it would seem that, in either case, leisure and play are lacking in many women’s lives. As productivity and play become entangled through digital play, I ultimately show how this creates a space for a potential third shift. In this third shift, leisure, too, is becoming a labor site for many women. In “One Size Doesn’t Fit All: The Meanings of Women’s Leisure”, Karla A. Henderson (1996) warns of the dangers of ascribing singular meanings to various patterns in women’s leisure practices. She explains, “The leisure research on women’s leisure and gender in the past six years points to ‘different sizes’ related to leisure and the imperative for social change including both structural and personal changes” (p. 150). Henderson suggests several conclusions and implications of the past research including (1) contextual rather than biological reasons for leisure differences between men and women, (2) the conclusion that “the more roles undertaken by a woman, the more likely that individual is to have less personal leisure” (p. 151), (3) that definitions of leisure, itself, vary between women, (4) that 10 leisure constraints are more obvious for women in more marginalized race and class groups, and (5) that leisure may serve as a space for resistance. By Henderson’s account, it would seem there is no single cause or effect to the problematic relationship between women and leisure. In studies of gender and video games, women similarly often tell researchers that they “don’t have time” to play video games or that it seems like a “waste of time” (Royse et al, 2007). These ideas are worth considering: it seems unsurprising that the video game industry and audiences are so decidedly male-dominated when many women are so dismissive of this form of technological play, and often left unable to find links between technology and leisure practices. The immersive quality of video game play ultimately makes it the antithesis of the leisure and play styles described by Deem, Green et al, and Aitchison. Finally, the word “games” comes up commonly when referring to both leisure and play practices. One of the difficulties is the aforementioned confusion in French between the terms play and games. It is further complicated because while play is a component of games, games are also a kind of play (Salen & Zimmerman, 2004). Perhaps one of the easiest ways to look at games is through the lens of agonism, or competitive play, which is commonly associated with game play. In Man, Play, and Games, Callois (1958) defines Agôn as: A whole group of games [that] would seem to be competitive, that is to say, like a combat in which equality of chances is artificially created, in order that the adversaries should not confront each other under ideal conditions, susceptible of giving precise and incontestable value to the 11 winner’s triumph. It is therefore always a question of a rivalry which hinges on a single quality exercised, within defined limits and without outside assistance, in a certain category of exploits. (p. 14) Agonistic play is thus associated with sports, competitions, and with playful combat. Callois adds that the purpose of agonistic play is ultimately for the player to assert (and have recognition for) his or her “superiority” (p. 15). The power of this kind of play lies in its competitive nature; but while it is about dominating a foe it is also about the friendliness of this competition. Agonism, from its Greek root (Agôn), is counter to Antagonism: antagonism is competitive in an unfriendly and ultimately counterproductive way (Hawhee, 2004). Thus, Agôn implies camaraderie between competitors, an understanding of the usefulness of playing against one another. According to Brian Sutton-Smith (2001) in The Ambiguity of Play, Agonistic play almost entirely implies masculinity in many cultures, where a “deific masculine resonance” (p. 86) is given to competitive players. He explains that, “Until recently in Western society, and most other societies, women seldom had a place in these kinds of play. They were condemned to the presumed frivolity of their own lesser play forms” (p. 87). As implied by Sutton-Smith’s remark, this sentiment has begun to shift, slightly, and women are often permitted in sports and competition. But there is still a massive gender gap, and in large part, the justifications begin to sound tautological: women do not play competitively because they have no desire to do so, but cultural conditions do not facilitate such a desire. Masculine play is more freeform, permissive, and pervasive than feminine play. 12 Once again, perhaps, Salen and Zimmerman (2004) arrive at one of the simpler and least problematic definitions of a game. They assert that, “A game is a system in which players engage in an artificial conflict, defined by rules that result in a quantifiable outcome” (p. 80). Some of the notable aspects of this definition include that there must be one or more players, some kind of imaginary conflict, rules, and a quantifiable outcome. In this study, I will be using the word “play” to refer to precise practices, such as video game play or technological play. These practices will all be broadly encompassed by Salen and Zimmerman’s “free movement in a more rigid structure” (p. 304) definition. Alternatively, when I discuss “leisure,” I will be talking about a larger range of practices that people (specifically women) undertake in their free time. These leisure practices might include various kinds of play. Finally, when I discuss “games,” I will be referring to specific game objects and texts most of which have the attributes drawn out by Salen and Zimmerman’s definition of “game.” 3 Productivity and Play While this dissertation is primarily about women’s digital play and leisure practices, the underlying theme is productivity. On the surface, many of the games that I discuss in chapters three, four, and five are presented to consumers as play and leisure. Many of these games, though, have underlying themes of productivity. Only recently have scholars begun to examine the role of productivity in video games. On the surface, productivity seems like it would be the antithesis of play. In actuality, 3 This often becomes complicated when referring to play spaces without a quantifiable outcome or imaginary conflict, such as the online world Second Life, or exergames such as Wii Fit. I will discuss their status as games (or not games) in subsequent chapters. 13 though, productivity functions in several ways. For example, scholars such as Postigo (2007) and Taylor (2008) have looked at the productivity inherent in game modifications (mods)— software designed by players to enhance and improve game play and interfaces in massively multiplayer online games. Taylor (2006) has also looked at the productivity in what she refers to as “power gaming” or “instrumental play.” Taylor explains that, with intense gaming experiences (which only certain players are inclined towards), efficiency plays a much more important role than fun. Similarly, Sotamma (2007) talks about the productivity in Machinema, or movies made by using game interfaces. Finally, Wirman (2007) draws comparisons between fan-related productivity and the productive nature of Taylor’s power gamers. In a presentation at the Digital Games Research Association, Wirman also suggests that a certain amount of productivity is an inherent part of all video game play. According to Wirman: Games serve as platforms for many kinds of productivity. Actually, they even require and not only enable productivity because productivity is compulsory already during the gameplay. Thus productivity is a precondition for a game as a cultural text. Furthermore, some forms of productivity relate directly to play and succeeding in a game, while some grow from the expressive and artistic intentions of a player. (p. 379) Wirman’s notion of productivity primarily focuses on in-game productivity as well as the gaming community at large, whereas my focus is on extra-game productivity. This is a key distinction, for while my focus does directly involve game play, the 14 productivity I will be discussing also has an influence on real-world productivity—in other words, productivity outside of the gaming world. In some ways, dictionary definitions of the word “productive” provide the most clear-cut explanations of how I understand productive play. For example, Merriam-Webster (2009) defines productive as, “yielding results, benefits, or profits”. Alternately, Chamber’s Dictionary defines productive as, “having the power to produce; generative; the produces (with of); producing richly; fertile; efficient” (p. 1312). In combining some of the common elements of these two definitions, I define “productive” as the ability to yield results in a generative way. Specifically, in this dissertation I am referring to productive play as play which yields results that exceed the confines of the game world and leaks into the real world. In other words, while all games are productive (as Wirman suggests), I am especially interested in functions of games that influence real-world productivity. The productive play addressed in this dissertation can help to re-contextualize Lefebvre’s “work-leisure unity” (p. 226). Lefebvre’s aforementioned observations suggest that individuals are not only oppressed in how they spend their work time, but equally oppressed within their leisure time. This being the case, his theoretical contributions have even more resonance when play becomes so deeply conflated with productive activities. Lefebvre did not specifically address women or women’s leisure in his work, but, as I will show in this dissertation, his theoretical contributions might be of some importance to gender and women’s studies. 15 Gender, Sex, Culture, and Biology Before discussing gendered play practices, I will need to sort out the complicated relationship between gender and sex. This is a broad topic undertaken by many commentators, philosophers, and scholars. Many gender studies scholars make the distinction that while “sex” is biologically determined by chromosomes, “gender” is based on social constructions. To give an example of current thinking, in her essay “Axiomatic,” Eve Kosofsky Sedgwick (2005) explains that: Gender, then, is the far more elaborated, more fully and rigidly dichotomized social production and reproduction of male and female identities and behaviors—of male and female persons—in a cultural system for which ‘male/female’ functions as a primary and perhaps model binarism affecting the structure and meaning of many, many other binarisms whose apparent connection to chromosomal sex will often be exiguous or non-existent. (p. 83-4) Thus, according to Sedgwick and other gender studies scholars, while sex relates to a male/female binary, gender is a cultural construction falling on a continuum of masculine and feminine identities: which are often understood as masculinity and femininity. As such, when discussing a person’s sex (male/female) for the remainder of this dissertation, I am referring to a relatively fixed biology. Conversely, when I discuss gender I am referring to the social and cultural constructions of masculinity and femininity. There is little question that one of the key influences on gender studies is Simone de Beauvoir—the French feminist existentialist who was one of the mothers 16 of Second Wave Feminism in the 1960s and 1970s. De Beauvoir’s (1952/1989) famous book The Second Sex contributed to gender studies in several ways. First, she posed the point that this has “always been a man’s world” which cast woman as permanently in the role of the “other.” This otherness, according to de Beauvoir, defines feminine existence and results in inferiority and narcissism. At the same time, de Beauvoir is one of the first scholars to make a distinction between sex and gender by writing this important passage: One is not born, but rather becomes, a woman. No biological, psychological, or economic fate determines the figure that the human female presents in society; it is civilization as a whole that produces this creature intermediate between male and eunuch, which is described as feminine. (p. 267) Gender, de Beauvoir contends, is socially constructed rather than biologically predetermined. Many of the feminists who were influenced by de Beauvoir followed her by maintaining a distinction between sex and gender. While a good deal has changed in terms of women’s rights in the past fifty years, many more recent scholars have continued to use de Beauvoir’s work to understand the sex/gender distinction. Judith Butler (1990) is a key contemporary humanities gender theorist: her second book Gender Trouble attempts to better understand the gender/sex divide, as well as feminist theory in general. Butler asserts at the beginning of Gender Trouble that one of the primary problems with the feminist theory which had preceded her was that it revolved around the category of “women.” This distinction, according to Butler, feeds into a heteronormative ideology that helps to create a binary divide 17 within both gender and sex. In GenderTrouble, Butler (1990) repurposes Althusser’s notion of interpellation for gender construction, which she insists is “always already” a person’s sex, meaning that perhaps sex and gender are not necessarily culturally distinct. In her subsequent book, Bodies that Matter (1993), she invokes Althusser’s interpellation to relate this back to the moment of being born, replacing the “Hey, you there!” with the phrase, “It’s a girl!” She explains: Consider the medical interpellation which (the recent emergence of the sonogram notwithstanding) shifts an infant from an ‘it’ to a ‘she’ or a ‘he,’ and in the naming, the girl is ‘girled,’ brought into the domain of language and kinship through the interpellation of gender. But that ‘girling’ of the girl does not end there; on the contrary, that founding interpellation is reiterated by various authorities and throughout various intervals of time to reenforce or contest this naturalized effect. The naming is at once the setting of a boundary, and also the repeated inculcation of a norm. (p. 7-8) Thus, according to Butler, the interpellation of ideologies in general is simultaneously enfolded into the interpellation of gender ideologies in particular. Just as the “it’s a girl!” moment helps the process of “girling,” mass media and popular culture constantly reaffirm what it is to be a girl or a woman. To further expand on this notion of gender interpellation, Butler uses the term performativity, explaining that gender is “performatively produced and compelled by the regulatory practices of gender coherence” (p. 33). Essentially, despite the agency that sounds inherent in the term “performativity,” it shows how little agency we have when it comes to gender: while we might perform our genders, we are not able to choose them. 18 Alternatively, the social sciences often take different approaches to reconciling sex and gender. In some ways similar to Butler, in their essay “Doing Gender,” Candace West and Don Zimmerman (1987) argue against gender binaries and suggest a definition of gender based partially on the works of sociologist Erving Goffman—a scholar not used in Butler’s gender theories. Unlike Butler, West and Zimmerman suggest that rather than being merely enculturated, gender is a situated accomplishment, and is done as part of interactions with others (in other words, a non-conscious performance). In essence, they posit that this interaction is key to gender construction and it would not occur in a vacuum. Ultimately, they explain that gender is: […] a routine, methodical, and recurring accomplishment. We contend that the ‘doing’ of gender is undertaken by women and men whose competence as members of society is hostage to its production. Doing gender involves a complex of socially guided perceptual, interactional, and micropolitical activities that cast particular pursuits as expressions of masculine and feminine ‘natures’ (p. 4). Additionally, trying to move beyond traditional gender binaries, they add a new category, expanding from sex/gender to sex/gender/sex category. By “sex category” West and Zimmerman refer to the sex that one aligns themselves with that is not necessarily based on biological sex or gender. Thus, while sex and gender might create social pressure that guide what one believes is their “sex category,” it is not entirely set by these distinctions. Instead, they explain that “sex category” is 19 important for transgender association, where a person can be seen as masculine or feminine, even if their biological status does not necessarily align with it. In Feminism and the Biological Body, Linda Birke (2000) attempts to reconcile biology and feminism, suggesting that the two are not necessarily as much at odds as previous feminist and gender scholars have inferred. According to Birke, an acceptance of biology is not necessarily the same as biological determinism (which is a common misconception for feminists, according to Birke). She explains: Undoubtedly, biological arguments have all too often been made in ways that buttress gender divisions. Politically, then, feminists have tended to oppose biological arguments and to insist on some form of social constructionism of gender, or of other social categories (such as sexuality). But opposing biological determinism is one thing; throwing out discussion of biology altogether is quite another. In the zeal to reject biologism, the embodied subject and the biological body seem to be forgotten (p. 21). Birke explains that by playing into sex/gender binaries, we are creating a system where biological sex is an indisputable and unchanging fact. Ultimately, according to Birke, notions of unchanging biology use masculine perspectives, and a more feminine perspective on biology would allow for the biological changes that are more inherent in feminine bodies. She explains, “[…] a theory which posits biology as fixed/passive—even if implicitly—supports political practices which fail women” (p. 157). By this, Birke means that the problem is not that biology automatically reinforces determinist philosophies. Instead, there is a larger (political) system of institutions that reinforce masculine perspectives of biology. 20 As I have shown in this brief literature review, both biology and culture affect how we understand and present our gender credentials to others. In this dissertation, I do not attempt to resolve this enormous issue except to assert that biological and cultural determinants are difficult, if not impossible, to separate and that both likely contribute to what we understand as gender roles. That said, the emphasis of my research will be on what I understand as culturally learned and enacted rather than biologically determined behavior. Specifically, my focus is not on how men and women play differently. I will not be looking at factors such as hand-eye coordination or visual responses that can easily be attributed to biological factors. Instead, my focus is on the cultural aspects of video game play: how play is constructed differently for men and women. Gender and Video Games It seems relevant to ask: Why do we even care if women play video games? One reason is certainly economic. In recent years several game developers have made attempts to attract more feminine audiences (Ray, 2001; Laurel, 1999), but at the same time they often simultaneously create gendered ghettos (Jenkins, 1999) of gamers—advocating and predetermining the ways that women should play video games—often pushing categories such as casual games, social games, and narrativeheavy games4 (Ray, 2004; Subrahmanyam and Greenfield, 2000). Academic researchers often have less financially driven goals, and their research on gender and video games has focused on many of the potentially positive and practical aspects of 4 I will describe these game categories in more detail, later in this chapter. 21 getting women (and girls) more interested in video games. For instance, studies have shown that video game play might have cognitive benefits (Feng et al, 2007), while others discuss how video games might make women more comfortable with technology in the workplace (Cassell & Jenkins, 2000). This research has expanded upon previous studies of gender and technology as well as cognitive research, and has certainly shown some of the value in studying gender and video games. In the following, I will show that while many of these studies have been excellent starting points for research into gender and video games, more research needs to be done to determine how video games often reflect different kinds of play and leisure habits for men and for women. While some past studies on video games discuss gender differences, they do not apply this to gender, play, and leisure in general. Additionally, they do not factor in how productivity becomes an important component of this gendered play. In this section I provide a brief overview of gender and gaming. Later, in Chapter Two, I will discuss this topic in more depth, paying specific attention to the masculine hegemony of the video game industry. For now, my focus is on why it is important to get women in the game in the first place. Much of the early research on video games and gender has been limited to the question, “how do we get little girls to play video games?” Books such as, From Barbie to Mortal Kombat (1999) helped to pave the way for discussions of the gendered nature of the video game industry (Cassell & Jenkins, 1999), but focused on girls, rather than women. This research suggested that girl’s lack of interest in video games may be associated with lower interest levels in math, science, and technology. Cassell & Jenkins explain: 22 It’s not just that girls seem to like today’s computer games less than boys do, but that these differential preferences are associated with differential access to technological fields as the children grow older, and this differential access threatens to worsen as technological literacy increasingly becomes a general precondition for employment. Thus, approximately 75 percent to 85 percent of the sales and revenues generated by the $10 billion game industry are derived from male consumers. And men hold the more powerful jobs in the technologyrelated fields, both in companies that design computer games and in all other digital technologies. (p. 11) From this perspective, research on girls and gaming was in the best interest of game companies hoping to open the market and both feminist academics and activists attempting to gain a more substantial foothold for women in technology careers. Thus began what was subsequently known as the “Pink Games Movement” of the mid-90s, in which video games specifically aimed at young girls flooded the market. Several video game companies attempted to analyze the success of the most popular game for girls at the time: Barbie Fashion Designer. At the same time, entrepreneurial feminist companies such as Brenda Laurel’s (2001) Purple Moon games tried to introduce feminist theories into video game design, attempting to make more empowering (and less material) designs and narratives centered around realworld things girls experience. Subsequent studies focused on these specific games, attempting to determine how to recreate the few successes and learn from failures for future “pink games”. 23 For instance, the success of the game Barbie Fashion Designer prompted Kaveri Subhramanyam and Patricia Greenfield (1999) to conclude that the most logical way to garner girl audiences would be to repurpose preferences from other kinds of media, surmising that girls’ interests lie in areas such as “the drama of human relationships” (p. 54), as well as the use of role-play. In their essay, “Retooling Play: Dystopia, Dysphoria, and Difference” Suzanne de Castell and Mary Bryson (1999) take a more critical and cultural approach, suggesting that most of the supposed preferences of young girls for video games are primarily dictated by culturally learned behavior, rather than biology. De Castell and Bryson also suggest that perhaps gender expectations play a larger role in video game design than actual desire. They explain, “[…] girls desires have far less to do with what girls want than with what kind of girl adults, whether in education or in the marketplace, want to produce” (p. 251). But, as already noted, From Barbie to Mortal Kombat primarily focuses on young girls—a distinction which is not a problem unto itself. More problematically, though, subsequent research on girls was often inaccurately applied to women. As a result, researchers often conflated age groups and made broad assumptions about “female” tastes in video games. In her book on the Massively Multiplayer Online game Everquest, T.L. Taylor remarks upon the problematic nature of this phenomenon. According to Taylor: While some work in the 1990s was notable for its nuanced approach in understanding the relationship between gender and games, much of it presented stereotypical formulations of girls’ relationships to technology. 24 In addition, little was done to disentangle the experience of play across age and life cycle. Research on girls thus often was extrapolated to apply to women. (p. 99) This focus on girls rather than women often suggests more determinist models, as there is a greater focus on “female” likes and dislikes, rather than specific tastes of women and girls in different age groups. In turn, these earlier studies often resulted in discussions and assumptions that that girls and women alike prefer casual games, social games, or narrative heavy games (Ray, 2004; Subrahmanyam & Greenfield, 2000). In this study I will not be employing biological perspectives, and instead focusing more on how culture helps shape gendered gaming preferences. Additionally, I focus on women rather than girls. While my category of women is still rather broad, eliminating girl games from my research give it a more specific focus. One of the worst offenders when it comes to biological determinism is Sheri Graner Ray’s (2004) book Gender Inclusive Game Design. Ray’s book, which is meant as more of an industry guide than an academic text, suggests primarily biological interpretations for sexual difference and video game play. For instance, she posits that women do not have the same physiological reaction as men to a visual stimulus and that it is essential to design games around emotional stimuli that are more likely to be appealing to women. She concludes, When you consider that emotional or tactile input generates the same response in females as visual stimuli does in males, it is easy to understand why females would watch Titanic numerous times over, or why some women carry their favorite romance book along wherever they go. (p. 60) 25 Observations such as this are problematic for two reasons: first, Ray does not generally allow a possibility that these traits are—at least in part—culturally enacted rather than biologically determined; second, Ray’s use of “male” and “female” throughout the text clearly conflate woman with girl. By attempting to articulate the supposedly biological likes and dislikes of “females” rather than trying to fine tune her observations to specific ages, races, and classes, Ray ultimately creates a rather narrow and stereotyped image of how “females” play. Other researchers have similarly used biology as the fulcrum point to determine gendered tastes in video games. Neurobiology is often the focus of video game studies—both in industry and academia. For instance, one recent Stanford study focused on the neurobiological effects of rewards in terms of gender differences, concluding that men show more activity in the “mesocorticolimbic center” of the brain, which they associate with competition and addiction (Hoeft, et al, 2008). Ultimately, the neuro-imaging study purports to show that men and boys have more “fun” playing video games than women and girls. Recent studies have begun to critique this kind of positivist research on gender and gaming. Taylor (2008) suggests that future studies should move away from this biological focus and take gender and culture more deeply into account. Similarly, Royse et al (2007) divided its women participants into three categories: power gamers, non-gamers, and moderate gamers. The Royse et al study is particularly effective in its recognition of different kinds of attitudes towards gaming within the category of “women.” Thus, while several researchers have begun to open new avenues for ways to understand gender and video games, my study uniquely 26 examines themes of productivity in games aimed at women, which track back to larger issues of gender and play. Finally, I would be remiss if I did not comment on studies that focus on feminine game characters and the fulfillment of female stereotypes in gaming for men. In video games, characters are often overly sexualized (such as Tomb Raider’s Lara Croft) or meant to be saved (such as the Super Mario series’ Princess Peach). Of this, Ray (2001) astutely explains: As we look back through the history of games, we find that […] there seems to be two ways game designers deal with female representation in games. The first way is by depicting the female as a sexual object. The female’s sexual characteristics are exaggerated and emphasized. […] The second way designers approach feminine representation is to depict the female as an object to be retrieved or rescued (p. 28-29). Ray continues by remarking that this is obviously not distinct to the video game industry: indeed Hollywood has long glorified these two archetypes of feminine characters. Others have looked more critically at the potential that some of these video game characters have for different kinds of representations of women. For example, in their article “Gaming with Grrls: Looking for Sheroes in Computer Games,” Birgit Richard and Jutta Zaremba (2005) concludes: Emancipatory offers are only possible in those games which depart from contemporary design in setting and female figure, either into historical, futuristic contexts, or into surreal worlds. Body samples, patchwork 27 identities from different times and aesthetic worlds, as well as the openness to projections are the characteristics of the “sheroes” that enable a successful identification. (p. 299) Feminine video game characters typically embody sexist representations of women, and only by moving beyond the video game industry fare can this imagery be escaped. Despite the current glass ceiling of feminine avatars,5 there are possibilities for using video games to break stereotypes, rather than reinforce them. In chapter two I will look more closely at video game magazine advertisements, many of which maintain sexist and problematic imagery. Gender and Technology The previously mentioned quote from Cassell and Jenkins (1999), suggests that gaming can help interest more girls in science and technology careers. Obviously, this argument implies that girls and women are not usually interested in these areas. In this section I will look at how the relationship between gender and technology plays a role in perceptions and constructions of women as gamers. In popular culture, women often have the reputations of being particularly non-tech. Depictions of women in relation to technology often result in simplistic stereotypes and tasteless jokes about women’s supposed incompetence in driving or programming a VCR (Millar, 1998; Gill & Grint 1995). In “The Gender-Technology Relation: Contemporary Theory and Research,” Rosalind Gill and Keith Grint (1995) discuss the implications of these problematic stereotypes: 5 Avatars are a player’s in-game representation. 28 The cultural association between masculinity and technology in Western societies is hard to exaggerate. It operates not only with the popular assumption—from which much sexist humor about women's 'technical incompetence' has been generated—but also as an academic 'truth'. Some analysts see it as biological in origin, others as social, but there are few who speak explicitly to challenge the idea that technology and masculinity go together. Even feminist writers, usually on the forefront of attacks on assumptions about gender, have mostly accepted the association, and, rather than challenging its existence, have sought to understand how and why this state of affairs has come about—and how it might be disrupted. (p. 3) Gill and Grint suggest that the problem is deeper than just passing jokes; these are assumptions made by both men and women in everyday practices. Breaking these stereotypes is difficult, and often feeds into cultural understandings of who is involved in digital play. Thus, along with assumptions about who is able to work with technology, there are expectations about who plays with it. Additionally, from a historical perspective, there is some suggestion that technology might not always improve women’s lives. In More Work for Mother: The Ironies of Household Technology from the Open Hearth to the Microwave, Ruth Schwartz Cowan (1983) discuss how domestic technologies have served the interests of men but not women, ultimately making “more work for mother” while relieving men and children of their chores and tasks. She explains: 29 […] the changes that occurred in household technology during the twentieth century had two principal effects. The first was to separate the work of men and children from the work of women, continuing a process that had begun in the previous century; and the second was markedly to increase the productivity of the average housewife. This conclusion can be put more succinctly by saying that, in the second phase of industrialization, American households and American housewives shifted not from production to consumption but from the production of one type of commodity to the production of another in even greater quantities. (p. 99) Thus, according to Cowan, production in household technologies engendered more production. The productivity of household labor has recently become a theme in several video games aimed at feminine audiences (such as Cooking Mama, Diner Dash, and Cake Mania) and in Chapter Four I will elaborate more on how gaming technologies, too, can create potentially create a third shift for women—particularly working mothers. In recent years there have been several studies regarding the relationship between gender and technology in general (Haraway, 1991; Wajcman 1991; Wajcman 2004; Wosk, 2001). Often feminist researchers found an inherently masculine undertone to science and technology, which often gave pause about the nature of this technology. According to Judy Wajcman in Feminism Confronts Technology (1991), “A key issue here is whether the problem lies in men’s domination of technology, or whether the technology is in some sense inherently 30 patriarchal” (p. 13). Different feminist factions have subsequently approached this question in various ways. Studies of gender and technology often focus on how masculinity is embedded in technologies and technological practices, and how this helps to give men more “expertise” as owners of technology. According to Wajcman (1991): It is not simply a question of acquiring skills, because these skills are embedded in a culture of masculinity that is large coterminous with the culture of technology. Both at school and in the workplace this culture is incompatible with femininity. Therefore, to enter this world, to learn its language, women have to forsake their femininity (p. 19). One of the agendas of those who study gender and technology is to alleviate patriarchal influences on technology and determine ways to create more opportunities and remove stereotypes. Achieving this reconciliation between women and technology is problematized by the several different stances taken on the issue: Liberal feminists have attempted to push women into what are traditionally understood as more masculine roles regarding gender and technology (in order for them to get ahead in the workplace and elsewhere), Eco-feminists tend towards more biological determinist standpoints that treat technology as though it is masculine (suggesting that women should not take part in emerging technologies and should embrace more traditional notions of femininity), while Cyberfeminists tend to see technology as a potential answer to gender empowerment (Haraway, 1991; Millar, 1996 Wajcman, 1991). Wajcman (2004) suggests that the first and second of these three standpoints 31 may ultimately be detrimental to feminisms by relying on more determinist models which still regard technology as being masculine. Cyberfeminist arguments are particularly useful for this study. Most cyberfeminist theory comes from Haraway’s (1991) “Cyborg Manifesto” which suggests that the cyborg (a combination of organism and machine) is the answer to constructing a “monstrous world without gender.” In the end, Haraway rejects ecofeminist logic declaring “I would rather be a cyborg than a goddess” (p. 181). This viewpoint was later expanded by many into what is now known as “cyberfeminism” which attempts to use technology to blur the boundaries of gender, suggesting that there is potential to move beyond typical notions of masculinity and femininity (Wajcman, 2004; Plant, 1996). Of particular interest to cyberfeminist theorists are online technologies, where men and women alike are able to blur their gender roles and experiment with new virtual bodies and personalities (Turkle, 1995; Wajcman, 2003). In her book Technofeminism, Wajcman (2001) describes what she calls technofeminist theory as a means to continue changing the relationship between women and technology. She explains: An emerging technofeminism conceives of a mutually shaping relationship between gender and technology, in which technology is both a source and a consequence of gender relations. In other words, gender relations can be thought of as materialized in technology, and masculinity and femininity in turn acquire their meaning and character through their enrollment and embeddedness in working machines. (p. 107) 32 Wajcman’s technofeminism, similar to cyberfeminism, allows for the relationship between women and technology to continue changing. This outlook towards technology is overwhelmingly positive and forward-thinking: the idea is that emerging technologies (while potentially threatening) can also serve to help push women into more science and technology careers. While the aforementioned studies often use theory to highlight how technology can help or not help women in work places or domestic spaces, few have discussed the benefits of technological play for the sake of play. This seems both contradictory and problematic: if technology is used only for work and not for leisure, it seems impossible for women to ever gain any real expertise. Playing with technology would help women increase their comfort levels, potentially making them more comfortable using it at home and work. Two somewhat recent studies use ethnographic methodologies to explore these very issues. Eileen Green (2001) suggests a greater focus on technology and leisure practices, but also warns that with women there is often a “blurring of work and leisure activities” (p. 185). Similarly, in At Home with Computers, Elaine Lally (2002) discusses ways that domestic computing technologies often blur work/home lives, contributing to the complicated relationship between women and technology. She explains, “Women do sometimes buy computers just because they want one to ‘play’ with, although they might not describe what they are doing by the use of that term” (p. 165). Thus, even as a play space, computers are not necessarily parsed as playful technologies for many women. Cyberfeminist (and technofeminist) theory is useful for understanding gender and video games. Many games allow players to use avatars to subvert age, race, and 33 gender. At the same time, these games need to be understood as play spaces. Digital play spaces are full of potential, not only because they might get women more interested in technologies, but because the freedom of play makes it fertile ground for experimentation and personal growth. At the same time, in this dissertation I discuss several games that reinforce, rather than subvert, traditional stereotypes of women and technology. New Media Studies Beyond being technology, video games are often also categorized as “new media.” As such, most of the current research on video games is situated within a larger area of inquiry known as new media studies. This is a large area encompassing several different topics, such as web sites, social networking, mobile technologies, and online dating. While diverse, this growing body of work has a good deal of relevance to digital gaming. But because video games are in digital formats and generally played on computers, console systems, or handheld devices, many of the themes inherent in new media studies are applicable to this specialized field. Because not every component of new media studies is relevant to video game studies, my analysis will focus on topics and aspects that are of particular relevance to topics in gender and video games. Scholars often have differing definitions of what new media even is. For instance, in The Language of New Media, Lev Manovich (2001) lists five factors that ultimately define all new media objects: numerical representation (new media can always be represented and parsed down to numerical code); modularity (new media 34 can be repurposed into various parts); automation (new media is able to be automated); variability (new media can be understood in infinite iterations); and transcoding (new media can be put in new formats). Alternatively, in Cyberliteracy Laura Gurak (2001) lists four characteristics which she thinks are central to all new media: anonymity, speed, reach, and interactivity. In this dissertation, I do not contest any of these definitions of new media. Instead, I use a selection of topics in new media studies to illustrate the importance and impact of video games. New media studies tends to have several recurring topics: remediation, interactivity, anonymity, narrativity, identity, privacy, piracy, and community among them. Some of these topics are more applicable to my research on gender and video games than others. Since it would be impossible to provide a completely comprehensive survey of all recent work in new media studies, I am instead selecting key topics in this area that are particularly relevant to my research: they are interactivity, identity, and narrativity. These three topics pertain to my research the most, while aligning with my methodological approaches (discussed later in this chapter). Thus, I begin by considering some of the theoretical implications of examining new media, and later in this chapter will focus more on methodological concerns. Interactivity in New Media Interactivity is an important topic in new media studies, but what interactivity is, its relevance, and even its existence are common topics of debate. In New Media: The Key Concepts, Nicholas Gane and David Beer (2008) describe this dilemma: 35 Interactivity is one of the most frequently used concepts in new media theory. It is often invoked as a benchmark for differentiating ‘new’ digital media from ‘older’ analogue forms, and for this reason it is not unusual to find new media referred to as interactive media. But herein lies the problem: in spite of the almost ubiquitous presence of this concept in commentaries on new media it is not always clear what makes media interactive or what is meant exactly by the term interactivity. (p. 87) As such, the “interactive” elements of new media are often up for scholarly debate. Manovich (2001) purposefully omits the term “interactive” from his definition of new media. According to Manovich, interactivity is mythological and what we understand as interactive can be understood by Althusser’s notion of interpellation— new media cannot truly be interactive when all of the “interactivity” is constructed by someone else and is someone else’s notion of interactivity. Manovich suggests that calling media “interactive” is firstly tautological but also that, “[…] we are asked to follow pre-programmed objectively existing associations. […] we are asked to mistake the structure of somebody else’s mind for our own” (p. 61). From Manovich’s perspective, so-called interactivity in new media is made impossible as the consumer is only following a small number of paths that the producer has already established. But those who study the shrinking distinction between producer and consumer see interactivity differently. According to Henry Jenkins (2006), new media can be seen as part of what he refers to as “convergence culture.” Convergence culture refers to several technologies that involve consumers in new ways. Technologies such as 36 blogging, social software and Web 2.0, and fan-generated content are all examples of how players can become both producers and consumers. In Convergence Culture: Where Old and New Media Collide, Jenkins (2006) describes convergence culture as being a complex set of practices that integrate both the interests of the consumer/fan and the media/big business. Jenkins describes convergence culture as both top down (centered by corporate interests) and bottom up (rewritten and defined by fan interests) creating a constant tension inherent in many forms of new media. The bottom-up perspective of convergence culture makes interactivity an essential component. Convergence culture has given rise to things like fan-driven knowledge cultures—“voluntary, temporary, and tactical affiliations, reaffirmed through common intellectual enterprises and emotional investments” (p.27) These various kinds of convergence culture allow consumers to get involved in the production of new media objects to varying degrees—either corporate controlled or fan controlled. In effect, while Manovich is looking at new media interactivity in terms of new media objects, Jenkins perspective is looking more at the cultures, which can be seen as more interactive. In video game studies, interactivity is an undeniably important topic which can be understood from several perspectives. On the one hand, what might be considered an interactive video game is really only interactive within limits in the sense that Manovich implies. In this sense, video games have a Manovitchian sense of interactivity par excellence, constantly leading players down a narrow path where they can make a handful of decisions that only nominally effects the outcome of a game. On the other hand, as gaming technologies are constantly changing, so are 37 issues of player interaction. Video game modding6 and machinima7 are excellent examples of how players can more actively get “into the game,” becoming both producer and consumer. Online gaming, which I will discuss in greater depth in Chapter Five, also creates more interactive potential in video games. In both of these instances, the so-called “myth” of interactivity becomes less and less of a myth. Furthermore, the potentially interactive aspects of video games create methodological issues for academic research. The interactivity of video games means that no gaming experience can ever be exactly duplicated. Instead, each user is constantly having different experiences each time they play a game. Even when these differences are only slight, they cannot help but influence potential interpretations of a game. I will deal with the complexities of how interactivity affects my research methodologies in more depth later in this chapter. Narrative in New Media In some senses, narrative in new media serves as a companion topic to interactivity. It can be argued that the more pure narrative a digital object has, the less interactivity—and vice versa. This is particularly true in video game research, where the objects of study constantly create a tension between storytelling and action. Many discussions of video games as narrative versus interactivity (beginning in the mid90s) fell into one of two camps: cyberdramatists (or narratologists) and ludologists (Wardrip-Fruin & Harrigan, 2004). The cyberdrama camp—those who focus on narrative and dramaturgical elements to analyze video games—often repurpose more 6 Video game “modding” is the process of creating and using plugins that alter the game play experience. 7 Machinima are fan-generated movies made out of video game screen captures. 38 traditional narrative and literary analysis techniques to understand the story elements embedded in video games (Murray, 2004). In her essay “From Game-Story to Cyberdrama,” Janet Murray (2004) discusses the importance of dramatic agency in analyzing interactive game stories. She explains: Agency is the term I use to distinguish the pleasure of interactivity, which arises from the two properties of the procedural and the participatory. When the world responds expressively and coherently to our engagement with it, then we experience agency. […] In an interactive story world, the experience of agency can be intensified by dramatic effect. If changing what a character is wearing makes for a change in mood within the scene, if navigating to a different point of view reveals a startling change in physical or emotional perspective, then we experience dramatic agency. (p. 10) Others, such as Ken Perlin (2004), consider the constant struggle between linear storytelling and action that occurs in video games. These researchers often focus on the tensions between older forms of narrative (books, movies, plays) and more interactive forms of narrative found in new media. Alternatively, ludologists argue for new systems of analysis that focus on procedural and operations-based gaming, often asserting that traditional media and literary analysis techniques are ill-equipped to analyze interactive forms of media such as video games. In First Person, Noah Wardrip-Fruin and Pat Harrigan explain the inherent tension between the categories: 39 To a ludologist, cyberdramatic perspectives can seem exceedingly strange. Ludlogists ask, why expend so much theoretical and technical effort on subjects like neo-Aristotelian interactive drama? Why focus on things that do not exist, are arguably impossible, and, should they be created, might turn out to be of only marginal interest? Instead, they say, let’s focus on computer games, which do exist, are clearly a vibrant aesthetic and commercial force, and seem only likely to increase in importance. (p. 35) Thus the ludologist’s primary argument against using narrative theory to analyze video games can be summed up by Markku Eskelinen (2004) who remarks, “[…] if I throw a ball at you, I don’t expect you to drop it and wait until it starts telling stories” (p. 36). In essence, Eskelinen (and others like him) insist that a game (video game or otherwise) cannot be treated as a story, and cannot possibly be analyzed by the same kinds of literary analysis techniques. In the methodology section of this chapter I will discuss some alternatives to these two polarized perspectives on understanding video games. Identity in New Media Identity is an equally important issue in new media studies in general, and video game studies in particular. In essence, this is because embodiment can quickly change notions of identity through screen interfaces: the user or player is constantly reinterpreting themselves through the actions they take on the screen, regardless of whether their avatar is a version of themselves or a curser arrow signifying their selections and choices. At the same time, new media technologies often give 40 opportunities for users to construct new identities, morphing their sense of self through blogging, profiles, and other accoutrements of Web 2.0. In An Introduction to Cybercultures (2001) David Bell writes, “Marshalling the identity-marking resources the web confers, personal homepages present the self through a number of devices: biography, links, photographs, up-datable ‘news’ or ‘diary’ pages, and so on” (p. 118). In Digital Ego (2007), Jacob van Kokwijk refers to this as “virtual identity” explaining, “A virtual identity is a persona that is implied when communicating online. It is a perceived view of who you are when you are online. The online identity changes due to the fact that it is a visual medium with relatively low levels of truth being described” (p. 56). As such, these low levels of truth give anonymity to the user—an oft remarked upon attribute of many new media objects. At the same time, virtual identities give users or players flexibility and a means to play with their sense of identity. In this way, the online self is rarely a stable one. In Life on the Screen (1995) Sherry Turkle discusses how technology and computer screens change one’s self of self, so that the self is no longer singular but a “polyphony” of selves (referencing Bakhtin’s notion of “polyphony”). 8 She explains, “Without any principle of coherence, the self spins off in all directions. Multiplicity is not viable if it means shifting among personalities that cannot communicate. Multiplicity is not acceptable if it means being confused to a point of immobility” (p. 258). But at the same time she asserts, “Virtuality need not be a prison. It can be the raft, the ladder, the transitional space, the moratorium, that is discarded after reaching greater freedom. 8 M. M. Bakhtin defined the notion of literary “polyphony” in his discussion of Dostoyevsky. He explains that polyphony in this context is, “A plurality of independent and unmerged voices and consciousnesses […]” (p. 6). 41 We don’t have to reject life on the screen, but we don’t have to treat it as an alternative life either” (p. 263). Turkle contends that online we are not reliant on a singular sense of self but a cycling through of selves. Video games are often seen as a means to further play with these digital identities. In What Video Games Have to Teach Us about Learning and Literacy (2003), James Paul Gee suggests that video games construct three different kinds of player identity: a virtual identity (the identity of the avatar on the screen), a real world identity (the identity of the player in real life), and what he identifies as a “projective identity.” The projective identity serves as the combination of the other two identities. As such, he explains that “projective” invokes a double meaning as the player both projects their personality into the avatar and, at the same time, the player is “seeing the virtual character as one's own project in the making, a creature whom I imbue with a certain trajectory through time defined by my aspirations for what I want that character to be and become (within the limitations of her capacities, of course)” (p. 55). There is a complicated relationship here, and the fuzziness between real and imagined identities creates a potential sense of identification between the real and the imagined. In other words, it becomes difficult to disentangle where the player and avatar begin and end. Gee suggests that this interplay can create powerful media. He explains: It transcends identification with characters in novels or movies, for instance, because it is both active (the player actively does things) and reflexive, in the sense that once the player has made some choices about the virtual character, the virtual character is now developed in a way that 42 sets certain parameters about what the player can do. The virtual character redounds back on the player and affects his or her future actions (p. 58). The combination of activity and reflexivity is a strong attribute of video game play. Essentially, this means that by performing within the video game, players are also able to embody the multiple viewpoints of the multiple identities involved in the game story. This level of enactment allows for a deeper sense of identification which, in turn, feeds more into the player’s reflexivity. As a result, performing identity in a game has interesting relationships to performing identities in real life. Thus, identity plays a pivotal role in video games—even more so than with many other new media artifacts. For example, Turkle suggests that the multiplicity of identities—what Gee refers to as the projective identity—is further powerful because of the ability to “play” with gender, race, and other markers which would be more prominent in the real world than they are in online worlds. According to Turkle, the ability to gender swap affords an understanding that people may not have in the real world. At the same time, she suggests: “But once they are online as female, they soon find that maintaining this fiction is difficult. To pass as a woman for any length of time requires understanding how gender inflects speech, manner, the interpretation of experience. Women attempting to pass as men face the same kind of challenge” (p. 212). While playing with sexual identity is challenging and difficult, it can elicit understanding about sex and gender differences, allowing people to see things from different perspectives and points of view. 43 Literature Review and this Dissertation My literature review hopefully helped to provide some idea of the scope and breadth of research that has already been done in gender and gaming, as well as research that I plan to reference throughout the remainder of this dissertation. While my coverage of a variety of topics—such as gender studies, leisure studies, new media studies, and technology studies—may be diverse, they are weaved together throughout these dissertation to explicate an equally diverse topic. By tapping into these fields of research, this dissertation also expands on research in these areas. Ultimately, I explore how video games affect (and are affected by) cultural and ideological perceptions of gender and play. Obviously, gender studies is one of the most essential components of this research, and I argue that it is through our gendered lenses that notions of play are constructed. At the same time, it is through research on gender as it relates to technology, leisure, and new media that I can show a broader view of my complicated area of inquiry. Additionally, by using critical and cultural research on ideological constructions of individuals as well as the relationship between productivity and play, I am able to theoretically push at these issues. Concepts such as Althusser’s “interpellation” or Lefebvre’s “work-play unity” allow me to paint this dissertation with a broader stroke in a way that is crossdisciplinary and methodologically diverse. In the next two sections, I will discuss my data selection and methodology, respectively, illustrating how I will tackle these complicated issues throughout this dissertation. 44 Data Selection This dissertation examines the relationship between gendered play and productivity. In order to do this, my analysis needed to span both video games and the culture surrounding them. Accordingly, I chose to analyze video games and their advertising. In the following section I explain how and why I chose specific media to analyze. Game Selection Given the topic of this dissertation, researching actual video games would seem to be a fairly obvious decision. Video games have become a popular medium in recent years, and are certainly the most pervasive kind of digital play. Game selection created some minor difficulties. While, on the one hand, I feel it is necessary to analyze games that target feminine audiences (regardless of who is playing the games), it is often difficult to determine what games are targeting these audiences without reinforcing and engaging the gender-related stereotypes that they often help to foster. While the Entertainment Software Association (ESA) does yearly demographic polls, the statistics tend to be somewhat vague. For example, their 2007 poll showed that 44% of online gamers were women, and that 38% of adult gamers in general are women. Unfortunately, neither of these statistics gives specifics about which games women played most frequently during this time period. Similarly, past surveys and studies have insisted that women tend to play casual games or social games, but often do not cite specific games (Ray, 2004; Fullerton et al, 2008). Game companies tend to be secretive, and often keep their own statistical information 45 propriety, which makes it difficult to determine exactly who plays what, and how often. Thus, I have used a variety of criteria to select the games I will be analyzing. Games in this chapter have been selected based on: • Whether they are advertised to feminine audiences • The cover images • Whether they are specifically mentioned in other studies as women’s games • Company game player statistics (when they are made available) By using these criteria I am, perhaps, not getting exact statistics about who is playing which games. Instead, the goal is to illustrate many of the general assumptions by creators, players, and audiences about who is playing certain games and the gender stereotypes that are constructed in video game play. Advertising Selection While video games are an obvious data choice for this study, advertising might seem less obvious. It would be easy to dismiss advertising as a vacuous or shallow form of popular culture. However, advertising can be seen as a barometer of larger issues and themes in a culture and an essential means of understanding persuasion, markets and the economy. In Social Communication in Advertising Leiss et al (1997) Leiss et al suggest the power and importance of advertising culture: Its creations appropriate and transform a vast range of symbols and ideas; its unsurpassed communicative powers recycle cultural models and 46 references back through the network of social interactions. This venture is unified by the discourse through and about objects, which bonds together images of persons, products, and well-being. (p. 5) Similarly, in her unpublished manuscript, Consuming Reality: TV Advertising and Public Relations in a New Media Economy, June Deery (2009) writes that advertising has the power, not only to persuade, but to form larger discourses. She explains: For generations, advertising has been setting the agenda, telling us what is worth our attention, what is attractive or newsworthy: to this extent it rivals art, which by framing or reassembling experience validates it as worth regarding. But while advertising is often seen as getting in the way of something, it can also make something happen. Thus, by analyzing larger discourses constructed by advertising, I am able to understand the bigger picture issues around gaming. In this dissertation I use advertising to understand how games are socially and culturally constructed, particularly through the lens of gender. Gender is often surprisingly unrepresented in studies of advertising. Erving Goffman’s Gender Advertisements (1976/1979) was one of the first texts to consider how gender is portrayed in advertising, and how it complies with already understood societal stereotypes about gender. Goffman is primarily concerned with ritual and how it is used to create and reproduce gender expectations. He looks at how women’s bodily positioning and facial expressions manifest their subordination and lower social status. Since Goffman’s seminal book, a few others have expanded on some of the typical constructions of gender in advertising. Diane Barthel’s Putting on 47 Appearances: Gender and Advertising (1988) discusses how the “beauty role” is constructed through advertising. Barthel goes significantly deeper than Goffman, discussing more feminist implications of the gender constructions in advertisements. For example, in advertisements aimed at women, she shows how the “voice of authority” is used to put feminine audiences in the position of the child through various authority figures (older women, scientists, or other experts). Thus, rather than showing just how women are portrayed (such as Goffman), Barthel manages to draw a fuller picture of how specific appeals are made to women to sell them both products and specific images of themselves. Primarily, I examine magazine advertising in this dissertation. An obvious question might be: why focus on magazine advertising? At first glance this area might appear to be a dead end, with a quickly changing magazine industry (Troland, 2005) that is being overrun by other forms of media and advertising. But it is the very wavering nature of the magazine industry that makes it a compelling space to study new media, gender, and leisure. In his article, “Seeing ahead: Underpinnings for what is next for magazine publishing” Thomas R. Troland (2005) writes, “We are a Women’s Business. Women buy magazines more than men. Much more than men. And women’s lives, roles, needs and expectations have changed immensely during the past forty years” (p. 9). Thus, one reason for this study might be the video game industry’s deft targeting of women audiences, despite the changing terrain. Because there is already a gendered skew inherent in both of these forms of media—video games as well as magazines—their combination seems well worth investigation. 48 A handful of scholars have specifically examined video game advertising to varying extents. In their essay , “The Hegemony of Play”, the Ludica Group9 (Fron, et al, 2007b) briefly discusses some of the issues with video game advertising, many of which I will be elaborating on later in this essay. The Ludica Group explains, “Many videogame advertisements tend to disenfranchise and alienate women, further contributing to the self-fulfilling prophecy that ‘women don’t play videogames’” (p. 316). In this essay, the Ludica Group also discusses Nintendo setting their sights on a different kind of gamer (women) in more recent advertising campaigns, and that this represents signs of “subtle but tectonic shifts” (p. 316). By comparing typical video game advertising to advertising aimed at female audiences, I will examine whether this claim is valid. In an article “Video Game Characters and the Socialization of Gender Roles: Young People’s Perceptions Mirror Sexist Media Depictions,” in the journal Sex Roles, Karen E. Dill and Kathryn P. Thill (2007) discuss advertisements in their study of video game magazines. While the study looks at articles, in addition to advertising, their conclusion is worth noting. The assert that in video game magazines: Character images tell blatantly sexist stories about gender, and research is just beginning to reveal and analyze those stories. The vision of masculinity video game characters project is that men should be powerful, dominant, and aggressive. The story video game characters tell about femininity is that women should be extreme physical specimens, visions of beauty, objects of men’s heterosexual fantasies, and less important than 9 The Ludica group is a collective of academic gender and video games researchers from several universities. 49 men. An emerging trend, though, is that these sexy, curvaceously thin beauties are also now typically violent. (p. 861) While this study provides a useful survey for analyzing overall content in video game magazines, they do not focus their research specifically on advertising, nor do they do more in-depth semiotic analyses of these advertisements. Additionally, by only looking at video game magazines (rather than magazines aimed at feminine audiences), their studies only get half of the picture—they are limited to primarily male players and do not consider alternative advertising tactics. In essence, I ultimately argue that gender, advertising, and ideologies of play are all part of an inseparable and symbiotic relationship, where advertising very often reinforces and reaffirms gender roles and stereotypes already a part of dominant ideologies. Advertisements help to reinforce normative gender roles already present in the video game industry and culture. As such, in Chapter two, I examine typical video game advertisements specifically because they are punctuated with gender stereotypes. In later chapters I will explore more recent advertising campaigns for the Nintendo DS and the Nintendo Wii, and some of the ways they have been specifically marketed towards women. My methodologies vary slightly between each of these forms of advertising (video game magazines, non-video game magazines, and television commercials) because each of these forms of advertising has different attributes affording different forms of analysis. As such, my sample of analyzing advertising in Chapter Two (for typical video game advertising) encompasses a smaller time period—for reasons I will explain shortly. Similarly television advertisements are more complicated to track (specifically, their exact programming 50 placement), and thus my methodologies differ when looking at television from when I look at magazines. Methodology Review As I have shown, this dissertation necessitates analyzing different kinds of media. Because of this, it was also necessary to use several methodological approaches. In “Situational Analysis: Grounded Theory Mapping after a Postmodern Turn,” social scientist Adele Clarke (2003) discusses the difficulties and complexities of postmodern research, where singular and simplistic approaches are becoming impossible. Clarke explains of these changing methodologies: If modernism emphasized universality, generalizations, simplification, permanence, stability, wholeness, rationality, regularity, homogeneity, and sufficiency, then postmodernism has shifted emphases to localities, partialities, positionalities, complications, tenuousness, instabilities, irregularities, contradictions, heterogeneities, situatedness, and fragmentation—complexities. Postmodernism itself is not a unified system of beliefs or assumptions but rather an ongoing array of possibilities” (p. 555). The complexities of changing media and subjects within research has Clarke calling for approaches that understand “the full situation of inquiry” (p. 556). In other words, rather than approaching a problem from a singular and straightforward viewpoint, Clarke suggests using situational analysis to guide a researcher through the complexities and problematics of changing research. In her book length discussion on 51 the subject, Situational Analysis: Grounded Theory After the Postmodern Turn, Clarke (2005) discusses how visual cultures, in particular, suggest a need for more robust analyses. She explains: In the past, it was assumed that an image ‘reflected’ the world in which it was made in a mirrorlike more or less realistic fashion. In contrast, today we tend to look at visual materials as ‘produced in and by’ particular social domains for particular purposes. Visual images are then analyzed as discursive cultural products of particular worlds or disciplines. No mirroring, or realism, or authenticity is assumed, and a more than skeptical stance may be taken toward the images. Thus today analyzing a visual is predicated to some degree on understanding the world that produced it” (p. 219, her emphasis). According to Clarke, visual cultures (such as the video games discussed in this dissertation) are “discursive cultural products,” which acts as indicators of the larger world that produce them. In the following I show how looking at two distinct visual cultures dealing with the same topic—video games and advertising—help to better understand the discursive nature of video game cultures. In my research on video games, not only did my topic call for analyzing two different kinds of media (video games and advertising) but within each of these categories there were several subcategories of things I analyzed, each calling for slightly different approaches. For example, while I use some form of semiotic analysis for almost everything I examine in this dissertation, there are differing components that I needed to bear in mind when looking at magazine advertisements 52 through a semiotic lens, than when I did so with video games. I supplement semiotic analysis with content analysis when looking at magazines, because I believe it is important to get more of a bird’s-eye-view regarding how often certain advertisements appeared in different magazines, meant for different demographics. Further, while I use some semiotics to analyze video games, the differing natures of several different kinds of games (which varied from handheld games, to console games, to massively multiplayer online games) required nuanced approaches which took different things into account for different games. In the end, no single methodology would have been sufficient for my research. In the following section, I outline my three primary methodological approaches (semiotics, content analysis, and video game analysis). I have tried to keep my methodologies as broad as possible in order to understand several different kinds of media, but at the same time allow these approaches to become narrower and more specific to each thing that I analyze. During the course of this dissertation, as my topics and approaches vary, I will continue to explain my methodological choices and decisions on an ongoing basis. Semiotic Analysis My primary mode of analysis, in examining both advertisements and video games, is semiotics. Semiotic analysis involves the study of signs in a cultural context and it stems from de Saussure’s (1916/1986) basic insight into the distinction between a word as a mark or “signifier,” usually arbitrarily formed, and this word’s larger meanings and connotations, what he referred to as “the signified;” for example, the 53 letters and sounds in the words “freedom” or “flag” and their broader sociopolitical associations. In Mythologies, Roland Barthes (1957/1972) saw this insight into language as a way to address the larger significance of seemingly mundane cultural practices, including advertising. As Barthes observed, ads often draw on a sign’s capacity to summon larger connotations and by so doing often perform ideological work, normalizing the stance of a dominant group (in his case, the French bourgeoisie). Advertisers like the power of linguistic signs to connote larger meanings since this is a way to tap into powerful beliefs and emotions in a condensed (yet expensive) form of communication. Ads can create a powerful cultural resonance because they draw on and even amplify unstated but widely recognized meanings or cultural “myths” as Barthes would describe them. Barthes discusses the value of using semiotics to better understand cultural myths. Barthes describes a myth as a type of speech which is a “mode of signification” (p. 109) for a culture. He focuses on how advertisements and politics construct and mold popular belief systems through these cultural associations. According to Barthes, mythologies, rather than hiding their meanings, put them at the forefront. He explains: Myth does not deny things, on the contrary, its function is to talk about them; simply, it purifies them, it makes them innocent, it gives them a natural and eternal justification, it gives them a clarity which is not that of an explanation but that of a statement of fact. (p. 143). In order to identify possible connotations, the semiotician can examine image, text, color, or any other element of design. In some instances the advertiser (or in this case 54 also game designer) might be deliberately and consciously drawing on certain associations, while in other instances it may be much more a matter of audience interpretation. In my study, I take the opportunity to interpret these cultural texts, whether games or their advertising, without attempting to identify the creator’s intentionality. Clearly, the myths or cultural associations that I will highlight are those regarding gender and play. Throughout this dissertation, my analysis of games and advertising help to demonstrate many of the gender mythologies circulating in our culture. Content Analysis Throughout this dissertation, I use content analysis to analyze the frequency and variety of video game advertisements that I found in both traditional video game magazines and women’s special interest magazines. Between these kinds of magazines, my methodologies varied slightly (specifically pertaining to the kind of magazines I was looking it). For Chapter Two, I primarily study typical video game magazine advertisements. For this, I conducted a survey of Play Magazine and Game Informer Magazine—two popular video game magazines—from July 2006 through June 2007 (See Tables 1 and 2). To study gender and advertising in these magazines I examined how often women appeared in these advertisements, what their roles were, and how they were positioned and presented to audiences. I will discuss this methodology in more detail in Chapter Two. In Chapters Three, Four, and Five, I discuss advertisements that appeared in women’s special interest magazines. While time and resources limited the number of magazines I researched for video game 55 advertising, I tried to get a cross-section which included women’s and men’s general interest magazine, as well as magazines that have more gender neutral audiences. I recorded the number of video game advertisements in ten popular magazines10 for each month during this time period (See Table 3). For these magazines, I recorded both full page advertisements as well as small promotional ads that were on larger pages with several featured items from that month. I did not include actual magazine articles in this study, and also did not include advertisements for video game systems that were specifically for children or babies (such as the V-Flash system) as I did not feel this was relevant to my study. 11 While, unfortunately, my selection of magazines does not provide a fully comprehensive tally of every time every advertisement appeared in any magazine, I feel fairly confident that my cross-section covers all of the major Nintendo advertising campaigns aimed at this demographic over this time period, and that additional magazines would have been mostly redundant. Additionally, when I felt it was relevant I also refer to television commercials or web sites that refer back to these advertisements. Video Game Analysis Selecting and studying video games themselves proved to be a slightly trickier proposition than studying advertising. Methodologically, video games are complicated artifacts to analyze—in large part because of the aforementioned tension regarding narrative and interactivity inherent in all video games. Thus, as I have The magazines I reviewed were Real Simple Magazine, Oprah Magazine, People Magazine, Good Housekeeping, Martha Stewart Living, Redbook, Esquire, Wired Magazine, Playboy, and Time Magzine. 11 Because I am specifically studying women’s play and video games that are aimed at women, educational games or game systems that are meant solely for children were tangential to my research. 10 56 already noted, several scholars have debated whether to analyze video games in terms of their narrative potential (and in similar ways to how one might analyze books, film, television, or other media objects) or whether to treat them as something else entirely. Several researchers have found a middle ground between these two standpoints, using both older and newer forms of analysis to find ways to understand video games. Jenkins (2004), for example, suggests understanding video games “less as stories than as spaces ripe with narrative possibility” (p. 119). Similarly, Celia Pearce (2004) breaks down six potential ways that narrative can operate in video games: experiential (game conflict experienced by players), performative (players watching an emergent narrative), augmentary (background information that enhances the overall narrative), descriptive (a retelling of game events by a third party), metastory (an overall story that contextualizes the game’s framework), and story system (a means of allowing the player to create their own narrative). This middleground approach is perhaps the most useful way of understanding and analyzing video games. Particularly I feel that Pearce’s (2004) approach shows that both interactivity and narrative are clearly important to understanding video games. For instance, while little player interaction might have minor effects on the overall metastory of a game, this metastory still seems important to analyze in order to get at what is going on in these complex cultural artifacts. Recently, Ian Bogost (2006, 2007) proposed that the most effective way to understand video games is to focus on the game’s “unit operations” which are “modes of meaning-making that privilege discrete, disconnected actions over deterministic, progressive systems” (2006, p. 3). He argues for what he calls procedural methods for 57 understanding how video games are capable of making rhetorical arguments. In his second book, Persuasive Games (2007), Bogost elaborates on the potentially persuasive and rhetorical power of video games, explaining: I call this new form procedural rhetoric, the art of persuasion through rule-based representations and interactions rather than the spoken word, writing, images, or moving pictures. This type of persuasion is tied to the core affordances of the computer: computers run processes, they execute calculations and rule-based symbolic manipulations. But I want to suggest that videogames, unlike some forms of computational persuasion, have unique persuasive powers. […] Videogames are computational artifacts that have cultural meaning as computational artifacts. (author’s emphasis, p. ix) Bogost discusses the rhetorical power of video games, focusing on topics including political games, advergames, and exergames. This method of looking primarily at the rule-based processes of videogames rather than treating them like traditional texts is a compelling one. At the same time, I argue that older and newer forms of analysis can be used together to better understand some of the larger issues at play in games. Another recent methodology was proposed by Mia Consalvo and Nathan Dutton (2006) who suggest a video games analysis methodology which highlights object inventory, interface study, interaction map, and gameplay logs. They explain: These areas represent the components of a game most relevant for play and encompass static and dynamic, changeable and unchangeable aspects of the game. Using these areas, researchers can develop research questions 58 that look at ideological assumptions operating in a game, or determine if certain theories can best help explain a game or series of games. The areas also allow for comparison across games, to help researchers start to identify larger patterns in games and/ or genres. (p. 1) Consalvo and Dutton elaborate on this methodology and their four areas of study, describing some of the key components scholars should look for when analyzing games. Additionally, Consalvo and Dutton suggest that researchers make spreadsheets to analyze the entire inventories, interfaces, maps, and logs of each game (cataloguing everything). Many of the aforementioned video game theorists rely on analysis of what is referred to as “game mechanics” more than the game narrative. A game mechanic is not the rules of the game, nor the story or genre of the game, but rather what happens in the game. For example, some of the game mechanics for the board game Checkers would include moving a piece, crowning a piece, and capturing a piece. In their essay “Games and Design Patterns” (2006) Staffan Björk and Jussi Holopainen explain that: A typical game mechanic is “roll and move,” which simply states that dice are rolled and that something else is moved based on the outcome of the roll. The mechanic does not state how or why something should be moved; this is determined by the rules for the particular game. (p. 413) Thus a game might have several mechanics all linked together. In my research on video games, I use game mechanics to understand game play elements. 59 The lack of coherent, linear, and stable narrative means that alternative modes are needed to understand all of the components of a video game text. While video games are not narratives in the same sense that books, plays, film, or television are, I still examine video games primarily as texts, paying specific attention to the discrete units which imply productivity and ways that they attempt to be amenable to feminine audiences. Specifically I will be examining: • Game interfaces • Game avatars • Game mechanics • Game Narratives (when applicable) • Extra-game materials (such as game covers and instructions) • Hints and tips given to players This combination of elements provides a comprehensive picture of what is actually going on in the video game—factoring in narrative, interactivity, game mechanics, avatars, and other aspects that often relate to games but are not discussed in as much details (such as the game instructions). Outline of Disseration My analysis breaks productive play down to three (non-exclusive) categories: pragmatic play (play that directly impacts real world productive tasks), simulated productive play (play that emulates or indirectly impacts real world productivity), and socially productive play (play that uses themes of family, an in effect, promotes real world social relationships). Topically, I have organized this dissertation to illustrate 60 how these marketing campaigns and video games help to interpellate gender into video games. In order to do this, I begin by discussing some traditional notions of masculine gaming in Chapter Two. Subsequently, in Chapters Three, Four, and Five my focus turns to games marketed to women audiences, and the different kinds of play that are engendered by them. To begin with, in Chapter Two, “Hardcore Gamers and Oprah Gamers: Play and Masculinity,” I examine cultural assumptions about play, masculinity, and femininity, drawing from previous studies on video games and also from research on gender and sports. After establishing this perception of the “hardcore gamer” as masculine, I use a combination of content and textual analysis of advertising in traditional video game magazines (as previously mentioned) to show how femininity is often marginalized, pushing women into the role of “outsider” in this culture. In establishing this marginalization, I am better able to illustrate the alternative forms of advertising aimed at feminine audiences in subsequent chapters. In Chapter Three, “A 36-24-36 Cerebrum: Pragmatic Play,” I focus on games aimed at feminine audiences that try to improve players’ real world lives. Through textual analysis of both advertising campaigns and the games themselves, I illustrate ways that these pragmatic forms of play are designed for and marketed to women audiences. My focus in this chapter is on Brain Games (such as Brain Age and Big Brain Academy), Exergames (such as Wii Fit and My Weight Loss Coach), and special interest games (such as Personal Trainer: Cooking). These games are all about self-improvement, and very few have game-like attributes. I argue that this kind of ‘pragmatic play’ is a hallmark of video games designed for women. 61 In Chapter Four, “Do Something with Your Nothing: Simulated Productive Play,” I introduce the idea of “simulated productive play,” a companion category to the pragmatic play discussed in Chapter Three. Simulated Productive Play, I argue, is play that, rather than being actually productive, gives the illusion of productivity through work-like play. Once again, I use both advertising campaigns and the video games themselves to illustrate this phenomenon. I highlight three different kinds of simulated productive play in this chapter: casual games, domestic-themed games, and consumption/shopping games. The games in this category are designed with specific appeals to feminine audiences, and often use simulated productive play to replicate women’s everyday experiences in decidedly unplayful ways. Finally, in Chapter Five, “Play is Love: Socially Productive Play,” I illustrate the relevance of social play in the gendered construction of video games. Once again, using a combination of analyzing advertising campaigns and video games as texts, I look at two different kinds of social play: family play with the Nintendo Wii and play in online worlds. First, looking at the Nintendo Wii, I discuss how advertising campaigns and game design construct a kind of justification for play through family time. Next, I look at online gaming worlds, and how social play figures into these games. In online gaming worlds, what becomes most compelling is a combination of all three kinds of play I discuss in other chapters: productive play, simulated productive play, and social play. Thus, I will show how multiplayer online gaming worlds are an ideal space to study gender and play. One thing that I would like to stress is that, while I have divided chapters by my categories of productive play—pragmatic play, simulated productive play, and 62 socially productive play—these categories are in no way exclusive. Often, there are overlaps between all three. The point is not that games are only in one category, in each of these cases. Rather, I hope to show that these games all show evidence of a similar phenomenon, which influences larger issues of gender, play, and productivity. These categories are, therefore, meant to be fluid guides rather than hard guidelines. Through describing and analyzing the relationship between gender, play, and productivity, I hope to show how the feminine video game player is constructed and reinforced by the video game industry. It is my goal in this dissertation to show how ideologically driven practices of productive play help to reinforce traditional stereotypes of femininity, and ultimately hinder women’s leisure and play practices. 63 CHAPTER TWO HARDCORE AND OPRAH GAMERS: PLAY AND MASCULINITY Introduction In April of 2008, video game industry analyst Michael Pachter was quoted saying, “Wii Fit is just not aimed at hardcore gamers ... It's definitely aimed at the Oprah crowd. I bet they sell a million units a week for every pound that Oprah says she lost on it” (“Retailers Getting,” 2008, ¶ 4). Similarly, in the April 2007 issue of the popular video game magazine Game Informer, Senior Associate Editor Michael Kato writes, “You’ve probably been hearing about the casual gaming revolution for a while now. You’ve read about how much money cell phone gaming rakes in, and how middle aged women in the suburbs love playing games on their PCs when they aren’t watching Oprah. We’ve even seen companies flat-out declare that it’s a priority to capture as many of these non-traditional gamers as possible. But is this really what the industry needs?” Kato continues to answer his rhetorical question by asserting, “Call me selfish, but I do not want the industry to cater specifically to these segments of the population at the expense of hardcore gamers” (p. 40). These are only two examples of a recently growing stratification between what are traditionally known as “hardcore gamers” and what I like to refer to as “Oprah Gamers.” This tension helps to reinforce an image where masculinity rules in the video game industry, and also points to a power struggle between the male and female gamer. Regardless of the validity of Patcher and Kato’s claims—that the “Oprah crowd” is indeed distinctly different from the usual “hardcore gamer” crowd—this impression has recently enjoyed a significant amount of media attention, further 64 reinforcing a division. In subsequent chapters of this dissertation I illustrate how Nintendo advertising campaigns aimed at women have played a large role in this construction of the woman gamer, and (in many ways) have created a very specific kind of woman gamer. This construction of the feminine gamer often values productivity over playfulness in a decidedly gendered way. In this chapter my focus is on the traditional hardcore gamer. I illustrate examples of masculinity of the video game industry, showing how it creates a feedback loop often affecting content. Additionally, I examine some magazine advertisements aimed at the so-called hardcore gamers to illustrate masculine exclusionary tactics. This will serve as preparation for a comparison with feminine advertisements in subsequent chapters. The binarism between Oprah and hardcore gamers is often supported by mass media, the gaming industry, and gamers. At the same time, these binaries are highly constructed and (in reality) not nearly as extreme as media, industry, and certain gamers would like to make them out to be. As already discussed in Chapter One, it is often difficult to disentangle biological and cultural constructions of gender/sex traits and behaviors. The binarism of drawing a line between hardcore and casual gamers has similarly problematic implications—obviously these dichotomies are constructed along gender lines, and while there are clear exceptions (many women play “hardcore” games and many men play “casual” games) they generally support cultural expectations about who is expected to play. Admittedly, this chapter reinforces some of this binarism, but with the hopes of (a) establishing a baseline of masculinity as an undeniable component of the gaming industry and (b) as a point of comparison for my discussions of femininity and play later in this dissertation. 65 In Chapter One, I showed a history of women being cast as other in technological spaces. In this history, women are often shown as being technologically incompetent. In this chapter, I show that masculinity is the dominant ideology of play within the video game industry. Simultaneously, I show that feminine play is marked by otherness. This otherness is characterized by either trivialization (as seen by the offhand remarks made about Oprah and casual gamers) or sexualization (which I will show examples of in several of the video game magazine advertisements later in this chapter). In this framework, femininity that attempts to inhabit gamer space is constantly being coded and, subsequently, neutralized. By being assigned an alterior role, feminine play is marginalized and mocked by the mainstream gaming industry. In comparison the masculine play shown in this chapter is more open, inclusive, and authorized. Video Games and Masculinity Until only recently, video games were often understood to be created by and for masculine audiences (Fron et al, 2007a; Ray, 2004; Cassell & Jenkins, 1999). But in recent years an influx of video games (such as Wii Fit, Brain Age, and Diner Dash) have been increasingly marketed to a demographic previously ignored by the gaming industry: adult females. Despite this new and emerging phenomenon, one does not have to look far to see a division and gendered hierarchy between traditional (masculine) gamers and newer (feminine) gamers. In his book Die Tryin’: Video Games, Masculinity, Culture, Derek A. Burrill (2008) discusses ways that video 66 games are playgrounds for the construction and performance of masculinity. He refers to this phenomenon as “digital boyhood” and explains: Boyhood can be theorized as the regressive nature of first-world, capitalist masculinity, where the pressures of the external force the man back to a type of always-accessible boyhood. Videogames in the 21st century serve as the prime mode of regression, a technonostalgia machine allowing escape, fantasy, extension, and utopia, a space away from feminism, class imperatives, familial duties, as well as national and political responsibilities. It is a space and experience where the digital boy can “die tryin’,” tryin’ to win, tryin’ to beat the game, and tryin’ to prove his manhood (and therefore his place within the patriarchy, the world of capital, and the Law) (p. 2, author’s emphasis). Burrill delineates the video game format as inherently a non-feminine space which inescapably evokes themes of “digital boyhood”—meaning a technology of masculinity par excellence. Burrill uses the term “boyhood” (as opposed to manhood or masculinity), implying a state of perpetual childhood and a kind of forced immaturity within the reinforcement of these masculine norms. So while there have been recent, subtle shifts in the video game market, according to Burrill, for the most part they are still created by and for men. Along these lines, the Ludica Group have begun focusing on some of the cultural logic surrounding the gaming industry (Fron, et al, 2007a), and have discussed the hegemonies of masculine play (Fron, et al, 2007b). Their thoughts on the issues are worth quoting at length: 67 The power elite of the game industry is a predominately white, and secondarily Asian, male-dominated corporate and creative elite that represents a select group of large, global publishing companies in conjunction with a handful of massive chain retail distributors. This hegemonic elite determines which technologies will be deployed, and which will not; which games will be made, and by which designers; which players are important to design for, and which play styles will be supported. The hegemony operates on both monetary and cultural levels. It works in concert with game developers and self-selected hardcore “gamers,” who have systematically developed a rhetoric of play that is exclusionary, if not entirely alienating to “minority” players (who, in numerical terms, actually constitute a majority) such as most women and girls, males of many ages, and people of different racial and cultural backgrounds. It is aided and abetted by a publication and advertising infrastructure, characterized by game review magazines, television programming and advertising that valorizes certain types of games, while it marginalizes those that do not fit the “hardcore gamer” demographic (p. 1). The Ludica Group’s research considers how deeply marginalized feminine play is within the gaming industry, as well as how several layers of cultural influence (industry, games, media) help to support this system. Thus, it is not simply gamers, developers, or magazines that are complicit in this schema of exclusionary 68 masculinity, but a larger culture that ultimately defines video game play as almost inherently masculine. This image of video game masculinity is heavily reinforced by industry statistics about who makes games. A recent study by the International Game Developers Association showed that only about 11% of the industry is made up of women (IGDA, 2005). Although it is universally agreed that greater diversity would improve the gaming industry, it is still primarily guided by a masculine workforce. In “Crunched by Passion: Women Game Developers and Workplace Challenges,” academic researcher Mia Consalvo (2008) writes that, in recent history, games with women developers have been more popular with women audiences. Consalvo explains, “Creating and maintaining a more diverse workforce, it seems, could result in games that are more gender inclusive, and that better reflect game play styles and content that would interest a broader population of gamers” (p. 177). Fullerton, et al (2008) suggest that this can be cured with a “virtuous cycle,” that “draws more women into game creation through more inclusive learning, play, and work environments” (p. 161). Because being a video game fan is the most likely reason designers and developers will wind up in the video game industry, the lack of game appeal to many women directly affects who makes games. In turn, because there is a shortage of women designers and developers making games gender inclusive, many women continue not to play. In these ways, we can see the gaming industry as a feedback loop: there are not enough feminine-centric games because there are not enough women designers and developers, and there are not enough women designers and developers because there are not enough feminine-centric games. 69 Given this feedback loop, it seems unsurprising that, according to Henry Jenkins (2000), video games are characterized by masculine play styles, and marked specifically by “boy culture” (p. 270). He explains, speaking specifically of games aimed at boys (as opposed to men), that characteristics such as independence, daring, mastery, hierarchical structures, and aggressiveness, being inherent design characteristics of many video games, might have specific appeal to masculine audiences. Similarly, Burrill (2008) posits that video games presume that “the player is always already male” (p. 138) and games become “a safe space to engage in violent and aggressive play without the threat of real bodily injury found in sports and other real-world activities and conflicts, and a theater of war where an enactment of the terminal triumph of an anxious masculinity supported by the fast-changing nature of technology can be repeated again and again” (p. 138).12 Given these guidelines, typical hardcore and masculine games would include the games in the Halo or Grand Theft Auto series. While these games might have a limited (primarily masculine) audience, they are also some of the games most commented upon by the media and the video game industry. This means that, oftentimes, discussions in the media about video games automatically condemn all games as violent, without necessarily seeing the full gambit of different games on the market. And while women do play these games, that does not eradicate the masculine undertones that permeate throughout them. A perfect example of this feedback loop can be seen with professional gaming teams. While there are professional women gamers, gender has become a key 12 The phrase “anxious masculinity” seems particularly compelling, here, as it seems to implying that this space is potentially being threatened or invaded—and perhaps given the number of “Oprah Gamers,” this might be the case. 70 distinction in gaming competitions. Taylor (2008), explains, “we are seeing increasing gender segregation of pro players and growing structural stratification including single sex teams (where there used to be more coed groups), higher prize winnings for male teams, and secondary status for women’s competitions” (p. 51). For example, the Frag Dolls is a gaming team comprised entirely of women, which is sponsored by the video game company Ubisoft. In some ways, women’s professional gaming teams have opened some doors in this previously masculine space. For example, in one interview Frag Doll Morgan Romine (2008) explained, “It’s this cultural stereotype of gamers, that it’s twenty-four to thirty-four-year-old males who are still living in their mother’s basement, that those are the type of people who play video games because video games are not, of course, played by people who have other things going on in their lives” (p. 317). At the same time, she also adds, “We certainly have made a big impact at Ubisoft as far as acknowledging that girls do play games, and that they should be considered as a demographic group with serious potential” (p. 318). Groups such as the Frag Dolls, the PMS Clan, and the Girls of Destruction (GOD)13 have entered a space that, in many ways, is stereotyped as masculine, but at the same time they are not always, necessarily, altering this masculine space. For example, while Ubisoft is sponsor to the Frag Dolls, they also own Play Magazine which prints a yearly Girls of Gaming issue: comparable to the swimsuit issue of Sports Illustrated.14 13 In some ways, these names can be seen to be fairly powerful indicators of the kinds of women involved in the organizations. Names such as “PMS Clan,” thus, makes some attempt to own gender stereotypes in the same way that a term like “queer” turned a derogatory term into a matter of pride. 14 Similar to the Sports Illustrated Swimsuit Issue, The Girls of Gaming does not focus on video game players, but rather, features sexual art of game characters. 71 In many ways, the depiction of Frag Dolls and other girl gamers runs parallel to past depictions of women in technology, where women are often cast as other. In the previous quote, the subtext of Romine’s remarks is that ordinarily women gamers are underestimated, but that her team of Frag Dolls has proved to be beyond this trivialization. At the same time, the Frag Dolls web site codes the players in an excessively sexualized way, neutralizing any threat they might make towards the masculine mainstream. The site details their preferences, hobbies, likes, and personal stats not unlike a playboy centerfold. Pictures of the Frag Dolls on the site show them fairly sexually positioned, and cartoon drawings of them overemphasize large breasts and hips (see Figures 1 and 2). So while Frag Dolls might be breaking some boundaries, they are also conforming to some feminine stereotypes in a traditionally masculine space. Additionally, one can argue that the mere existence of women’s gaming teams in professional gaming is evidence of their alterity. A team of only women is characterized by an otherness that makes them a novelty, rather than a standard part of play. On the one hand, professional women players might be beginning to break boundaries and show that women play too, but on the other hand one can see these players as helping to fortify pre-existing boundaries through self-marginalization. This disparity has parallels to many of the debates of women in sports and on sporting teams. From the 1970s through the present, much of this discussion has centered on Title IX, also known as the Education Amendments Act of 1972. Title IX is best known as legislation to give equal funding to women’s sports, although it 72 encompasses significantly larger territory than this.15 While obviously this is a large issue (and extends beyond the scope of this dissertation), discussions often question whether men and women play equally and require equal amounts of funding and attention (Messner, 2007; Suggs, 2005). But because video game competitions and leagues are not federally funded activities there is little likelihood of intervening legislation for an equal right to play: for professional video game players, the onus is all on women players to prove their equality. Finally, I do not mean to imply that productivity does not play an important and integral role in masculine styles of video game play. Specifically, when dealing with professional gaming (as mentioned above), or what is known as “power gaming,”16 masculine play styles are often highly productive and goal-oriented (Taylor, 2006). As noted in Chapter One, all play is (to some extent) marked by productivity. But the kind of productive play that I will be discussing in subsequent chapters is different: I primarily discuss productivity that deals with self-help and self-improvement, productivity that mimics gendered behaviors (such as domesticity and shopping), and productivity that is social networking. The productivity of power and hardcore gamers is more about goal achievement within the game spaces themselves.17 15 Title IX states, “No person in the United States shall, on the basis of sex, be excluded from participation in, be denied the benefits of, or be subjected to discrimination under any education program or activity receiving Federal financial assistance” (Ware 3). As such it included all federally funded activities, but was most notorious for giving equal funding to women’s sports teams. 16 According to Taylor (2006), power gaming is characterized by, “a focus on efficiency and instrumental orientation (particularly rational or goal-oriented), dynamic goal setting, a commitment to understanding the underlying game systems/structures, and technical and skill proficiency” (p. 72). 17 As noted in Chapter 1, several recent studies have remarked upon video games as excellent teaching tools (Gee, 2003) or affecting workplaces in positive ways (Beck & Wade, 1996). While these things are, indeed, productive, they are different from the kind of productivity that I will be discussing at length later in this dissertation. 73 Art Style and Anime It seems useful to briefly discuss the use of anime18 tropes and art style in several of the advertisements that are discussed in the following section on video game advertisements. In proceedings from the DiGRA (2007) conference, Mia Consalvo writes about how Japanese culture plays an undeniable role in American gaming culture. She explains that the gaming industry has “historical and cultural roots” and “strong business interests” in Japanese culture. She elaborates, “That influence and power extends to Japanese companies (such as Nintendo, Sega, CapCom, and Square Enix), Japanese visual styles (such as super-deformed characters and anime-like images), as well as an extensive list of games that have influenced successive generations of game designers around the world” (p. 736). Consalvo continues to approach these topics with critical frameworks such as hybridity and Orientalism—discussing how game characters with both American and Japanese influences become complicated by (and, yet, are still different from) these topics. While Consalvo’s discussion of Japanese and American culture in video games is compelling, it goes slightly beyond the scope of this dissertation—but it is important to note that these elements actively help to define many game spaces. At the same time, anime often portrays women, gender, and sexuality in ways that are different from Western culture. While at first blush many women characters in anime might seem overtly sexualized or sexist, in Anime from Akira to Howl’s Moving Castle, Susan Napier (2005) describes women characters as far more nuanced, and as being particularly empowered in many depictions. She explains, 18 Anime is the colloquial term for Japanese animation. 74 “Because Japanese women are still relatively disempowered, the overturning of the stereotype of feminine submissiveness may create a particularly festive resonance. In the animated space, female characters seem to glory in manifestations of power still denied them in the real world” (p. 31). Thus, while anime films such as Wicked City (1987) might offer women with vagina dentatas, and while the image of the Japanese shōjo19 is prominent in that culture, Napier illustrates how many of these images show nuanced fables of contested gender roles and expectations. At the same time, Napier also remarks heavily on the use of metamorphosis, transformation, and mutation in Japanese animation and manga (comic book graphic novels). Themes of metamorphosis permeate both storylines as well as the chosen medium (animation) itself. Napier explains, “In particular, animation, with its emphasis on movement and transformation, can be liberating. It allows the viewer vicariously to explore fluctuating identities that transcend any fixed subjectivity. It is no accident that metamorphosis is a key trope in animation” (p. 121). Given the importance Napier places on movement in animated media (particularly Japanese anime and manga), it is essential to note that this is one of the primary distinctions between other analysis of anime characters (as done by Napier and others), and the advertisements that I specifically analyze in the next section of this chapter. These advertisements are specifically still-frame advertisements, removed from the context of films, television shows, games, and manga. While in their full context they may represent some form of transformation, in this context they only represent the flat, one-dimensional depiction which is presented to the consumer of the advertisement. The shōjo is a young woman or girl that sexualizes herself in exchange for consumptive goods. In anime culture, the shōjo is a common figure—generally a girl in her teens who is highly sexualized (Napier, 2005). 19 75 Thus, while perhaps transformation is essential to understanding larger topics in Japanese animation culture, still-frame magazine advertisements of these games are not always as nuanced. Video Game Magazine Advertising In Decoding Advertisements: Ideology and Meaning in Advertising, Judith Williamson (1978/2002) remarks that advertising creates false distinctions between groups of people through products. She explains, “Advertisements obscure and avoid the real issues of society, those relating to work: to jobs and wages and who works for whom. They create systems of social differentiation which are a veneer on the basic class structure of our society” (p. 47). Williamson, here, is referring a Marxist ideological rift relating consumption to leisure and lifestyle. In other words, consumption is guided by wages, which in turn reflects class systems. This consumerism helps to maintain and reinforce class divisions that already exist. Similarly, advertising for video games helps engender and fortify rifts between a caste system of gamers through consumption. Thus, the so-called “casual” (Oprah) and “hardcore” gamers consume different games, because different games are actively advertised to each of these groups. In turn, these games help to reinforce player stereotypes within the gaming industry. In this way, players are always already constructed as masculine and feminine. By naturally equating video game play to masculinity, the advertisements that I discuss in this chapter create a different status for masculine and feminine players. Masculinity, thus, maintains a ruling status in the gaming industry while femininity is necessarily marginalized. 76 In what follows, I provide some examples of exclusionary masculinity that occurs in the video game industry. While subsequent chapters use both video games and advertising to demonstrate how games are designed for and marketed to women audiences, my examples in this chapter stick to magazine advertising. Because, as I have already illustrated, the majority of the gaming industry is masculine-focused (aimed at a male 18-35 demographic) (Ray, 2004) it is useful to look at how distinctions and dichotomies are constructed in these advertisements, regarding demographics. As noted in Chapter One, others have looked at video game magazine advertising to a lesser extent, but these studies tend to consider shorter spans of time and focus on content analysis, as opposed to my combination of content analysis and semiotic analysis. I am primarily interested in exclusionary tactics that suggest that women are not equal to men in digital play spaces. Additionally, I am interested in how sexualization and fetishization occurs in many of these advertisements. These portrayals may be alienating to women players and create a sense that traditional video game spaces are not meant for them. Methodology As already explained in Chapter One, I conducted a survey from June 2006 through May 2007 of two popular gaming magazines, Game Informer and Play Magazine. In this survey, Game Informer had a total of 395 advertisements and Play had a total of 274 advertisements throughout the course of the year (See Table 1). Of the advertisements for video games (59% of the total ads in Game Informer and 64% of the total ads in Play), 32% of the video game advertisements in Game Informer 77 had any images of women, while 57% of the advertisements in Play did. Many of these advertisements ran several times (and between magazines) and ultimately there were a total of 93 distinct advertisements over the course of the year that have any women in them (in major or minor roles). Because this included characters in advertisements that were in minor roles (such as part of small screen shots, characters that were significantly smaller, less lighted, or more abstractly drawn than the male characters, or were not the overall visual focus of the page) it was necessary to determine how many of these advertisements had women or girl characters in major roles, to fairly determine how women were depicted in these advertisements. By ruling out women and girls in screen shots, or those who were significantly smaller or more abstractly drawn, I determined that there were a total of 47 distinct advertisements over the course of the year, in both magazines, that featured female characters in major roles. In analyzing advertising I primarily used Goffman’s (1976/1979) criteria in Gender Advertisements, previously discussed in Chapter 1. It is striking how little has changed in advertising since when Goffman wrote about these things in the mid70s. I studied advertisement to determine several factors in how feminine characters were depicted: their facial expressions, eye positioning, “feminine touch,” and the potential of powerfulness depicted through size, stance, relative positioning, function ranking, and “licensed withdrawal,”20 as well as my own factors which include looking at age, clothing, and the anchoring text. While several of the advertisements had more than one female character (making some of these things more difficult to 20 I will explain the Goffman categories in detail, later in the chapter. 78 assess), I attempted to factor all of these things into my findings. In what follows, I will give a brief description of some of my findings over the year’s worth of magazines, and then use semiotic analysis to analyze some specific advertisements more carefully. It is also important to note here that my analysis is not of the games themselves—what interests me is not how women are depicted in the actual games, but rather how they are presented to readers. By understanding this, it becomes easier to understand how women might be marginalized by the advertisements in typical video game advertising, and how this might affect purchase and play of these video games. As a point of comparison, this marginalization is remarkably different from the advertisements that I will be discussing in Chapters Three, Four, and Five. Thus, by analyzing advertisements that present a baseline of the video game industry and comparing them to video game advertisements that are aimed at alternative audiences, I am able to better establish differences in attitude, form, and portrayal of women. Many of the advertisements in this chapter are explicit in their themes, and often use crass stereotypes in overt ways. Other advertisements are more implicit, but still depict gendered themes. Common Themes in Advertisements Two factors that play a large role in Goffman’s analysis of gender in advertising are facial expressions and eye positions (where the subject is looking). These, he contends, play a role in how women and femininity are depicted. Women are often are seen smiling and wearing non-threatening facial expressions: “Smiles, it can be argued, often function as ritualistic mollifiers, signaling that nothing agonistic 79 is intended or invited, that the meaning of the other’s act has been understood and found acceptable, that, indeed, the other is approved and appreciated” (p. 48). This is the case with 28% of the women depicted in the video game advertisements that were smiling or smirking in some way (see Table 2). Thus, often even the more powerful figures in these advertisements have their potential powerfulness downplayed by these more mollifying facial expressions. For example, in Figure 3, the image of Tomb Raider: Anniversary shows the game’s protagonist, Lara Croft, with a slightly coy smile. Much has been written about Lara Croft (Schleiner, 2001; Mikula, 2003; Richard & Zaremba, 2005) in previous studies of gender and games and this study does not seek to belabor the topic. What seems particularly compelling in this image is how her slight (but unmistakable) smile balances out the potential power from wielding a gun. The image of Lara Croft is unthreatening, in part, because of the inviting smile in advertisements such as this one. Her smile, which runs perpendicular to her gun, creates a contradictory image somewhere between threatening and sexualized. The smile seems to cut directly into any potential threat that she poses. Regarding the position and eye line of the subject, Goffman explains: “The lowering of the head presumably withdraws attention from the scene at hand, dependency entailed and indicated thereby. The gain is that one’s feelings will be momentarily concealed—although, of course, not the fact that one is attempting such concealment […] Mere aversion of the eyes can apparently serve similarly” (p. 63). It’s striking that 66% of the advertisements that featured feminine characters in Play and Game Informer had women or girls with averted eyes or were not looking directly ahead—most either lowered or off to the side (See Table 2). Thus, images 80 such as Figure 4, an advertisement for the game Dark Kingdom, creates another ambivalent construction of power and femininity. Like the Tomb Raider advertisement, the woman featured here has the potential for power by holding a sword and clearly being in attack mode. Her averted eyes, though, are looking off in the distance, and she shows dependence on the game player, ultimately controlling the avatar’s actions. Her slightly open mouth reaffirms this ambiguity. On first glance, her open mouth might be an angry call of rage or battle cry. But because of the aversion of her eyes, it also might appear to be a sexual expression—almost orgasmic. The sexuality of her expression is highlighted by her armored yet revealing breastplate. Clearly, the star of this advertisement is being portrayed as a sex object, albeit an ambiguous one with both violent and orgasmic potential. Thus, like the Tomb Raider advertisement, this ad for Dark Kingdom leaves ambiguous messages about how femininity is constructed in this game in particular and in video games in general. In both of these advertisements, the women engage in what Goffman refers to as “licensed withdrawal.” He explains, “Women more than men, it seems, are pictured engaged in involvements which remove them psychologically from the social situation at large, leaving them unoriented in it and to it, and presumably therefore, dependent on the protectiveness and goodwill of others who (or might come to be) present” (p. 57). It is notable that licensed withdrawal would not generally be combined with aggressiveness, but in advertisements such as Tomb Raider or Dark Kingdom aggressiveness (via weaponry) is combined with the licensed withdrawal to create a kind of sexual ambiguity. This kind of dependence is 81 similar to the Dark Kingdom advertisement (Figure 4). In addition to the aforementioned coy smiles and off-screen glances, licensed withdrawal often is portrayed through placing a hand on or near the mouth or body to indicate an emotional response. At the same time, as Goffman noted, licensed withdrawal connotes dependence. Figure 5, an advertisement for the game Ar Tonelico: Melody of Elemia, features another example of licensed withdrawal. In this advertisement, the main focus of the page is a woman, hands close to her face, who might be singing, but once again also might be orgasmic. The combination of her withdrawal (and dependence) and sexualization suggests that the audience—and specifically the game player—are controlling her sexually. Her eyes are closed, which continues to reinforce the position of being “withdrawn” from the rest of the page. The headline of the advertisement, “You never forget your first…” reinforces this sexual interpretation of her position. Thus, the character is both withdrawn and dependent, and at the same time highly sexualized. Both of the other two characters on the page (another female and a male, both somewhat androgynous) are also smiling. None are portrayed particularly powerfully, though the masculine character is garbed in fighting and armored clothing, while the feminine characters are in cloth (the younger one is more scantily clad). Thus, while the advertisement suggests sexuality over agonistic empowerment, the feminine main character—and main focus of the page— is the most dependent and most withdrawn, allowing the player to assume control over her actions. The characters in this advertisement are clearly based on an anime artistic style, although slightly androgynous. As already noted, anime is culturally nuanced, 82 and it is difficult to get a full perspective of sex and gender in the game only from the advertisement. At the same time, this advertisement stabilizes a moment from the game, and the reader is only able to glean the moments that are presented to them by the advertisement. While a game has narrative, levels, and overall story progression, the still advertisement has a single moment which forces a specific gaze. Thus, while nuance might be a major part of the game, and while girls and women may have powerful roles in the actual game, the advertisement leaves an ambiguous impression regarding power and femininity. This ambiguity reinforces overarching themes of the masculine gaming industry. Goffman also discusses how positioning on the page, relative size, and function ranking (or the sense that men have higher social function in the advertisement than the women do) all play a large role in how gender is constructed in advertisements. According to Goffman, women are generally depicted as smaller than men, both in terms of height and width, and in ways that make their function ranking physically visible. Thus, while in the Ar Tonelico advertisement the woman’s face is larger than the man below her, she is also in profile, and thus partially hidden. Conversely, the man below her is shown with three-fourths of his body (below his torso) and the viewer sees him full on (not in profile). The younger girl (much like the older one) is engaged in a kind of licensed withdrawal as well, by hiding, in part, behind her shoulder with her head bowed coyly. The male character is facing front with his armor showing his function—that of the fighter. This kind of function ranking is equally visible in Figure 6, an advertisement for the game Mage Knight: Apocalypse. Here, the male figure is clearly seen as the main character, with a female 83 warrior, lower, smaller and to his side. While the woman is obviously depicted as a fighter, by being smaller and slightly in front of the male figure, he overshadows her in an apparently protective way. While she is wielding the sword, he is overseeing the situation. Also she is not holding the sword in a particularly menacing way, but upwards, hands grasping it in a phallic position. Thus, Mage Knight might seem to offer empowering images of women in video games, but these images are simultaneously being marginalized by how they are portrayed or the masculine figures which accompany them. It is also useful to note that all of the above mentioned advertisements have, thus far, had feminine characters which have in some way used or displayed their hands. Goffman explains that, “Women, more than men, are pictured using their fingers and hands to trace the outlines of an object or to cradle it or to caress its surface (the latter sometimes under the guise of guiding it), or to effect a ‘just barely touch’ of the kind that might be significant between two electrically charged bodies” (p. 29). While on one hand there is a utilitarian purpose to holding weapons in a game where there is fighting, the use of hands, and the specificity of seeing ungloved fingers in each of these ads is telling. The feminine character in these advertisements are not so much fighting as they are displaying a weapon in a way that sexualizes them. 57% percent of the advertisements that had women in them were either touching themselves, displaying their hands, touching weapons, or touching others (See Table 2). 84 Analysis of Full Advertisements These advertisements help to construct a feminine marginalization in the typical video game world. This marginalization, I argue, reflects who is being authorized to play these games. In the following, I analyze two specific advertisements that highlight this feminine marginalization. It is my contention that not only do the following advertisements help to marginalize potential feminine players, but they also create an image that women and girls do not belong in this overall playscape—an image which is ultimately being conveyed to masculine players. While not all games are aimed solely at masculine audiences, the fact that the two magazines I reviewed have so many advertisements that essentialize or ignore femininity shows how overwhelmingly marginalized women and girls are in the video game industry. In subsequent chapters, I will be discussing games that are specifically targeted at more feminine audiences—although none of those advertisements appeared in Play or Game Informer. The first advertisement is for the game Izuna (Figure 7). The ad, which appeared in several months of Play Magazine in 2007, features the title character, alone, holding a sword over her shoulder. Like the advertisement for Ar Tornelico (Figure 5), this advertisement features an anime-heavy visual style. But also like Figure 5, as a still-frame advertisement, nuances that may exist in traditional anime (or in the actual game) are not necessarily conveyed. The advertisement’s text brags, “Finally, a Dungeon RPG strong enough for a man… but played as a hot CHICK.” This headline is telling enough: as a play on the popular anti-deodorant advertisement (“Strong enough for a man but made for a woman”). The difference between the 85 original deodorant advertisement and the advertisement for Izuna is the distinction between “made for” and “played as”: in no way does this advertisement infer that anyone but a man is meant to “play” this “hot CHICK.” The image of the woman to the left of the text illustrates the notion of “hot CHICK.” Izuna’s is presented as sexually attractive, with her face partially hidden by hair, and profiled in the aforementioned sense of licensed withdrawal. One of her eyes cannot be seen, and the other one is looking slightly downward.21 Her smile is slightly distracted, again a sign of licensed withdrawal. Izuna’s pose is potentially stripper-like or prostitute-like: most of her body is visible and her hip, pointed outward, displays her curves and bare leg. She holds a very long (phallic) sword over one shoulder (her arm, in part, hiding her face), her fingers only lightly grazing the sword handle. Her arms reaching upwards also manage to display a profile of her (clothed) breasts for the audience. Despite being more clothed than the character for the Dark Kingdom advertisement, she wears fishnet sleeves—again an inference of prostitution or striptease. Izuna has a slight smile on her face, and her eye is focused off in the distance—typical for a facial expression of licensed withdrawal—once again, per Goffman, showing her as ultimately powerless. For a character that is “strong enough for a man,” Izuna is hardly menacing. The text below the headline, though, is even more telling of how this advertisement might marginalize feminine video game players. It explains, “You have the privilege of controlling the cutest ninja ever, lzuna (that’s me!), through all these 21 I have had some debate about whether or not Izuna is looking at the reader of this advertisement, or off to the side (in licensed withdrawal). I feel strongly that it is the latter. Her pupil is slightly lower than the green iris in her eye. The large amount of white cornea to the left suggests that Izuna’s vision is not focused forward, but is focused slightly down and to the left. Additionally, her slightly lowered lid conveys a sleepiness or dreaminess that seems unfocused on the audience. 86 different dungeons. Customize my weapons and unleash devastating ninja spells to destroy monsters and score major treasure. Let’s face it, I need the cash” (emphasis, mine). The word “controlling” is key here. The potential player is not being told they can role-play as a feminine character, but rather as advertised in the headline, that they can control a “hot chick,” a decidedly masculine phrase for woman. Because it has already been established that the game is “strong enough for a man” it is clear that this “controlling” is not to be done by a female player, but is expected to be done by a male. Further, the final line (“Let’s face it, I need the cash”) reinforces this control theme with the hint of prostitution: by spending money on the game the player is able to control the actions of “the cutest ninja ever.” Additionally, one might even suggest that this implied prostitution and exchange of material goods is a reference to the previously mentioned shōjo culture, prominent in Japan. Thus, this advertisement reinforces a notion that feminine players have no place in the gaming world. Instead of being active players, women can only be seen as controllable and commodified avatars. The second advertisement (Figure 8) is not for a specific game, but for the Playstation Portable (PSP) system, which appeared in September 2006 of Game Informer Magazine. This advertisement, somewhat similarly to Izuna, allows game play to provide a substitute for desire and sexuality. In this advertisement a small diorama stage sets the “PSP Theater” wherein two finger puppets are playing the roles of Romeo and Juliet. The Juliet character, on a makeshift balcony, declares the expected, “Romeo, Romeo, where art thou Romeo?” But rather than the obligatory rejoinder, Romeo scoffs, “I am busy playing PSP Greatest Hits for $19.99, so call 87 someone else’s name like Frank or something.” This advertisement is compelling for several reasons—first because of the way the feminine figure (finger) is marginalized from video game play both physically and psychologically. The Juliet character is pleading for romance in an entirely essentializing way—wearing all white and claiming a somewhat chaste desire. The male character not only dismisses her by verbally professing his love for PSP games (over her love), but by physically showing desire towards the games rather than the heteronormative scenario that has been presented to him. As can be seen in the advertisement, because the Romeo finger is being played with a Thumb, half of a pointer finger juts out below him, arguably showing a simulated erection—not towards Juliet, but rather, towards the images of the games. These games, on puppet-like popsicle sticks (continuing the makeshift theater theme) embody a third character—technological play. Given the masculine finger’s simulated erection, romantic and heterosexual desire is thus being replaced by video game play and technological desire. While the feminine character does not necessarily embody all of the previously mentioned Goffman themes (we are unable to glean her facial expression, and “feminine touch” is a useless concept for a finger puppet), her physical separation from both the masculine finger puppet and the games is indicative of both function ranking (she is apart from the play, on a balcony) as well as licensed withdrawal. The reader/viewer is being shown that femininity has a specific role within video game play. These two advertisements are particularly useful, because they embody typical ways that femininity is coded within the gaming. The Izuna advertisement clearly uses sexualization to neutralize the power of femininity, while the PSP advertisement 88 trivializes feminine play, coding it as overly-romanticized and characterized by otherness. These advertisements do not just marginalize femininity, but actively neutralize it. Final Fantasy and Lord of the Rings: Advertising Exceptions In addition to the advertisements that I have discussed above, I feel it is also necessary to note two exceptions that I encountered in my survey. Both of these advertisements were strikingly similar in how femininity is treated more equally. The two advertisements are for Final Fantasy III and Lord of the Rings Online (Figures 9 and 10). Both of theses advertisements have headlines with numbers at the top. While Final Fantasy advertises, “4 characters, 23 job classes, 279,841 possible party configurations” the Lord of the Rings ad says “Millions of Players. One game to rule them all.” Both advertisements, then, follow up their claims by showing countless examples. Final Fantasy shows an infinite number of possible characters and Lord of the Rings shows an infinite number of players. Both of these advertisements show both male and female players/characters, although in both cases slightly more male than female. In these advertisements, men and women are dressed similarly, and are almost indistinguishable until the reader takes a closer look at the infinite crowd shown. These advertisements are excellent examples of less marginalizing and essentializing feminine play—they treat femininity as part of the play force and diversity that is necessary to the games. Both of these advertisements are notable for their egalitarian notions of who is authorized to play. As such, the advertisements for 89 Lord of the Rings Online and Final Fantasy III might show the beginning of an important shift where femininity might eventually be approached differently in traditional venues of video game advertising. Constructing the Masculine Playscape In the proceedings from the Forth International Conference on the Foundations of Digital Games, Mia Consalvo (2009) compares (feminine) casual gamers to masculine (hardcore) gamers in terms of community and industry perception. According to Consalvo, much can be learned from disentangling and comparing these communities. She explains, “Clearly, many players of casual games are not at all casual in how they play or think about such games” and continues that “perhaps it is time to rethink those labels entirely” (p. 4). Because women gamers (whether labeled “casual” or “Oprah”) represent an alterity to the mainstream gaming industry, it becomes essential to understand how and why their play styles vary so dramatically from the gaming industry’s narrower, primary focus. In part, as I have illustrated, this disparity is due to exclusionary tactics within the gaming industry: women are clearly presented as “other” when it comes to hardcore gaming. This can be seen in advertising, in professional gaming leagues, and also in the dearth of women game developers. Femininity is constantly being coded and neutralized within the larger gaming industry culture. In trivializing or sexualizing feminine players a rift is constantly maintained in the gaming industry, where it remains difficult for women to fully get in the game. 90 At the same time, there may be something bigger at play, here, which will be the focus of the remainder of this dissertation. While popular media portrayals (such as those in the advertisements shown, above) might suggest that women are less interested in video games, clearly this isn’t the case. Instead, what I will illustrate is that women’s play tends to be primarily productive. Regardless of whether this affinity is biological or cultural, the need for productivity in play has helped to maintain the already established rift between women and the gaming industry. While, often, masculine play does result in some kind of productivity, in the following chapters I illustrate productive play styles that are primarily feminine. 91 CHAPTER THREE A 36-24-36 CEREBRUM: PRAGMATIC PLAY Introduction In recent years, several video games have emerged that promise pragmatic productivity or self-help. These games make various claims, such as the ability to make players smarter, grow their vocabularies, improve their vision, teach them to cook, and help them get more physically fit. Several games in this category have been specifically targeted at feminine audiences. While men, too, are occasionally the target audience for these games, my primary focus in this chapter is on video games that use productive play to target women audiences. Primarily, this is done through gendered stereotypes involving self-help and fitness. I refer to this phenomenon as pragmatic play. In what follows, I will be addressing both video games and video game advertising. While, obviously, the same people are not generally charged with both the design of a game and its advertising, they collectively help shed light on the larger issue of gender, productivity, and video game play. By looking at both games and advertising, I will illustrate in-game components as well as how these games might be perceived through marketing. I begin each section by discussing the productive aspects of the games themselves, and elaborate on their advertising. While these things are obviously not always created in tandem, they nevertheless work together to create an overall image of a game and the culture around it. It is important to note that many of the “games” in this category are not games in the traditional sense as defined in Chapter One. To reiterate, I adopted the Salen & 92 Zimmerman (2004) definition, which is: “A game is a system in which players engage in an artificial conflict, defined by rules that result in a quantifiable outcome” (p. 80). According to this definition, some of the brain games that I discuss later might be considered games. Alternatively, other “games” that I discuss in this chapter such as Personal Trainer: Cooking or My Weight Loss Coach (both of which are primarily instructional) have neither artificial conflict nor rules. And while both might have some kind of quantifiable outcome, (i.e., cooking skills or fitness) these are outcomes in the real world space as opposed to a game world space. In some games, this productivity can become a blurred line and game progress can affect productivity both inside and outside of the game world. However, for this chapter I will be primarily focusing on games and real world productivity. In other ways, these products can be considered games simply by popular categorization. The use of a Nintendo gaming Platform means that these products are available in video game specialty stores, are grouped with video games in larger retail stores, are designed by game companies, and are packaged and rated like video games. Thus, while these are not games in the Salen & Zimmerman sense, their use of gaming platforms automatically constructs them as game spaces. Obviously, this complicates Salen & Zimmerman’s definition of “games” significantly. The use of gaming platforms creates an often complex relationship with the reality of how they are portrayed, in terms of both marketing and mechanics, to their audiences. By positioning themselves as games they might automatically appear frivolous or nonproductive, but the self-help offered by this software is far from frivolous, potentially luring players in with promises of productivity over promises of play. To avoid 93 confusion, I will be referring to all of the software in this chapter as games, even when they do not meet my previous definitions. Many of these games share similar structures and game mechanics: the training games in particular often ask players to play once a day (or as often as possible), are guided by an in-game expert (most commonly a masculine one, but occasionally feminine or gender-neutral), and new challenges and puzzles are unlocked the more the player participates. Additionally, several of the games begin with an initial test to monitor the player’s status before the first time they play the game, and use that status as a baseline for future judgment of the player. While more traditional games promise some degree of fun, in many of the games studied in this chapter fun takes a backseat to productivity and self-help. I argue that it is a promise of productivity that helps attract a feminine audience. At the same time, the pragmatic play discussed in this chapter creates hazier boundaries between what is play and what is productive. In reproducing problematic gender stereotypes, pragmatic play helps to reinforce a connection between women, productivity, and leisure. Gender and Self-Help One of the primary examples of productivity in the video games discussed in this chapter involves some form of self-help. Research on self-help has a significant history, the scope of which is greater than that of this dissertation. What is clear, though, is that self-help is often highly gendered and helps to form and reinforce gender roles. This includes famous relationship-themed books such as Women who 94 Love too Much, as well as popular talk shows such as Oprah Winfrey, Montel Williams, and Dr. Phil: all of which primarily target women audiences. There are also several links between the women’s self-help industry and the feminist movement, which according to some can be traced back to Betty Friedan’s famous book The Feminine Mystique (Simonds, 1992; Taylor, 1996). More recent feminists have been critical of the self-help industry, often referring to it as a feminist backlash (Faludi, 1991) and so-called “victim feminism” (Wolf, 1993). Regardless of whether activists and researchers see self-help as being productive or destructive, few dispute its gendered themes and targeting of feminine audiences. In Women and Self-Help Culture: Reading Between the Lines (1992) Wendy Simonds explains that self-help allows women the opportunity to “try on” new concepts of self. She elaborates: A process that aptly characterizes self-help ideology is the makeover, which has special salience for women in this culture. If you don’t like it, change it; dress up your assets and hide the ugly parts. The message being conveyed by media that tell women how to make ourselves over is not covert: self-help books, magazines, television, and advertisements all encourage women to see ourselves as mutable, correctable, a product of various influences in constant flux. […] In self help literature (as well as other media), men, in contrast, are rarely variable—no matter how much women might wish they were. (p. 224) In other words, self-help literature aimed at women creates a sense that women can (and should) constantly change. At the same time, it reinforces messages that men 95 will never change. The mutability of women is a gendered signal which is at the root of self-help literature. In a similar way, the games and advertisements discussed in this chapter suggest that women change, alter, or improve themselves in areas such as beauty, health, and fitness. The goal of these games is not play, 22 but rather, productivity and self-improvement. Thus, in games and advertisements that I will be discussing shortly both the body and the mind are constantly game for improvement. According to Verta Taylor in Rock-a-by Baby: Feminism, Self-Help, and Postpartum Depression, self-help is primarily characterized by “experiential knowledge” or, “common-sense wisdom of people’s problems as an alternative or supplement to professional knowledge” (p. 19). In what follows, I argue that the experiential knowledge found in self-help literature is mimicked in the pragmatic play found in many video games. In these spaces, the player is guiding by a singular author-figure (perhaps not the game creator, but an “expert”) who uses knowledge and experiences the player is already familiar with. In these ways, the games use selfhelp paradigms to better target feminine audiences. While most researchers focus on self-help as it applies to personal mental health (focusing on topics such as relationships and postpartum depression), my focus in the following is primarily on self-help as it applies in two spaces: education and body image. For some time now, women have been considered “passionate consumers” of continuing education (Deem, 1986, p. 55). Often, these adult education experiences function as an alternative to compulsory K-12 education. At the same time, in the examples that I will illustrate below (Brain Age, My Word Coach, and Big Brain 22 As explained in Chapter One, Salen & Zimmerman (204) define play as “free movement in a more rigid structure” (p. 304). 96 Academy) other stereotypes of gendered self-help (involving body image and personal advice) seep into brain games, influencing both the game designs and advertising. For instance, I will illustrate how Brain Age advertising equates mental beauty with physical appearance in a way that downplays one kind of productivity in favor of another kind. In a similar vein, the second kind of self-help productivity which I focus deals with body image and weight control—a particularly hot-button issue for many women. In Femininity and Domination (1990), Sandra Lee Bartky writes of the difficulties that many women have between self and body-image, explaining that, while on one hand women are taught narcissism, on the other hand they have little control over the body image they are being encouraged to produce. According to Bartky, “women experience a twofold alienation in the production of our own persons: The beings we are to be are mere bodily beings; nor can we control the shape and nature these bodies are to take” (p. 42). Similar claims have been made by Naomi Wolf in The Beauty Myth (1991) and Jean Kilbourne in Can’t Buy My Love (1999), both of whom discuss how media images of overly thin women have helped to produce eating disorders such as Anorexia Nervosa and Bulimia. Susan Bordo writes in Unbearable Weight (1993) that the slender body is always gendered and “never neutral” (p. 204) and is a “contemporary ideal of specifically female attractiveness” (p. 205, author’s emphasis). Thus, given the gendered nature of images about weight loss and slenderness, it seems unsurprising that recent video games targeting feminine audiences have taken on themes of fitness. 97 In Where the Girls Are: Growing Up Female with the Mass Media (1994), Susan Douglas writes about how the mass media has sold narcissism in place of empowerment to women. She explains that often advertising in recent years have twisted notions of women’s liberation into excuses for narcissism and a focus on self appearance. She explains: Women’s liberation became equated with women’s ability to do whatever they wanted for themselves, whenever they wanted, no matter what the expense. These ads were geared to the women who had made it in the world, or who hoped she would, and the message was Reward yourself, you deserve it. (p. 246) Thus, according to Douglas, corporations and advertisements have used women’s liberation to suggest that spending money on oneself is equal to freedom. At the same time, the ads suggest that money be spent narcissistically—women should use consumerism to improve themselves. The self-help and pragmatic themes of the games ultimately foster contradictory messages about work and play within game spaces for women. Brain Games Brain games are video games that specifically and overtly aim to improve the player’s intelligence, knowledge, or other cerebral function. Popular current games in this category include the two games in the Brain Age series, and in many ways Brain Age defined the genre in the handheld market. The Brain Age games specifically promise to improve the player’s memory and thinking skills. Other games in the 98 genre have made similar claims about improving a player’s vocabulary (My Word Coach), teaching players a new language (My Spanish Coach, My French Coach)23, or improving a player’s vision (Flash Focus). However, A clear distinction should be made between brain games and educational games. Educational games are more geared towards pedagogical tactics, most often meant to teach skills or ideas to school-aged children (Bruckman, 2003). Alternatively, while brain games are similarly focused on learning, they are generally geared towards adult audiences. The primary distinction that I make between brain games and educational games is whether the player is learning new things, or focusing on speed exercises to engage in self-help. The games that I outline in what follows (Brain Age, My Word Coach, and Big Brain Academy) each involve simple math, memory, and word skills, primarily reinforcing older information rather than teaching new skills for the first time. Thus, these games focus on self-help and are meant for adult audiences more than children. Brain Age Brain Age (Nintendo of America, 2006) and Brain Age 2 (Nintendo of America, 2007) are two of the most popular brain games currently on the market for the Nintendo DS system; many other games in the genre have been modeled after them, using similar structures and game mechanics. Distinctive when compared to most other Nintendo DS games, both of the Brain Age games have the player hold the gaming system lengthwise, rather than widthwise (more like how one holds a book). 23 While language games, on one hand, may seem to be educational games this particular series uses themes and structure that is similar to other brain games. 99 The games are both led by a cartoon version of a Japanese neuroscientist, Dr. Ryuta Kawashima, the games’ creator (See Figure 11). Unlike typical video game software, the packaging for the Brain Age games has more “quiz”-like tropes than game-like ones. The cover of the original Brain Age game has an outline of a human head, divided into fore quadrants in its center. Each of these quadrants has variations of number quizzes on them—despite the fact that the actual game features word quizzes as well, these are not present on the game’s cover (See Figure 12). At the bottom of the game cover, the player is asked, “Is your brain young or old?” The game insert features an introduction by Dr. Kawashima: Hello! I’m Dr. R Yuta Kawashima! Did you know that just like how you lose muscle mass with age, your brain function begins to decrease when you reach maturity? This happens even if you lead a normal, healthy life. Everyone knows you can prevent muscle loss with exercise, and use such activities to improve your body over time. But we now know that the same is true of your brain. If you proactively reinforce daily habits of brain training, you can help to prevent a decrease in brain function. (p. 6) This introduction, the game cover, and the other extra-game matter all serve a common purpose—to make Brain Age appear to be less of a game, and more of a training exercise. Importantly, nothing in the game description infers fun, leisure, or play. Instead, the game is pitching self-help and self-improvement. 100 When the player begins playing one of the Brain Age games for the first time, they are immediately asked to take a test to determine their “brain age” (or the relative age the player’s brain is supposedly functioning at). According to the game, a score of twenty is optimal and eighty is the worst possible score. Regardless of the player’s initial score, they are urged to engage in the daily training exercises from a single starting point. A player can recheck their brain age at any time, and their new score will save over their older score—regardless of whether or not it is higher. In actual daily play, the software is composed of several mini-games—most of which are unlocked after a specific amount of play time. In these games, the player does math, word scrambles, and memory exercises that purportedly strengthen their overall brainpower, allowing them to ultimately achieve a higher brain age score. When games unlock they do so regardless of the scores the player achieves: they are set to unlock after a certain number of times the person engages in daily “training”. Exercises vary, and include simple math, word jumbles, and several memory drills. For each of these training exercises, the player is judged by their speed (given ratings such as walking speed, train speed, airplane speed, etc.). One key to the Brain Age series is that it is not referred to as play, and always referred to as training. Thus, despite being on a gaming system, Brain Age never pitches itself as a game and players are always aware that what they are doing is for self help, rather than fun and leisure. The player is constantly being kept aware that they are being productive. Dr. Kawashima offers tips and jokes throughout the play, sometimes chiding and sometimes encouraging the player. Many of these tips are telling about the overall tone of the game. For instance, one tip in Brain Age 2 is “When you enjoy 101 yourself, your brain may experience positive effects. But if you do things out of obligation, your brain could see negative effects. Remember to keep a positive attitude in everything you do.” Along a similar vein, a later tip insists, “Do you find yourself getting angry at the drop of a hat? This can be a warning sign of decreasing brain function. Try to stay cool and rational when anger strikes.” This kind of statement neatly aligns with that found in self-help literature, using experiential knowledge relayed through a personal, advice-giving mentor. Equally interesting are advertising campaigns for Brain Age. These advertisements better illustrate the gender expectations coming out of traditional selfhelp, and woven into the games. My analysis of Brain Age advertising focuses on two ads which appeared (in different magazines) in May and June of 2006. The first advertisement (Figure 13) appeared in magazines including Real Simple, Oprah Magazine, and People Magazine. The second advertisement (Figure 14) appeared in magazines including Wired Magazine and Time Magazine. The two advertisements (clearly aimed at very different audiences) are compelling, both for their similarities and for their vast differences. Both advertisements are structured like an advertorial (giving the impression of being more of an informational magazine article than an advertisement). Both have a person (one a woman and one a man) playing the game in the left hand corner of the ad. The advertising copy is structured similarly on both pages, and in some places is exactly the same. Yet these advertisements highlight some specific ways that video games are marketed differently to men and women and the role that productivity and self-help plays in this marketing. 102 Both advertisements are composed of almost equal amounts of image and text. In each, the text is essential to understanding how gendered play is constructed. The title of the masculine advertisement (in all caps) reads, “CAN YOU USE A VIDEO GAME TO REWIRE YOUR BRAIN?” which suggests a highly technologically focused message. Written in all-caps, the text is yelling at the audience. Conversely, the feminine headline uses a subtler and softer statement (not a question): “What the Japanese have discovered about the fountain of youth.” While both headlines suggest self-help to some extent, the headline for the advertisement with the woman immediately infers beauty, self care, and health, while the masculine advertisement discusses video games, technology, and the brain. It is significant to note that the phrase “video game” is never used at all in the feminine version of the advertisement. In effect, the feminine ad goes on to suggest that taking care of one’s brain is part of the daily beauty regimen that all women should be involved in. At one point it concludes that “A 36-24-36 cerebrum is just a few exercises away”—clearly equating the necessity of mental exercises to maintaining physical beauty. The masculine advertisement, conversely, suggests that playing this game might help one become more competitive with their co-workers. Both advertisements preach a kind of productivity, but the gendered nature of health and beauty suggests more about selfmaintenance while the masculine advertisement suggests a playful form of agonism— clearly more of a counterpart to typical video game advertising (as seen in Chapter Two). It is notable how this switch to focusing on the body rather than the mind follows traditional gender stereotypes of Cartesian logic: women signify body, while 103 men signify mind. Of this duality, Susan Bordo writes in Unbearable Weight (1993), “For if, whatever the specific historical content of the duality, the body is the negative term, and if woman is the body, then women are that negativity, whatever it may be: distraction from knowledge, seduction away from God, capitulation to sexual desire, violence or aggression, failure of will, even death” (p. 5). In a similar vein, the two comparable advertisements show a division in how women and men are expected to interpret this software. Despite being clearly a brain game, women are encouraged to use it in order enhance physical self-help. This kind of advertisement reinforces negative images about women, vanity, and physical self-help over a much nobler mental self-help pitched in the masculine advertisement. Visually, these advertisements reinforce what their text says outright: play and technology is a masculine domain that can only be entered into by women under the guise of beauty and self-care. Lighting is a key factor in how these advertisements are constructed. Both the masculine and feminine advertisements feature the heads of the models with light attached to them—the man’s head is lit up like it is wired with circuitry, while the woman’s head produces a haloed effect. The baldness of the man infers futurism, while the woman’s hair is tied neatly in a bun—a display of self-control. There is a harder light against the darker page in the masculine ad, making it appear more serious. At the same time, visually, the color and lighting contrast is somewhat similar to some of the advertisements discussed in Chapter Two, where “serious” can be seen as equivalent to “hardcore” (as opposed to the casual gamer). Conversely, the softness of the feminine ad (in purple tones) allows it to appear non-threatening—it is 104 the head and face, rather than the brain that is being stressed in this advertisement. This use of light and darkness in both ads helps to reinforce the messages each of the advertisements are attempting to convey: in the case of the masculine ad, that the technology is serious and will make a dramatic change to one’s mind, while in the feminine advertisement, that it will improve the mind (and body) but in a nonthreatening way. While both suggest productivity, there is a clearly gendered distinction in what kind of productivity is acceptable and expected. How the models are positioned in the advertisements also helps to reinforce their messages. While both models are featured in profile, the woman’s head is looking slightly downward at the DS, while the man’s head and eyes are looking up at the technology, and he’s reaching for it with his arm. The positioning of each model’s head evokes Goffman’s (1978) discussion of “the ritual of subordination” as previously discussed in Chapters One and Two. Goffman explains, “A classic stereotype of deference is that of lowering oneself physically in some form or other of prostration. Correspondingly, holding the body erect and the head high is stereotypically a mark of unashamedness, superiority, and disdain” (p. 40). While the advertisements each only feature one person, the relative positioning of each is telling with implications. In the ads, the man’s body implies the “unashamedness and superiority” suggested by Goffman, while the woman’s is lowered implying deference. The woman is cradling the Nintendo DS in her hand, which evokes Goffman’s previous discussion of the “feminine touch.” She appears to be holding the DS almost like a beauty compact. Conversely, the placement of the man’s hand relative to the Nintendo DS emphasizes the technology more than the human. In this 105 version of the ad, the technology is suspended in midair, with the man’s hand (and stylus) reaching up to it. The man does not appear to be threatened by the mid-air technology; although by looking up at it he is shown as potentially dominated by the Nintendo DS. The floating Nintendo ultimately gives the masculine ad a futuristic tone: he is looking upward at the technology of the future, and the technology is suspended in air in an impossible way. While this positioning could suggest that he is dominated by the DS, and the woman is the dominant figure in her advertisement, this is not necessarily straightforward. The implication may also be that the man is allowed to be challenged by a superior technology, while the woman is shown to be more comfortable embracing something resembling an older technology (a book). My Word Coach My Word Coach (Ubisoft, 2007) is structured somewhat similarly to the Brain Age games. This vocabulary-enhancing game requires daily play and uses word exercises to improve the player’s vocabulary. In this game, rather than improve a “brain age” the player strives to advance their “expression potential”: a score representing the player’s “command of the English language.” This number is shown as a percentage, out of 100%. As the number raises, new exercises, difficulty levels, and games unlock for the player. Different “expression potentials” match up to different labels, progress, and status. For example, a 10% expression potential is equal to a smart toddler, according to the game, while 40% is a university graduate, 75% is a teacher, and 95% is a poet/literary writer. 106 The phrase “expression potential” is compelling, compared to the far more scientific sounding “brain age” label. On one hand, “expression” feeds into far more emotional implications about the player, as the term can imply the ability to express oneself both in terms of articulation and emotion. On the other hand, this term is balanced by the word “potential,” which implies mutability and the ability to fix oneself. Unlike “brain age” which sounds like a more fixed and constant status, “expression potential” is a phrase that implies self-help, and the ability to fix one’s communication skills. While, obviously, this is not the only interpretation of this phrase, it is telling in its similarities to the self-help mantras and goals referenced previously in this chapter. Additionally, rather than having one possible coach (as with Dr. Kawashima), the game has four potential coaches to choose from, two feminine and two masculine characters. Thus, while the primary coach (Alistair Archibald) is a man, the player has the option of choosing another coach that they feel fits their personality or needs more precisely. These include Veronica Munroe (a somewhat severe looking schoolteacher), Lucius King (a young African-American man), and Penny (a young girl who is a poet). While these coach characters give players the opportunity to be led by an in-game personality that they best relate to, this choice does not significantly affect the game play. Additionally, often the chosen coach will be substituted by another coach, giving excuses such as that their usual coach is not feeling well or couldn’t make their session. Thus choosing one’s coach is almost insignificant to the actual game. At the same time, there is a psychological significance to being able to customize one’s primary coach—it creates a sense of 107 greater control that the player has over the game. The ability to select Penny or Veronica Monroe gives the illusion that the game is more gender-neutral than many other games. Subtle messages about gender occasionally seep into the game. Despite the aforementioned ability to select a coach, Alistair Archibald is the primary face of the game (he is the one shown on the game cover and in the instructions), and thus has an air of expertise that the other coaches do not. A white, balding, middle-aged male with his arms crossed defiantly (See Figure 15), Alistair Archibald is the epitome of a patriarchal figure. The two female selections are equally telling: Veronica Munroe is depicted as unfriendly and cold24 while the other female alternative, Penny, is an androgynous little girl (see figures 16 and 17). Thus, the choice of coaches comes down to two extreme stereotypes of femininity: severity or infantilizing. Other aspects of the game are equally troubling in terms of gender. For example, the game’s definition of the word “flighty” is: “Flighty: (especially a woman) not responsible and likely to change activities, jobs, lovers, etc. frequently.” This seems particularly gendered when compared to other dictionary definitions of the word. For example, the Chambers Dictionary defines flighty as, “fanciful; changeable; giddy-minded, irresponsible; flirtatious” (p. 614) and the MerriamWebster definition is, “lacking stability or steadiness: a: easily upset : volatile <a flighty temper> b: easily excited : skittish <a flighty horse> c: capricious, silly”. In specifying that “flighty” is a feminine characteristic, there is a biased message to this 24 Several different feminine stereotypes are encoded into the image of Veronica Munroe. In addition to appearing somewhat frigid, she also seems to be drawn to a schoolboy fantasy of the ‘school marm.’ 108 definition.25 While these aspects do not overwhelm the game My Word Coach, they are certainly embedded subtext. Just as with Brain Age, the feminine player would find herself primarily guided by a patriarchal figure fostering gender stereotypes. Advertising for My Word Coach continues similar themes of productivity and gender, but also mixed with consumerism. An advertisement for My Word Coach (Figure 18) ran in Real Simple magazine in November 2007. This advertisement opens with a fill-in-the-blank statement: “Carrie’s mom told her that a larger vocabulary equals a larger paycheck. Well, Carrie thought, that information will certainly ________ well for my shoe collection.” The three multiple choice options below this statement are “mean”, “bode,” and a third (covered over by a Nintendo DS) answering the question says, “portend.” The third choice is clearly meant to be the correct choice, here.26 This fill-in-the-blank sentence is reinforced by the collection of three shoes that sit above each of the multiple choice questions. Above “mean” is a picture of a plain looking flat shoe; above “bode” is a high-heeled shoe; above “portend” is a high-heeled and fashionable looking strapped sandal. Thus, the audience is meant to equate getting the game with (apparently) improving one’s shoe collection through improving one’s vocabulary. Rather than illustrating a better vocabulary with a diploma, the advertisers have chosen, instead, to use gendered stereotypes about women, shopping, and excessive consumption. Self-help, in this 25 The gendered definition for flighty appears to be an isolated case , but is compelling enough that it seemed worth noting. 26 Visually, “portend” is clearly meant to be the correct choice, but portend is probably not the best choice for this sentence. According to the Merriam-Webster Dictionary portend means “to give an omen or anticipatory sign of,” thus implying something negative. Thus, in the case of the advertisement’s question, “bode” would probably be the best possible answer. 109 case, is about being able to consume the most number of shoes, evoking images of figures such as Imelda Marcos. Below this main message is a smaller message that explains, “My Word Coach is the fun new game that improves your vocabulary. And when you have a larger vocabulary, you have a better chance of getting what you want. Knowing the right word makes all the difference.” Thus, the consumer is being sold two things here: she is being sold a video game that will improve her productivity and ability to “get what she wants” career-wise, and at the same time, she is being sold a fashionable lifestyle. Once again, gendered stereotypes permeate this advertisement. The “get what she wants” message hints at feminine empowerment, although solely through consumerism. This bridge between productivity and consumption, which I discussed at length in the introduction, becomes the primary means of selling the game: through buying and playing the game, the player is being told that she will be able to consume more. The advertisement does not directly advertise actual play, or video game play. The message promoted by this My Word Coach advertisement is not to suggest that women play a game, but rather, that women be more productive in order to help their gender-related and consumer-driven lifestyle. Big Brain Academy One exception to these less playful brain games is a game called Big Brain Academy (Nintendo of America, 2006). Big Brain Academy is significantly more whimsical and playful than Brain Age and similar games in this genre. Rather than being led by a “famous neuroscientist,” Big Brain Academy is guided by the fictional 110 “Dr. Lobe”: a nebulous, shapeless character with a diploma hat (See Figure 19). Like the other games, Big Brain Academy begins with an overall status test and is then suggests practice exercises. For this test, the player is assigned a temporary grade (A, A-, B+, etc.) and an analysis of whose brain the player most resembles (for example, with certain grades and configurations, Dr. Lobe might insist that a player has the brain of “a fashion designer”, “an accountant”, or “Leonardo Da Vinci”). These grades are meant whimsically, though, and are ephemeral: when a player beats their previous high score, the old analysis is erased. Additionally, unlike Brain Age, it can be played at whim and does not require any specific number of daily exercises. Thus, while it still is a game somewhat focused on the productivity of the player, it is also far more playful and takes its tasks less seriously than Brain Age, My Word Coach, or other games in this genre. The difference between Big Brain Academy and the other aforementioned brain games can also be seen as reflected in an advertisement for the Nintendo Wii version of the game, as it appeared in Good Housekeeping in July 2007 (See Figure 20). As opposed to the advertisements for Brain Age and My Word Coach which specifically suggest self-help and mental fitness, the Big Brain Academy advertisement pitches a “family night” and claims of cross-generational appeal. The advertisement shows parents playing with their daughter, all aiming their Wii remotes and engaged with the television set (and presumably, the game). This advertisement, ultimately, is more like the other Wii family-centric advertising that I will discuss in depth in Chapter Five. While this, too, is a form of productive play, it qualifies as what I will refer to later as “socially productive play.” Thus, while technically Big 111 Brain Academy has some attributes similar to brain games, it bears more resemblance to other family style games advertised for the Nintendo Wii. Compared to other brain games, both the advertising and the game itself are far less concerned with self-help. Exercise and Fitness Games In recent years, fitness has begun to play an increasingly important role in video games. Early exercise games (or exergames) such as Dance Dance Revolution (a game which involves a colorful floor mat which players must use to emulate onscreen patterns) and Yourself! Fitness (a game where the player designs a traditional exercise routine, but has no off-screen and on-screen interactivity) were the first forays into this unlikely territory of mixing video game play with exercise and fitness. In Persuasive Games (2007), Ian Bogost discusses the varying rhetorics of these different kinds of play. He explains: Exergames with rhetorics of training like [Dance Dance Revolution] tend to recontextualize the idea of exercise by creating repeating incentives to continue physical exertion. Nevertheless, Yourself! Fitness may offer a much more consistent, formal kind of aerobic exercise; it does use wellestablished exercise routines, after all. But the physiological value of exergames should not be maximized blindly; rather, more long-term gain may come from consistent physical activity at a lower level of professional fitness. The strength of games like DDR lies precisely in their ability to engender physical activity through play without demanding the player to adopt a complex understanding of fitness. These more 112 sophisticated procedural rhetorics of training operationalize the core properties of the trainer—an agent impelling a chain of continuous, highquality physical movements—rather than the trainer’s physical form. (p. 313-314) Here, Bogost argues that the less traditional gaming format—one that concentrates more on movement than on proper exercise regimens—has a higher rhetorical value than those that just emulate the form of “personal trainer.” It would thus seem that newer exergames such as Wii Fit are ideal for finding the sweet spot between these rhetorical standpoints; as I will describe below, Wii Fit uses the motif of personal trainer but also tries to integrate game-like qualities in some ways that are similar to Dance Dance Revolution. At the same time, Bogost’s argument ignores the rhetorics of gender within the space of exergames. While he astutely acknowledges that class issues inform the structural and spatial issues embedded in exergames by reminding readers that only those who can afford larger living spaces are equipped to properly play them, he does not acknowledge that issues of weight, aerobics, and exercise are inherently imbued with themes that are thematically intended to attract feminine audiences. Both Wii Fit and My Weight Loss Coach suggest overall healthy lifestyle choices—combinations of sensible diets and varying kinds of exercise. At the same time, though, their game mechanics and the accompanying advertising can often broach the topics of body image and self-help as discussed earlier in this chapter. Because body image can be seen as such a trigger-issue for many women’s insecurities, it seems no coincidence that an influx of recent games has been using 113 this theme to garner more feminine audiences. Unlike Bogost, my focus is not merely on the game mechanics of fitness, but how these games are meant to appeal to feminine audiences. Wii Fit Much like the Brain Age games, Wii Fit (Nintendo of America, 2008) is structured with an initial test to ascertain the players’ start level (assigning them a Wii Fit age), and then a series of daily exercises. Unlike the brain games, though, players are asked during the initial diagnostic test to set specific personal goals. Thus, where Brain Age suggests an overall ideal (age 20); Wii Fit is slightly more fluid in its goals, depending on the player’s actual age, height, weight, and personal preferences. While the game still judges what the player’s fitness age is (compared to the player’s actual age) there is a wider breadth of what is acceptable. The majority of the game is performed on a specific piece of hardware created for Wii Fit: the Balance Board. The Balance Board is a white step stool (only slightly raised off of the ground) that players use for the exercises (See Figure 21). This board connects back to the Wii hardware, judging whether a player is doing exercises properly, or checking their overall weight or balance. A cartoon version of the balance board is also the narrator/guide of Wii Fit—much like how Dr. Kawashima functions in the Brain Age games. The daily exercises are broken into four categories: yoga, strength training, aerobic, and balance games. Balance games include simulations of hitting soccer balls by the head, walking tightropes, ski jumps, and snowboarding. This, from the start, 114 serves as an indicator of the value of productivity versus the value of play in Wii Fit—only 25% of the overall software is dedicated to being a game, and the remaining 75% is entirely dedicated to fitness. Just as Bogost suggested in his discussion of Yourself! Fitness versus Dance Dance Revolution, Wii Fit has divided the game by rhetorics that focus on traditional fitness models, versus play that encourages the player into fitness in less traditional ways. It is this 75% stress on productivity over play that makes Wii Fit compelling from rhetorical and gender perspectives. The name Wii Fit is telling unto itself: while “fit” relates to “fitness” it also can be interpreted as the “fit” of one’s clothing, or a desire to “fit in” to what is considered the social norm of weight. Anne Becker remarks that for women in the Western world, “[…] the anxiety of misrecognition (‘I don’t fit in’) faced by the majority of spectators is more often translated into identification (‘I want to be like that’)” (Becker & Burwell, quoted in Kilbourne, 1999). As such, Wii Fit might be just as much about fitting in to a desired body image as it is about physical fitness. Like Brain Age and My Word Coach, Wii Fit advertisements were featured in magazines such as Oprah Magazine and Good Housekeeping beginning in approximately June of 2008 (when the game was released). The first Wii Fit magazine advertisement (Figure 22) creates themes of accessibility and neutrality, showing that the game can be played by anyone regardless of age, race, or sex. The advertisement headline asks at the top of the page, “How will it move you?” Below this question are twenty separate bodies: the ad shows twenty different people, of 115 different ages, races, and sexes, in different positions on the Wii balance board.27 All of the players are wearing a homogenizing white (though different articles of clothing), and each shows movement: none appear to be standing still. Similar to the women’s advertisement for Brain Age (Figure 13), the advertisement for Wii Fit never uses the phrase “video game”: it almost entirely focuses its pitch on fitness and movement. The text at the bottom of the advertisement explains: Step on to the Wii Balance Board and into a new kind of play. Use it with your Wii system to enjoy fun family activities like Hula Hoop, skijumping, and heading soccer balls, just to name a few. With over 40 different kinetic challenges, it will move you silly. And you can set goals and track your progress as you master the arts of yoga, aerobic activities, strength training, and balance games. Fitness has a fun side, but if you want to play, you gotta move. In many ways, this advertisement is suggesting little more than diversity, and is far less gendered than the majority of advertisements that I have already discussed in this chapter. The cross-section of ages and sexes, as well as the separate bodies, shows that the game is accessible to different demographics. While the advertisement is still more suggestive of productivity than of play, it also shows all players as being equal: men and women, children and adults alike. A second advertisement for the Wii Fit (Figure 23) employs far more gendered stereotypes about women, play, and productivity. This advertisement 27 It is difficult to tell from the picture, but it appears that some of these bodies are repeated in multiple poses. 116 appeared in the April 2009 issue of Real Simple Magazine.28 The first page of the advertisement shows a list of potential chores and ways to use everyday tasks to be productive and stay in shape. Specifically, the ad encourages active date nights, ways to “make your household chores work for you,” and to “create family memories.” Again, this kind of advertising has a similar format to self-help literature, combining issues of family, domesticity, relationships, and body image. Additionally, the advertisement suggests a complicated relationship between work and play. The phrase, “Working out shouldn’t feel like work” suggests that the game is work, but doesn’t feel like it. In effect, the statement is not suggesting that the workout isn’t work, just that it doesn’t feel like work. In this way, the Wii Fit advertisement very deftly plays into issues of women and fitness, while at the same time playing on issues of gender and self-help. The second page of the advertisement continues similar themes, opening with the line, “The Gym. Now in convenient living room size.” It continues by suggesting that this game (like other Wii games) can help engender cross-generational communication and more family time. While the image on this page shows a woman playing the game alone, the advertising copy also focuses on encouraging family relationships and other self help themes. While the focus of the previous advertising page is more about personal self-help, the subsequent page is more about social productivity, a topic I will discuss in more depth in Chapter Five, under the category of “socially productive play.” 28 Although this advertisement exceeded the time-span of my magazine survey, its relevance to the topic made it essential to include in this study. 117 The visual arrangements of these advertisements help to reinforce the text message. On the first page, the player (a woman) is once again wearing all white against the green background. Rather than in an exercise pose, she appears on top of the balance board, with her arms in the air and hips moving, in more of a dance pose than a workout pose. She is smiling, and does not appear to be sweating from her workout. In contrast, the bottom images on the page seem to show a woman who is not in balance—her feet are at the top of the screen, while her upper body reaches to the left on the bottom of the screen. In many ways, these images on the second page do not quite appear to be connected: the bare feet seem to be in a somewhat stable stance, while the body is off center and pushing off screen. In effect, this creates a curious and mixed message—while the product promotes “balance” the advertisement suggests that the player is somewhat unbalanced in her stance. Like the first page of the advertisement, the woman is smiling and does not appear to be sweating. In Chapter Two, I discussed Goffman’s “feminine touch”—the use of hands or fingers to display a product or visual theme in an advertisement. This advertisement seems to use a feminine touch, but through bear feet. Unlike the hand examples in Chapter Two, her feet do not excessively sexualize the balance board but, rather, show it as accessible and easy—something that can be done by all, even bare-footed. In many ways, the self-help subtext of the message of Wii Fit lies in its headline, “How will it move you?” While, obviously, this is referring in part to physical movement—evidenced by the moving bodies plastered over the advertisement—there is also an emotional movement that can be inferred here. In 118 effect, it is suggesting that when one’s family spends more time playing together, how it might emotionally “move you.” This is gendered because (as previously discussed) conventional associations of women are that they are particularly emotional. Movement thus becomes a dual-edged mode of play. The Wii Fit player is engaged in the constant movement, in effect suggesting that, more important than the activity itself, is keeping one’s body busy (and slender). At the same time, the player is also being wrapped into the “movement” of emotional family bonding. In playing Wii Fit, women seem almost automatically bound to these gendered modes of play. My Weight Loss Coach While in many ways similar to Wii Fit, My Weight Loss Coach (Ubisoft, 2008), a game for the Nintendo DS, focuses more on general fitness and balanced lifestyles than on specific body images. The player enters daily fitness information and eating habits, while also being given quizzes and “challenges”. Additionally, the software comes with a pedometer which hooks into the Nintendo DS to record how many steps the player has taken in a day. In no way can My Weight Loss Coach be interpreted as a game—it is purely self-help software that is played on a gaming system. Its status as a non-game becomes abundantly clear during its introduction, when the narrator instructs the audience, “Count your steps for a day, then try to beat that number. (It’s like turning it into a game or something.)” This is a very telling remark that indicates to the player that they are in no way playing a game—what is being done is purely productive. Like Wii Fit, My Weight Loss Coach is entirely about fitness, but in the case of My 119 Weight Loss Coach it has even less pretense of being a game. The most game-like qualities are found in nutrition quizzes that the player can take. Once again, themes of consumption are closely linked to themes of productivity in this fitness software. For the most part, the goals set forth by Wii Fit and My Weight Loss Coach are primarily productive: despite hints of play in both games, there is little game-like about them beyond their platforms. At the same time, they are deeply engrossed in the process of consumption—in this case the consumption of calories and fat. As already mentioned, these themes of body image are often almost automatically gendered. Bordo (1993) writes that issues of controlling the body create a gendered hierarchy which implies masculine control and feminine excessiveness. She explains, “The axis of consumption/production is gender-overlaid … by the hierarchical dualism that constructs a dangerous, appetitive, bodily ‘female principle’ in opposition to a masculine ‘male’ will” (p. 211-212). In this way, the slender and fit body becomes an issue of feminine control. The My Weight Loss Coach advertisement (Figure 24) appeared in a July issue of Lucky Magazine.29 The ad shows a slender woman who is much more successful at the game than her slightly overweight partner who is literally caught with his pants down. This can be read in two possible ways. The first is that the man is less successful at weight loss, and his attempts can be read as humorous. In this scenario he has potentially removed his pants to achieve a lower weight. This reading is emphasized by his comical boxer shorts, where he appears to be literally caught with his pants down. Alternatively, the fallen pants can also be read as a sign of successful This advertisement, like the second Wii Fit advertisement was outside of the scope of my survey, but has proved to be a useful means of better understanding My Weight Loss Coach. Thus, I felt it was necessary to include in this study. 29 120 weight loss, where his pants have fallen because he has lost so much weight. Both the man and the woman are holding the Nintendo DS in one hand and laughing, although the man appears to be laughing at the game screen while the woman appears to be laughing at the man. There is an implication that while ordinarily video games might be masculine territory, the more successful woman in this picture shows that a weight loss game, is her territory to be a success. This is reinforced by the slogan headline for the copy: “Play to Lose.” At the same time, the woman’s position can also be seen as slightly submissive. She stands with her arms close to her side in a somewhat girlish posture. The pink shirt and long blonde hair emphasize her youth. The man stands with his legs further apart, dominating the page both physically (he is further to the front and takes up more space than the woman) and in terms of coloring (his bright yellow boxer shorts stand out more than anything else on the page. Ultimately, the advertisement sends conflicting messages about who is dominating in this weight loss game. As with the advertisements for Brain Age, this advertisement suggests that weight loss and self-care are women’s CONCERNS. Once again, this reflects the logic of self-help literature, where women are expected to be mutable and concerned with self-appearance. While both a man and a woman are playing this game, its self help theme is shown as being more apt for a feminine audience. Unlike the Brain Age copy, this advertisement does refer to My Weight Loss Coach as a “game” (which is slightly ironic, since Brain Age has more game-like qualities than My Weight Loss Coach). Primarily, the advertising copy explains that the game preaches overall healthy lifestyle choices, giving a few examples. It concludes, “My Weight Loss 121 Coach. It’s an easy, almost too easy, path to a healthier you.” Again, this kind of mutability suggests that which is found in self-help literature, and is not generally part of the advertising campaigns aimed at masculine audiences (as seen in Chapter 2). Instructional Games The portability of the Nintendo DS has made it a relatively inexpensive and mobile means of other kinds of instructional products. At the time of this writing, there are very few programs for the Nintendo DS that would fit in an instructional game category, but currently the most popular is Personal Trainer: Cooking (Nintendo of America, 2008). This product for the Nintendo DS has limited searchable recipes, gives voice cooking instructions, and can operate using voicecommands (for instance, moving on to the next part of a recipe when a person says, “continue”). Once again, while Personal Trainer: Cooking is on the Nintendo DS system, it has absolutely no gaming elements to it. There is no quantifiable outcome or artificial conflict in the software. And while, perhaps, as with any cooking there are rules, these rules are not monitored or judged by the software. Unlike the brain games or exergames previously discussed, Personal Trainer: Cooking also does not employ any kind of minigame or casual gaming elements to supplant its productive nature. It is, in essence, an interactive manual. That said, Personal Trainer: Cooking warrants mentioning. Despite not being a game, it is still marketed and sold with other video games but has no elements of play or game. Personal Trainer: Cooking is a highly domestic, pragmatic game. Because it does not have a good deal of content (beyond 122 recipes), it is difficult to detail the game in the ways way that I have discussed games like Brain Age and Wii Fit. At the same time, its presence on the market is, in itself, telling of expectation about gender, play, and productivity. While I found no magazine advertisements for Personal Trainer: Cooking, Nintendo did launch a brief television commercial campaign featuring actress Lisa Kudrow. 30 In this commercial, Kudrow uses Personal Trainer: Cooking to make Kung Pow chicken with her niece. As she responds to cooking instructions she makes remarks such as, “See, I’m not cutting myself at all” and “Are you proud of yourself… me too!” The goal of this commercial is obviously to illustrate the ease of cooking with the software, though because she is talking to a young girl (and, simultaneously, the audience) Kudrow’s tone is slightly patronizing and childish. Additionally, just as the young girl is taking cooking directions from Kudrow, Kudrow is similarly obeying verbal directions from the software. This, to a certain extent, puts Kudrow in the role of a child. Once again, a white male character is guiding players through productive and gendered themes on a gaming platform. At the time of this writing there has only been one other game for the Nintendo DS that would fit into the category of special interest games, My Stop Smoking Coach (2009). Despite the product list, I predict that as women are more drawn into the gaming world, the appeal of this category is bound to expand. The potential for the Nintendo DS as a special interest and productive tool is likely to continue increasing. As this unfolds, we will need to expand our definitions of “game” or create new genres of what can be performed on gaming systems. 30 Personal Trainer Cooking Television Advertisiment downloaded via web (last Accessed December 14, 2009) 123 CHAPTER FOUR DO SOMETHING WITH YOUR NOTHING: SIMULATED PRODUCTIVE PLAY Introduction In Chapter Three, my focus was on play and productivity: video games that aim to improve the lives of players by increasing their brain power, helping them get fit, or teaching them other specific skills. But what about games that are not productive in the real world, yet mimic real world productivity? Similarly, what of games that do not claim to improve the player, but are designed to fill all available time and allow players to be constantly doing something, even if that something is not inherently productive? In this chapter I characterize what I call simulated productive play, by breaking it into two subcategories: 1] games that simulate productivity through the consumption of all available free time, and 2] games that use simulation to mimic real world (and often mundane) productive practices. While these subcategories may seem to be pointing to different things, I will show how they are ultimately part of similar phenomena through their relationships to productivity and consumption. Simulated Productive Play I have previously defined productive play as, “play which yields results that exceed the confines of the game world leaking into the real world.” Like productive play, simulated productive play has elements of productivity embedded in it, but rather than yielding results in the real world, it mimics real world productivity and consumes free time. For example, in the previous chapter I discussed the game 124 Personal Trainer: Cooking, which taught players to cook—a domestic chore in the real world that has little influence on the game world. Alternatively, one of the games that I discuss in this chapter is Cooking Mama, a game that mimics cooking as part of its game structure, narrative, and mechanics. The productivity found in Personal Trainer: Cooking is in making actual meals. In Cooking Mama, the productivity is entirely within the game narrative; it involves making meals that only exist in the game and only feed the game’s fictional characters. Both games feature a kind of productive play, which generates consumption (through eating) and domesticity (through cooking). Cooking Mama’s productivity, however, is purely simulation. In this chapter I do not outline every game that simulates productivity, but rather, focus on those that use particularly compelling themes of femininity. As already noted, I have broken this phenomenon into two primary subcategories. The first subcategory is casual gaming—a form of play that attempts to make use of all available free time. Casual games are not actually productive, but simulate productivity as time consumption products. The second category that I look at involves games that mimic real-world (often mundane) practices. I further break down these games to what I have termed as domestic-themed games and consumer-themed games. Any discussion of simulation obviously evokes Jean Baudrillard’s (1981/1994) Simulacra and Simulation. Baudrillard refers to simulation as a map without a territory or a copy without an original, and he suggests that we are living in an “era of simulation” (p. 2). Our era is marked by a “liquidation of referentials” which is “a question of substituting the signs of the real for the real” (p. 2). It seems important to note, though, that this notion of simulated reality is neither positive nor 125 negative, and is more about performativity (Lane, 2000) and semiotics (Merrin, 2005). In simulating productivity, the games that I discuss in this chapter become symbolic caricatures of productivity, rather than actually productive. On a code and structural level, all video games are, in some way, simulations—they are representative of some kind of on-screen reality. But, in this dissertation, I refer to game simulation somewhat differently: the simulation is not only in the games, but more precisely, in their representations of reality. Thus, it is not only games that are the simulation here, but the productivity itself, constructing a second level of simulation for many of these video games. Simulation, in video game studies, refers to games that are often complete models of real world things, such as cities, technology, or life forms. Other scholars have noted the relevance of simulation in all video games. For example, in his essay “Videogames of the Oppressed: Critical Thinking, Education, Tolerance, and Other Trivial Issues,” Gonazlo Frasca (2004) explains that in video games, “Simulation is an ideal medium for exposing rules rather than particular events” (p. 87). From this perspective, simulation is always already present in video games. However, my use of the term simulation is more about replicating processes than exposing a symbolic order. While this is a perspective worth mentioning, it is not necessarily applicable to the video games I discuss in this chapter. According to Nicholas Gane and David Beer (2008), video games are increasingly becoming examples of Baudrillard’s theories of simulation. Gane and Beer suggest that to the extent that, for example, Guitar Hero and Wii games replicate real hobbies and real-world movements they provide insight into simulation. They 126 explain that these games, “provide a focal point for developing understandings of the interconnections between the real and the simulation, the material and the virtual, the body and information” (p. 113). My own understanding of simulated productive play builds on some of Baudrillard’s notions. But the simulated productive play that I discuss in this chapter is not necessarily a “copy without an original.” The games use visual symbolism to connote things such as domesticity. These simulations create spaces that are both comforting (in their domestic familiarity) and yet oppressive (in how they reenact gender stereotypes). But what does it mean to simulate productivity in play? Are there certain implications when this kind of simulated productivity has gendered attributes and is often marketed towards women? What I show in the following is the gendered nature of this category of gaming. Both thematically and in terms of game mechanics, the games I discuss simulate real-world productivity in terms of time management, domesticity, and gender stereotypes. In many ways, simulated productive play is characterized by a complex relationship between production and consumption. Production/Consumption The interplay between production and consumption is pivotal to my argument in this chapter. Consumption in video games occurs on several levels: obviously the initial purchase of video games is a consumptive activity, but in addition several game narratives hinge on consumption. Consumption is often a topic or narrative theme in games that are aimed at women, or games that are reputedly popular with 127 feminine audiences (such as The Sims, Diner Dash, or Cooking Mama). 31 At the same time, games are often marketed to women as time fillers and, in these cases, it is time that is ultimately being consumed as a form of productivity. Thus, themes of productivity and consumption often reinforce and support one another. Philosophers and scholars have often considered the relationship between production and consumption, showing connections between the two. Most notably, in Critique of Political Economy, Karl Marx (1859/1999) deftly explains the symbiotic relationship of production/consumption: Production is simultaneously consumption as well. It is consumption in a dual form—subjective and objective consumption. [Firstly,] the individual, who develops his abilities while producing, expends them as well, using them up in the act of production, just as in natural procreation vital energy is consumed. Secondly, it is consumption of the means of production, which are used and used up and in part (as for instance fuel) are broken down into simpler components. It similarly involves consumption of raw material which is absorbed and does not retain its original shape and quality. The act of production itself is thus in all its phases also an act of consumption. The economists concede this. They call productive consumption both production that is simultaneously identical with consumption, and consumption which is directly concurrent with production. (p. 195, author’s emphasis) 31 Several scholars and game industry analyst have noted that these games are popular with feminine audiences (Ray, 2004; Isbister, 2006; Fron, et. al, 2007a; Fullerton, et. al, 2008; Lazzaro, 2008). I will discuss these games in more detail later in this chapter. 128 This notion of “productive consumption” allows me to illustrate the nuanced relationship between the two. Productive consumption, as I will show, is not always economically-based, but can also be part of complex gendered activities. The majority of theoretical work on consumption and consumer practices focuses on “things”: much of it takes Marxist or postmodern standpoints to understand how desire for material goods is constructed and facilitated. Celia Lury (1996) illustrates that a parallel between women and consuming cultures creates negative perceptions of women. Stereotypes of women as shoppers help to situate women as the ultimate consumer, rather than producer of goods. According to A. Fuat Firat (1994), this correspond to perception of women as consumer and, more importantly, as “shopper.” Firat explains: The female—specifically, in visual culture, the female body— became the representation of the feminine, which was the ideal consumer in Western culture. She “went shopping” while he worked. She spent his money or earnings. Her frivolity in buying and consuming became a major topic of jokes in the culture. She was such a consumer that he had always to restrain her appetite for consumables. (p. 210) Thus, women play a particularly complex role in consumer culture: essentializations of women automatically map them as the primary consumer in the consumption/production relationship. At the same time, though, women’s shifting roles in society (moving them out of the household and into work domains), also 129 creates more responsibilities: in the last 30 years women have increasingly become both producers and consumers. One of the things that I illustrate in this chapter involves a complex relationship between gender, consumption, and production, within simulated productive play. In some ways, this is reminiscent of Karl Marx’s definition of “productive consumption.” But the productivity which I discuss in this chapter is not the production of the games, but production that occurs within the game narratives or around game play styles. While I discuss different kinds of simulated productive play in this chapter—casual gaming, domestic-themed play, and consumer-themed play— they all relate back to the productive consumption relationship. In essence, players are simulating productivity through consumptive practices. Casual Gaming Several of the games I have already discussed (and will be discussing later) in this dissertation are considered casual games. For instance, Brain Age and Big Brain Academy both use casual gaming mechanics to engage their players. Additionally, other games I discuss later in this chapter such as Diner Dash and Dream Day Wedding are considered casual games.32 But the category is important enough and compelling enough when it comes to topics of women and gaming that I felt it also deserved a separate discussion. My aim is to show how casual gaming mechanics and game play ultimately feed into the narrative themes of many of their games: themes of constant movement and motion. Many so-called “casual games” overlap with other 32 This label has been given to these games by production and distribution companies such as Playfirst and Big Fish Games. 130 kinds of simulated productive play. While I do not analyze specific casual games in this portion of the chapter (as I have described several of them elsewhere in this study), I do analyze how this category more generally relates productivity to consumption through time. In casual games, the player is ultimately consuming time in the real world. Through this they are often simulating productivity. Furthermore, I illustrate how this specific kind of time consumption contributes to the problematic relationship between gender and play. So what exactly are casual games? According to the Game Developer’s Conference Summit on casual games in 2004, 33 casual games: • Are able to be learned in less than a minute • Are forgiving of mistakes and lead the player in the right direction when they do make mistakes • Have a short play time but are highly replayable • Are both convenient and quick starting • Are inexpensive or free Additionally, casual games are often characterized by low-resolution graphics and fairly simple game mechanics. Thus, we can understand casual video games as those which are simple to learn and play, addictive34 enough that one can play them in short periods of time or for as long as time allows, and are cheap or free. In effect, a casual game can be understood as products to consume time. Casual games are often games played on computers, or mobile devices such as phones, palm pilots, or portable 33 (“Casual Video Games Are Serious Business”, 2004) It is unlikely that these games are actually clinically addictive. None-the-less, they are often characterized by addiction metaphors. 34 131 gaming systems, such as the Nintendo DS system or the Playstation Portable (PSP). Thus, these games can be started and stopped quickly, and can be played in places that are not necessarily meant to be play-spaces. To a large extent, casual gaming leisure practices have much to do with the necessarily distracted nature of women’s leisure practices in a more general sense. In Loving With a Vengeance: Mass Produced Fantasies for Women, Tania Modleski (1984) discusses the interruptible nature of one of the more popular forms of feminine television of the late twentieth century: the soap opera. Modleski remarks that the soap opera format is particularly built around how women’s leisure is fragmented. Thus, a woman watching a soap opera will find: Revelations, confrontations, and reunions are constantly being interrupted and postponed by telephone calls, unexpected visitors, counterrevelations, catastrophes, and switches from one plot to another. These interruptions are both annoying and pleasurable: if we are torn away from one exciting story, we at least have the relief of picking up the thread of an unfinished one. Like the (ideal) mother in the home, we are kept interested in a number of events at once and are denied the luxury of a total and prolonged absorption. (p. 101) According to Modleski, then, the soap opera and similar feminine television styles cater to a specific demographic of women through interruptible plotlines. Thus, I will later argue, when interruptability becomes a necessary part of play it can never be entirely immersive—a potentially important aspect of play activities. While this kind of leisure might be necessitated by women’s busy lives, it also seems 132 important to analyze leisure practices. While, obviously, not all leisure and play can be immersive, ephemeral forms of leisure never fully engage players. There is a similarity between these kinds leisure practices and the popularity of casual gaming with women audiences. They are completely interruptible forms of leisure, which allow the player to do other things and yet remain productive. Thus, while casual games may not be productive per se, they often simulate productivity by making use of all available time. This need to make use of time is reminiscent of the disciplinary processes discussed by Foucault in Discipline and Punish (1977). Foucault explains that “exhaustive use” of time is one of the means of disciplining subjects: The principle that underlay the time-table in its traditional form was essentially negative; it was the principle of non-idleness: it was forbidden to waste time, which was counted by God and paid for by men; the timetable was to eliminate the danger of wasting it—a moral offence and economic dishonesty. Discipline, on the other hand, arranges a positive economy; it poses the principle of a theoretically ever-growing use of time: exhaustion rather than use; it is a question of extracting, from time, ever more available moments and, from each moment, ever more useful forces” (p. 154). Thus, Foucault asserts that time economy is an important element for controlling subjects in the disciplining process. While, clearly, video game play does not carry the weight of the discipline that Foucault speaks of—he is primarily referring to prisoners and the military—there is an undeniable parallel to the processes. The 133 constant consumption of time in casual gaming suggests all time should be used productively—if not in work then in play. In these circumstances, productivity is not in the proper use of time but through constant movement—an “idle hands are the devil’s tool” kind of productivity. This becomes even more conflicted when the play itself mimics work. This is the case with the domestic work that I discuss later in this chapter with domestic-themed games like Diner Dash, Dream Day Wedding, and Cooking Mama. Because women are considered the largest audience of casual gamers (Shields, 2008), this becomes a essential topic in women and gaming. According to the Consumer Electronics Association, “65 percent of women ages 25 to 34 report playing video games, compared to just 35 percent of men. It cites casual gaming as the reason why the numbers for women are so large” (Shields, 2008). According to the Casual Games Associations’ Market Report (CasualConnect, 2007) about equal numbers of men and women play casual games (51% and 49%, respectively) and, for both men and women, these games are more popular with a slightly older demographic (62% are over 35 and 38% are under 35). However, when it comes to paying to play casual games (those who purchase them in stores or subscribe to online services) the numbers skew particularly to women over the age of 35—74% of paying casual gamers are women, and 72% are over 35. Thus, to a large extent, casual gaming is known as women’s territory by the video game industry, since they are the primary paying audience. 134 That women are considered the largest demographic of casual gamers is wrought with implications. Because, as mentioned in Chapter One, time is such an integral factor in women’s leisure activities, casual gaming is reminiscent of other kinds of leisure that have been popular with women in the past. Deem (1987) conducted a study showing how women did not feel they had the right to leisure time given the overriding concerns of maintaining households and work responsibilities. Instead, she explains, women’s leisure generally involves things that can be done in quick snippets of time and are easily interruptible, such as reading, knitting, and television watching. Similarly, in her discussions of soap operas, Modleski (1988) discusses the necessity of interruptability in viewing daytime television. These interruptible, short-lived leisure activities are meant to—like casual games—fill snippets of time. Thus, there is a built-in expectation that women are not interested in fully engaging in leisure, and instead seek leisure to keep them on task, busily attending to home and work duties. It can be argued that casual games, which engage the player in the moments when they are not working, are meant to keep the player alert and ready for their next productive task, outside of the video game world. Advertising and Simulated Productive Play In the last chapter I explored several examples of how advertising to women audiences helped to encourage different kinds of productive play, with games such as Brain Age, My Word Coach, and Wii Fit. While casual games are very rarely advertised through traditional venues, the Nintendo DS has been currently heavily advertised to female demographics. The Nintendo DS (standing for Dual Screen) was 135 unusually positioned to enter a more feminized video game market from its inception. The DS Lite, released in June of 2006, is a handheld game system with two screens: the upper screen has visual output, while the lower has a touch screen which can be manipulated with a built-in stylus. The small system was quickly positioned by Nintendo as a potential “accessory” and one Nintendo executive was quoted in a news article saying, “It definitely should be part of every purse […] you have your cellphone, your iPod, and your DS Lite” (Harris p. F15). Early on, marketers of the DS Lite began to target feminine audiences. The DS Lite entered the market with the slogan, “Lighter, Brighter” and was immediately advertised in a variety of fashion magazines, on commuter zones, and in television commercial spots: each showing women playing with the handheld game system (Harris, p. F15). What is particularly compelling about these advertising campaigns is that, for the most part, they did not particularly attempt to sell “play” to these new feminine consumers. Instead, a theme of productivity within leisure has been a constant theme throughout many of the Nintendo DS Lite advertisements: either through self improvement or keeping oneself busy. One of the more persuasive examples of the latter kind of productivity was the “Do Something with Your Nothing” Nintendo DS advertisement slogan that appeared in several women’s magazines. One such advertisement (Figure 25), which appeared in the September 2006 issue of Oprah Magazine, shows three people—two women and one man—in a waiting room. One of the women is playing with a Nintendo DS (and smiling) while the other man and the woman are slumped over in their seats, clearly bored while waiting to be called. The advertisement’s main text suggests, 136 “The average wait in a doctor’s office is 23.4 minutes. Do something with your nothing.” The advertisement is clearly targeting a feminine readership, and suggesting a proper time and place for video game play. The advertisement features one woman, in red, primly and happily playing her DS, with her legs crossed and a large smile on her face. Another woman sits diagonally from the playing woman, glaring and clearly displeased with the other woman’s play-time. The second woman, dressed in more drab colors, sits less femininely, legs splayed and hunched over on her chair. It is she (the non-player) that the advertisement appears to be making an appeal to—she is the one who is being told to “do something with [her] nothing.” While a man sits in the corner of the room, he does not appear to be a player in this scenario—which seems to be a conflict between the two women. Above the three patients, a clock is a reminder of passing time. Similarly, another advertisement in this campaign (Figure 26) shows three people standing at a bus stop, two men and a woman. This time it is the man who is happily playing with his Nintendo DS while the other two are slumped over the sides of the bus stop. This advertisement, similarly, tells that, “The average wait for a city bus is 12.8 minutes. Do something with your nothing.” The game player, in blue, once again stands out as the happy one. The standing woman provides another primary character, though, and arguably it is she who the advertisement is making the appeal to—similar to the previous Nintendo DS advertisement. This woman is lit differently than the other characters in the advertisement and is the only person standing—creating a visual focal point. 137 Both of the advertisements reveal the kind of play that had begun to be marketed to women during the summer of 2006. These advertisements are targeting women who do not ordinarily play video games. Each of the women in the advertisements (and those who are reading them) are being chastised to “do something with [their] nothing.” Lacanian35 interpretations aside, these advertisements are not necessarily highlighting the value of play, but rather, insisting on the value of productivity: all time must be spent in some way. Thus, these advertisements are some of the first to set an important trend where video games are not advertised to women for their play-potential but for their value in using up any excess time in a woman’s busy schedule. Just as I have previously suggested with casual gaming, these advertisements suggest an exhaustive use of all available time. More recently, in spring of 2008, an advertising campaign continued Nintendo’s attempts to garner a more feminine audience by using three celebrity spokeswomen to pitch the portable gaming system under the campaign headline, “I play for me.” The “I play for me” campaign is compelling, in part, because the implication of this slogan is a more playful, less productive kind of video game play—a strategy that would (on its surface) seem to be very different than previous Nintendo DS campaigns aimed at women. But below the celebrity surface of the “I play for me” theme there is often, also, a strong theme of productivity that is an undercurrent of each of the advertisement’s pitches. This campaign is also reminiscent of Susan Douglas’ (previously mentioned) discussions of advertising 35 Jacques Lacan theorizes that women and girls are defined by their “lack” of symbolic phallus, and can never move beyond this lack (Homer, 2005). Thus, using Lacan one might creatively assert that the advertisement is suggesting that “doing something” with their “nothing” might indirectly imply an inescapable femininity. 138 turning feminism into narcissism. The “I play for me” theme seems to imply a certain amount of empowerment through consumerism and consumption. The three celebrity spokeswomen for this advertising campaign are television actress America Ferrara, pop singer Carrie Underwood, and actress Liv Tyler. Each of these women are shown playing the DS and talking about playing the handheld gaming system while explaining why they play. The entire video clip of each spokesperson is displayed on the Nintendo web site “I Play for Me,” though shortened versions of some of the clips have also been made into television commercials. The use of celebrity spokespersons is not an unfamiliar tactic in marketing towards women, and one that has some compelling implications. According to Diane Barthel (1988) this tactic is most commonly used with beauty products, as the audience is likely to feel that the model or celebrity has an exceptional amount of expertise in this area. Barthel explains that an increasing number of celebrities are used to pitch products, and, “[…] celebrities do hold consumer’s attention and sell the product. This is especially true for adolescents. The young women seeing an endorsement from female superstars does sit up and take notice; these are women who have made it, they are women who are beautiful” (p. 50). But because the Nintendo DS Lite is not a beauty product, something else is being sold by these young, successful celebrities—not necessarily beauty, but rather, productivity. The success of the spokespersons is not only testament to their looks, here, but their productivity and time management. This, in part, is what is being pitched to the feminine consumer—a message far different from the “I play for me” slogan. 139 On the I Play for Me web site, each of the celebrities has two videos: one video shows the woman actually playing the game (with little-to-no narration) while a second video has them talking about the Nintendo DS and the game they have chosen. Additionally, below the videos is the celebrity’s game “pick,” as well as behind the scene photos of the celebrity playing the Nintendo DS. Also listed below are “games for me”—an additional list of other Nintendo DS games that are presumably popular with (or commonly marketed to) feminine audiences, and another list of “more games.” In the following, I will discuss each of the celebrity commercial videos, and how in addition to pitching the slogan “I play for me” they are also showing how they play to be productive. In her “I play for me” commercial, television actress America Ferrara primarily discusses her hectic schedule while playing her game of choice—Super Mario Brothers. Ferrara’s play style indirectly hints at casual gaming. During her commercial video, she is mostly seen playing Super Mario Brothers on a personalized Nintendo DS (with rhinestoned letters spelling “AMERICA” on it). In a final voice over for the commercial, Ferrara says, “After 12 hours in front of the camera… sometimes I play for me.” According to Ferrara, play must be earned. Thus, Ferrara initiates her pitch for play by talking about work and productivity. This theme, balancing work with personal time by using snippets of play is highlighted more in the longer interview video. In this video, Ferrara is seen playing on the set of her television show, Ugly Betty. She explains: I play the DS on set, mostly, because that’s where I spend a lot of my time. On set of my TV show or on a film set during the hiatus. So I play 140 in the trailer or in my dressing room. On set in little corners where I can hide away and where I can just… you know I’m barely in one place long enough that I can turn on a TV and sit and start a game, so I’m really glad that there’s something, you know, as big as a cell phone that you can just put in your pocket. You know my days allow for five minute breaks at a time. And that’s the perfect amount of time to, you know, relax and play. Ferrara is using her busyness and time management in order to explain how and why she plays with her Nintendo DS. The final two lines of this monologue are the most telling. Ferrara insists, here, that she only has five minute breaks of time which she suggests is the “perfect amount of time” for play and relaxation. Like the “Do something with your nothing” campaign, “I play for me” suggests more subtly perhaps that all available time should be spent doing something. The kind of productive play promoted by American Idol winner Carrie Underwood is slightly different from Ferrara’s. In these videos, Underwood is shown playing the game Nintendogs. During the commercial version of the video, Underwood is playing with her Nintendog and petting it—laughing and saying, “cool.” As the commercial ends, her real dog, a spitting image of the Nintendog she has created, jumps up on her lap while she plays the video game. In her extended interview, Underwood talks about the similarities between her dog and the dog she has made in the game: “My first experience with Nintendogs was, of course, a lot of fun. I got to pick out and name my dog and start working on things like that. So it’s a lot of fun. A lot like working with my dog, Ace. It was a lot of fun to even make my dog look like Ace.” In Chapter Five, I will discuss Nintendogs in more depth, but it is 141 important to note the similarities between Underwood’s real dog and her Nintendog and how that might make the game seem more like work and less like play. In effect, her play life is mimicking her non-play life. In this second clip, Underwood also outwardly acknowledges her “partnership with Nintendo” saying that it is a “good thing.” By acknowledging that her Nintendo play is—at least in part—a job for a paid endorsement, she is also justifying her video game play in a very practical way. Like Ferrara, Underwood also references time management in her interview. She explains, “I don’t know there are a lot of crazy things that happen in my life and from day to day it’s just nice to find a few minutes for myself and it can keep me entertained without stressing me out. So it’s … .I guess it’s a stress reliever in a way.” Ultimately Underwood, like Ferrara, plays her Nintendo DS for practical reasons—whether they are stress release or time-killers— thus automatically deflating the slogan, “I play for me.” While on the surface “I play for me” may seem to be a different kind of tactic than “Do something with their nothing,” their underlying pitch is the same: play should be used primarily for practical purposes. While Nintendo might be changing the market by advertising games for women, they are staying consistent with older paradigms of feminine play. Liv Tyler’s set of “I play for me” commercials are slightly more equivocal. In her commercials, actress Liv Tyler plays the game Brain Age 2, and discusses the hectic nature of her lifestyle. In the first video (the one aired as a television commercial) she is seen lying on her bed, playing a musical game (somewhat comically badly, considering that she is the daughter of famous musician Steven 142 Tyler). This commercial mostly has her lightly humming along with the music, and laughing while she plays the brain games. In the second video, where she is being interviewed about the Nintendo DS, Tyler explains that she is particularly drawn to these kinds of brain games. She explains, “I like all of the educational games a lot. I like that it challenges your mind in that way. That I like about it. I have so much time where I’m on airplanes for long stretches of time or waiting around on set.” As a start-point for the Nintendo commercial, these statements are compelling. To begin with, Tyler is touting her “recommended game” not for its fun and playful qualities but because of how they “challenge” and improve her mentally—in other words she is promoting productive play. Additionally, Tyler is once again referencing the previously mentioned theme of the Nintendo DS: she is “do[ing] something with [her] nothing” and making use of all available time—on planes and on sets—time, that she feels, would otherwise be wasted. In the second part of the interview, Tyler suggests more of an interest in play and pleasure, but still references the intensity and busyness of her everyday life. She explains, “In the world today we’re all working all the time, now that we have internet there’s no such thing as downtime. Even on the weekends or when you’re in the bathroom. Everything you’re doing you’re checking your email. So it’s really great to go back to something that’s just for pleasure.” Unlike Ferrara and Underwood’s interviews, these remarks make a significantly more compelling argument for play without the pretense of productivity. In Tyler’s commercial spots are more equivocal and promote play to some extent, they still bear some similarities 143 to Ferrara and Underwood’s videos. While selling the Nintendo DS for leisure, she also has suggested its value for productivity and self-improvement. Domestic Play Several video games specifically construct simulated productive play within their narratives and mechanics. One kind of game aimed at feminine audiences, in recent years, is the domestic game—games with cooking, cleaning, and serving as their primary theme. While many of the games in this category also fit into the previously discussed “casual games” genre, the games I will be describing specifically target feminine audiences through their domestic themes. Because, as I illustrate, domesticity is often stereotyped as a women’s domain, domestic play pushes anxieties of everyday women’s experiences into leisure practices. Domesticity as a form of play is problematic because of its inherent links to both femininity and women’s oppression. According to Ruth Schwartz Cowan (1983) in More Work for Mother: The allocation of housework to women is […] a social convention which developed during the nineteenth century because of a specific set of material and cultural conditions. It is a convention so deeply embedded in our individual and collective unconsciousnesses that even the profound changes wrought by the twentieth century have not yet shaken it. (p. 150) Thus, while many women have found careers out of the household in the past fifty years, domestic work is still a point of cultural tension for many women. For many women domesticity comes with implications of guilt and anxiety. As a form of play, 144 these games become somewhat problematic as their simulation of productive tasks is intricately linked with domesticity. One important consideration when looking at these games is what Salen & Zimmerman (2004) refer to as the “magic circle” of play, an idea loosely adopted from Huizinga’s (1938/1974) Homo Ludens. They explain that the magic circle is the separate space wherein play occurs: The fact that the magic circle is just that—a circle—is an important feature of this concept. As a closed circle, the space it circumscribes is enclosed and separate from the real world. As a marker of time, the magic circle is like a clock: it simultaneously represents a path with a beginning and end, but one without beginning and end. The magic circle inscribes a space that is repeatable, a space both limited and limitless. In short, a finite space with infinite possibility (p. 95). Thus, the magic circle inscribes the space of play wherein different rules apply. When this space replicates real-world domesticity though, one might begin to question how anxieties and tensions about this domestic life might filter through the magic circle, causing these boundaries to get muddied and ultimately affecting the participants’ play. In what follows, I suggest that domestic-themed video games have the potential to foster real world anxieties in play spaces that are specifically considered feminine video games. In this section I will be specifically focusing on three games: Diner Dash, Cooking Mama, and Dream Day Wedding. While two out of three of the games (Diner Dash and Dream Day Wedding) take place outside of the domestic, household 145 sphere, they both have aspects that, in many ways, replicate domesticity. For example, I will later discuss how both Flo (the protagonist of Diner Dash) is a business proprietor, but is also fully engaged in cleaning, cooking, and serving others in a very domestic fashion. In the paper “A Game of One’s Own,” the Ludica Group (2007) suggests that domestic spaces are often absent in video games. But the authors also warn that, “Although domestic space can be a site of play and pleasure […] it can also connote stifling captivity for women […]” (Fron, et al, p. 5). Thus while the domestic settings of these games may be a more comfortable environment for some women than the Grand Theft Auto games, at the same time I argue that the replication of domesticity makes them ambivalent spaces. By simulating this kind of productivity, and repackaging it as play, feminine players may feel all too at home. Just as themes of self-help use experiential knowledge to create gendered themes for the games that I discussed in Chapter Three, a simulation of oft-too-familiar domestic spaces creates potentially stressful (and gendered) play spaces here. Because of the domestic themes of the games, food often plays a prominent role in their play. This embeds another layer of the theme of productive consumption: this time the consumption of food. Despite this, the player/avatar is not generally engaged in eating in these games. Instead, the consumption ends up being the consumptive practices of others, with the player/avatar often playing the role of server or food maker. Thus, while the player is consuming time, they are promoting culinary consumption for the fictional people they are serving and waiting on. It seems even more compelling that several of the aforementioned productive games 146 (such as My Weight Coach and Wii Fit) are concerned with the consumption of the player’s calories, while the simulated productive games that I will be discussing in this section are more concerned with others’ consumption of food. Weight loss does not become a primary theme in Cooking Mama or Diner Dash. Additionally, several of the games in this category have peculiar naming patterns that are worth noting. Two trends seem to be coming out of these titles. First, there are those that imply quickness (with games such as Diner Dash, Wedding Dash, Turbo Subs, Dairy Dash, Dress Shop Hop, and Roller Rush). The speediness implied in the titles of these games reaffirms themes discussed earlier in this chapter. In essence, they imply that both the avatar and player will “do something with [their] nothing” as the Nintendo campaign slogan suggests, through the constant movement referenced in the game titles. Secondly, several games use the term “mania” or “craze” in their titles, such as Cake Mania, Nanny Mania, Shopmania, Babysitting Mania, and Fashion Craze. While on one hand, these games might imply similar themes as the “dash” titled games (mania in terms of quick movement and speed) they simultaneously imply fanaticism and hysteria. For hundreds of years, hysteria was primarily defined via femininity, and only since 1952 has the term lost credibility in the psychological community (Chesler, 2005; Maines, 1999; Friedan, 1963/2001). Despite this, “hysteria” is still used as a descriptor to suggest extreme and irrational femininity. Hysteria was marked by a potpourri of potential symptoms including (but not limited to) fainting, shortness of breath, loss of appetite, muscle spasms, and nervousness (Maines, 1999). In Technology of the Orgasm, Rachel Maines (1999) points out that, “The panting and 147 shortness of breath associated with the hysterical paroxysm, and eventually the disease itself, came to be called the ‘suffocation of the uterus’ or the ‘suffocation of the mother’” (p. 24). In fact, the term itself is derived from the Greek word for Uterus. Of the gendered nature of hysteria, Maines astutely remarks that, “there is no analogous word ‘testecical’ to describe, for example, male sports fans’ behavior during the Super Bowl” (p. 20). In other words, masculinity is far more permitted to lose control, in ways that with women might be considered “hysterical.” This point is particularly poignant when applied to games and play, suggesting that in women’s play there is a loss of control, while men’s play is normal and expected. I would like to suggest that this use of the term ‘mania’ as a title descriptor in video games aimed at women audiences is similarly derisive. According to Elizabeth Lunbeck (1995), one of the main problems with women and mental health has been the masculinity of the psychiatric profession. As I illustrated in Chapter Two, video games are similarly a masculine industry. By using titles for games aimed at feminine audiences that imply fanaticism and mania there is, ultimately, an implication of hysteria. The underlying expectation is that hysteria, mania, and craziness are embedded in feminine play; so while play might be allowable in certain circumstances, if overplayed women players might bring harm upon themselves. Another compelling factor to these games—and similarly relevant to the “dash”-centric titles—is the notion of time management. Many of the games that I will be discussing are referred to as “time management games” by the games’ publishers. The descriptions of games under the label “time management” often 148 suggest few playful attributes. For example, Big Fish Games advertises a large selection of time management games on their web site and encourages the player by suggesting, “Manage time, customers, and money in games for the serious goal setter” (Big Fish Games, 2009). The lack of playfulness in this definition is notable, but also notable is the use of time management as a marketing tool. Previously, I have discussed Arlie Russell Hochschild’s (1989) The Second Shift (1989), which marks time management as often a pivotal women’s issue: particularly for working women with families. Hochschild returns to the topic in a later book, The Time Bind: When Work Becomes Home and Home Becomes Work, where she discusses similar issues of time management for many families. Hochschild (1997) asserts that many products for time management are specifically marketed at women. She explains: Like men, women absorb the work-family speedup far more than they resist it; but unlike men, women are the ones who shoulder most of the workload at home. Naturally, then, they are more starved for time than men. It is women who feel more acutely the need to save time and women who are more tempted by the goods and services of the growing “time industry.” They are the ones who shop for time. What the speedup takes away, the new time industry sells back in time-saving good and services, many of which are geared to appeal to eager working women, especially of the urban middle and upper classes. (p. 229-230) 149 It seems likely that so-called Time Management Games are targeting these busy, working women audiences. While the games themselves are not time-savers, the “time management” label might have particular appeal to this demographic. Diner Dash The Diner Dash games tell the adventures of Flo, 36 a hard working waitress/restaurateur who serves as the player’s avatar. Diner Dash was initially a computer game, but has now become a complex network of games, and is also available in portable gaming versions for cellular phones, the Nintendo DS, and the PSP. Several of the computer versions have been networked via the game publisher. Of the computer versions games, there is currently Diner Dash (Playfirst, 2004), Diner Dash 2 (Playfirst, 2006), Diner Dash: Flo on the Go (Playfirst, 2006), and Diner Dash: Hometown Hero (Playfirst, 2007). For the most recent version, Hometown Hero, there are several plugin restaurants that can be added to the base game, which places the main character in a variety of surreal situations. For instance, Diner Dash: Flo Through Time (Playfirst, 2008) uses time travel predicaments to spice up the play. Other restaurant adventures place Flo as a protagonist in fairy tales, or use various seasonal themes. The game Cooking Dash (Playfirst, 2009) features Flo trying to take over a kitchen while her cook is away. Additionally, there are several other “Dash” games, where Flo makes cameos as either a participant (in the Wedding Dash games she serves as an occasional waitress), or a customer. The other Dash games include Wedding Dash (Playfirst, 2007), Dairy Dash (Playfirst, 2008), 36 The name “Flo” has several possible interpretations. One might see her name as connoting the “flow” of menstruation. Alternately, her name might also infer the constant movement embedded in the Dash games. 150 Fitness Dash (Playfirst, 2008), Parking Dash (Playfirst, 2008), and Fashion Dash (Playfirst, 2008). All of these games have women protagonist avatars, and all feature Flo in some form. The mechanics of the game are fairly simple. The customers request specific things (seats, menus, food, drinks, service, cleaning) and the player must click on the customer and serve their needs before they get ruffled, angry, or decide to leave the restaurant altogether. If the player serves customers speedily enough, she makes more money and—with enough money—is able to move on to the next level, which generally increases in difficulty. While the series of Dash games are clearly a complex network of intertextuality and character spinoffs, Flo is one of the few stabilizing forces throughout all of them. The Dash stories all take place in Dinertown, where Flo’s restaurant is located. According to the Playfirst web site: Flo is a spunky, sassy, no-nonsense small town girl who packed up and moved to the big city to try and make her way in life. After an initial foray into the high flying business world, Flo rejected the boring, cubicle filled life before her and decided to make a sudden, spirited change! Taking matters into her own hands, Flo quit her job, rolled up her sleeves, donned an apron and opened up her very own greasy spoon restaurant. Strongwilled and practical, with an unflagging work ethic, Flo likes to bring order to chaos and see a job well done.37 This narrative is supported by the opening story in the first Diner Dash game. In comic book format, Flo is shown as a business executive who is being constantly 37 Playfirst web site (last accessed September 10, 2009). 151 harangued by bosses and coworkers (See Figures 27-29). In this opening scene, several coworkers ask Flo for various reports, and repeatedly chant her name. In frustration, Flo runs out of the office exclaiming, “Man there’s got to be something better than this!” As she attempts to escape her co-workers, she happens upon a restaurant for sale and exclaims, “Of course! My own restaurant!” This setup is very telling of the construction of Flo’s situation. Flo literally travels from one job where she is being harassed and harangued for things to another job where the same thing occurs—but this time with more domestic style service (even if in a restaurant situation). Furthermore, Flo’s story can be seen as suggesting that women growing frustrated in the workplace might be better served, serving others (while perhaps not in the home in this case, certainly in a domestic fashion). But the subtext of several of Flo’s stories is of a woman constantly being convinced to forego any fun in order to serve others. Several of the narratives begin with her leaving her restaurant to go on vacation, but she becomes convinced or decides that her vacation is best spent working as a waitress. For example, in Flo on the Go, Flo loses her luggage (on several occasions) and decides that the most convenient way to get new clothing would be to work as a waitress and earn the clothing. Similarly, in Hometown Hero, when Flo visits her grandmother, Florence, she learns that her hometown has gone downhill, and decides to take it on herself to improve the restaurants at all of the in-town attractions (the local zoo, museum, etc.). Even in other Dash games where Flo is not the protagonist, she chooses to spend her free time as a waitress rather than relaxing. For example, in Wedding Dash, Quinn (the game’s protagonist) constantly invites Flo to join her at exotic wedding locations. 152 Flo occasionally visits (playing the role of waitress) and shows little interest in relaxation or romance with men (a prominent theme of the Wedding Dash narratives). Despite being pitched as an entrepreneur, Flo’s work is anything but business oriented: her tasks primarily involve serving, cleaning, greeting, and spatial management. The only entrepreneurial aspects of the game involve the player selecting upgrades for Flo. In more recent games, some of these upgrades improve the restaurant (a faster oven, faster shoes, benches for customers) but the majority of choices (such as countertops, tables, and doors) have no actual impact on game play. Similarly, players are able to change Flo’s wardrobe, slightly, but this has no impact on the actual game, and essentially turns Flo into a paper doll. Flo’s relationship to customers gives hints that she is far more interested in others than her own needs. In the game, customers are cantankerous, quick to anger, and often impatient. To illustrate a table of customers’ degree of happiness, each table has a series of hearts. As the player works harder to please the customers, the hearts fill up (see Figure 30). Alternatively, as the customers get increasingly angry, their heart level goes down. Thus, in many respects, the player is serving and cleaning for others in order to figuratively win their love. Hearts are a fairly common measure of health in games, and on one hand their use to show player status in Diner Dash might seem unsurprising. On the other hand, though, while hearts ordinarily depict the health of the avatar, in this game they illustrate the happiness and status of the customers. While this distinction might seem slight, it is telling. In most video games the player is concerned with their own well-being, but the hearts in the Dash games signify the well being of others. 153 In some ways, this gendered treatment of hearts in video games evokes Lynda Birke’s (2000) discussion of hearts in Feminism and the Biological Body. Here, Birke notes that while discussions of heart disease and the mechanics of the heart have masculine connotations, emotional associations with the heart are almost entirely feminine: The heart is gendered, not least through its symbolic association with emotionality. Even in the discourses of biomedicine, its apparently neutral status as ‘merely a pump’ carries connotations of gender … Not only is heart disease so often portrayed as though it were a disease uniquely affecting men (and captured in advertising campaigns urging housewives to ‘look after your husband’s heart’ by avoiding butter), but even representations of that hearty pump in scientific texts can be read as gendered (p. 113). It seems unsurprising that these gendered interpretations of the heart are so neatly enfolded into video games. Just as Birke suggests occurs in medical metaphors, the diseased heart losing life belongs to games with more masculine avatars, while the more feminine Flo is concerned with others and their emotionality. Her life is directly connected to the well-being of others. Similarly, the desires of the customers are shown as thought bubbles, not speech bubbles---implying that Flo must anticipate the needs of customers rather than respond to things that they have asked for. In essence, the game play of all of the Dash games is about serving, feeding, and caring for others, rather than oneself. In “Hunger as Ideology,” Susan Bordo (1993) discusses women and self-denial. 154 According to Bordo, this is directly linked with ideologies where women are expected to be part of the private sphere, while men rule the public sphere. She explains, “In the necessity to make such a division of labor appear natural we find another powerful ideological underpinning (perhaps the most important in the context of industrialized society) for the cultural containment of female appetite: the notion that women are most gratified by feeding and nourishing others, not themselves” (p. 118). Along these lines, Flo is never nourishing herself in the game, rarely concerned with herself, and constantly interested in the wellbeing of others. In Diner Dash, the player is constantly balancing the structure of work versus play—because work is play in the game, the player is constantly negotiating the boundaries of magic circle. In-game play so closely resembles real-life work that it is difficult to discern where work ends and play begins. This is even potentially more of an issue for women playing Diner Dash, who might recognize the in-game service as being similar to their domestic situations outside of the game. While, at this time, my research does not involve any ethnographic studies of players, I suspect that this could create some conflicting messages for many working women. The work of Flo is, in many ways, a reenactment of the experiences of woman and mother as caretaker. Cooking Mama Cooking Mama (Majesco Entertainment, 2004) is a fairly simple game in its premise and construction—the player is guided by “Mama” who helps complete an ever-growing menu of recipes through chopping, slicing, stirring, mixing, and other 155 cooking-related tasks. Upon successfully completing recipes, the player is given new recipes that they may then virtually cook. At the time of this writing there are currently four American versions of the Cooking Mama franchise: two for the Nintendo DS (Cooking Mama and Cooking Mama 2: Dinner with Friends) and two for the Nintendo Wii (Cooking Mama: Cook Off and Cooking Mama World Kitchen). These games vary only slightly in their play—each has different recipes and slightly different ways of cooking (the Wii version uses the Wii remote to chop, slice, and stir rather than a stylus for the Nintendo DS version). Additionally, Cooking Mama 2: Dinner with Friends (Majesco Entertainment, 2007) allows for networked play so that players can compete on their cooking skills (this game does not allow players to cook together cooperatively, but allows them to compete on tasks and recipes competitively). Cooking Mama 2 also introduces new “friends” to cook for— characters other than the game’s matriarch, Mama. From the initial packaging and orientation of the game, Cooking Mama immediately uses feminine tropes in its game representations (see Figure 31). Mama is usually depicted from the chest upwards with a round, cherubic face, a blue apron and a scarf in her hair (either pink or yellow, depending on the version of the game). Most notable is Mama’s facial expression—her smile is a large semi-circle and eyes are shown with large diamond-shaped sparkles in them. In many ways, Mama embodies the myth of perfect femininity. Completely consumed with domestic affairs and designed with a surplus of pink, she is a feminine caricature. The interface is littered with hearts and flowers, and like the hearts in Diner Dash these are not meant to connote life, but instead represent love (Figure 32). In Food is Love: Advertising 156 and Gender Roles in Modern America, Parkin (2006) explains how advertising food has been long used to suggest a “food is love” theme in the domestic sphere. Similarly, the interface of Cooking Mama suggests that virtual food, too, is love. The game itself is mostly without narrative structure, and the player is given food after food to prepare using a variety of movements such as chopping, mixing, using a blender, and frying. Mama stands at a point of judgment with all these actions—she functions as both the game’s coach and—to some extent—the game’s avatar, so that the player is both the cook and the judge of the in-game cooking they are partaking in. At the same time, Cooking Mama: Cooking with Friends allows the player the option to cook for Mama or for one of Mama’s friends. In this version, the game characters function more as audience than as helper—and an easily disgruntled audience at that. When practicing or cooking with Mama, players are encouraged by her and the cooking process does not end if a meal is imperfect. Instead, the so-called “friends” patiently wait to be served each kind of food (each game character has their own preferences). If the food is not to their liking, the “friends” reject the player’s food—not unlike real-life picky family members. Thus, cooking in Cooking Mama, in many ways resembles a domestic experience that many women have at home— endless work and only mild appreciation. Mama’s experience is similar to many other women’s experiences, and the never-ending set of menus and tasks shows a routinizing of women’s lives. More important is Mama’s remarks. A player in Cooking Mama has three possible outcomes for their cooking efforts. When a player succeeds, Mama exclaims, “Perfect! Just as skilled as Mama.” If a player does average, she applauds the player 157 and remarks, “Good job. Keep going!” Finally if a player fails a task they are told, “Don’t worry, Mama will fix it” (see Figure 33). For this final answer, Mama’s sparkling eyes and big smile are replaced by burning eyes and a frown. These responses are indicative of the larger theme of productivity in domestic play—the player is being judged by, and against, Mama. Thus, her approval is suggesting further productivity with “keep going” or comparison of her cooking perfection, against the player. But when a task is failed, a female player is being reminded, “Don’t worry, Mama will fix it.” Judging verbally alone, this might seem to be a soothing remark that a mother might say to a child. But the menacing and angry look on Mama’s face in this response implies a threat—more like “Don’t make Mama come fix that!” She appears almost to be a frustrated authority figure. With her fists raised in the air, Mama’s previous caricature of femininity is now consumed with menace.As both the player and avatar, Mama reiterates issues of women’s productivity—she is automatically the fixer of domestic problems. Thus, assurances from Mama that she will “fix it” are, in effect, the player being reminded of her own tasks and responsibilities. Ultimately, Cooking Mama is a perfect example of domestically themed simulated productive play, wherein the player is engaged in a play space but, at the same time, working through productive tasks. Because these domestic cooking tasks replicate many of the situations women commonly have to deal with, the play space becomes full of ambiguities, and play is being minimized to everyday, mundane responsibilities. Likewise, the game maintains the themes of self-denial that can be 158 seen also in Diner Dash, because the player never actually eats the food they are cooking. Instead, they are constantly catering to, feeding, and caring for others. Dream Day Wedding In many ways the Dream Day series of games—Dream Day Wedding (I-play, 2007), Dream Day Honeymoon (I-play, 2007), Dream Day First Home (I-play, 2008), and Dream Day: Married in Manhattan (I-play, 2008)—engage in the most stereotypical depictions of how women play, and what kind of narrative themes in which they are most interested. Unsurprisingly (given the game title), all four of the video games in this series are romantically themed, three out of four dealing with the same characters beginning their lives together. In the Dream Day games, the player is put in the role of the role of the maid of honor and is tasked with doing favors for the bride, Jenny. 38 The Dream Day games belong to a category of casual games known as “seek and find”: games where the player is meant to find hidden objects in a larger picture.39 In Dream Day, players are given a list of objects to find in a cluttered room. This game is very similar to books and games meant for children (such as the Where’s Waldo series), and the primary feature in this digital form is that objects are able to disappear once they are found. In addition to the seek-and-find mechanics, the games feature a few mini-games (primarily memory and matching games) and The exception to this is in Married in Manhattan, where the player becomes a wedding planner, per Jenny’s recommendations, and performs these services for two other couples. 39 Seek and find or hidden object games are in no way limited to the romance topic. Mystery is another popular theme for seek and find games, with publishers such as Mystery Case Files leading this initiative. That said, most of these mystery games have similar mechanics to the Dream Day series. Other mystery games which have been popular with feminine audiences such as the Nintendo DS game Professor Layton and the Curious Village fall more into the “brain game” category (as discussed in Chapter Three) because of their use of logic puzzles and brainteasers. 38 159 players can select the stories of the main couple, Jenny and Robert, through their meeting, engagement, honeymoon, and first home through a choose-your-ownadventure interactivity. These games tend to be more slow-paced than the typical time-management games such as Diner Dash or Cooking Mama. While the player is given a time limit for finding objects in each round, the play style is more meditative and slow. For the most part, the game mechanic does not go far beyond the player looking, and the player clicking on an object. The sedate classical music in the background of these games helps to construct the atmosphere for this slow-paced form of play. Previously discussed games such as Cooking Mama and Diner Dash tend to have more cartoonlike and faster paced theme songs, not based on any kind of traditional classical music. So while other games use music to facilitate speed and rhythm in play, Dream Day Wedding uses music to relax and sedate players. The objects that the player is supposed to find vary from everyday items (such as pencils, glasses, and notepads) to matrimonial-themed items (such as cakes, rings, and bouquets). Thus, once found, the items disappear. This mechanic is essential to the game’s simulated productive play. Because the items disappear (continually clearing out of the background image), the player is being tasked with little more than cleaning. Seek-and-Find games simulate productivity as the player is running errands for a bride and, in particular, is simulating tidying up—a very domestic style of play. The minigames and interactive storytelling continue to reinforce gendered themes. Similar to seek-and-find mechanics, matching games involve finding pairs until all of the cards disappear—once again a gaming mechanic that involves cleaning 160 and organizing. While the choose-your-own adventure wedding storytelling does not involve cleaning and organizing, it continues to maintain gendered and heteronormitive themes that justify the cleaning and organizing mechanics that occur in the game play. Consumer Play Another category of video games that often become conflated with femininity are what I label consumer-driven games. Games such as The Sims are often noted as being popular with feminine audiences (Hafner, 2004; Winter, 2000). Other games such as Shopmania take on consumer themes, but are structured more similarly to Diner Dash or other Time Management games. In this section of the chapter, I will discuss how these are games of consumption, and will address the problematic nature of consumerism as a leisure activity. This becomes even more complicated by gender, as often sexist generalizations of women wanting to “shop til they drop” already permeate our society (Scanlon, 2000). These themes often become prominent in video games aimed at feminine audiences, reinforcing stereotypes that women should play (both virtually and in real life) through shopping and consumerism. At the same time, games that thematize consumerism help to showcase productive consumption in gaming. The two games that I will be discussing, Shopmania and The Sims, simulate productivity and consumption in different ways. Both games have turned the consumerist nature of society into a kind of play where purchasing (or, in the case of Shopmania, forcing others to purchase) is the ultimate goal for playing successfully. At the same time, both games emulate real-world 161 consumption in a way that implies that consuming is the only possible form of productivity. If, as previously noted, shopping and consumption are already entangled with gender, then these games are perfect examples of how productive consumption injects gender into video game play. Shopmania Shopmania (Brighter Minds Media, 2008) is one of the only games that I will be discussing that does not have a female protagonist-avatar, nor the option to create a female avatar. Despite this, the game follows several other themes that I have already discussed—its casual gaming format and conflation of productivity, play, and consumption are undeniable. The narrative of the game follows Lewis, who we are told in the beginning, is deeply obsessed with the fictional superstore “Spendmore.” At the game’s beginning, we learn that Lewis has spent all of his money, and is unable to buy medication for his pet hamster, Gerry. In order to make enough money to save Gerry, Lewis accepts a job at Spendmore, working his way up the ranks (and departments) under the supervision of his unforgiving Boss, Mr. Willy. In many ways, Shopmania functions as a cross between Diner Dash and Tetris. 40 The player is given a series of customers whose shopping carts must be filled (see Figure 34). Products of different shapes come out of a conveyer belt, and the player must quickly fit the products into the grid of the shopping cart, quickly enough to avoid angering customers. The player gets bonus points for meeting 40 Tetris is a very simple casual game that involves fitting falling block shapes (of various dimensions) into a landscape to create a flat surface. 162 specific product or color requests made by customers, filling the cart entirely, or filling the cart entirely with matching colors. Because of the implications of gender and shopping, it does not matter that the avatar, Lewis, is male. The game is not about shopping for oneself, but in negotiating consumption for others. Superficial shopping choices (such as color matching) are rewarded, and the goal is to make customers happy by making them consume as much as their carts will allow. The rhetoric of the game mechanic is ultimately to satisfy as many customers as possible by forcing them to consume products. At the same time, Shopmania follows many of the previously mentioned patterns of Simulated Productive Play. As already discussed, “mania” creates some conflicting and gendered themes in video games aimed at women audiences. While the protagonist of the game is male, the point of the game—serving others and keeping them happy—is also similar to how games such as Diner Dash replicate metaphors for the experiences of many women. Lewis’ feminine attributes go further, as his ultimate task is to serve customers in order to take care of another—his sick pet, Gerry. While certainly this does not make Lewis a female character, it does help engender its appeal to more feminine audiences. Additionally, this game plays with issues of consumption in a more overt way than several of the other games that I have discussed. Lewis, as well as all of his customers, are consumers of random and useless goods which are constantly being forced upon them, but are the only things that will keep them from angrily leaving Spendmore. As a worker, Lewis is constantly aiming to be productive through the peddling of these goods. He is engaged in a constant process of productive consumption. 163 The Sims The Sims 2 (Electronic Arts, 2004)41 is nothing if not a complicated game— and by many accounts it is not even a game. Like Shopmania, The Sims’ rhetoric is based around consumerism, though in a slightly subtler way. Players build avatars and then conduct the mundane aspects of their everyday lives: working, socializing, shopping, sleeping, showering, and even going to the bathroom. As the player continues to build their characters, taking care of them by commanding them to do each of these functions, the software slowly builds the avatar’s characteristics in response to the choices that have been made. In particular, the more the player has the Sims character work, the more money they earn. The more money the character earns, the more things they are able to buy, which directly affects their lifestyle. According to Frasca (2004), “[…] the consumerist ideology that drives the simulation is nothing short of disturbing: the amount of friends that you have literally depends on the number of goods that you own and the size of your house” (p. 91). To be clear, The Sims stands as more of a “simulation” in the sense that Frasca defined earlier. Like some of the games discussed in Chapter Three, it also does not follow the clear-cut definition of game (as defined in Chapter One). As such, there is no clear cut quantifiable outcome, nor are precise goals set for the player: it simply moves them forward in their fictional lives. Nevertheless, if there were to be an endgame to The Sims, consumerism would definitely be part of that goal. In The Sims, The Sims has several versions out, at this time, including versions 1-3, a no longer active online version, and several expansion packs. For the sake of simplicity this dissertation primarily will be discussing the second major release of the game, The Sims 2. The mechanics and style of each of the games, though, is similar enough that I refer to the game simply as The Sims throughout this chapter. 41 164 consumption becomes an achievement unto itself. At the same time, according to Katherine Isbister (2006) in Better Game Characters by Design, it is the open-ended, non-game style (as well as domestic themes) that may be what makes it particularly attractive to feminine audiences. Isbister explains: The Sims, a game that has been popular with female gamers. […] It is not a highly goal-directed game—players can determine their own subgoals and can move from one to another freely. A player can devote time to building her Sims characters’ careers, their social lives, or their houses, in any order, at any time. Destruction and violence are not primary game activities. The Sims metaphor—families with careers and children—is quite close to everyday suburban life (with some entertaining twists, of course). (p. 113) Thus, the two major themes of The Sims are consumerism and family, both of which can be seen as part of a larger theme of productive consumption and domestic play. These two themes are constantly related to one another in the game space and both reference feminine identity. The productivity returns to themes of domesticity—of minding the lives of ones family, and of the production of daily tasks. This is a topic I discuss, at length, in Chapter Five, in my analysis of the Nintendo Wii gaming system as a family game system, and games such as Nintendogs that specifically use themes love and caring within their game narratives and mechanics. 165 CHAPTER FIVE PLAY IS LOVE: EMOTIONAL PLAY AND SOCIAL CONTEXTS Introduction In Chapters Three and Four I discussed two kinds of productivity that are often found in video games designed for and marketed to women: productive and simulated productive play. In this chapter, I discuss a different kind of playful productivity which often overlaps with them: socially productive play. For the purpose of this dissertation, I define socially productive play as play which has a primary goal of engaging its participants in social situations42 through video games. As I illustrate in this chapter, women are often charged with performing social functions and caregiving in households. More specifically, women often take on “emotional labor”—a concept I will describe in detail later in this chapter. Within the context of video games, this emotional labor can become a counterpart to emotional play. Because of this, these themes become particularly relevant to women gaming audiences. While this topic has several similarities to the previous topics, it is also distinct. Flo in Diner Dash and the title character in Cooking “Mama” both engage in what might be referred to as a form of emotional play in their service and domesticity. But the social play and emotional play in this chapter, while having some similarity to games discussed in other chapters, relies more specifically on real-world social 42 While, obviously, many games involve social situations (e.g. war games), in “socially productive play” I am primarily referring to social situations that resemble real-world interactions of casual or domestic social spaces. 166 situations and caregiving, particularly on stereotypes of motherhood and nurturing. Specifically, the examples from previous chapters were far more abstract in their portrayals of motherhood and caregiving, while in this chapter games are more directly using these themes as a means of garnering women audiences. Many games discussed in previous chapters played on this theme too—notably games such as Diner Dash, The Sims, Dream Day Wedding, and Cooking Mama are certainly about taking care of others. The games and advertising that I discuss in this chapter are distinct because they draw on emotional labor, specifically within the context of caretaking and motherhood. Game designs and advertising have recently used these social expectations to tap into the emerging women gamer market. Primarily, my focus on in this chapter is on: • The Nintendo Wii • Nurturing Games • Massively Multiplayer Online Games (MMOGs) While MMOGs do not generally rely on the motherhood/nurturing stereotypes, they do involve real-world social interactions. I end with MMOGs because they both embody and exceed the topic of socially productive play in several ways, which I will characterize later in this chapter. MMOGs often comprise all three topics: pragmatic play, simulated productive play, and socially productive play. Because MMOGs are popular with both men and women, they can begin to shed light on possible tactics for more gender-inclusive game designs. While social play does not necessarily always 167 engender emotional labor, it does create complexities where gender and socially productive play is concerned, which I will explore at length in this chapter. Women, Emotional Labor, and Motherhood This chapter rests on the premise that, because emotional labor is often considered women’s work, when women’s play overlaps with caring, caregiving, and expectations of family play, a tension arises between play and productivity. In essence, advertising and game design often construct women as being social or carecentric players—a stereotype that ultimately displaces the subject of play, while focusing on features that construct the feminine player as the facilitator of family play time. The advertising and game designs discussed in this chapter often construct a complex situation where many women players are expected to play primarily in instances where caregiving is the primary motive. This often turns the video game play into productivity. In part, this is based around social expectations about how care is constructed in our society. In her essay, “Women and Caring: What Can Feminists Learn about Morality from Caring,” Joan C. Tronto (1992) writes about the sexual politics of who is permitted to care about what in our society. She explains, “The script runs something like this: Men care about money, career, ideas, and advancements; men show they care by the work they do, the values they hold and the provisions they make for their families. Women care for their families, neighbors, and friends; women care for their families by doing the direct work of caring. Furthermore, the script continues, men care about more important things, whereas women care about 168 less important” (p. 172). Tronto further makes a distinction between caring “for” and caring “about.” She explains, “Caring is engendered in both market and private life. Women’s occupations are the caring occupations, and women do the disproportionate amount of caregiving in the private household. To put the point simply, traditional gender roles in our society imply that men care about but women care for” (p. 174, my emphasis). In the essay “Caring: A Labour of Love,” Hillary Graham (1983) suggests that this is linked to socially constructed gender expectations in Western culture. She explains: Men negotiate their social position through something recognized as ‘doing’, doing things based on ‘knowledge’ which enables them to ‘think’ and to engage in ‘skilled work’. Women’s social position is negotiated through a different kind of activity called ‘caring’, a caring informed not by knowledge but by ‘intuition’ through which women find their way into ‘unskilled’ jobs. Thus, caring is not something on the periphery of our social order; it marks the point at which the relations of capital and gender intersect (p. 30). In this way, notions of “caring” being designated as inherently feminine helps to structure what women’s work—and, in turn, women’s play—ought to be. Examples from previous chapters help to reinforce this theme. For example, the Brain Age advertisements (Chapter Three) sold competition and intelligence to men and selfcare to women, and the design of Diner Dash (Chapter Four) showed customer requests as thought bubbles, inferring that Flo’s intuition will get them their desired 169 meals. Caring and representations of women caring helps to reinforce gendered hierarchies. Caregiving can also be understood as a form of labor. In The Managed Heart: Commercialization of Human Feeling, Arlie Russell Hochschild (1983/2003) refers to caregiving jobs as being “emotional labor.” She explains, “This labor requires one to induce or suppress feeling in order to sustain the outward countenance that produces the proper state of mind in others” (p. 7). Further, Hochschild suggests, “As traditionally more accomplished managers of feeling in private life, women more than men have put emotional labor on the market, and they know more about its personal costs” (p. 11). In many ways, what Hochschild is talking about is the professionalization of domestic and private labor into the public sphere. Given the large number of women who partake in these careers (such as waitressing, nursing, or working as a nanny), emotional labor involves turning stereotypes about women and caregiving into jobs. I argue in what follows that just as careers of emotional labor are often labeled as women’s jobs, leisure activities involving emotional labor are often labeled as women’s play. In the same way that emotional labor complicates women’s work, so does emotional play. Similar to emotional labor, these play and leisure activities often involve suppressing personal needs and elevating the needs of the family. In video games that involve emotional play, there is a risk that women players might not be able to disentangle play activities from the emotional engagement of others. Players who are particularly attuned to caregiving or emotional labor careers are at risk of conflating work and play activities. 170 Motherhood can be seen as a subset of caregiving—one that most often maps to femininity. In many games designed for and marketed to women, playing in the role of “mother” helps to justify that play as productive—either in the game narrative or (as I show later in this chapter) as a facilitator of family time, as depicted in advertisements. In Of Woman Born: Motherhood as Experience and Institution, Adrienne Rich (1976/1995) explains that rather than being a natural “human condition,” motherhood “has an ideology” which is “more fundamental than tribalism or nationalism” and ruled with patriarchal overtones (p. 33). She explains: Throughout patriarchal mythology, dream-symbolism, theology, language, two ideas flow side by side: one, that the female body is impure, corrupt, the site of discharges, bleedings, dangerous to masculinity, a source of moral and physical contamination, “the devil’s gateway.” On the other hand, as mother the woman is beneficent, sacred, pure, asexual, nourishing; and the physical potential for motherhood— that same body with its bleedings and mysteries—is her single destiny and justification in life. These two ideas have become deeply internalized in women, even in the most independent of us, those who seem to lead the freest lives. (p. 34) Thus, according to Rich, motherhood sits at one far end of a stereotype of how women are perceived—as the sacred mother, caregiving would be one of the primary attributes. The idea that motherhood is the “single destiny and justification in life” reinforces that motherhood is one of the primary justifications for play. Playing with one’s children becomes a justifiable mode of play aligned with the asexual image of 171 motherhood. This image of woman as nourishing mother problematizes much of the play that is designed for and marketed to women. Instead of play being sold as purely fun, many advertisements that I will discuss in this chapter feature claims that women’s play should be part of family play, and portrayed as part of a mother’s work. In contrast to some of the bawdy and overtly sexual ways that play is advertised to masculine audiences (as shown in Chapter Two), this play is centered on a notion of a family-oriented activity. The previously discussed masculine free-form ideology of play that is accessible to masculinity is often only available to women through motherhood—through playing with one’s family. In this chapter I illustrate how portrayals of women as caregiver and emotional laborer featured in how games are designed for and marketed to women. Additionally, these caring games help make video games a form of productive play. Because caring is often understood as women’s work, games that use caring activities as central mechanics and overall themes help to maintain a distinction between masculine and feminine video game play styles. By suggesting that women’s play should occur in specific situations which involve emotional labor, women’s play becomes essentialized and ghettoized. Nintendo Wii: Gender and Family Play Time Wiis and Miis In previous chapters I have briefly discussed Nintendo Wii games, but here I am referencing the system as a whole. The Nintendo Wii was released in November 2006 as a completely different kind of gaming system. From its inception, Wii was 172 treated like a community-centric gaming system with the name “Wii” being a play on “we.” According to Nintendo, the “ii” in the name was also meant to visually represent an image of two people standing next to one another and playing (Carless, 2006). In addition to focusing on community play, the system uses a Wii remote and motion sensors (instead of traditional joysticks and controllers) so that the player’s movements are directly mimicked by on-screen play. Thus, when playing a tennis game, a player can swing the Wii remote like a racket, and the effect is the same— making it more realistic than most video game systems. By changing the interface of the typical console video game system, many felt that Nintendo was trying to appeal to a larger, non-gamer market, including a more feminine audience (Schiesel, 2006). Some Wii games are more family and group-oriented than others, and the gaming system’s central avatars—the Miis—help to define the system as being highly social. The Mii is, very simply, a cartoon-like game avatar that players create when they first begin using the Wii system. (See Figure 35) The Miis offer only a handful of choices for attributes (basic hair colors, styles, facial expressions, sizes, and clothing) but this lack of detail may make them easier for players to relate to. In Understanding Comics, Scott McCloud (1993) discusses how less detailed faces help people identify themselves with comic book characters. McCloud explains, “The cartoon is a vacuum into which our identity and awareness are pulled… an empty shell that we inhabit which enables us to travel in another realm. We don’t just observe the cartoon, we become it!” (p. 36). Similar to comics, the undetailed faces and bodies might help to facilitate player identification. 173 At the same time, Miis help to define the Wii as a social gaming system. The player is encouraged to not only make one Mii per Wii, but several Miis based on all friends and family that play games on that particular system. Thus, a Mii is not generally considered a singular entity, but part of a larger group of networked Miis (See Figure 36). Additionally, players can connect to another player’s Wii over the internet, sharing Miis between them. This means that people living in disparate locations can still be visited by one another’s Miis. According to Matt Lombard and Theresa Dutton (1997), many scholars struggle with the category of presence, and focus on how it can create a kind of social richness. They explain, “presence is the extent to which a medium is perceived as sociable, warm, sensitive, personal or intimate when it is used to interact with other people” (para 10). In many ways, this is the same kind of presence as is offered by the Wii; it is a space which uses facsimiles of friends and family members to engender a stronger comfort level. By constructing a sense of presence in games, Nintendo is turning a virtual space into something more home-like, but also something with embedded emotional labor. In Wii Sports (Nintendo of America, 2006), players use their Mii as their ingame avatar. Regardless of whether friends and family (from their system and on other people’s systems) are physically “present” during the time of game play, other people’s Miis attend the Wii Sports games cheering on the players. Thus, representations of family members and friends are constantly “present” in-game, reminding players of their “absence”. Similarly, in Wii Fit, other people’s Miis show up for various workouts and games, creating an environment where friends and family are constantly present. While not all Wii games utilize Miis, many of the core 174 Nintendo Wii games do. This constant reminder of other people in the player’s lives—regardless of whether or not they are “there”—helps to construct the Nintendo Wii as a social gaming system. By making this system about family and friends, the Wii Nintendo is constructing a play space ripe for emotional labor. One compelling way to understand the relationship between players and their Miis is through Kenneth Burke’s (1950) theories of consubstantiality. The theory suggests that in order to persuade someone a rhetor must relate to, or be “consubstantial” (or identify) with the audience (Burke, 1950). In a conference paper for the Rhetoric Society of America entitled “Mii, Miiself, and ii”, Amber Davisson (2008) remarked on the similarities between Burkean notions of consubstantiality and the relationship between the player and the Wii gaming system. She explains that a combination of elements (including the Miis) helps to foster identification between the player and the gaming system. According to Davisson: Identification in the Wii can be thought of as a three-step process. First, when individuals first get the system they create a Mii to use when playing the games. This Mii shares enough substance with the players that they can see themselves reflected in the digital space. Second, the player creates more Miis to represent friends and family. The representation of similar relationships in both spaces means the players can define themselves in the same way in both worlds. Finally, the process of playing the Wii is what Burke would call an acting-together. This is the key element for consubstantiality. (p. 19) 175 My analysis focuses on the second step Davisson refers to—the creation of Miis as a part of a gaming family. These family-and-friend Miis help to remind the player that even when playing alone, the Wii is part of a larger social network. The Wii platform has several functions that constantly reinforce the importance of group play and the Mii family. In addition to Miis attending sporting events in Wii Sports and Wii Fit, players can use WiiWare43 such as “Everybody Votes” as a means of reminding players that the Wii is not meant for one person, but rather for the entire family. In “Everybody Votes” each player votes on a multiple choice opinion question by picking up their Mii and placing them over their chosen answer. Players can then anticipate what the majority of people have voted for by selecting their character a second time and choosing what they think will be the most popular answer. By selecting one’s Mii to answer a question, the gaming system is reinforcing the consubstantiality between the player and the Mii. At the same time, by encouraging as many people to vote as have Miis, the console is also suggesting that this should be a group and social activity. Ultimately, the Wii is pitching itself not as a gaming system but as a family system. In doing this, it situates itself as a means to network the family (both in real life and virtually with Miis). While this design does not necessitate a gendered audience, I will show in the next section how advertising is used to pitch these very things to women audiences. The game design establishes a space where the Wii is about community and family, and the advertising reinforces these themes and 43 Games embedded onto the Wii gaming system. 176 suggests that women players should use this design to reconnect with their friends and families. Wii Advertising While the Nintendo DS advertising often focuses on self-care (“I play for me” and “Do something with your nothing”) to convince feminine audiences to play more, advertising campaigns for the Nintendo Wii use an entirely different tactic. While not all Wii campaigns are aimed at women, I will show how those targeted at feminine audiences all use a specific theme: the use of play to bring the family together. These advertisements suggest that playing the Wii with one’s family is productive, fun, and will garner love from all family members. While, often, video games have gained a popular culture reputation as separating and alienating people from their communities, these advertisements suggest that the Wii will instigate crossgenerational togetherness. Rather than promoting play as singular “me” time (or Mii time) or as time fillers, as the advertisements for the Nintendo DS did, these advertisements suggest family Wii-time as a means of closing generational and gender gaps. In many ways, this campaign resembles some of the methods that have been used to market food to women. Again, in Food is Love: Advertising and Gender Roles in Modern America, Katherine Parkin (2007) argues that the advertising of food was used to infer family values and often to create bonds between family members. She writes: 177 Advertisers wanted consumers to believe that their food products had the ability to create connections and continuity between the perceived constancy of the past and the chaos of the present. Moreover, they wanted women to assume responsibility for creating traditions in their family’s history. (p. 44) Thus, while there are several distinctions between food advertising and advertising for the Wii gaming system, both use similar tactics to suggest that the use of the product will create memories, love, and conservative depictions of family values. These Nintendo Wii campaigns have attempted to suggest that play is love. According to Margaret Hofer (2003) in The Games We Played, the suggestion that game play reinforces family values began with game manufacturers in the late 1800s. She explains that a catalogue for McLoughlin Brothers in 1895 suggests: Games are a necessity in every family, and parents should see to it that their children are well supplied with them. They not only amuse, but serve to instruct and educate them. They tend to make happy firesides, and keep children at home instead of compelling them to seek amusement away from the family circle. (p. 53) In their attempts to market their game system to women, Nintendo uses similar advertising tactics to suggest that the perfect family can be created through community play, as well as sheltered from potentially dangerous influences outside of the family. This kind of advertising reduces feminine play to productive play and legitimizes it by suggesting that playing with one’s family is one of the only acceptable forms of feminine play. While, previously, I illustrated that Wii design 178 constructs a virtual family “presence,” the advertisements I discuss in the following infer that it is a woman’s job to maintain an actual family presence through play activities. By being tasked with keeping the family unit together, the mother-figure in these advertisements are often put in ambivalent places within the family hierarchy, entirely centering on being the family social administrator. An excellent example of this kind of advertising occurred in the “My Wii story” advertising campaign which launched in summer of 2007. Through the Nintendo web site My Wii Story,44 people were invited to write in stories about the transformative powers of the Nintendo Wii and how it has helped their lives and families. While both sexes wrote in to My Wii Story, the majority of the webpublished submissions were made by women. Several selected stories were turned into magazine advertisements—often appearing in women’s special interest magazines and all written by women players. These advertisements promote play as a means of connecting with their families and as a way of showing that they care. At the same time, the advertisements make little mention of play as a means of relaxing or enjoying themselves. Instead, the women are shown taking part of caregiving activities. In what follows I highlight how several advertisements reduce video game play to emotional labor by invoking the theme of play is love. Additionally, I will 44 Mywiistory.com is no longer active and is currently listed as “under construction.” Because I am no longer able to access the original web site, some of my methodologies and analysis of the actual site are based on a relatively small number of screen shots, as well as personal memory. Because of my minimal information about the site, I primarily focus my analysis on the advertising campaigns that were launched off of the web site. There is no ability to verify that the submissions on the My Wii Story web site are made by actual participants (rather than advertising professionals), although I suspect they were primarily legitimate (primarily based on a large number of spelling and grammatical errors). Still, I have no way to verify that the advertisements in these campaigns were written by actual consumers of the Nintendo Wii gaming system. 179 discuss how these advertisements construct play and family in a way that legitimizes play for feminine audiences. Similar to the web site, the My Wii Story magazine advertisements use personal experiences and emotional overtones to convince women readers that playing with one’s family is an acceptable form of leisure. Figures 37-40 show four of the My Wii Story posts that became magazine advertisements. These advertisements ran in magazines such as Real Simple, Oprah Magazine, and Good Housekeeping. Each of these stories were written by women (although both men and women contributed on the web site), and each starts off with a testimonial quote about what they like about the Wii gaming system. Below each of these testimonial quotes is a woman’s signature—a personal advocacy of the product. It is also worth noting that all of these advertisements show photographs of actual women playing. Unlike the masculine game advertisements discussed in Chapter Two, part of the rhetorical strategy of the Wii ads involves showing women playing—primarily with their families. Only Figure 37 shows a woman playing the Wii system by herself (except in some of the smaller photos at the bottom)—the others (Figures 38-40) are all witnesses to family play, and their anecdotes reflect this. This first, slightly anomalous advertisement does not focus on family—it focuses almost entirely on activity and movement. In the headline, Linda Perry testifies, “Wii makes you feel more alive.” Her story primarily focuses on movement—that the Wii system means that, “You’re up, you are moving and your pulse is thumping.” This testimonial is accentuated by the use of her main picture where she is shown video game boxing with friends. It is also notable that while some of the pictures show younger children, 180 for the most part this advertisement does not illustrates how the Wii promotes family values. At the same time, Linda Perry confesses that she plays boxing a lot with her friends and that “it can get pretty competitive.” While this competitiveness shows more traditional agonism, it also suggests that Linda Perry is still using the Wii to create a community—while not with her family, she is playing socially with friends. What is notable, though, is the distinction that Linda Perry makes in the advertisements between the Wii gaming system and video games. Much of this attitude is reminiscent of earlier discussions about women and technology: Perry spends a large portion of the advertisement trying to convince potential players that the Wii is not complicated like other gaming systems. She explains in the ad, “Wii is totally different from any other video game because you are not just zoning out on the couch in front of the TV.” She also explains that “you don’t have to learn any commands.” Since the speaker is a woman, it is worth noting this remark’s slightly condescending tone—“you don’t have to learn any commands” infers that technology in general (and video games in particular) might be too difficult for some women to learn. The other My Wii Story examples that have made it to magazine advertisements are far more family-oriented. In Figure 38, the Wii advertisement starts off with a testimonial from Janiene Allen who insists, “The Wii system gets you off the couch and into the game.” While this is similar to Linda Perry’s insistence that the Wii gets players moving, the picture itself sends a different message—one of family play time. The main picture in the advertisement shows a woman (presumably Janiene Allen) playing with an older woman. In this advertisement, it is the husband 181 and children who look on, watching the feminine figures in their house play the Wii system. The on-screen picture below the photograph shows that they are playing a boxing game—but this time it is less athletic looking and more family-oriented because of the family in the background. In this advertisement, the copy does not use quoted text, but instead uses more generic advertising copy to describe the entire family. The main text of the advertisement, instead, is not a quote and says: Meet the Allen family. They recently discovered that the Wii is the ultimate family experience. Something that parents, kids, aunts, uncles, cousins, and even grandparents can bond over. Where kids usually complain about having family time—nobody ever argues over family Wii night. In fact, many families have a standing date to pick up wherever the competition left off. And if you know how to swing a tennis racket or a golf club, you already know how the Wii works. Wii brings every member of the family together—each one vying to be the champion of the living room. Which night of the week is your Wii night? While this corporatized (less-personal) testimonial might be less effective than the personal quote from the My Wii Story tellers, it also picks up on many of the previously discussed themes that Nintendo has attempted to work into their Wii advertising—the Wii creates “family time” and is a means for different generations to “bond” and have common ground. A selection on creation of the Mii reiterates this message: “Everyone will have fun creating Miis of the entire family.” Thus, like the previous advertisement, this one uses the testimonial to suggest activity and ease-of182 use, but also adds a family theme into the mix. As previously noted, the underlying message of many of these Wii advertisements is Play is Love, and embedded in this message is a form of emotional labor. The player depicted is not playing for herself, but playing for the enjoyment and caretaking of others. The advertisement in Figure 39 more directly focuses on the Play is Love theme—this time directly within the testimonial of the My Wii Story author, Nancy Ponthier. In this testimonial, Wii play is even more directly associated with family togetherness—the main picture shows a mother playfully dominating her son through a hug, while negotiating the Wii remote. Her headline quote says, “It’s the first video game I’ve really enjoyed playing” implying that she had played other video games but did not enjoy them. Additionally, this implies that Ponthier is permitted to enjoy her play, but primarily when this enjoyment is meant to please her children. This advertisement, like the others, draws a sharp distinction between “typical” video games and the Nintendo Wii system. Nancy Ponthier’s testimonial continues: I’ve never been a fan of video games. But Wii is so interactive and gets everyone involved. We really like playing together as a family, so we quickly moved it from my son’s room to the living room. We even like making Mii characters together. They’re funny and we get a kick out of describing each other. I took a crack at making my own Mii. Then my kids told me it wasn’t “pretty enough” and made it better. I thought that was sweet. They were just so happy I was interested in a video game. The children recreating Nancy Ponthier’s Mii to make it “prettier” reinforces the theme that a Nintendo Wii will bring the family closer—the statement, “I thought that 183 was sweet. They were just so happy I was interested in a video game” implies that her children might love her just a bit more for playing video games. Additionally, while the other advertisements depict white families, this one depicts an Asian family, suggesting an even greater diversity with the Wii. While this diversity does not, perhaps, directly relate to gender it creates a message that the gaming system is for everyone.45 The final Wii Story advertisement (Figure 40) once again is heavily entrenched in themes of family values. This advertisement shows a man and woman playing Wii Tennis together, with their daughter looking surprised in the background. The main headline quote for this advertisement is, “It’s the perfect way to bring all of the ages together.” This Wii Story is told by Janiene Allen, who concentrates her tale on family togetherness and bonding between generations. She explains: The great thing about Wii is how fun it is for anyone to play. At one family gathering, my husband and I, our girls, his parents—even my 80year-old Grandmother were all playing. Four generations! Everyone was having a great time, laughing and playing. It was very physical, really funny and entertaining. And the fact that it’s as interesting for us adults to play as it is for the kids is really a feat. Just as with the previous two My Wii Stories, this advertisement reduces women’s play by turning it into play about family and caregiving. It is worth noting though that even though Janiene Allen mentions the cross-generational aspects involving her 80-year-old grandmother, the grandmother is not depicted in the advertisement. By 45 It is important to note that this diversity is somewhat limited. None of the My Wii Story advertisements showed African American families, although there was far more racial diversity in the Wii Fit advertisement (Figure 22) discussed earlier. 184 mentioning the grandmother but not showing her, Allen’s testimonial sends a mixed message about older generations and video game play. All of these My Wii Stories carry very similar themes that define feminine play as family play, creating a permission slip for women to play on the Wii. With the exception of the My Wii Story in Figure 37, all allow for feminine play only when it is part of family play. Women’s play, thus, becomes translated into caregiving and emotional labor. Wii advertisements are not suggesting playing simply for personal enjoyment, but in order to gain the love of families and create a common language between family members. In short, they suggest playing for others rather than playing for oneself. Nurturing and Simulated Love in Video Games To carry over some ideas from Chapter Four on play and simulated productivity, another form of social play aimed at women audiences simulates love and caregiving in the game mechanics. These games are not actually social, but have social mechanics built into them that involve nurturing and caregiving of virtual characters. The most popular and well known of these games is Nintendogs, though several other games (such as Hamsterz, Baby Pals, Horsez, Purr Pals, and GoPets: Vacation Island) use the same mechanic. Additionally, The Sims (mentioned in the previous chapter) could also be considered a caregiving game to some extent. The idea of most cargiving games is that the player must visit, tend to, care for, and show love for a dependent creature. Thus there is no real “winning” to these games, or 185 ultimate goal. Instead, the point of caregiving games is more about gradual relationships and simulating love. As discussed earlier in this chapter, caregiving is considered, in large part, to be women’s work. Just as emotional labor is integral to many women’s careers, emotional play is an example of how many games are designed for and marketed to women. Caregiving play was not invented in video games, and 1990s trends such as Tamagatchi (a key chain sized creature that must be fed, cleaned, and loved on a near-constant basis to keep it alive) and Furby (a stuffed animal version of the Tamagatchi) were very popular. The popularity of these earlier games helped to foster video game versions. Sherry Turkle’s (2004) research on children and Furbies found, “that children describe these new toys as ‘sort of alive’ because of the quality of their emotional attachments to the objects and because of the idea that the Furby might be emotionally attached to them” (p. 26). A similar kind of response might be found in a game such as Nintendogs where a player is teaching, playing with, and spending time nurturing a virtual dog. While many of the caregiving games are geared towards child audiences, Nintendogs (Nintendo, 2005), in particular, became well-known for its popularity with an adult female audience. This was best witnessed by the newspaper comic strip Fox Trot, which in 2005 had a story line where a mother kept stealing her son’s Nintendo DS to play Nintendogs. This six comic run shows a son begging his mother to get his Nintendo DS back, while she is shown neglecting her domestic caregiving duties (such as making dinner). In the final cartoon, the son asks his mother about dinner and she responds that she just fed “Cutie Paws” (her Nintendog) 200 biscuits. 186 Her son angrily yells back, “I meant OUR dinner!” Thus, the cartoon shows an example of a woman not only playing the game, but playing the game to the detriment of other domestic chores. The popularity of Nintendogs with feminine audiences is also reinforced in the aforementioned “I play for me” Nintendo advertising campaign, where pop star Carrie Underwood is shown playing the game. Thus, Nintendogs is a game whose popularity is often credited to adult female audiences. What is most striking about the game, though, is how its primary goal is the simulation of love and affection. There are several different versions of Nintendogs— each associated with various breeds of dogs, allowing players to have a more personal and specific relationship with the exact dog of their choosing. The player then names the dog, uses voice commands to train the dog, must feed the dog and take him or her for walks, play with, and groom the dog. Ultimately, if a dog is poorly cared for it will grow up untrained and unruly. Alternatively, if the player cares well for the dog they are rewarded with love and affection—the game’s goal. The caregiving elements of tasks are necessitated by the upkeep of virtual pets. Further, because “emotional labor” is so often understood to be women’s work, the corollary is that emotional play, too, becomes a kind of women’s work. Online Gaming In recent years, online games (often referred to as Massively Multiplayer Online Games or MMOGs) have become increasingly popular. These games have features that are quite distinct from typical video games in that they involve online 187 persistent worlds (worlds that exist before and after the player’s avatar enters and leaves), and a variety of kinds of communities, involving a more social form of play. While often players live in geographically remote locations they are able to log on to the game and play simultaneously in the same space. In Synthetic Worlds: The Business and Culture of Online Games Edward Castronova (2005) refers to these spaces as “synthetic worlds” which he explains are, “expansive, world-like, largegroup environment made by humans, for humans, and which is maintained, recorded, and rendered by a computer” (p. 11). At the time of this writing, there are several popular MMOGs on the market, but I will primarily be discussing two games: World of Warcraft (WoW) and Second Life (SL). These games are vastly different: while WoW is structured more around quests, leveling, and precise in-game goals, SL is marked by its complete lack of any kind of structured goals and is primarily a virtual world for socializing. MMOGs are the most complex form of video game discussed in this dissertation with respect to gender, productivity, and play. First, MMOGs engender several styles of gameplay—the variety of mechanics and functionality in the games often make very personal and tailored gaming experiences for every gamer. Second, MMOGs are often popular with women players, and although these experiences are often essentialized as “social gaming,” I will discuss how they exceed this label. Third, while many MMOGs do have women players, they also have many men players—unlike many of the other games that I have discussed in this dissertation, MMOGs have very broad popularity with both men and women. To make matters more complicated, often these games are not actually advertised to women audiences, 188 but get women players primarily through word-of-mouth recommendations. Finally, my analysis of MMOGs in what follows is complicated because, as I will argue, their varied gameplay styles often touch upon all three kinds of play that I have discussed in this dissertation: pragmatic, simulated productive, and socially productive play. I begin by describing WoW and SL in detail, citing some of the discussions about women and gender in these games, discussing ways that they both challenge and reinforce gender roles and expectations. Additionally, I discuss both games in the context of pragmatic play, simulated productive play, and socially productive play. World of Warcraft World of Warcraft (Blizzard Entertainment, 2004) is arguably one of the most popular online games in the world. The game’s own world, Azeroth, has “as many players as Sweden or Bolivia has inhabitants” and players spend an average of twenty hours per week in the game world (Corneliussen & Rettburg, 2008). The game world not only costs money to purchase, but also charges a monthly fee for inhabitants. Primarily, the world is based off a Tolkeinian paradigm,46 where players are able to be human, but also are able to play mythical avatars such as dwarves, gnomes, elves, orcs, and trolls. Additionally, the player is able to choose a specific class (or skill set) that defines their methods of game play (warriors, healers, spell casters, etc.). Players can also select sex, 47 though this does not significantly affect game play. While the 46 Additionally, most online role playing games have roots in pen-and-paper role-playing games such as Dungeons and Dragons (Corneliussen & Rettburg, 2008). In-game avatar categories such as “race” and “class”, as well as systems of talent points were, in large part, drawn from these games. 47 Players are only given male/female options. Gender, in games such as WoW, is able to be enacted through character role-play or player personality. It is not directly linked to the physical design of the character. 189 goal of the game might seem to be to achieve the highest level (at the time of writing, the current highest level is 80), this goal is somewhat ephemeral: level caps change every few years, and many players build several characters, each with unique play experiences. Players follow strings of quests (some generic, but some determined by their avatar’s race or class), and gain experience points (and levels) through defeating enemies, exploring new locations, and completing quests. Game play can be done either solo or in groups. The game interface itself is rather complex and detailed (see figure 41), but allows players to view status and statistics of several facets of game play and it allows for some degree of personalization. Additionally, the interface promotes chatting with other players in real time, making World of Warcraft a game with a good deal of social potential. Many fans also continue this socializing outside of the game, making game mods (coded additions to the game interface that that are made by fans and given or sold to other fans), machinema (fan videos made out of game play), or writing game walkthroughs48 and commentaries on the Internet. Statistics on who plays World of Warcraft vary, but by several accounts there is at least a respectable base of women players. While a recent study of MMOGs by Nick Yee (2008) found that the majority of players are men (85.4%), he was actually surveying six different games (over a six year period).49 These statistics do not seem entirely representative, though, in terms of actual numbers of women players. For instance, a December 2008 Nielsen study estimated that WoW had 428,621 unique 48 Game walkthroughs are typically written by fans, who give advice, tips, and tricks for getting through specific game areas or levels. Generally, they are very detailed and there are many web sites dedicated to World of Warcraft walkthroughs. 49 Additionally, I recently sent an email to Blizzard entertainment asking for more current statistics, but never got a reply. 190 female players in the United States, compared with 675,713 male players. 50 This number is far from paltry and is reinforced by a wealth of popular culture references suggesting that WoW is, indeed, popular with at least some women audiences. For instance, the web series sitcom The Guild, is about a small Los Angeles group of online gamers. 51 The star of the show is a woman, and of the fictional guild’s six members, half are women. Similarly, in the essay, “I Play Like a Girl: Yes that Level 60 Night Elf Warrior is Mine,” Nancy Berman (2006) discusses the influx of women players into the game. Berman remarks, “Are women playing MMORPGs? Yes. Are they playing WoW? Definitely yes! Are they having fun playing WoW? Absolutely yes. In terms of female players, WoW appears to have raised a bar that its successors will need to respect (and imitate) if they were to achieve the same kind of player loyalty and appreciation” (p. 174). The outspokenness of many women MMOG players helps to affirm game popularity with women audiences, potentially attracting even more women players. Furthermore, many feel that both the influx of women audiences as well as the game’s design helps to reinforce more even-handed and gender inclusive designs (Ray, 2004; Taylor, 2006). In the essay “World of Warcraft as a playground for Feminism,” Hilde G. Corneliussen (2008) discusses WoW’s potential by comparing aspects of it to French feminism. She remarks that in WoW, female characters are generally equal or interchangeable to male characters, as well as equal in terms of ingame distribution of non-player characters. She concludes, “Gender is present in World of Warcraft in many ways, but it is not necessarily insistent or obvious, and 50 Approximately a 2:3 ratio of women to men. While The Guild does not reference World of Warcraft by name, several references in the show infer that the show is based loosely on WoW. 51 191 some times it is not even meaningful—or at least, it is not given meaning through the game design itself” (p. 81). It seems undeniable that World of Warcraft has attracted women audiences to online gaming. Despite this, and unlike the Nintendo games discussed previously in this dissertation, World of Warcraft has not actively pursued women audiences in their advertising. While the game does advertise heavily (both with television commercials and magazine advertisements), many of these ads have more similarity to those discussed in Chapter Two. For example, advertisements for WoW in Game Informer Magazine (Figure 42) often feature female elves, one of the more overtly sexualized characters in the game. Alternatively, television commercials in the past have been narrated by masculine icons such as William Shatner and Mr. T. While none of these advertisements overtly exclude women players, they also seem to suggest that women WoW players probably come from sources other than mainstream advertising. This means that the fan base is not necessarily being told how to play (as with the Do Something with your Nothing and My Wii Story ad campaigns) but are coming to this form of play more naturally, out of their own interest or the insistence of others. For example, in Taylor’s (2006) work on the MMO Everquest, she illustrated that many women players start to play through word of mouth by others (such as family members). While other games such as the previously mentioned Lord of the Rings Online advertisement (see Figure 10, and discussed in more detail in Chapter 2), WoW has so far relied more on word-of-mouth recommendations than topical ad campaigns. 192 Second Life Like World of Warcraft, Second Life (Linden Lab, 2003) has gotten some attention for attracting diverse audiences, including women (Hayes, 2008). Second Life is vastly different from World of Warcraft in several ways. As Wagner James Au described it in The Making of Second Life: Notes from the New World, “Second Life is an immersive, user-created online world” (p. x). Run by the company Linden Labs, SL does not have pre-defined game-goals, character levels, or any kind of defined structure. Residents of SL socialize, advertise, educate, play together, and create objects that can be used by other SL residents. Of this last aspect (the ability to create in SL), Au writes: The physical world of Second Life […] is a kind of 3-D palette for the avatars within it. Standing on a hill like a demiurge, a Resident can wave her hand and cause the ground to swell, expand, or even collapse into the sea. Moving her palm above the ground, she can make wooden shapes emerge from thin air (there is a deep rumble as these objects take on substance), and once there, her hands can mold and transmute their shape, even their substance—stretching a cube into a flat sheet, twirling a sphere into a torus made of shimmering silver, and so on. (p. xii) More practically speaking, residents in SL are able to create almost anything imaginable in the world, from terrains, to building structures, to clothing, to bodily modifications. These things are bought and sold in SL using the game’s monetary system, the Linden. Lindens can be used to purchase things in-game, and can also be 193 converted into U.S. Dollars52 (Lindex), creating potential for real-world productive work. Additionally, SL residents are given practically an open palette with which to define their in-game avatars. Unlike the pre-defined avatar-making systems of most game-oriented MMOGs (including WoW), SL avatars are given the freedom to make second selves that are highly individual and expressive. On the SL web site, Linden Labs specifically suggests that “avatar” in their game means something somewhat different than it does in other games. They explain: “[…]what exactly is an avatar in Second Life? In a virtual world, an avatar is a digital persona that you can create and customize. It's you — only in 3D. You can create an avatar that resembles your real life or create an alternate identity. The only limit is your imagination. Who do you want to be?” (“What is an Avatar?”, ¶1). Thus, unlike WoW’s system which locks players into making avatars within specific racial builds (the aforementioned elves, etc.), residents of SL are asked to use their imaginations to be “who [they] want to be.” In addition to being able to play with race and sex, SL residents often also alter their appearance in even more creative ways. According to Au: By anecdotal estimate, some 70 to 80 percent of the Resident population stay within the human register [in Second Life]. A selective list of those outside that spectrum would include robots of all sizes, shapes, and functionality; angels; vampires; elves; anime characters; walking sunshine and storm clouds; six foot phalluses; famous sculptures and paintings (including Van Gogh’s self-portrait and Duchamp’s Nude 52 The LindeX Market Data system shows daily conversion rates between Lindens and USD. 194 Descending a Staircase); aliens, political caricatures; penguins and ponies; and a pile of talking feces. For most of them, the embodiement is a surface novelty, but for others, it’s a deeper transformation. (p. 74) This avatar freedom, as well as object creation, suggests that Second Life is far more of a large online sandbox play-space than an actual game. This freedom to change avatar appearances is one of the more substantial draws of the game world, and presumably one of the factors that is often assumed to make it more accessible to women audiences. Several researchers, though, have remarked that this freedom and liberalism is, in large part, illusory. In Coming of Age in Second Life: An Anthropologist Explores the Virtually Human, Tom Boellstorff (2008) remarks, “Like many virtual worlds, the Second Life platform worked in various ways, large and small, to reinforce gender norms. For instance, the default animations for sitting differed for women and men; men sat with their legs spread apart slightly, while women’s legs were closer together” (p. 141). Similarly, in their article “Sex Lives in Second Life,” Robert Alan Brookley and Kristopher L. Cannon (2009) illustrate how “male sexual dominance and female sexual passivity are propagated as the ‘natural’ state of sexual difference” (p. 155). They elaborate, “When people in SL are given the opportunity to produce their own sexual images and experiences, some reproduce the norms that they have learned about women and men’s sexual differences. Therefore, in spite of the agency of sexual expression in SL, these users function as docile bodies enacting these norms through the virtual bodies that they create and manipulate” (p. 155-156). In terms of clothing, poses, and player behaviors Brookley & Cannon assert that conventional gender norms are rarely 195 challenged in the game. So it would seem that despite the open-ended potential of the space to disrupt expectations of gender roles, in actuality these things often maintain a sense of status quo. Sex and gender certainly play an important role in how bodies (virtual and otherwise) are understood within this space. Virtual worlds and avatar creation gives players a chance to deconstruct (and reconstruct) how they specifically understand their own gender identification. At the same time, productivity also plays an important part in both SL and WoW. In the following, I will break down how these two MMOGs relate to my already established categories of pragmatic play, simulated productive play, and socially productive play. MMOGs and Productive Play In many ways, the two MMOGs, World of Warcraft and Second Life, reference all three kinds of productive play that I have discussed. Games in this category have so much internal diversity that, rather than collapsing the three categories, they tend to interweave them. Each kind of productive play remains a distinct category within these games, and yet they are all at play. For this reason, it might be useful to end this dissertation by examining how the three kinds of productivity interact in each game, and how this might have larger implications for women audiences. Thus, in what follows I will look at pragmatic play, simulated productive play, and socially productive play in these MMOGs On the surface, one might be hard-pressed to find the productive aspects of expansive, mythical, and virtual worlds. Once again, just as I explained in Chapter Three, the pragmatic play that I discuss in this dissertation is play that occurs in a 196 game world but is considered productive in the real world. A perfect example of productive play is when players of virtual worlds use the game spaces to make money in the real world. This has occurred increasingly over the years in both more gamecentric worlds (such as World of Warcraft) where small industries have come out of the often exploitative practice of gold farming, 53 and also in worlds such as Second Life where many players make and sell things in game, and then exchange them for real money. The community aspects of MMOs have allowed, as a by-product, complex economic systems where players can buy and sell virtual goods. According to Castronova (2005), “By my own estimates, the collective volume of annual trade in synthetic worlds is, at this writing, almost certainly above $1 billion. In other words, it already exceeds the total sales of a few real countries. What is true of sales is also true of total synthetic world production, as well as production per capita. Indeed, GDP per capita inside synthetic worlds is far higher than in the real world’s poorer economies, such as those in India and China” (p. 13). Thus, as Castronova explains, the production occurring in virtual economies is not only very real, but something to take very seriously. In his book Play Money, or, How I Quit my Day Job and Made Millions Trading Virtual Loot, Julian Dibbell (2006) writes about his foray into making an income through virtual endeavors. Dibbell explains, “ in the strange new world of 53 Gold farming is the practice of hiring cheap labor to make money in-game, and then reselling it outside of the game for real world money. In her essay, “Don’t Hate the Player, Hate the Game,” (2009) Lisa Nakamura describes gold farmers as “virtual capital laborers” (p. 132). Often, these players are Chinese, which has fostered a good deal of in-game racism, particularly in World of Warcraft where Westerners are often automatically vocally derisive of Chinese players (Nakamura, 2009). 197 immateriality toward which the engines of production have long been driving us, we can now at last make out the contours of a more familiar realm of the insubstantial— the realm of games and make-believe. In short, I’m saying that Marx had it almost right: Solidity is not melting into air. Production is melting into play” (p. 24-25). If Dibbell is right, if production is, indeed “melting into play,” then this is in large part due to the monetary exchanges occurring in virtual spaces. Both men and women are involved in gold farming and making money in online worlds, helping to make MMOGs more gender-inclusive. Simulated productive play also has an important role in these games. As discussed at length in Chapter Four, I define simulated productive play as “play that is not productive in the real world, but emulates productivity in the real world.” MMOs such as World of Warcraft and Second Life often use Simulated Productive Play in ways that are similar to several of the games that I spoke of earlier. In World of Warcraft, avatar professions are examples of simulated productive play. Each avatar is given several options, including several gathering professions (such as fishing or mining) and several crafting professions (such as cooking, tailoring, or leatherworking). 54 While a few of these professions (such as alchemy or enchantment) are not modeled on real world everyday productive practices, the majority in some way emulate things that can (and are) done in the real world. Most obviously, cooking in World of Warcraft involves putting the correct ingredients together over a stove. While cooking in WoW does not have the level of detail that it does in a game such as Cooking Mama, there is a similarity in how it emulates real54 While, in the real world, these things can be understood as more of trades or occupations, in the game they are specifically referred to as “professions.” 198 world cooking practices. But unlike Cooking Mama, the player’s avatar is able to eat their own food and thus reap the benefits of their simulated productive labors. Since food raises a player’s health level and often gives extra bonuses, cooking (and eating) has in-game benefits that bear some similarity to real-world cooking. While players are able to give or sell food to other players, generally the primary goal of cooking is self-nourishment. In other words, unlike Cooking Mama, the player is less concerned with the care of others and more concerned with the care of themselves. Similarly, in Second Life, players are able to make things that their avatars (or other people’s avatars) are able to use, consume, or wear. As already discussed, the ability to create content is one of the central elements of SL. Larger endeavors are often collaborative projects performed by several residents. Au explains of one of these groups, “While their work may seem inconsequential fun, their free-form collaboration actually resembles the activity that makes the Internet itself possible” (p. 44). This kind of work, whether solo or collaborative, is a kind of simulated productive play. Players are engaged in productive activities that often mimic realworld activities, but are not actually productive in the real world. Finally, the most obvious kind of productive play in MMOs would seem to be socially productive play—the primary topic of this chapter. Socially productive play becomes particularly tricky when dealing with MMOs because they are so naturally social, and it is easy to essentialize them as being just that—particularly when discussing women audiences. In Play Between Worlds, T.L. Taylor (2006) warns researchers to not rely on this when analyzing women MMO players. Taylor explains, “Chatting, connecting with other people, forming relationships and 199 maintaining them are all aspects of the interpersonal pleasure MMOGs afford […]” (p. 94), but then later continues, “Talking about how women simply like the ‘social’ component of games, or how they like to ‘chat’ can flatten a fairly rich play landscape and trivialize the work involved in sustaining social life within a game” (p. 95). It is impossible to deny that social productivity is likely a factor that might draw in some women audiences, but at the same time it is a very nuanced and multilayered form of social behavior that occurs in MMOs such as WoW and SL. Social behavior in both of these virtual game worlds is comprised of several aspects—including chat—but also including groupings, in-game sales, goal-setting (such as quests in WoW or events in SL) and extra-game discussions (on blogs or online bulletin boards). In effect, every aspect of an MMO is influenced by some manner of social behavior, but this social behavior is also often quite varied. In their study of WoW guilds, “From Tree House to Barracks: The Social Life of Guilds in World of Warcraft,” Dmitri Williams et al (2006) use ethnographic research to discuss how team play varies in the game. They explain: Player behaviors and group behaviors varied due to game goals, personal preferences, and player awareness, even in the relatively formal barrackslike raiding guilds. But the governing computer codes were ultimately foundational rather than entirely imposing. By analogy, we find that playing WoW is as social as a team sport, which has its own rules, literal boundaries, and social norms. Within those, there are still self-initiated tactics, team strategies, styles, and goals that make the play space a stage for socialization, organization, and networks that often have little to do 200 with the original game. Roles can and must be flexible as conditions and goals change (p. 357). This ability to play World of Warcraft in varied and personal ways (yet, almost always influenced by social interactions) is one of the aspects that allows it to potentially be more gender-inclusive. It is these kinds of expansive possibilities of different modes of play that have, perhaps, given MMOs a broader, more genderinclusive audience (even without always directly advertising to these audiences). The ability to play in many different ways and with many different goals has made these games ideal for being open to new kinds of gamer audiences in ways that do not essentialize the player. While Second Life is slightly more limited in terms of play styles (its lack of quests and absolute game-goals make it significantly less agonistic than WoW), it still manages to encourage different play styles through social interaction. Just as players of World of Warcraft can focus in-game time and energy on guilds, auctioning, professions, solo-play, or playing against other players (PVP), residents of Second Life are able to go to different events, classes, in-world games, socialize amongst large or small groups of their choosing, or engage in sandbox creation of objects. Large, inclusive, free styles of play encourage new gamers in a way that many other video games have yet to do. By encouraging players to meet new people, games such as Second Life help to engender virtual communities and the sharing of cultures. 201 CHAPTER SIX CONCLUSION & DISCUSSIONS Introduction The popular television show Malcolm in the Middle (M. Bandur & J. Melman, 2000) was a sitcom about a relatively average, middle-class family.55 In one episode, the generally harried and overworked mother (Lois) is at the supermarket and has the following conversation with the cashier: Lois: Oh my God. Is that right? What time do you have? Cashier: I have 5:45 Lois: 5:45? That’s not possible. I … Dropped off Malcolm. Picked up Reece. Dinner’s in the oven. [pause] Huh. Cashier: What is it? Lois: I have the next 25 minutes free. Cashier: How did you manage that? Did you leave a kid somewhere? Lois: No… No they’re all accounted for. Cashier: What are you gonna do? Lois: I don’t know… I don’t know… [Lois starts pacing in store]56 In Lois’ next scene, the viewer sees her wandering around the supermarket aimlessly with a shopping cart, unable to parse what to do with her small fragment of unexpected free time. What makes this moment even more poignant is that, in the same episode, her husband (Hal) is spending inordinate amounts of time and money on building a Lego-like utopia. 55 56 Malcolm in the Middle aired from 2000-2006 on the Fox Television Network. I transcribed this episode from broadcast on September 20, 2009. 202 The episode is a perfect illustration of many of the phenomena that I discuss in this dissertation regarding women and play. While, in this episode, Lois did not encounter any digital games, her confusion and mystification regarding free time is similar to many of the advertisements and games discussed in previous chapters. It does not seem far-fetched to suggest that Lois would probably be amenable to playing many of the games that I have talked about. At the same time, Hal follows a more free-form ideology of play, where (guilt free) he is able to pull free time out of thin air and spend copious amounts of money on an authorized form of play. Together, Lois and Hal re-enact the kinds of gendered play on which this dissertation is focused. Like other popular culture depictions, this one helps to frame a broader picture about how subjects reinforce play styles. Women, Play, and Ideology As discussed by the Ludica Group (in Chapter Two), the gaming industry helps to support a masculine hegemony of play. But, as would be expected, I show that this hegemony exceeds the gaming industry, and is a reflection of larger cultural attitudes about play. Much of the play that is constructed for feminine audiences— particularly adult women—is primarily productive. In this dissertation I categorized three kinds of video games that capture how play is ideologically driven by gender expectations. Pragmatic play, as I describe it in Chapter Three, is play that attempts to solve real-world goals, particularly in terms of self-help, beauty, or fitness (such as Brain Age, Wii Fit, and Personal Trainer: Cooking). In Chapter Four, I discuss simulated productive play, or play that emulates or stands in place of real-world 203 productivity but is not actually productive. Within this category are two subcategories: games (such as casual games) that are meant to fill up all available time as a guise for productivity, and games (such as Diner Dash and Shopmania) that emulate real world practices within their narratives and game mechanics. Finally, in Chapter Five I discuss socially productive play: play that encourages social relations for women, generally involving family and caring within their game play. I also discuss Massively Multiplayer Online Games as play that potentially touches on all three kinds of productive play, but also as a more gender-inclusive gaming style. While these categories are by no means exclusive or definitive, they offer clearer guidelines about how productive play often reflects larger social norms and practices about femininity and play. Productive play in games and advertising aimed at women audiences helps to reinforce anxieties about play, femininity, domesticity, and technology. The games and advertising reify traditional feminine stereotypes such as beauty and self-care, weight loss and body image, family caretaking, and self-help. Rather than expanding audiences by facilitating free play, these games help women interpellate gendernormative ideologies, reinforcing that play should occur in specific times, places, and circumstances. This productive play, to borrow a concept from Elias (1939/1998), reinforces “civilizing technologies,” where the technologies themselves help to mold, form, maintain, and reproduce practices. Play, in this circumstance, becomes a civilizing practice that helps to reaffirm conservative stereotypes about women, games, and technology. Productive gaming can function as a kind of permission slip, constructing excuses for why and when women are permitted to engage in specific 204 forms of play. Further, by segregating, excluding, and sexualizing women audiences that attempt to enter the traditional masculine play spaces, the video game industry helps to reaffirm that women can only be permitted to partake in the play-spaces designated for them. As was seen in the example from Malcolm in the Middle, these problems are larger than video games or the video game industry. Research in leisure studies also suggests that many women do not feel fully entitled to the same kind of free leisure that many men do (Deem, 1987; Modeleski, 1984; Aitchison, 2003). Rosemary Deem (1987), in particular, used ethnographic research to argue that many women felt they did not deserve or have the right to leisure time. As previously noted, Deem suggests that there are larger issues of guilt when leisure does not specifically involve domesticity. While this study was done over twenty years ago, it seems striking that my research on women and video games to some extent corroborated this—the games that are primarily designed for and marketed to women audiences are primarily productive (in a variety of ways) and suggest that women audiences still do not feel they have a license to free play. Thus, even now with the passing of the Lilly Ledbetter Fair Pay Act of 2009,57 where women are guaranteed a right to equal pay, they are still not necessarily guaranteed a right to equal play. Productive play is fraught with implications about women’s lifestyles. Previously, I discussed Arlie Russell Hochschild’s concept of “the second shift”: women who work two full-time jobs by being primary caregiver and being employed full time. In essence, women engaged in productive play are taking on a third shift. 57 On January 29, 2009, President Barack Obama signed the Lilly Ledbetter Fair Pay Act, which approved equal pay legislation for women. The Act says that women cannot be paid less for doing the same job as men (Stolber, 2009). 205 Whether playing as Flo in Diner Dash or improving their minds and bodies with Brain Age and Wii Fit, many women are working in these games rather than playing them. While Hochschild references a “third shift” in her subsequent book The Time Bind (2001), she discusses it as a potential suggestion for busy families, explaining that it might be used for, “noticing, understanding, and coping with the emotional consequences of the compressed second shift” (p. 215). The third shift, according to Hochschild, should be built around the idea of family-centric leisure and group activities. But, in reality, Hochschild’s notion of a third shift for leisure is probably overly idealistic. I would argue that play and leisure as a proxy for work might, too, be considered the potential third shift. In this third shift play, work, and domestic chores become intrinsically entangled. While my current research is not ethnographic and does not deal with audience response, it does not take an enormous leap to imagine a woman who works all day, takes care of her family in the evening, and subsequently ends her day with a third (or fourth) shift of working/playing in Diner Dash. The mundane, everyday, and domestic nature of many of the games with embedded productive play outlined in this dissertation are potential sites of labor and anxiety. With the previously discussed Salen & Zimmerman (2004) definition of play as “Free movement in a more rigid structure” (p. 304), it becomes pertinent to ask about the quality and substance of play being aimed at women audiences. There is little freedom involved in the tasks of replicating stereotypes of femininity and domesticity in play styles. The free form ideology of play is not as available to women as it is to men. As explained in chapter one, by this I mean “unrestrictive play for the sake of play which is embedded in a 206 larger cultural ideology.” So, although my research does not directly remark on audiences, it tries to understand how media artifacts might ultimately change the quality of play made available to women. Future Research More research needs to be done in the areas I investigate in this dissertation. The market is changing and growing nearly exponentially at this point, and as it does, it will be increasingly important to understand how new games might continue to reify or break stereotypes of traditional femininity. Just as there has been hegemony in the video game industry, we must be wary of other conventional stances among academics studying video games. Many games aimed at women audiences have simply not been examined closely by academia. In some ways, the lack of discussion is reminiscent of what Tania Modleski (1984) describes in her study of women-centric media, Loving with a Vengeance. According to Modleski, women’s media (novels, films, and television) are rarely taken as seriously by critics and scholars as are works by and about men. She explains, “Thus women’s criticism of popular feminine narratives has generally adopted one of three attitudes: dismissiveness; hostility—tending unfortunately to be aimed at the consumers of the narratives; or, most frequently, a flippant kind of mockery” (p. 14). As with romance novels and soap operas, it is of great importance that we begin to look at popular software and games specifically aimed at women audiences with a non-mocking, serious tone. As I illustrate, many of these games and their accompanying advertising warrant academic inquiry. Gendered issues of work, play, 207 leisure, and domesticity all resonate throughout these popular games, and are a vital way to understand larger issues in gender and culture. While it might seem frivolous on the surface, the politics and ideologies of play can be a matter of great seriousness. My research in this dissertation almost entirely focuses on cultural artifacts—I primarily discuss games and advertising as being reflective of larger cultural trends. In this, I recognize that there may be a gap between how I understood video games aimed at women and how these games are actually perceived and played by their core audiences. My current methodological approach was useful for the scope of this dissertation, as advertising and games are both relatively easy to track and parse. But in studying the construction of the “subject” in terms of play, it would be important to get audience responses. For example, in my discussion of the Third Shift, it would be useful to not only speculate about how women might play these games, but also to get a clearer picture of how they are actually understood and played by these audiences. Future audience-specific research using ethnographic approaches might help to hone in on these issues more accurately. One possible method would be to work more closely with casual game communities such as the Diner Dash Community. As discussed in Chapter Four, Diner Dash is a game that provides an excellent example of simulated productive play. In the game, the player takes on the role of a waitress (Flo) and tries to build up a clientele base and make money by keeping customers happy. While earlier versions of the Diner Dash games were all single player, the most recent version of the game (Diner Dash: Hometown Hero Gourmet Version) has the capabilities of also being a multiplayer online game. While this game community is not as large as World of 208 Warcraft, it has a 95% female player base58 and a particular attunement to women’s issues that makes it an ideal space for study. Another possible method might involve creating women’s gaming circles. The gaming circles would be structured much like book clubs, constructing a space where women can talk about video games and their leisure activities comfortably. Recently, researchers have discussed the use of book clubs as social venues for exploring tastes, group identities, and personal identities (Long, 2003; Rooney, 2005; Radway, 1999). The book club tends to be a gendered format that many women are already comfortable with, and might be worth emulating in video game-related leisure studies. Women’s gaming circles, as I have imagined them, might be an ideal way to understand leisure habits and gaming styles of non-gamer women. In these groups, six or seven women would meet bi-weekly. Players could take gaming systems home with them, play games on their own time, and then come back to play and discuss the games with the group. Ultimately, the goal of this research would be to help engender a better comfort level with the games. This might help the women involved in the study construct a better vocabulary and understanding about what they do and do not like about video games. Regardless of methodological approaches, research should continue looking at how video games continues to illustrate larger issues of gender, leisure, and technology. 58 This statistic is from a phone conversation with Playfirst employee Anne Marie Edwards on April 14, 2009. 209 APPENDIX A: TABLES Table 1: Game Informer and Play Magazine Advertising from July 2006 – June 2007 (12 Months) Total ads GI 395 Play 274 Video Game Ads 232 174 Video Game Ads w/ Females 99 74 Table 2: Content Analysis of GI and Play Advertisements with women Distinct Ads with Females in a Major Role: 47 Ads where women display “licensed withdrawal” Ads with women in revealing clothing Ads with one or more female smiling Ads with one or more female smaller than males Ads with one or more female below or behind males Ads where women use “feminine touch” Ads where women were looking down or to the side Ads where women shown as the player % of ads 64% 66% 28% 21% 34% 57% 66% 1% Table 3: Video Game Ads in non-video game magazines from May 2006- August 2008 (28 Months) Magazine VG ads DS ads Wii promo 0 0 0 0 DS promo Other 0 7 Wii ads 0 7 Esquire Good Housekeeping Martha Stewart Oprah People Real Simple Redbook Time Wired 0 0 0 0 2 11 9 9 3 1 24 2 5 3 2 3 0 0 0 3 2 4 0 1 1 0 1 0 1 0 0 0 0 0 4 1 0 0 23 0 2 0 1 0 0 0 210 APPENDIX B: FIGURES Figure 1: Frag Dolls Web Site (A) (Last accessed December 14, 2009) 211 Figure 2: Frag Dolls Web Site (B) (Last accessed December 14, 2009) 212 Figure 3: Tomb Raider Anniversary (Play Magazine, May 2007) 213 Figure 4: Dark Kingdom (Play Magazine, December 2006) 214 Figure 5: Ar Tonelico (Play Magazine, March 2007) 215 Figure 6: Mage Knight: Apocalypse (Play Magazine, October 2006) 216 Figure 7: Izuna (Play Magazine, January 2007) 217 Figure 8: PSP Theater (Game Informer Magazine, September 2006) 218 Figure 9: Final Fantasy (Game Informer, November 2006) Figure 10: Lord of the Rings Online (Game Informer, April 2007) 219 Figure 11: Animated Depiction of Dr. Ryuta Kawashima (Brain Age, Nintendo of America, 2006) Figure 12: Brain Age game cover (Brain Age, Nintendo of America, 2006) 220 Figure 13: Brain Age Advertisement (Real Simple Magazine, June 2006) 221 Figure 14: Brain Age Advertisement (Wired Magazine, May 2006) 222 Figure 15: Alistair Archibald, narrator of My Word Coach (Ubisoft, 2007) Figure 16: Veronica Munro of My Word Coach (Ubisoft, 2007) Figure 17: Penny of My Word Coach (Ubisoft, 2007) 223 Figure 18: Advertisement for My Word Coach (Real Simple Magazine, Nov. 2007) 224 Figure 19: Dr. Lobe, narrator for Big Brain Academy (Nintendo of America, 2006) 225 Figure 20: Advertisement Big Brain Academy (Good Housekeeping, July 2007) 226 Figure 21: Wii Fit Balance Board (Nintendo of America, 2008) 227 Figure 22: Wii Fit advertisement (Good Housekeeping, June 2008) 228 Figure 23: Wii Fit advertisement (Real Simple Magazine, April 2009) 229 Figure 24: My Weight Loss Coach Advertisement (Lucky Magazine, July 2008) 230 Figure 25: Do Something with your Nothing advertisement for the Nintendo DS (Oprah Magazine, September 2006) 231 Figure 26: “Do Something with your Nothing” advertisement for the Nintendo DS (Real Simple, August 2006) 232 Figure 27: Diner Dash opening story (Playfirst, 2004) 233 Figure 28: Diner Dash opening story (Playfirst, 2004) 234 Figure 29: Diner Dash opening story (Playfirst, 2004) 235 Figure 30: Diner Dash: Hometown Hero Screen Shot (Playfirst, 2007) 236 Figure 31: Cooking Mama game cover (Majesco Entertainment, 2004) 237 Figure 32: Cooking Mama 2 screen shot (Majesco Entertainment, 2007) Figure 33: Cooking Mama “failed” screen shot (Majesco Entertainment, 2004) 238 Figure 34: Shopmania screen shot (Brighter Minds Media, 2008) 239 Figure 35: Mii Creation (Wii Sports, Nintendo, 2006) Figure 36: Mii Family (Wii Sports, Nintendo, 2006) 240 Figure 37: My Wii Story: Linda Perry (Good Housekeeping, September 2007) 241 Figure 38: My Wii Story: Janiene Allen (Oprah Magazine, June 2007) 242 Figure 39: My Wii Story: Nancy Ponthier (Real Simple Magazine, December 2007) 243 Figure 40: My Wii Story: Tracey Clark (Martha Stewart Magazine, February, 2008) 244 Figure 41: Screen shot from World of Warcraft (Blizzard Entertainment, 2004) Figure 42: World of Warcraft Advertisement (Game Informer, Jan. 2007) 245 Works Cited Althusser, L. 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