Filed under university

Standing Up For Myself

I am adding a header image to this post for blog consistency. No! The game pictured is not the game in question! It's just random pretty E3 photo from my phone OKAY?

So I just got off a plane to this flood of tweets and messages and emails and urgh, I was already tired enough after spending fourteen hours watching old Futurama episodes with my kneecaps crushed against the chair in front of me. If you’re clueless as to why I might be on my blog instead of sleeping off the horrors of flying, I kind of wrote this article about PR sexism at E3 and it got a little attention. If you’re here for precisely that reason, cool! I want to address a few of the things that keep coming up in various comments, forums, tweets, and probably also hastily scribbled notes attached to the legs of the angry carrier-pigeons that will be arriving at my house in a couple of weeks.

Why didn’t you STAND UP FOR YOURSELF?

This is pretty much the most common negative response, and in hindsight, I wish I’d addressed it. I certainly thought of addressing it; what I didn’t think at the time was that it was apparently necessary. We already know well that women often don’t speak up. We should even know why – this article on “gaslighting”, which the entire internet read and linked and ranted about last year, illuminates the issue exquisitely.

In the first year of my games degree, I learned quickly to stay quiet in the face of male-heavy classrooms. I was never welcome; one guy said that this was a degree for hardcore gamers, and that I didn’t belong here, obviously being a player of the Sims or Farmville. In one of my very first classes, a guy raised his hand and said to the female tutor: “Hey, can we get a guy teaching this class?” I was always last choice for group projects, because nobody ever assumed a girl could know anything about games. Things got thornier when I tried to protest their stupid opinions of women’s abilities to play, develop, or analyse games. My gender was always used against me to shoot me down. “Nobody else has a problem,” they would respond. “Is it that time of month?” “You’re overreacting.” “You have an opinion, that’s so cute. Now get back in the kitchen.” From even more obnoxious classmates: “God, you’re a crazy bitch.”

It’s not pleasant to be the target of such language, and hearing it in such great volume – just for challenging a bunch of guys’ uninformed views – was exhausting in a way most can never fathom. Finally, worn down, I learned to say nothing.

But I also learned, in my final year at university, that writing was a fantastic release for me. It allowed me to finally enjoy games as much as any of my classmates did – in a far more productive way, and in what has generally been a much more supportive environment. My way of saying “fuck you” to the idiots of my uni was to advance in a field they didn’t believe I was capable of penetrating; to develop a career many of them only wished they could be a part of.

So the accusations of not “standing up for myself”, and the associated implication that what happened at that particular booth was somehow my fault, are both bemusing and frustrating for me. When you’re treated like that for years, it becomes really fucking exhausting to keep trying to speak up. You give up; you find other ways of dealing with the issue.

So what was my Kotaku post, if not retroactively standing up for myself to much greater effect?

Your little story means NOTHING unless you name and shame the guy!

For one thing, I don’t think the guy in question deserves to lose his job or be targeted by an internet mob. When these problems have been going on so long, I wouldn’t blame him for not realising that his behaviour wasn’t right. And following the embarrassment gamers made of themselves for the Ocean Marketing thing, I really don’t want to orchestrate another lynching.

For another – and I’ve said this several times and am getting quite tired of repeating it – this isn’t about the one goddamn guy. He’s indicative of a problem that’s deeply rooted in the industry itself. Naming him is treating the symptom of a disease, not the cause. We could all go and make his life hell with threats on the lives of his wife and kids and pet ferrets and whatever, but in two weeks things would be exactly the same as they were before. We would believe that the problem had been taken care of, leaving one guy bruised and broken while the true disease continues to manifest in the industry.

I think my refusing to name him is making people feel uncomfortable, because it prevents them from just blaming one person, destroying him, and then sweeping his remains under the rug. I mean, sure, I hope the PR rep in question has read my article and realises that what he did was wrong. I also hope that many, many others in the industry are also taking note.

And as a side note, I also don’t appreciate a fellow games journalist’s assertion that I am fearful of being blacklisted by the publisher in question. I mean, I’m not much of a reviewer; I have never done this for FREE GAEMZ, and the insinuation I’d care about that is a little insulting. If blacklisting is even a possibility, then I’d say that’s actually worth exploring as a real example of games journalism being broken – demanding that I name names is dodging the issue I’ve raised, and that in itself is pretty broken.

Fyi, everybody who visited booth X/played Y game was treated the same way as you.

That’s a real cute way of downplaying the issue. Nobody knows which booth this happened at, or what the game was. I’d also like to highlight a line in the article that everyone apparently missed: I looked down the booth and saw gamers at the other computers playing their own games, their own hands controlling the avatars.

At the time I visited, I was certainly the only one it happened to.

I’m a woman and it didn’t happen to me.

This kind of response has been incredibly disturbing to me. Besides belittling what I experienced, it’s also frustrating, because I kind of semi-understand the sentiment behind it. If this one chick comes out and complains about sexism, are people going to think all girls in gaming are like that? Gosh, how embarrassing for the rest of us.

I have trouble believing the problem was as isolated as many seem to be implying. Not when we still have Hitman trailers, not when ladies are still harassed online for the crime of having vaguely girly screennames. Maybe the specific PR problem didn’t happen to you. Maybe every one of the hundreds of people you met at E3 was unquestionably polite, and maybe not a single male attendee attempted to hit on you or check out your ass while you weren’t looking.

You might be incredibly lucky: none of it may have happened to you. But if it happened to someone else, it is still a problem.

Read that piece of yours for Kotaku. Katie, you’re better than Kotaku. They’re the Herald Sun of gamer news. You can do better.

This is a Facebook message from one of the aforementioned guys I went to uni with – and unfriended – years ago. I have literally no response to this. I’m just pasting this here because I actually find it incredibly hilarious, and I really need the laughs. I couldn’t think of a better place for my article to have ended up but at Kotaku – I’m proud it’s generated so much discussion, and has affected as many people as it has.

I’m going to turn comments off on this post, as I don’t particularly want to have to stay up all night, jet-lagged, moderating things on my personal blog. I hope the above has cleared some things up for people. If you’d like to discuss anything, email or tweet at me.

“It’s time to stop being afraid”

I had a big, rambling post planned and half-written when this piece by games journos Laura Parker (Gamespot AU) and Tracey Lien (Hyper, Kotaku, freaking everywhere) went up early this afternoon. They’ve said everything I was going to far more succinctly and eloquently than I could have hoped to do, so go and read them right now.

A commenter on Ben Abraham’s piece on challenging sexism at Gamasutra said that he believed that “women don’t seem to particularly want to have this fight”. The comment was ignorant and dismissive of the issues at hand, but it brought up a good point: females in the industry don’t vocalise their opinions nearly as much as their male counterparts. Laura and Tracey outline exactly why: fear.

I can’t claim to be anywhere near as accomplished as these two women, but believe me, I feel that fear too (and, honestly, I could even partially credit it for my lack of accomplishment). It paralyses me every day at university, where I’m studying towards a game degree in classes that are dominated by young men.

In my first year, in my very first subject, I was the only girl in the classroom. I was soon asked whether I played the Sims, because “That’s the only game girls like, right?” When I honestly replied that I played the Sims as well as other games, I was asked if I played them to impress FPS-playing boys. There was an inherent implication that a girl could not be capable of having any profound, personal experience of a game the way a man apparently could.

Three years later, it’s evident that my classmates haven’t been educated much more on the topic. I watched as a girl was harassed repeatedly by a male who felt himself a more ‘worthy’ gamer because he played lengthy RPGs and she preferred casual games; she eventually dropped out, wrongly believing his repeated statement that a ‘casual gaming girl’ like herself could contribute nothing to the games industry.

When I tried to report the plagiarism of one of my school projects by two other (male) students, I was told by the (male) lecturer that I was taking things too seriously and that I was simply being ‘emotional’ – an insult that only ever seems to be leveraged at women, regardless of how composed or otherwise they may actually be.

An intelligent postgrad student told me that she felt crushed by the domineering attitude of her boyfriend of the time, who believed that he knew far more about games than she did because he played CoD4 several hours a night, while she ‘only’ wrote about them for her thesis. Another time, when only myself and one other girl were able to name an obscure PS2 game that a lecturer had brought up, a guy sitting behind me muttered, “Must be a girl game.” In yet another class, sweeping pronouncements about women’s apparent inability to engage with games was snidely justified with the statement, “My mother is a woman. Believe me, I know how women work.”

After three years amongst these people, after all the high distinctions and top-of-the-subject marks I’ve earned, I’m still given frustratingly little consideration because of my gender. I’m still made to believe that my opinions cannot possibly account for anything, and whenever I try to stand up for my ability, the “you’re being emotional, you’re taking things too seriously IT’S ONLY A GAME” card is inevitably played.

**

So I’ve learned to be silent. So has Tracey, and so has Laura, and so have too many other women in the games scene.

It’s a silence echoed in a recording of Freeplay’s ‘Words That We Use’ panel. In spite of the unrest manifesting itself on Twitter, that room, save for the panelists, was dead silent. The question has been asked a few times since, especially by panel members coming forward to make their own statements on the event: If we were so angry, why didn’t we speak up sooner?

Partway through the panel, the audience members were asked to raise their hands if they contributed to games criticism, or were interested in doing so. Seated near the back with a bunch of other games writers I knew through Twitter, a sea of hands shot up around me. My own remained firmly in my lap, furiously tweeting. I could see Ben Abraham at the corner of my eye, gesturing for me to get my hand the hell up, looking perplexed as I continued to not stand up for my own ability as a game critic.

It was Ben who would later stand up for us – to demand to know why the panelists couldn’t name a single female critic when he was seated next to two of them, or why an audience member thought it was possible for the gender issue to “sort itself out” without any further discussion. I was incredibly moved by Ben’s speech and thanked him after the panel ended, but I also felt extremely pathetic. How could I have stayed so quiet? What did it mean, that I had to wait for a man to stand up for me?

**

Reading Tracey and Laura’s email exchange is an incredible relief. I know now that my repression is not self-imagined. If two of Australia’s most prominent women in games writing feel the same crippling fear that I do, then the problem is clearly far more widespread than those in the industry would like to believe. Their coming forward would have been incredibly difficult, but if enough people read and listen to what they have to say, things will become a little easier for the rest of us women.

And you know what? I’m glad Ben stood up that day – not for us, but with us. As he would tell me in an email later, “It’s not cool. It pisses me off. And as such I’ll weather whatever blows and criticism it takes to stand with you and other women against sexism.”

Other Freeplay Stuff: Link Round-up

There have been a few developments since my last post here. Brendan Keogh’s fantastic analysis of the panel’s discussion of criticism is still generating debate. Panel member, journalist Andrew McMillen, has kindly provided a full audio recording of the hour-long panel. Ben Abraham’s excellent opinion piece on the topic of sexism went up at Gamasutra yesterday morning; both the article and a handful of the comments are worth a read, including thought from panel member Alison Croggon. Panel chair Leigh Klaver has made a blog, amusingly titled “THAT panel”, in response to a blog post by Searing Scarlet. Freeplay coordinator Paul Callaghan has blogged about the panel, amongst many other Freeplay things, here. Finally, Drew Taylor, another one of the panel members, wrote up his side of the story in a comment on my last post; it’s the most engagement we’ve had from the panelists so far, and I would really appreciate it if you would give it a read.

Fudging it

A lot of new people I’ve met recently have asked about my university course, as if expecting me to recount a utopian learning environment in which I play Modern Warfare 2 with other “games students” for eight hours a day and then, at the end of my three years, leave the university with a Bachelor’s Degree in Awesome, along with a handful of games that I had created with my very own hands using the mountain of skills I had learned.

It’s not quite so picture-perfect, of course. The most common (and possibly the dumbest) myth, that a games student gets to play games every day, is simply not true. Of course, appropriating university computer labs for LAN parties isn’t something one should expect when it comes to the serious academic study of games, but I would argue that examination of certain games is necessary in learning about game design. If we’re lucky we might be told of certain games that exemplify aspects of good design, but this is never demonstrated in class and there’s no incentive to hunt these games down in our own spare time. The resulting classes are structureless, half-assed discussions about games most students have never played, and likely never will.

And then there are the irrelevant subjects, a flaw probably more evident in my course than in others. Students will learn about the history of Australia’s media industry and produce short films and advertisements, but very little game-designing actually occurs. The core games subjects are introductory at best, with incredibly complex aspects of game design jammed into single-semester units and skimmed over in classes taught by teachers who, well, couldn’t really care.

And that’s what it comes down to in the end: everybody’s fudging it. Even the most relevant subjects tend to be poorly outlined, manned by teachers and lecturers so lax that students gain high distinctions simply for creating box-shaped windowless rooms filled with stock objects in UDK. Laziness is rewarded, and plagiarism outright encouraged, a sad realisation I’ve had lately and will probably blog further about in the future.

So with all these flaws, does the course have any upsides? I guess it indirectly offers me a way to study the behaviour of gamers in their natural habitat, and the campus coffee shop is amazing, but there’s very little else compelling me to stay. The course has great potential, but currently, there’s just not enough legitimate learning going on to justify wannabe game designers investing three years and thousands of dollars in.

I can’t deny the university hasn’t taught me something, though, because fudging it is an important life skill: I tolerate this so that I don’t have to get a job.

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