Welcome to DMS 448!

Welcome to DMS 448: Games, Gender and Culture! Use this blog to post your weekly blog posts. Remember, you need to post a total of 10 blogs throughout the 15 week semester, and each post should be at least 500 words.

9 thoughts on “Welcome to DMS 448!

  1. Souley Coulibaly
    DMS 448
    3/4/20
    Based on an observation of multi player shooting games during class I was able to notice the gender wars amongst users. Most of the online game play consisted of a large amount of woman slander that wasn’t initiated by the female user. Throughout her online gameplay experience she was constantly verbally abused with taunts revolving around her being a woman. Personally, I found what I saw to be quite harsh and unnecessary because of the toxic environment that slander was causing. As a gamer I strongly believe gender wars are instigated by games developers at times unconsciously and consciously.
    One instance where the lack of sensitivity towards woman was ignored was with the game developers of, Dead Island, a survival game. It was reported that a data file for Dead Island consisted a string that was named “FeministWhorePurna”. The term “FeministWhorePurna” was utilized by the developers as a name for a skill power-up for a female character named Purna that would be given an extra damage boost when killing opposition of a different sex. According to Robert Yang “FeministWhorePurna is not just a rogue prank by a sole misogynist commercial game developer: it is a useful lens to articulate wider systemic problems of gender representation in video game culture. Specifically, there is a history of gendered combat “perks” in open-world RPG games similar to Dead Island, and it is very likely that many gamers would interpret the logic of FeministWhorePurna within the context of that history. What is the procedural rhetoric of gendered combat within these games, and how do these game-play systems and simulations enact a specific logic of “gender war” to be performed by players?”
    With that being said, it is becoming too common for video games to pin males and females against each other. The leaders behind the game responded to the matter stating that “To the developer’s credit, the company took substantial responsibility: “This has been inexcusably overlooked and released with the game…This is merely an explanation but by no means an excuse. In the end that code was made a part of the product and signed with our company name. We deeply regret that fact and we apologize to all our customers or anyone who might have been offended by that inappropriate expression.” They’re conveying that this issue has continued for years and has actually been perceived as wrongdoings by game companies themselves. Addressing women in an unfair manner through narratives is a concept that video games developers need to work towards avoiding. For example, assigning Purna with characteristics that align with inferiority, because she possess qualities that are consistent with the stereotypical black women with attitude. Purna in comparison to Xian Mei holds a much more contrasting set of qualities that are depicted through the actions and scripts from the game developers. Many games such as Dead Island may unintentionally reintroduce societal norms in their character’s narratives. Although game creators may not have that goal in mind when developing narratives, it is essential to acknowledge the potential of instigating a divide amongst male and female gamers/people.

    Yang, R. (n.d.). On “FeministWhorePurna” and the Ludo-material Politics of Gendered Damage Power-ups in Open-World Rpg Video Games.

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  2. Brendan Downey – DMS 448 – 03/08/20

    In week 6, we discussed gaming platforms, particularly ones in which we associate and identify with. Personally, I am frequently on Steam, iPhone games and the Nintendo Switch platform almost everyday. I also play chess and shogi on occasion. Some class examples that I have used in the past include Arcade games, Tamagotchi and Analogue games (board and card games).
    This week, we also discussed the concept of interface and began thinking about how you interact with these gaming platforms. This interaction is responsible for how you move around the space and interact with the environment. Generally, this is the thing you physically interact with, whether it be a controller, trackball or keyboard and mouse. Using a physical object, the player is able to interact with the game’s graphic and user interface, such as the game menu and game screen. By interacting with this object and physically manipulating it, the player is able to feel like they have achieved something. For example, when a player finishes the game ‘Mario,’ they proclaim “I did it!!!” They do not scream, “Mario, you little Italian plumber, you did it!!!” The reason the player feels a sense of accomplishment is because they have physically and mentally made the effort to beat the game. However, this sense of accomplishment is tied to the Nintendo controller used to interact with the game. If a player were to replay ‘Mario’ using a non-Nintendo controller, they would have a completely unique experience. The type of controller the player uses affects how smooth or awkward the playing experience us. For example, if you were to use a Nintendo64 controller to play ‘Mario,’ you would have a normal and fun play session. But if you were to use the same controller on a modern system, such as the Xbox One or Playstation 4, you would be quickly rage quitting your next Call of Duty match due to the awkwardness.
    In the article, ‘Queering the Controller,’ Miguel Sicart argues that players need a fresh perspective on what a “controller” is. Through our many years of video game play, we have been programmed to view controllers one dimensionally, as hand shaped remotes with buttons and joy sticks. However, Sicart persuades the reader to ‘Queer’ the controller by looking at the success of sex toys. Although not arguing that controllers should be designed as sex toys, he rather argues that we draw inspiration from these pleasure devices. In ‘Queering the Controller’, Sicart states, “We should approach the design of game interactions as sex toy designers approach the design of their products: by critically questioning the role of bodies and pleasure in the experience of a game.” Similar to controllers, sex toys are feedback mechanisms. They are both toys that help us play. However, sex toys focus on the player while controllers focus on the game. This shift in focus to become one part of a larger experience is the first step in ‘Queering’ the controller.

    WORKS CITED:
    Sicart, Miguel. “Queering the Controller.” Analog Game Studies, 23 Dec. 2019, analoggamestudies.org/2017/07/queering-the-controller/.
    Huntmann, Nina B. and Payne, Matthew Thomas. How to Play Video Games. New York, NY, New York University Press, 2019.

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  3. Brendan Downey
    #50190372
    DMS 448
    Week 7

    In week 7 of class, we streamed the game “Gone Home” as a class. In “Gone Home,” the user experiences a first person game of exploration and mystery, where you are free to explore a massive house however you see fit. Within the first few moments of the game, the audience is immediately thrust into a nostalgic world as you unravel some clues about your character. Soon, it becomes clear that this is not a simple game of exploration, but rather an intricate narrative that you slowly begin to understand as you are completing the game. By the end of the game (spoilers), the once mysterious and dark landscape is transformed to a nostalgic home. Personally, I loved the experience “Gone Home” provided. Although it is not a game that I would purchase for myself, “Gone Home” completely changed my perspective on what a nostalgic exploration game is. It is a combination of a vast landscape, freedom as a player and a well written plot. This is my first experience with this genre of game but will surely not be my last.
    Throughout class this week, one main point of discussion was nostalgia; What is it? How do you perceive it? Can you translate it? To me, nostalgia is a deep feeling for the past, or some moment that you are striving to hold on to. It’s “the good ol’ times.” For example, as a former baseball player, I still get butterflies when I walk into a stadium or hear the sound of a bat “crack.” However, while listening to classmates examples, I have a new outlook on nostalgia. Nostalgia can be found anywhere, whether it be an antique camera, childhood memory or from a single video game. The important thing is that it carries some significant meaning to the individual.
    In our reading this week, Martin T. Buinicki singled out the popular 2K title “Bioshock Infinite” when discussing nostalgia in video games. The Bioshock franchise, totaling 3 games, all take past in the past and are perfect examples of nostalgia. Having played Bioshock Infinite extensively, there are many examples to pull from in the games plot and design. Throughout the entire game, the player is bombarded with a new American history formed by blending fact and fiction. In the reading, Buinicki describes the dystopia of history, or an imagined state.
    This week, one thing became extensively clear to me: I was not exposed to enough Nintendo as a child. After listening to Joan (and others) talk about childhood memories based around Nintendo, I felt left out.

    CITATIONS:
    Kocurek, Carly A. “Coin-Operated Americans.” 2015, doi:10.5749/minnesota/9780816691821.001.0001.
    Cote, Amanda C. “Writing ‘Gamers.’” Games and Culture, vol. 13, no. 5, 2015, pp. 479–503., doi:10.1177/1555412015624742.

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  4. Brendan Downey
    #50190372
    DMS 448
    Week 9

    In week 9 of class, we were assigned to read Merritt Kopas’ “On Gone Home.” In the reading, Kopas discusses our gameplay session from last week; “Gone Home.” In this, we were given a deep story on an individual who feels connected with the “Gone Home.” Likely due to the nostalgia within the game, the author is drawn to its characters and landscape. In many ways, I relate to Kopas and her desire to become like Sam. Everyone loves a punk.
    This week, we did not have class on Thursday in order to have more time to work on our final projects. Using this much needed time, I made a lot of progress on both my game and research projects.
    For the research project, I have decided to do a Twitch.tv / multimedia project. For this project, my topic will be female roles in popular sports video games. Over this broad topic, I will be able to accomplish a number of ideas. For example, I will study trends in female representation through the years and how they relate to gender, race, sexuality or other identities. Also, this project will touch on how games are marketing to particular audiences. It does not take much research to find out that women are generally portrayed as attractive objects in sports video games. Based on what is posted on UBLearns, I will likely use XSplit
    Broadcaster (Windows only) to stream one or more games on my PC. I know that I have NBA2k and Tony Hawk as examples, but would likely need to purchase other games or stream them online.
    For the creative project, making your own game, I have decided to try Ren’Py because I was impressed with Joan’s examples she posted on the class Discord. After searching through their character presets, I found a lot of stereotypical female characters; young female students, large breasted females, blonde females with large hair, generally large eyes, “babyface” characters. This week, I am going to iron out a script. This is definitely my most daunting task, as I do not exactly know what kind of game I want to play. Due to Ren’Py’s limitations, it will likely be a narrative about female roles in sports video games. However, I do not see anything sports related in Ren’Py’s presets so will have to work around it. Once I have my script completed, I will be more confident and able to start working in Ren’Py from there. In a worst case scenario where Ren’Py does not work, my backup plan is to use my script to create a Twine game. I feel like I have done a lot of research for this project and have a great topic. Now, I need to translate that into an original quality game.

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  5. Brendan Downey
    #50190372
    DMS 448
    Week 10

    In week 10 of class, our discussion was centered around the readings, “Angry Birds: Mobile Gaming” and “Ball-and-Paddle Games: Domesticity” as well as our game session, “Pokemon Go.”
    Throughout our readings this week, the topic of mobile gaming continued to arise. Mobile gaming, once thought of as childish and insignificant, now carries weight in the gaming industry. Are the days of the “casual gamer” long gone? Or was there never a casual gamer? In Lina Eklund’s, “Who are the casual gamers? Gender tropes and tokenism in game culture,” Eklund defines a casual games and casual gamers. Then, she draws conclusions about this genre, namely the growth of casual games. In my opinion, the explanation for the growth of casual games is simple: today, games are accessed easier than ever and can be played anywhere at any time. For most of us, we have multiple games downloaded and stored in our pocket for easy access.
    This week, we were assigned to explore the real world and go outside to play Pokemon Go (quarantine rules version). Luckily, I live a few blocks from a large park which offered me the opportunity to go outside and try Pokemon Go for the first time. For starters, let me add that I am a huge Pokemon fan, both the show and games, however have simply never tried Pokemon Go. When it rose to popularity, I was hesitant to follow the crowd and sign up (I have still never played Fortnite).
    As I played Pokemon Go, the significance of it popped out to me immediately. Opposed to other Pokemon games where you explore the “region” of the digital space, “GO” offers you an opportunity to combine your physical world with the digital Pokemon one. For example, when I found a Pokemon at my local park, I began to think about myself as a child, when I would have done anything for the same experience. As for gameplay, I have a hard time picturing Pokemon Go as a casual game. Based on my minimal play, it seems like it would take a significant amount of time and travel to progress in the game. Comparing it to other games we have played, I think Pokemon Go stands alone because it is mobile.
    Mobile games are a unique place in the gaming world. To most people, mobile games are likely Doodle-Jump, Paper Toss and whatever other popular games were released at the time of the iTouch. However, there are massive markets of people and money who are extremely passionate about mobile games such as Clash Royale or Clash of Clans. In my opinion, the future will be full of mobile game tournaments and even careers.

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  6. Brendan Downey
    #50190372
    DMS 448
    Week 11

    In week 11 of class, we discussed Queerness in games, Feminism and passion. Above all other weeks, I felt like our discussions this week touched on subjects that carried weight with students in the class. Due to the fact that this class is largely female (or at least our discussions are largely driven by the females), topics such as these clearly hit home with multiple people. On a side note, I want to mention that I have really appreciated the group (Dani, Joan, Sioux) who offer a lot of unique perspective. Because the gaming industry is so male driven, you would assume that the majority of students would be male. However, it is encouraging to see that the field is growing vastly.
    One of our assigned readings this week was Sophie Toupin’s “Feminist Hackerspaces: The Synthesis of Feminist and Hacker Cultures.” In the paper, Toupin examines the recent emergence of feminist hackerspaces in the United States. Having come from computer science before media, I can confirm this to be true. Female hackers are rising up all across the United States. For a variety of reasons, females are being encouraged from a young age to care about computer science and computer programming. In schools and homes all across America, young women are being pushed to code, and that’s a good thing! Throughout her paper, Toupin demonstrates that for female hackers, feminist hackers or geeks, coding is their way to change the world. Simply put: If women are creating and designing, they can change the world how they see fit. In the future, coding may be driven by women.
    In our class Discord chat this week, I mentioned UB’s program Hackathon. In it’s yearly event, UB Hacking hosts a competitive programming tournament where the best programmers from UB face off for prizes. In the past, I have attended the event and can confirm one thing: female hackers kick ass. Along with the rest of the crowd, I was pleased to learn that the female hackers competing were not to be messed with, as they were easily brushing off their male competition.
    In week 11, we were linked to the game Journey. Journey is an interested Indie developed game set in the desert. Although I have no experience with a similar genre of game, I found Journey to be a beautifully designed world.

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  7. Brendan Downey
    #50190372
    DMS 448
    Week 12

    This week in class, our topic of discussion shifted to focus on a darker area of gaming culture: the alt-right, white supremacist section of the internet. Although I did not particularly enjoy discussion this week, I learned a lot and my perspective was changed. In my opinion, anything “supremecy” related is evil and should not be given attention. Supremecy is defined as being a superior race of people, being better than another human being or deserving more than another human. It is inherently evil and giving attention to these groups of people does nothing but encourage them. Supremecy groups thrive on hate and fighting, so I do not understand why you would do anything but ignore them. Despite this, discussion this week taught me a lot about the impact these groups have on other online communities. Perhaps due to the fact that you cannot avoid them, hate groups online and in video games have been prevalent since chat rooms were invented. As a child, I can recall Call of Duty chat rooms slandered with the N and F words. At the time, it was like background noise and should never have been exposed to children.
    In TreaAndrea M. Russworm’s “A Call to Action for Video Game Studies in an Age of Reanimated White Supremecy,” the author discusses how video games have become a fertile ground for nationalist recruitment. In other words, when a recruiter hears a young gamer swearing and cursing, they hear a potential recruit for their organization. This is something I never considered before the class reading and scares me since. I fear for a future in which my children will be recruited by hate groups online, without ever leaving the bedroom. Because they are relatively new and ever changing, the future of chat rooms is unknown.
    As a class this week, we streamed Civilization VI. Civilization VI, Sid Meier’s sixth in a long line of empire building games, was released in 2016 for all systems and has been popular since. Civilization is a unique franchise in that empires can be built, destroyed and conquered. In these games, you feel like a GOD controlling the world. Personally, Civilization may be my favorite video game franchise.

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  8. Brendan Downey
    #50190372
    DMS 448
    Week 13

    In week 13 of class, we played a variety of different fighting games, including Call of Duty and Super Smash Bros. Although two very different games, the core “winning” mechanic remains the same; be the last man standing. In this genre of gaming, the players goal is to eliminate all of the opposing players using skill. Theoretically, if one player is “better” than everyone else, he will be victorious every time. This genre of games relates directly to games that we played growing up as a child, whether it be Tag, Dodgeball or Wallball. Because of this, these games are easy to understand and easier to pick up and play, opposed to a more complex game with a variety of goals.
    On one hand, Call of Duty provided the perspective of a competitive first person shooter game, which has generally been viewed as a male driven community. Call of Duty is a fantastic game to play for gamers who want to pick up and play, play with friends online or accomplish the feeling of winning something. For most Call of Duty players, the drive to win keeps them motivated enough to play. Secondary to this, players are motivated by improving themself within the game, whether it be increasing skills or equipment.
    On the other hand, Super Smash Bros provided the perspective of a 1 on 1 fighting game. Similar to a game like Mortal Kombat, Super Smash Bros is best experienced with friends competing against one another. Comparing this experience with that of Call of Duty, Super Smash Bros is different because you are playing as a group physically together in a room. Call of Duty, on the other hand, is best played alone with a headset on to communicate with each other. Based on my limited experience of playing Call of Duty growing up, there is one thing everyone knows: no screen peaking. And the only way to assure no screen peaking = playing independently.
    In Begy’s, “Fighting Games,” the author details what goes into a fighting game, breaking it down in simple terms. While reading this, I found it helpful to relate it to other games throughout history.

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  9. Brendan Downey
    #50190372
    DMS 448
    Week 14

    In week 14 of class, we were assigned to play League of Legends, the iconic online multiplayer game. Having never played League of Legends before, I was fully expecting to get lost in the hectic mayhem that is a league match. However, I picked up the game rather quickly (I think), and was able to engage in combat with other players. Luckily for myself, my experience playing Smite came into play as they are very similar games.
    In our Discord discussion this week, I brought up the similarities between Smite and League of Legends, with both games employing the use of classes and characters that fit in within those classes. For example, when I first played Smite, I played with a close friend, who chose to help me using a support character as we played. Within a few weeks, my friend was able to change into a primary role once I adjusted to the game. Without question, I would not have been able to pick up and play the game without his initial help as a supporting character class. This genre of games offers multiple avenues of advancement in the game, where players can each take their own path. Comparing this to a “fighting” game like Call of Duty, players do not level up, nor do they gain better equipment. Rather, they become better players and learn each of the classes.
    Our final class discussion was great – and I really appreciated everything that you have done for us this semester. Without a doubt, you have been the most helpful teacher during this pandemic so thanks! I hope you have a happy + healthy summer!

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