ADE For Games-Repository
ADE For Games-Repository
Pittsburgh, PA
ADE for Games Copyright © by Play Story Press is licensed under a Creative Commons
Attribution-NonCommercial-NoDerivatives 4.0 International License, except where otherwise noted.
ADE for Games Copyright © 2024 by Play Story Press is licensed under a Creative Commons
Attribution-NonCommercial-NoDerivatives 4.0 International License, except where otherwise noted.
TEXT: The text and images of this work is licensed under a Creative Commons
Attribution-NonCommercial-NonDerivative 4.0 International License.
IMAGES: All images appearing in this work are property of the respective copyright owners, and are not
released into the Creative Commons. The respective owners reserve all rights.
Acknowledgements vii
SECTION I. ORIENTATIONS
Spotlight 4. Creating Black Worlds – Looking for New Realities in Gaming 104
Based on a talk by Akil Fletcher
Spotlight 5. The Effect of Cultural Capital on African American Men Who Game 107
Based on a talk by Steven Dashiell
Chapter 6. Researching Disability and Play - Where’s the Fun in That? 129
Katta Spiel
Index 232
ACKNOWLEDGEMENTS
This book is the result of a multiple-stage journey that owes both intellectual debts and
debts of gratitude to many people. In addition to Brad King and Drew Davidson at Play
Story Press, who immediately saw the significance and value of this book, we thank
everyone who contributed to the ADE Speakers Series for their foundational work, as
well as everyone who helped transform a series of talks and workshops into the book
you are reading.
The ADE Speakers Series emerged from the work of the Anti-Racism,
Decolonization, Equity, Diversity, and Inclusion (ADE) Committee of the Games
Institute at the University of Waterloo. Neil Randall, Director of the Games Institute,
gave a great deal of support— moral, discursive, and material—to the committee. His
efforts toward this project and toward making the Games Institute a more inclusive
space, generally, should be commended. Agata Antkiewicz, Games Institute Associate
Director for Strategic Planning and Initiatives, was also a vigorously engaged
supporter of the committee and champion of equity at the Games Institute. With
Neil and Agata’s aid, members of the committee applied for and received a Canadian
Social Sciences and Humanities Research Council (SSHRC) Connection Grant that
funded the lion’s share of the ADE Speakers Series. The members of the committee
deserve thanks as well, but in particular, we want to recognize Umair Shah, Shana
MacDonald, Arielle Grinberg, and Alessandra Luz, who were collaborators on the
grant along with Cayley MacArthur, who participated in one of the panels. Thanks
also to committee members Jennifer Whitson and Hector Perez who contributed their
time and labour to hosting and participating in the series. Pamela Maria Schmidt,
Interdisciplinary Project and Communications Manager for the Games Institute, did
amazing work coordinating a team of staff, including Emma Vossen, Sid Heeg, and
Shae Ashcroft, and co-op students including Miguel Illustre, Akshana Ranganathan,
Kyle Mason, Elradia Suliman, Sebastien Plante, and Sofia Santos. With Agata’s support,
Pamela led the logistical planning and execution of the ADE Speakers Series from Fall
2023 through Winter 2024 and greatly facilitated efforts to document the series on
the Games Institute website. Finally, most of the events were hybrid, taking place
online, at the Games Institute, and at “watch parties” hosted at Concordia University,
the University of Alberta, the University of Wisconsin, Brandeis University, and the
University of California – Riverside facilitated by Marc Lejuenesse, Kenzie Gordon,
David Peter Kocik, James Heazlewood Dale, and Adriana Burton, respectively.
Our efforts to document the ADE Speakers Series through a website and,
eventually, this book, were made possible with the help of many hands. As a research
assistant, Sophia Richardson worked with us from January through August of 2023
VIII
INTRODUCTION: DOCUMENTING ADE FOR GAMES COMMUNITIES
In the spring and summer of 2020, as millions of people gathered across the world
to march in solidarity with Black Lives Matter and to protest police brutality and
anti-Black racism, faculty, staff, and students at the University of Waterloo started
initiatives that they hoped would create lasting change. At the Games Institute1, a
research centre at the university, student advocacy led to the creation of an Anti-
Racism, Decolonization, Equity, Diversity, and Inclusion (ADE) Committee. The
acronym—ADE—was an effort to explicitly signal that anti-racism and decolonization
must be at the forefront of EDI work, offering a reminder that attempts to foster
‘inclusion’ and ‘diversity’ should not be modes of assimilating racialized people into
Western colonial structures organized around white supremacy and other systemic
forms of oppression and exclusion.
As we formed the committee and collaboratively mapped its initial goals, the
university was in a pandemic-related work-from-home mandate. Our work had
moved entirely online, and there was a sense of dread beneath the privileged banality
of our stay-at-home lives. The unknowns of the pre-vaccine pandemic had us wearing
our homemade cloth masks outdoors and using sanitizing wipes (when we could
get them) on everything in sight. We took comfort in the rhetoric that “we’re in
this together” (e.g., Warick, 2020) but it was increasingly clear that we were not all
equally at risk, and the noise of the pots and pans that we banged from our doors and
windows for frontline workers sometimes felt emblematic of how little we expected of
ourselves when we loudly proclaimed our solidarity. In the same vein, we understood
the urgency of our work in the ADE committee, but the broader uptake of equity-
oriented initiatives and actions (ranging from well-intentioned first steps to
performative virtue signalling) was a frequent reminder that there’s a valid skepticism
when this kind of work originates within any institution that has benefitted from or
perpetuated inequitable conditions.
At the time, Big Tech corporations like Google, Apple, and Facebook (now Meta)
were demonstrating their solidarity with a focus on financial donations to Black-
owned businesses and organizations promoting racial justice (Bursztynsky, 2020;
Peters, 2020). Technology writers quickly pointed out the disconnect between these
public acts of support and the widespread discrimination perpetuated by the tech
industry. At Axios, Kyle Daly (2020) contrasted responses and donations by Amazon,
Facebook, Nextdoor, Google, and other companies with some of the ways that these
companies perpetuate and uphold systemic discrimination, including the ways that
2
Institute were often rooted elsewhere in longstanding disciplinary practices. We
quickly learned that a multidisciplinary space does not automatically disrupt
disciplinary divides or expectations, but rather helps to reveal some of the internal
fallacies of these expectations through simple comparison.
Unable to directly alter institutional and disciplinary structures, we wanted to
create space to diversify what kinds of expertise (and whose expertise) were
considered and included in conversations about games. In their design justice
scholarship, Costanza-Chock (2020) notes that the slogan that originated in disability
justice, “nothing about us without us,” offers a useful foundation for solidarity and
accountability. Following the design justice principles that build on such advocacy
work, Costanza-Chock describes how a community-oriented approach must include
the leadership and experiences of those who are disadvantaged by multiple forms of
social and structural oppression. Developing this foundation in our communities is
crucial, both to amplify current diversity work and to model best practices that can
help to extend that work more broadly. Because the Games Institute does not hire or
appoint faculty, we focused our attention on inviting racialized scholars and artists
into our community and centring their work in the community’s discourse. With this
goal, we applied for funding from one of Canada’s federal granting bodies—the Social
Sciences and Humanities Research Council (SSHRC)—to host an ADE Speakers Series,
a series of lectures, workshops, and panels that primarily featured individuals who
were actively showing how we might challenge current research and creation practices
and disciplinary expectations. We argued that deliberately creating space for these
conversations was an opportunity to foreground the voices and experiences of those
who are inadequately represented in games research and creation.
We also wanted to document the work of the speakers and workshop leaders
so that their insights could extend beyond the individual events that we hosted.
Collaborating with research assistants, we began creating summaries and highlights
of the events that we could feature on the Games Institute website. Throughout this
work, we reflected on the fact that even as these kinds of gatherings that we organized
are important, the moments we shared are also fleeting and easily forgotten within
the broader sweep of activities and events that are part of a university’s ongoing
production. Yet, recalling Ahmed (2017), we wanted our documentation to go beyond
the rote production of documents: how might we look back on the labour of everyone
who participated to make these gatherings possible while also creating opportunities
for new gatherings? We conceptualized this book as part of our response.
4
Fletcher, 2022), and investigations of racialized epistemologies and approaches
grounded in marginalized experiences (Patterson, 2020; Trammell, 2023). Each of
these areas highlights opportunities for further research.
While public attention turned to some of the interrelated problems experienced
within games communities during the misogynist gamergate harassment campaign
(Cross, 2014; Nieborg and Foxman, 2018), it would take several more years for games
workers to advocate for change en masse. In 2019, employees at big-budget ‘AAA’
games studios began staging walkouts and strikes, protesting sexual harassment and
toxic labour conditions. Workers at Riot Games staged a walkout over workplace
harassment (Farokmanesh, 2019); workers at Blizzard staged a walkout over
discrimination and sexual harassment (Liao, 2021); and employees at Ubisoft reported
sexual harassment, hostile behaviour, and ongoing expectations of ‘crunch’ work hours
(Glasner, 2020). Getting to these moments of collective action often came at a cost
and required many years of advocacy in the face of possible reprisals. Sexism in the
games industry, for example, has been characterized as involving “years of escalating
exposure” despite significant backlash from game companies and game communities
(MacDonald, 2020).
For those working in the games industry, these conditions are compounded by a
history of precarious and poorly compensated labour with inequitable pay and a lack
of opportunities for advancement (Bulut, 2015; Dyer-Witheford and De Peuter, 2006).
Independent games studios face additional layers of precarity, even though many
of these spaces offer a valuable alternative for historically marginalized designers
and developers (Harvey and Fisher, 2013; Ruberg, 2019; Whitson et al., 2021). The
year that we launched the speakers and workshop series, the most recent survey
from the International Game Developers Association showed that although developers
predominantly claim to value diversity, “[m]any respondents (74%) felt that there is
not equal treatment and opportunity for all in the industry. In addition, 56% of
respondents perceived inequity towards themselves and 71% perceived inequity
towards others based on gender, age, ethnicity, ability, or sexual orientation” (Weststar
et al., 2021, p. 45). Reading these results alongside current scholarship underscores a
critical reality: while progress has been made in identifying and addressing systemic
challenges, there is still much more we need to do to share and implement current best
practices.
A common concern for academics, especially as we study exclusionary norms
in contemporary contexts, is how to communicate our work beyond our own
disciplinary silos, or beyond traditional academic venues like journals and
conferences, which are often locked away behind paywalls or require costly
registration and subscription fees. But for many years now, games scholars and game
creators engaged in ADE have been especially active in looking for ways to share and
communicate their work to wider audiences. This includes projects like the LGBTQ
Video Game Archive2, the years of writing on Critical Distance3, the resources, best
practices, and services on Represent Me4 and Able Gamers5, the projects that strive to
create more diverse developer communities like Black Game Devs6 or Dames Making
Why share resources? It’s not just pragmatic; it’s political. Sharing resources is a crucial part of
supporting one another as feminists, queer folks, and others who are so often marginalized. Especially
in academic and industry environments that push us to compete, collaboration is key. By building
knowledge together, we resist the narrative that we are separate, niche, small, or minor. (Ruberg,
n.d., para 2, original italics.)
For junior scholars, finding and sharing these resources is often a first glimpse at
what games scholarship can be. Anita Sarkeesian’s Feminist Frequency9 is perhaps the
most well-known of this kind of public scholarship, in part because Sarkeesian was
among those targeted during gamergate, but students today—at least in our
classrooms—come to class more aware of her content than the remembered horror of
gamergate. Learning about gamergate and the broader context of Sarkeesian’s work
remains important, but there is also something hopeful in encountering the students
who come across her video essays and enjoy them for what they are: clear and
accessible analyses of games. Today, Feminist Frequency is an archive of this past
work, which has garnered millions of views, and now offers a podcast for broader
media discussions and analysis. We all benefit from these rich histories of critical
work, not only as sites and records of ongoing resistance to various forms of
oppression but also because they often show us joyful and inclusive alternatives.
Working at the Games Institute, we have also seen the value of middle-state
publications such as First Person Scholar10, created by four PhD students in 2012: Kent
Ardse, Michael Hancock, Jason Hawreliak, and Steve Wilcox. Wilcox (2013), wrote that
a goal of this kind of publication venue is that it offers a platform for “feed-forward”
scholarship, not just responding to trends in games from the artificial distance of our
scholarly work, but recognizing that we are part of the broader games community and
using the digital tools at our disposal to create space for discussions that contribute to
the kinds of games and games communities that we want to see. In this way, middle-
state publications construct new publics from games academia, journalism, industry,
and social advocacy groups, bringing readers from these somewhat disparate contexts
into community.
Imagine the student or game developer who discovers any of these resources for
the first time. Not Your Mama’s Gamer (NYMG)11, for example, started as a blog by
Samantha Blackmon and Alex Layne in 2011, and is now a repository of over 200
podcast episodes, links to Blackmon’s Twitch stream, as well as a “signal boost” page
that includes dozens of other relevant sites. As TreaAndrea Russworm and Samantha
Blackmon (2020) note in an article presented as a mixtape—a structure that is an
exemplar of their larger argument—the kinds of knowledge that we gain from these
formats, including autobiographical reflections and public forms of play across
podcasts and livestreams and other digital contexts, is an extension of creative and
scholarly traditions grounded in Black feminist thought. NYMG is now also a venue
for free, peer-reviewed feminist games scholarship and exemplifies how middle-state
publications create their own public across existing contexts and communities.
This book, therefore, strives to contribute to all these traditions: humanistic game
6
studies, games user research grounded in HCI, and the diverse publics of the middle-
state. As a text that is available online for free, our hope is that remediating current
work and bringing it together here provides a repository and collection of ideas, as
well as yet another starting place to find the conversations and practices that are
creating more inclusive games communities.
8
govern games—across scholarship, design, and education, as well as strategies and next
steps that we can take to develop the foundations for more equitable relationships.
Section 2: Inquiry presents multidisciplinary work across targeted sites of academic
inquiry. Here, again, we encourage readers or educators using the book in classrooms
to think about the kinds of conversations that we might have across possible pairings
of chapters and spotlights. Readers might compare, for example, the analytical
strategies employed by André Brock’s study of Black masculinity in the God of War
series in Chapter 4 with Tara Fickle’s examination of the racial dynamics of playing
Pokémon GO! in Chapter 5. Or, readers might consider the pointed nuance of the focus
across the work of emerging scholars like Akil Fletcher in Spotlight 4, Steven Dashiell
in Spotlight 5, Huan He in Spotlight 6, and Matthew Jungsuk Howard in Spotlight 7.
Taken together, these spotlights show that even as we note important commonalities
of various racialized experiences and representations, we must do more to recognize
the intricate differences in the context, effects, and implications that this new work
is beginning to identify. The Application Points in each of the chapters and spotlights
are included to help reveal some of these connections, but we have also noticed in
our conversations with the students working on this project and in the Q&A sessions
after many of the presentations that there are opportunities for thematically related
considerations even when the more overt research questions might appear unrelated.
For example, there’s an obvious pairing in Katta Spiel’s presentation on the question
of ‘fun’ in disability and game research in Chapter 6 with Spotlight 8, featuring Triskal
DeHaven, Katta Spiel, and Cayley MacArthur discussing the institutional constraints
of working at the intersection of games and disability research. However, some of
the considerations that DeHaven, Spiel, and MacArthur raise about the underlying
structures and expectations that guide their work can also be read alongside spotlight
chapters in Section 1 about the structures that guide our research and work
environments.
Section 3: Practice focuses on how we design, play, and (re)interpret games and
other interactive media. In some academic spaces, the term ‘practice’ is sometimes
used as a contrast to theory, and presented as if the clean academics are in one room
thinking, while the dirty practitioners are in another room (or outside!) doing. In these
spaces, the idea that there is a possible combination of thinking and doing—praxis—is
mentioned only as an elusive and impossible dream, a goal to attain one day, but
not right now. The reality, of course, is that many of those who are doing are also
deeply engaged in examining and theorizing their own practices and those of their
disciplines and/or markets. This can clearly be seen in Rilla Khaled’s talk on what she
terms ‘paratopian design’ featured in Chapter 7, or in Meghna Jayanth’s talk about
design in the imperial mode in Chapter 9, both of whom are helping to create new
theory within and because of their design work. Practice in this context is also not
exclusively the domain of the designer or maker. Sarah Christina Ganzon (Spotlight 9)
and Cyan Deveaux (Spotlight 10) show how the people who use gaming technologies
are engaged in forms of practice as they configure, interpret, and reinterpret their
experience. Similarly, in Chapter 8, A.M. Darke shows how we participate in the
prevailing phantasms of dominant interpretations, and how new practices and new
CONCLUSION
REFERENCES
1. Ahmed, S. (2017). Living a Feminist Life. Durham and London: Duke University
Press.
2. Bardzell, S. (2010). Feminist HCI: Taking Stock and Outlining an Agenda for
Design. In Proceedings of the SIGCHI conference on human factors in computing
systems (pp. 1301-1310). https://dl.acm.org/doi/10.1145/1753326.1753521
3. Bardzell, S., & Bardzell, J. (2011). Towards a Feminist HCI Methodology: Social
Science, Feminism, and HCI. In Proceedings of the SIGCHI conference on human
factors in computing systems (pp. 675-684). https://dl.acm.org/doi/10.1145/
1978942.1979041
4. Benjamin, R. (2019). Race after Technology: Abolitionist Tools for the New Jim Code.
Social forces.
5. Brock, A. (2020). Distributed Blackness: African American Cybercultures. NYU
Press.
6. Bulut, E. (2015). Glamor Above, Precarity Below: Immaterial Labor in the
Video Game Industry. Critical Studies in Media Communication, 32(3), 193-207.
7. Bursztynsky, J. (2020, June 12). Here’s what Tech Companies Have Said They’ll
Do to Fight Racism in the Wake of George Floyd Protests. CNBC.
https://www.cnbc.com/2020/06/12/george-floyd-protests-tech-company-
responses.html
21. Gray, K. L. (2020). Intersectional Tech: Black Users in Digital Gaming. LSU Press.
22. Harper, T., Adams, M. B., & Taylor, N. (Eds.). (2018). Queerness in Play. New
York: Palgrave Macmillan
12
23. Harvey, A., & Fisher, S. (2013). Making a Name in Games: Immaterial Labour,
Indie Game Design, and Gendered Social Network Markets. Information,
Communication & Society, 16(3), 362-380.
24. Jenson, J., & De Castell, S. (2010). Gender, Simulation, and Gaming: Research
Review and Redirections. Simulation & Gaming, 41(1), 51-71.
25. Kafai, Y. B., Heeter, C., Denner, J., Sun, J. Y. (2008). Beyond Barbie & Mortal
Kombat: New Perspectives on Gender and Gaming. MIT Press.
26. LaPensée, E. A., Laiti, O., & Longboat, M. (2022). Towards Sovereign Games.
Games and Culture, 17(3), 328-343. https://doi.org/10.1177/
15554120211029195
27. Liao, S. (2021). Blizzard Employees Walk Out Over Company’s Handling of
Discrimination, Sexual Harassment Suit. The Washington Post.
https://www.washingtonpost.com/video-games/2021/07/27/blizzard-
employees-walkout/
28. MacDonald, K. (2020). Is the Video Games Industry Finally Reckoning with
Sexism? The Guardian. https://www.theguardian.com/games/2020/jul/22/is-
the-video-games-industry-finally-reckoning-with-sexism
29. Malkowski, J. and Russworm, T. (eds.). (2017) Gaming Representation: Race,
Gender, and Sexuality in Video Games. Indianapolis: Indiana University Press,
2017.
30. Murray, S. (2017). On Video Games: The Visual Politics of Race, Gender and Space.
Bloomsbury Publishing.
31. Nieborg, D., & Foxman, M. (2018). Mainstreaming Misogyny: The Beginning
of the End and the End of the Beginning in Gamergate Coverage. In Vickery
J.R. and Everbock, T. (Eds.), Mediating Misogyny: Gender, Technology, and
Harassment (pp. 111-130). Palgrave Macmillan, Cham.
32. Noble, S. U. (2018). Algorithms of Oppression. New York University Press.
33. Ogbonnaya-Ogburu, I. F., Smith, A. D., To, A., & Toyama, K. (2020). Critical
Race Theory for HCI. In Proceedings of the 2020 CHI Conference on Human Factors
in Computing Systems (pp. 1-16). https://dl.acm.org/doi/10.1145/
3313831.3376392
34. Patterson, C. (2020). Open World Empire: Race, Erotics, and the Global Rise of Video
Games. NYU Press.
35. Peters, J. (2020, June 18). Facebook Commits to $200 Million to Support
Black-owned Businesses. The Verge. https://www.theverge.com/2020/6/18/
21296110/facebook-200-million-lift-black-voices-businesses-creators-
diversity
36. Rankin, Y. A., & Henderson, K. K. (2021). Resisting Racism in Tech Design:
14
52. Warick, J. (2020). ‘We’re all in this together’: Saskatoon Residents Sing, Bang
Pots to Support Workers During COVID-19 Pandemic. https://www.cbc.ca/
news/canada/saskatoon/residents-sing-to-support-workers-1.5514951
53. Weststar, J., Kumar, S., Coppins, T., Kwan, E., Inceefe, E. (2021). Developer
Satisfaction Survey 2021 – Summary Report. International Game Developers
Association. https://igda-website.s3.us-east-2.amazonaws.com/wp-content/
uploads/2021/10/18113901/IGDA-DSS-2021_SummaryReport_2021.pdf
54. Whitson, J. R., Simon, B., & Parker, F. (2021). The Missing Producer:
Rethinking Indie Cultural Production in Terms of Entrepreneurship,
Relational Labour, and Sustainability. European Journal of Cultural Studies, 24(2),
606-627.
55. Willcox, S. (2013, June 12). Feed-forward Scholarship: Why Games Studies
Needs Middle-state Publishing. First Person
Scholar. http://www.firstpersonscholar.com/feed-forward-scholarship/
Notes
1. https://uwaterloo.ca/games-institute/
2. https://lgbtqgamearchive.com/
3. https://www.critical-distance.com/
4. https://representme.charity/
5. https://ablegamers.org/
6. https://www.blackgamedevs.com/
7. https://dmg.to/
8. https://ourglasslake.com/resources/
9. https://feministfrequency.com/
10. https://www.firstpersonscholar.com/
11. https://www.nymgamer.com/
ORIENTATIONS
SUMMARY
APPLICATION POINTS
We know that representation matters, and that repeated popular media images
influence consumers’ perceptions of the world and the people they share it with
(Morgan et al., 2014; Williams et al., 2009). Studies of other media forms show that
marginalized social groups tend to bear the brunt of negative representations that
accumulate and bleed over into social behaviours (Gray et al., 2017; Aspler et al., 2022).
While game studies has a long tradition of examining representation, in the main,
these studies have focused on gender (Kennedy, 2002; Gray, Voorhees & Vossen, 2018;
Taylor & Voorhees, 2018) and sexuality (Shaw 2015; Ruberg & Shaw 2017), and have
only inconsistently centred race and ethnicity. We also know that industry norms
impact the health and well-being of professionals, and that the game industry has a
negative history of exploitative and extractive labour conditions (Dyer-Witheford &
Peuter 2006; Peticca-Harris, Weststar, & McKenna 2015). Problematic labour practices
and white, masculine cultures are the norm for North American developers (Johnson,
2014; Whitson, 2019; Bulut, 2021) and constitute barriers to entry, retention, and
advancement for women and racialized professionals (Perks & Whitson, 2022). And
we know that media is a basis for community, and that gaming has birthed a plethora
of communities both online and offline (Taylor, 2006; Pearce, 2011). However, like
the game industry, these communities are often dominated by the norms of masculine
technoculture, which either deter diversity (Fisher, 2015; Fron et al., 2007; Ivory, 2006)
or actively exclude members of marginalized groups (Cameron, 2019; Shaw, 2012).
We do not yet have a clear understanding of how these factors compound; that is,
how representations of racialized people, the experiences of racialized game makers in
the industry and other arenas, and the experiences of racialized players coexist with
(and likely codetermine) one another in the games ecosystem. Games scholarship has
an ambivalent record of attending to the combined effects of these issues, which are
typically marginalized while questions about game aesthetics, design, and storytelling
are centred. Players and developers alike mobilize the cultural presumption that games
are frivolous and thus the ways race is represented are not worth studying. This
sentiment shuts down “thoughtful and thereby useful discussions of racism in
gaming’s representational economies and narratives” (Everett 2014, p. 3).
While research in other media forms enables an understanding of the stakes, our
understandings of the relationships between videogames, race, and shifting dynamics
20
of privilege and marginalization are nascent and evolving. The field of study has only
recently shifted to these questions. This chapter surveys and considers this emerging
body of work to: (1) synthesize current scholarship in the humanities and social
sciences that focus on the relationship between games and race; (2) identify the topics
and areas of this research that are well developed in terms of quantity of scholarship
and diversity of approaches; and, (3) identify gaps in knowledge and emerging areas
where further research is warranted.
We collected and examined the most relevant and cited academic literature related
to games, game development, and gaming cultures as they intersect with race,
including representations of race, the experiences of racialized players and game
makers, and how these racial dynamics shape the game industry and game studies
scholarship. Based on our exploratory literature review we identified seven themes
related to the joy and harms experienced by racialized game players and makers and
to the whiteness of games and cultural and academic objects. This research addresses
game production and development but more often focuses on how videogames
contribute to processes of racialization, or the social construction of race (Hochman
2019) – both in terms of how people inhabit and embody their avowed racial identities
and performances and how people develop and act upon their perceptions of other
racial communities and identities. This work includes scholarship considering how
race is represented visually and procedurally, as well as how social interactions shape
and are shaped by race. We conclude with a number of recommendations for future
scholarship on race and games.
Whiteness is, in part, maintained and perpetuated in and through games. In the
literature on race and games we found a relative abundance of scholarship that
examined and challenged whiteness, though often as a starting point to justify the
study of race rather than the primary concern and object of analysis.
Whiteness tends to appear most often in the context of inquiry about
representation in games, both procedural and visual. On the procedural level, Brock
(2011) explores how white privilege is embedded within the social structure of play
(p. 429). For instance, Brock finds that Resident Evil 5 reifies the “civilizational power
of Whiteness to control the savagery and inhumanity of Blacks and non-Whites” (p.
449). Voorhees (2009a) comes to a similar conclusion in his analysis of the Sid Meiers’
Civilization series of strategy games, highlighting how the ideas about technological
progress underwriting the games’ systems for progression and advancement are
organized by white, Western values. Brey (2023) argues that whiteness even structures
efforts to resist both designers’ intentions and cultural norms of playing. Whiteness
is also the norm for the visual presentation of game characters. The “virtual census”
conducted by Williams et al. (2009) accounting for 150 commercially successful games
from nine platforms points to the systematic over-representation of white male adults.
Beyond preexisting game characters, whiteness also shapes player’s avatar creation as
the assumed “normative” character model for players to inhabit. Dietrich (2013) found
that the vast majority of games do not allow players to create avatars with non-white
appearances, which creates all-white virtual spaces. As Dietrich argues, the problem
with this is that it creates virtual “hypersegregation” with the “potential to structure
ideas regarding race in a way that privileges whiteness and denigrates racial others” (p.
85).
Whiteness also characterizes the communities and cultures of videogame play.
An early line of inquiry examines how white players embody racialized characters in
videogames, such as Higgin’s (2009) examination of how ‘Blackless fantasies’ enable
and even encourage players to engage in digital minstrelsy. This line of inquiry can
be traced to Nakamura’s (1995) work on cybertypes and identity tourism, but first
entered games research in Leonard’s (2003) study of Grand Theft Auto III, in which he
borrows Adam Clayton Powell’s notion of “high-tech Black face” to describe how non-
Black players inhabit the game’s Black main character (p. 4). Building on Leonard’s
work, Chan (2005) argues that sports games engage in pixilated minstrelsy where the
focus on inner city play contributes to “preconceived ‘common sense’ understandings
of the ghetto, blackness and the black community’s work ethic…a racialized politics
is being enacted in the process of supposedly telling it like it is” (p. 27). Pixelated
22
minstrelsy occurs when white players’ “pleasure is derived through black male bodies”
(Chan, 2005, p. 28).
In another line of analysis, Brey (2023) and Daniels and Lalone (2012) interrogate
how white supremacist groups use videogames. Looking at both independent games
with explicitly racist and white supremacist content as well as commercial games that
are ‘read’ as supporting white supremacy, Daniels and Lalone analyze how extremist
and mainstream games and game players share many of the same forms,
representations, and pleasures. Daniels and Lalone argue that an overarching problem
with games that applies to technology writ large, is that “dominant white culture
claims to be ‘colorblind’ and dismisses concerns about racism as irrelevant…added to
this is an Internet culture, also predominantly white, in which humor is the highest
value and charges of racism are regarded as the purview of the humorless and the
overly serious” (pp. 96-97). In short, the whiteness of videogames, technology, and
the spaces associated with them makes it very difficult to tackle the hegemony of
whiteness and the problems of both overt and subtle racism in gaming spaces, as they
are ignored or dismissed.
The marginalization of research and writing on race has been critically tied to racial
privilege and the social location of game scholars themselves, particularly in regards
to early “canonical” works in the field. As Fron et al. (2007) argue, the unexamined
default assumption that developers and researchers work through is a construction of
the typical game player as a white male. To this day, many scholars argue that game
studies is framed and influenced by whiteness, and whiteness oftentimes is assumed to
be the normative standard that exists unnamed.
This is because, as Brock (2020) argues, most computational technologies are
developed and designed with white users in mind. Daniels and Lalone (2012) argue
that there is “ample evidence to suggest that game design, like the high-tech industry as
a whole, is a white and male-dominated industry…this means that from user interface
design to hardware design, it is predominantly white males who design, test and
distribute video games” (pp. 88-89). Russworm (2018) similarly muses how white
supremacy and videogames intersect, as “every inflection of the digital can service
white supremacy just as the ideology of white supremacy is itself a technology of
capitalism…game culture’s proximity to these things is widely apparent when doxxing,
trolling, and overt threats of violence are the ready-made tactics of online hate
campaigns” (para. 7-8). In this call to action, Russworm wants game studies to examine
how games and gaming culture are marked and intersect with white supremacy (para.
8). Ultimately, Russworm also argues that whiteness is a defining feature of game
studies (para. 11), and that scholars need to continue to reckon with that fact. In
this way, critiques of whiteness are a starting point for efforts to retheorize the
relationships between games and society and explore new approaches arising from the
local knowledge of racialized players and researchers.
At base, this is seen in calls to reexamine the presumptions of whiteness that
frame studies of games and players, particularly the body of work on the so-called
24
Theme 3: Uneven uptake of research on race in games
Scholars have been researching how race is implicated in games for nearly thirty years,
with the work of Lisa Nakamura on race and cyberspace standing as an early beacon
for scholars. The intersections of race and game have been taken up intermittently and
from a number of perspectives by, for instance, Douglas (2002), Leonard (2003), Chan
(2005), Höglund (2008), Voorhees (2009b), and Everett (2009). But this topic only rose
to prominence with the publication of monographs, anthologies, and journal special
issues in the second half of the 2010s. In particular, there has been an increased focus
on Black game studies, including: representations of Blackness (Russworm 2018),
Black game makers (Grace 2021), and Black players’ experiences while gaming (Gray
2014). This is complemented by postcolonial studies concerning the role of
videogames supporting neocolonialism (Murray 2017), empire (Dyer-Witheford &
Peuter 2009), and the playing experiences of South Asian audiences (Mukherjee 2017).
Both these lines of inquiry, and studies of race in games generally, not only elucidate
the role of whiteness in game development and gaming cultures but are key to
effecting the topic’s rise to prominence.
But this does not mean that research has been attentive to a wide range of
racialized concerns in games. Research on how Indigenous, East Asian, Middle Eastern
and North African (MENA), and Latinx peoples are represented in games, as well
as their experience in games cultures, playing games, and the games industry, is not
emerging to prominence at the same pace in games and new media venues. More
scholarship on these topics can be found in area studies journals and other forums.
While scholars have been researching Asian and Asian/American issues in games for
some time (Chan 2005; Nakamura 2009; Rivera 2014), this work is not broadly cited
in game studies literature. The work of Chris Patterson and Tara Fickle, including
Patterson and Fickle’s monographs and their co-edited 2024 anthology on Asian-
American game studies with Duke University Press, may indicate greater uptake is
imminent. Similarly, Indigenous representation, experience, and game making has
been a consistent subject of work by LePensée, Bird, and others since 2010, but the
uptake and citation of this literature has been slow and uneven. Carlos Kelly’s (2023)
monograph on Latinx masculinities in games, as well as work by Ortiz (2019) and
others signals a potential change in the works for Latinx game studies, but there is no
such high-profile work on MENA representation and experience forthcoming. These
uneven trajectories of research on different racialized peoples and experiences present
both a gap in the field and an opportunity for further scholarship.
Scholarship about how marginalized people are included in game studios, game
making, and the commercial industry illuminates the harms experienced by racialized
developers and creators. Specifically, racialized game makers working in the
commercial entertainment games industry feel pressure to adopt professional and
cultural norms characteristic of the predominantly white and masculine communities
of game developers and their target audience of players. Srauy (2019) explores how
26
Indigenous people in lead roles in game development can lead to “dynamic spaces of
self-expression through code, design, art, and sound) (p. 329). Bird (2021) terms these
spaces sovereign digital spaces but highlights the challenges of instantiating them.
Still, as LaPensée et al. (2022) argue, “sovereignty can be enacted in how games are
developed, with consideration for who is involved and in what roles, how funding
is gained and distributed, how intellectual property rights regarding Indigenous
knowledge are managed, and how decisions are made regarding who can access a game
and in what ways” (p. 329). Other academic work focuses on building Indigenous game
making capacities in the context of cultural development and storytelling, examining
the Skins workshops in Canada (Lameman et al., 2010) and the Sami Gam Jam in
Sweden (Laiti et al., 2020). This type of work highlighting game-making in local,
racialized communities evidences a counterpart to the way commercial game
development assimilates racialized game developers into the narrative and
representational conventions of whiteness (Srauy 2019). This work also includes
resource development and sharing within Indigenous game making communities,
such as the Indigenous Game Devs website, and the Indigenous Interactive Digital
Media and Video Game Database developed by Meagan Byrne.1
Videogames are “platforms for multiple modes of visuality, including video and
computer- generated animation, as well as still images in the form of computer-
generated art and digitized photographs and drawings” (Voorhees 2012a, p.3). It
should be no surprise, then, that visual representation and how videogames ascribe
attributes and actions to people who look a certain way, is the most studied dimension
of racialization and videogames.
Everett (2014) writes about the symbolic annihilation of racialized people in
games through harmful representation, linking this to both the experience of players
and the dynamics of game production. Noting the absence of racial and ethnic
diversity in terms of Black, Indigenous, Latinx and Asian main characters, or must-
play-characters (MPCs), and the dearth of racialized characters who fall outside of
familiar and demeaning stereotypes, Everett nonetheless acknowledges that “efforts
to expand gaming’s revenue stream in a transnational global media ecology have
resulted in the industry’s… nod to racial and gender diversification in the creation
and development of MPC characters outside of dominant white masculinist
heteronormativity” (p. 3). But, while this diversification is sometimes seen as a
breakthrough, Everett points out that these characters often cleave to popular
stereotypes and familiar companion, helper, or side-kick character types.
This is, in part, due to the conventions and tropes associated with different kinds
of stories and contexts common in videogames. Certain game genres, such as war
games like the Call of Duty franchise, fantasy-themed games like those based on the
work of JRR Tolkien, sports games like the NBA series, and action-adventure games
like the Grand Theft Auto series rely on settings that foreground racialized characters in
marginal or ancillary ways. Focusing on adventure games and sports games, Leonard
(2003) argues that these games embrace racial stereotypes, imagery, and stock figures
the racial dynamics of GTA III are overshadowed by its in-your-face imagery: the heavily
accented East Indian cabbie; the poor-English speaking Chinese women walking on the
street; and the purple-clad black pimps. Almost all of the innocent citizens of Liberty City
are white, the majority of whom are upper class and elderly. (p. 4)
Chan (2005), while also examining sports games and action adventure games, focuses
on war games, which are often linked to arguments around historical authenticity and
perpetuate “dominant constructions of racial otherness” while certain authoritative
histories often exclude and overwrite the history of marginalized groups (p. 26). It
is in the context of war games such as America’s Army and Full Spectrum Warrior that
the Middle East and North Africa are most commonly represented. Höglund (2008)
notes how much the Middle East has been the focus of both American economic
and military interest since the Cold War, and argues that the game space in these
military games “reveal the architecture and the iconography of a (usually generic)
Islamic nation and the people the gamer, playing as an American soldier, encounter are
dressed as the stereotypical Arab” (para. 12). Höglund further suggests that Western
military games are concerned with “dramatizing the necessity of continuous military
violence in the Middle East by describing this space as a site for perpetual war” (para.
24). Furthermore, Šisler (2008) observes that games that include the Middle East tend
to reinforce “stereotypical notions of arbitrary cruelty and barbarism” (p. 207). In
these games, the player usually controls American forces and is never given the chance
to play as or with Arab or Muslim characters. The enemy, always depicted using
stereotypical signifiers, such as wearing headcovers, is linked via in-game narrative to
international terrorism and/or Islamist extremism (p. 208). As such, these games are
premised on dehumanizing and/or anonymizing those in the Middle East.
Representations of Blackness, while more common in some genres, can be found
across a wide variety of games and have caught the attention of more scholars.
Notably, Brock (2011) explores how Blackness stands in for cultural evil in Resident
Evil 5 through its usage of Africa as a location and its depictions of African people as
savage and malevolent (p. 442). As Brock argues, the “combination of narrative, game
mechanics, and cultural rationales of primitive strength and genetic susceptibility
yield this result: an electronic rendition of savage, deformed, colored bodies that
build upon long-standing stereotypes and in-game mechanics to power the player’s
revulsion and justify their extinction” (p. 443). Looking primarily at massively multi-
player online role-playing games (MMORPGs), Higgin (2009) argues that
Black and brown bodies, although increasingly more visible within the medium, are
seemingly inescapably objectified as hypermasculine variations of the gangsta or sports
player tropes, which reduce race to an inscription of the ‘fears, anxieties, and desires of
privileged Western users.’ (p. 3)
In tandem with designed elements of games, communities of play shape how players
experience games and make meaning from their play (Pearce 2011). The white,
30
masculine character of mainstream North American gaming culture provides
important context for understanding how socialization through interaction with other
players impacts racialization in gaming spaces. Ultimately, videogame players
experience disproportionate levels of harassment in online gaming, ostracization from
mainstream gaming communities, and feelings of alienation from the characters and
stories featured in games.
Nakamura’s influential work on gold farmers in MMORPGs is foundational to
studies of racialized social experiences in and around games. In her work on the
racialization of the work-play dialectic, Nakamura (2009) notes how specific forms of
gamic labour and styles of play “have become racialized as Chinese, producing new
forms of networked racism that are particularly easy for players to disavow” (p. 130).
She explores how gold farmers, players who acquire and sell in-game resources and
credits for out-of-game currency, are particularly hated in MMORPG’s, resulting in
anti-Asian sentiment that comes through as anti-farmer memes and overtly racist
machinima (Nakamura, 2009, p. 136). Nakamura’s work is key to seeing how a style
of play becomes synonymous with race, and how negative sentiment against those
players becomes the “common sense” of the social experience of gaming.
However, the most field-defining and well-cited work in this area is Gray’s
groundbreaking 2014 book on Race, Gender, and Deviance in Xbox Live, in which she
catalogues the many ways that Black players are targeted for abuse, and the then-
nonexistent safety tools available to players whose existence is a deviation from the
norms of mainstream gaming culture. Additional studies of the experience of Black
women gamers on Xbox Live explore how these players are linguistically profiled
based on auditory cues that signify Blackness and then targeted for harassment (Gray
2018). Nakamura (2013) similarly catalogues and analyzes the forms of abuse aimed at
racialized players through in-game communication tools, while Ortiz (2019) explores
how racialized men negotiate racist trash talk in gaming spaces and how this process
shapes and is shaped by masculinity (p. 573). Ortiz argues that “overtly racist
interactions within Xbox Live operate as processes of gendered race-making,” and
that men who experience this learn to “navigate racial boundaries online in ways
that encourage strategies of silence and emotional desensitization to racism, but only
after experiencing stigmatization from peers and family” (p. 573). Akil Fletcher (2020),
meanwhile, showcases how esports communities construct both skill and labour in
order to justify the continued exclusion of Black players.
Gray’s work is also vital to studies of positive social interaction. It identifies the
development of Black lesbian networks on Xbox Live, “paying particular attention to
the ways the space influences their identities and aids in community building because
of their marginal status rooted from their intersectional standpoint and expressed in
digital gaming” (2018, p. 286). Here, Gray centres the experiences of lesbian Black
and Latinx women to emphasize how they negotiate their individual and collective
identities in hostile spaces. Interestingly, it is this very hostility that enables
community-building as:
“the private spaces within gaming culture that many marginalized groups inhabit are the
few spaces that value the articulation of marginalized interests and viewpoints…in the
In short, Gray found that Xbox Live and its private party chat capability actually
fostered a supportive gaming environment that facilitated identity and community
development among Black lesbians.
Other studies demonstrate how racialized players form community outside of but
nevertheless through videogames. Fletcher’s (2022) work on intermediality and Black
community points to how racialized players are able to come together using social
networking and other venues outside of games, though it also highlights the precarity
of these communities. Ortiz’s (2019) study on how Black men navigate racist trash talk
and the support, or lack of support, they receive from those around them, points to
the development of an oppositional community, though a masculinist and chauvinistic
one. Ultimately, Ortiz (2019) finds that racialized men retreat to and entrench their
notions of masculinity in order to build group solidarity to deflect and counter racism.
As an increasingly ubiquitous media form, games are not only an index of existing
inequities but also shape public knowledge of privilege and marginalization. As
cultural and artistic objects, games can perpetuate harmful constructs or advance
positive representations that become embedded in institutional and political decision-
making; delimiting for the public what futures and solutions are considered
reasonable, sensible, and even possible. While more research on racialized experiences
in the games industry is necessary, current evidence suggests that game development
replicates these beliefs in the norms and patterns of hiring, retention, and promotion,
directly reproducing and further contributing to inequitable conditions. In short,
games have both material and symbolic importance for the changing dynamics of
privilege and marginalization in society.
As an exploratory effort, these conclusions are premised on the largely qualitative
analysis of a substantial body of scholarship. A systematic review of the literature
that quantifies and traces the citational web of research on race and games beyond
the humanities and social sciences may suggest further refinement of the themes
identified, or entirely different themes altogether. The remit of the grant that
supported this work, to focus on social sciences and humanities scholarship, resulted
in the exclusion of a large body of public-facing writing and gray literature produced
by game makers, non-governmental organizations, advocacy groups, journalists, and
critics. Indeed, most of the empirical data about the experiences of game developers
is produced by industry organizations like the Entertainment Software Association
and the International Game Developers Association. This also excludes a good amount
of writing by racialized developers and critics for whom traditional scholarship may
be structurally or culturally inaccessible. Indigenous game makers and advocates, in
particular, seem to self-select out of academic venues to pursue more community-
oriented practices and knowledge building. Expanding the review by scoping beyond
32
humanities and social sciences literature and and/or including grey and public-facing
works are important next steps to developing a comprehensive picture of this research
area.
Within its limitations, this research synthesis of social sciences and humanities
scholarship at the intersection of race and games revealed several key themes in the
literature, notably work on whiteness in games, gaming culture, and game studies,
research on how games are implicated in the process of racialization, as well as studies
of how racialized players find meaning and joy in their gameplay and game making.
But this is still very much an emerging area and there is much work to be done. We
therefore suggest four avenues for future research on games and race.
Confront and Pursue Alternatives to the Whiteness of Game Studies. Critiques of
whiteness in games are a well-established line of inquiry, but critiques of and
alternatives to the whiteness that characterizes approaches to doing game studies
are only just emerging. Recently, the discipline of communication studies engaged
in a period of self-reflection as a result of the #CommunicationSoWhite hashtag
movement, though it’s an open question about the degree to which the outcome can
be considered successful (Ng et al., 2020). Can we build from Trammell and Fickle’s
work highlighting how foundational works to the field are rooted in white, hegemonic
conceptualizations of play and games to the point of recognizing and reflecting on the
fact that #GameStudiesSoWhite? Not only the subjects and objects we study, but the
ways we study them and how we conceptualize the knowledge this study produces?
Future work should keep these important questions in mind, and continue to confront
the whiteness that pervades game studies.
Linking decolonization, Indigenization, and Blackness with Post-colonialism. Game
studies scholarship on Blackness and Indigeneity is largely disconnected from the
more established study of post-coloniality in and around games. This may be because
of perceived tensions between postcolonial and decolonial theory. Certainly, the
postcolonial approach of identifying the trace of the colonizer or colonialist logic in
the aftermath of the colonizers’ exit could be seen as being in conflict with theories
that centre Indigenous sovereignty through decolonization. But, in fact, scholarship
on decolonization and Indigenization doesn’t suggest that these processes entirely
eliminate or eject colonialist ideology and practices. That is to say, research pursuing
decolonization tends to recognize the process is ongoing and that decolonization
is not a task so quickly and completely accomplished. It is more likely that the
periodization of decolonization processes and the postcolonial condition is the crucial
factor; as the work of decolonization and Indigenization are prerequisite to the
emergence of postcolonial conditions. In the North American context, Blackness is not
(as far as we found) linked to coloniality outside of the historical context of the African
diaspora in North America via the trans-Atlantic slave trade. Nevertheless, making
explicit the linkages and disjunctures between these theories and approaches would be
an asset to the larger project for social justice they contribute to.
Examine and interrogate community interventions. There have been multiple
community interventions to diversify the games industry, such as organizations that
provide marginalized individuals with the opportunity to learn more about game-
REFLECTION QUESTIONS
1. How does whiteness influence your approach to studying or making games? Is the
influence methodological, in terms of how you conduct the research or creative
34
practice? Is the influence substantive, in terms of the questions you ask, or the objects or
texts you focus on?
3. What other directions do we need to pursue to better and more thoroughly understand
the relationship between games and race?
KEY TERMS
REFERENCES
1. Aspler, J., Harding, K. D., & Cascio, M. A. (2022). Representation Matters: Race,
Gender, Class, and Intersectional Representations of Autistic and Disabled
Characters on Television. Studies in Social Justice, 16(2), 323-348.
2. Bird, A. (2021a). “Synthetic Spaces and Indigenous Identity: Decolonizing
Video Games and Reclaiming Representation. In Ariese, C.E., Boom, K.H.J, van
den Hout, B., Mol, A.A. & Politopoulos, A, (Eds), Return to the Interactive Past:
38
46. Malkowski, J., & Russworm, T. M. (Eds.). (2017). Gaming Representation: Race,
Gender, and Sexuality in Video Games. Indiana University Press.
47. Morgan, M., Shanahan, J. and Signorielli, N. (2014). Cultivation Theory in the
Twenty-First Century. In R.S. Fortner and P.M. Fackler, Eds, The Handbook of
Media and Mass Communication Theory, Wiley. https://onlinelibrary.wiley.com/
doi/10.1002/9781118591178.ch26
48. Mukherjee, S. (2017). Videogames and Postcolonialism: Empire Plays Back.
Springer International Publishing.
49. Murray, S. (2017). On Video Games: The Visual Politics of Race, Gender and Space.
I.B. Taurus.
50. Nakamura, L. (1995). Race In/For Cyberspace: Identity Tourism and Racial
Passing on the Internet. Works and Days, 13(1-2),
181-193. https://docdrop.org/static/drop-pdf/nakamura1995-gD4bi.pdf
51. Nakamura, L. (2009). Don’t Hate the Player, Hate the Game: The Racialization
of Labor in World of Warcraft. Critical Studies in Media Communication, 25(2),
128–144. https://doi.org/10.1080/15295030902860252
52. Nakamura, L. (2013). “It’s a Nigger in Here! Kill the Nigger!” User-Generated
Media Campaigns Against Racism, Sexism, and Homophobia in Digital Games.
In K. Gates, Ed, The International Encyclopedia of Media Studies, Vol VI: Media
Studies Futures, Blackwell. https://doi.org/10.1002/9781444361506.wbiems159
53. Nakayama, T. & Krizek, R. (1995). Whiteness: A Strategic Rhetoric. Quarterly
Journal of Speech, 81(3), 291-309.
54. Ng, E., White, K. C., & Saha, A. (2020). #CommunicationSoWhite: Race and
Power in the Academy and Beyond. Communication, Culture and Critique, 13(2),
143–151.
55. Ortiz, S. M. (2019). “You Can Say I Got Desensitized to It”: How Men of Color
Cope with Everyday Racism in Online Gaming. Sociological Perspectives, 62(4),
572–588. https://doi.org/10.1177/0731121419837588
56. Patterson, C. (2015). Role-Playing the Multiculturalist Umpire: Loyalty and
War in BioWare’s Mass Effect Series. Games and Culture, 10(3),
207–228. https://doi.org/10.1177/1555412014551050
57. Patterson, C. (2020). Open World Empire: Race, Erotics, and the Global Rise of Video
Games. NYU Press.
58. Patterson, C and Fickle, T. (2024). Made in Asia/America: Why Video Games Were
Never (Really) about Us. Duke University Press.
59. Perks, M. E., & Whitson, J. R. (2022). Inclusion, Access, and Equity: Diversity
Initiatives in Canada’s Game Industry. In M. Campbell and C. Thompson
(Eds.) Creative Industries in Canada (131-156). Canadian Scholars Press.
60. Pearce, C. (2011). Communities of Play: Emergent Cultures in Multiplayer Games
67. Shaw, A. (2015). Gaming at the Edge: Sexuality and Gender at the Margins of Gamer
Culture. U of Minnesota Press.
68. Šisler, V. (2008). Digital Arabs: Representation in Video Games. European
Journal of Cultural Studies, 11(2), 203–220.
69. Srauy, S. (2019). Professional Norms and Race in the North American Video
Game Industry. Games and Culture, 14(5), 478–497.
70. Steinkuehler, C. (2006). The Mangle of Play. Games and Culture, 1(3), 199–213.
71. Taylor, N., & Voorhees, G. (Eds.). (2018). Masculinities in Play. Springer.
72. Taylor, T. L. (2006). Play Between Worlds: Exploring Online Game Culture. MIT
Press.
73. Trammell, A. (2023). Repairing Play: A Black Phenomenology. MIT Press.
74. University of Kentucky (n.d.) 2022 Camp Kiki E-Sports Camp. University of
Kentucky College of Arts and Sciences. https://www.as.uky.edu/video/ 2022-
camp-kiki-e-sports-camp
75. Voorhees, G. A. (2009a). I Play Therefore I Am: Sid Meier’s Civilization, Turn-
Based Strategy Games and the Cogito. Games and Culture, 4(3),
254–275. https://doi.org/10.1177/1555412009339728
76. Voorhees, G. (2009b). The Character of Difference: Procedurality, Rhetoric,
and Roleplaying Games. Game Studies, 9(2). https://gamestudies.org/0902/
articles/voorhees
77. Voorhees, G. (2012a). Discursive Games and Gamic Discourses. Communication
+1, 1(1), 1–21. https://doi.org/10.7275/R5G15XSM
40
78. Voorhees, G. (2012b). Neoliberal Multiculturalism in Mass Effect: The
Government of Difference in Digital Role-Playing Games. In G. Voorhees, J.
Call, & K. Whitlock (Eds.), Dungeons, Dragons and Digital Denizens: Digital Role-
playing Games (pp. 259–277). Continuum.
79. Williams, D., Martins, N., Consalvo, M., & Ivory, J. D. (2009). The Virtual
Census: Representations of Gender, Race and Age in Video Games. New Media
& Society, 11(5), 815–834.
80. Whitson, J. R. (2019). The New Spirit of Capitalism in the Game Industry.
Television & New Media, 20(8), 789-801.
Notes
1. https://www.indigenousgamedevs.com/resources/
Based on a workshop by Kenzie Gordon, Vishal Sooknanan, Itoro Emembolu, Sean Gouglas, Alison Harvey,
Johanna Weststar, and Jennifer Whitson
SUMMARY
A P P L I C AT I O N P O I N T S
42
do more to ensure that students are prepared to challenge or
negotiate to the commercial games industry’s culture of overwork. With
a significant portion of graduates expressing that the industry’s
responses to their identities impacted their career trajectories, and the
pronounced drop-off in employee satisfaction particularly for
minorities, game educators must consider what their programs can
do to centre and support marginalized people as they transition into
the game industry.
44
Figure 2. Pie chart displaying the gender identities of participants
Figure 3. Stacked graph comparing the ethnic breakdown of participants in Canada and the USA.
The initial interview delved into how students perceive their various identities as
impacting their journey as they start their careers and try to get their foothold in
the industry. About half of the participants indicated that they believe their race,
gender, or sexual orientation would potentially impact their ability to establish
their careers in the games industry. Similarly, of the 33% of individuals who
identified a physical or mental difference, 60% believed their differences would
harm their career. Very few (around 15%) believed that that difference would be
celebrated and that they would it would have a positive impact on their ability to
gain employment.
Alongside the startling statistics about individuals’ concerns and perceptions
about discrimination in the workplace, a small subset of students reported that it
46
While almost all students were talking about labour issues in the games industry
with their peers, games programs often addressed these issues indirectly and
without providing possible solutions. Participants discussed how game programs
should emphasize collaboration over competition. Some brought up the idea of
the ‘meat grinder’ ethos in the industry, which can sometimes be adopted by
games programs that condition students into thinking that they should expect
poor working conditions in the industry.
INDUSTRY CONDITIONS
The researchers concluded by noting that their study does not intend to show
that games programs and educators are bad; on the contrary, many students had
overwhelmingly positive experiences in their programs and left more than
prepared for the industry. That said, some students reported feeling that their
games programs had promised outcomes that weren’t delivered. Overall, the
ongoing study seeks to find out what can be further improved within these
programs to enable students to find greater success within the game industry
after graduating.
You can read the latest news and updates from the project website for the First Three
Years: https://first3yearsproject.com/
REFLECTION QUESTIONS
1. Given the popularity of the internship pathway for games program graduates,
how much should internships and co-op experiences be embedded into games
programs themselves? What does a just and equitable approach to these types of
experiential education look like?
2. How involved should game educators be in advocating against ‘crunch’ or the
‘meat grinder’ ethos by pushing for unionization and/or other modes of organizing
work such as worker co-operatives?
KEY TERMS
The ‘meat grinder’: Issues of poor working conditions and discrimination and
harassment in the workplace have helped create an idea of the games industry as a
‘meat grinder.’ As games programs prepare students to enter the workforce, games
programs should be careful not to reinforce this ethos and should raise questions
about what can be done to change these issues in the industry. The ‘meat grinder’
metaphor helps us see the problems in a different light than the ‘leaky pipeline’
traditionally used to describe how game workers drop out of education and the
industry.
Crunch: A common term in the game industry used to describe periods of intense
overtime work during the development of a game. Workers in ‘crunch’ frequently
work 60-80 hours a week (or more), sometimes for weeks or months at a time, and are
often not paid overtime. Crunch is often used to cut costs in game development and/
or to get a game to a fixed development milestone such as a product launch.
48
CHAPTER 2.
Elaine Gómez-Sanchez
SUMMARY
APPLICATION POINTS
MY WORK
As a senior game designer, I design aspects of the game that have to do with the non-
combat type of design: exploration, social design, thinking about progression, and
working with live ops and the progression designer to figure out how we can surface
the player experience. Those are the types of things that I concentrate on as a game
designer. I also lead our accessibility design strike team. In all facets of the game, we
ask, how can we make it as accessible as possible? I’m constantly working with the
UI/UX team and other folks who are interested in accessibility to try to figure out
how we can incorporate accessibility from the design of the game and the systems
that we’re creating. Our goal is to improve access and help make the gameplay itself
easier to understand or more fluid so that everybody can play. We talk a lot to people
about accessibility, we do a lot of exploration, a lot of documenting. And of course,
as a senior designer, it’s a leadership position: having conversations with people daily,
sometimes all day; leading conflict resolution; listening to people if they are upset
about something that I may have said, or some feedback that I may have given. We do
these things to make sure that we’re still working as a team and that everybody feels
respected and heard.
I’m also very lucky that Brass Lion allows me to create games outside of work.
There are a lot of studios, especially in AAA, that do not allow you to do that. I can
do freelance work, I can get paid for it, I can do game jams and I can take courses
to make games. I can do anything that I want as professional development, which has
been great for me so that I can continue to grow outside of my job.
50
Figure 1. LatinXinGaming and other non-profits help build community and offer resources.
I was born in Puerto Rico. My father is from the Dominican Republic. On my father’s
side, he is African Indigenous—Afro blood through slavery, which has to be
acknowledged because all of us in the Caribbean islands have very mixed blood.
We have mostly African descent, Indigenous descent, and European descent. I am of
European descent from my mother’s side back to Spain, with people who would come
to work and build haciendas and work on farms. I have a very complicated history and
experience with my own identity because I have to reconcile that I have the blood of
the colonizer and I have the blood of the colonized. And how do I, as a person living in
2023, honour my ancestors and the people who have come before me, and who have
suffered and experienced trauma? What can I do to serve my community and give back
52
The food that I brought to school, I had to stop bringing rice, beans, and protein,
which is what we would normally eat in Puerto Rico. The school cafeteria would give
you a whole tray of rice and beans and greens and protein, and that was just normal.
But when I would bring my little Tupperware with my rice and beans, I always used to
get made fun of at school, because it was too strong smelling, it was too exotic. They’d
say, “Why would you eat rice and beans for lunch? That’s dinner food.” Even a little
thing like that affected me, and I didn’t know what to do with myself for a long time.
And I ended up just assimilating. I started bringing peanut butter and jelly sandwiches
to school. I started dressing like everybody else so that I would stick out less and less
and less, and I could just survive. I could survive being around school, and I could
survive not getting made fun of. I could survive just by trying to be like everybody else.
The pivoting point can be so many things. Many times, it’s a negative thing. It can be
something that somebody said or something that a parent said or did, and you decided
for yourself, I’m never going to be like x, y, z. I’m never going to do x, y, z. The pivoting
point takes many forms. It could be an event that could be life-changing for you; maybe
you heard somebody that really inspired you and motivated you and now you are fired
up and hyped up to do something. It could be a piece of media. Watching a movie,
watching a show, watching a documentary, watching the news. It could be anything
creative that has come from somebody or something that has motivated you. It could
be related to a personal experience, whether negative or positive. It could be related to
representation, when you see somebody do something that looks like you and all of a
sudden inspires you to change something about your life, to change careers or pursue
something that you weren’t even thinking about before. But seeing that person made
all the difference.
How does that impact creative works? Well, it impacted me in the form of Dr.
Joe Sanchez. Dr. Joe Sanchez was the only Latine educator in my whole life, outside
of Puerto Rico, of course. Living in the United States, he was the only academic,
teacher, and mentor that I had who was Mexican, who I could relate to on a deeper
level than just a superficial, and who saw my potential as a Latina, as a creative, as an
54
intellectual, and gave me wings to fly. Of course, I’m not saying that my parents weren’t
encouraging or that my friends weren’t encouraging because yes, they did. My parents
always believed in me, and they always told me that I could do anything that I wanted
to be that I was a go-getter and that I could do it.
But Dr. Joe Sanchez was special because he opened the door to many things that
other people may have never opened the door to, and for me, that was in the form
of research. He extended an opportunity to me to be able to go to university and do
a research program for marginalized students. That opened the door for me to apply
to graduate school, learn game design, and get to where I am today. For me, he was
my pivoting point. It was a little bit of everything because it was the representation
of seeing him as a Latino professor who could understand where I was coming from,
who could understand my immigrant story, could understand the bullying that comes
with it, and the ostracization that comes from all of that. But it was also him being my
TA and just being present at an event, like a course or a class. There were many, many
forms. Dr. Sanchez was my pivoting point and influenced me to be here and create
games.
The second thing would be creativity as an extension of self. I always dislike it when
I read posts online where people say, “Stop putting political stuff in games because
games are not for that—it’s my escape from reality.” But that couldn’t be further
from the truth, because every single person making a game or a piece of media is a
living human being, and they’re experiencing something. They’re getting influenced
by something, they are hurting in some way, and they have something to say. It is
impossible to divorce creativity from self because it is an extension of self.
We see this a lot in music. I’m a big metalhead, and I love rock, I love heavy
music, and it’s always an extension of how you feel. In Linkin Park, where they talk
about mental health, they talk about things that other people didn’t talk about and
people could relate so much because they were extending themselves into the lyrics
that they were writing. Same thing with Kendrick Lamar. Same thing with Beyoncé.
When they go through experiences of being hurt by other people, or using substances,
and getting over that and telling the story of what that was like, it’s powerful. We can
use our experiences and what we have been through and extend them to creativity in
music in a way that impacts millions of people. People can relate and feel connected
to somebody that they have never and may never even meet ever in their life, but they
feel seen and heard through their music.
The same thing happens with film. How many films have we seen that have made
us cry or have moved us emotionally? Because the story is relatable, or we see ourselves
in the characters. I’m not Mexican, but when I watched Coco (Unkrich & Molina,
2017), I cried like three times, and it was because I could feel that sense of family. The
importance of needing love from the people that you surround yourself with. That was
very, very moving. It’s an extension of the creator’s self, their experiences, and what
they value. If we stop seeing creative works for what they are, it’s just a superficial
thing that we can just consume and absorb. When we go a layer deeper, we see the
ADE FOR GAMES 55
people who are creating these works and what they have been through. We can start
seeing the impact that they’re leaving behind for us to experience. The motivation and
encouragement that we can get from these works integrate into our own lives so that
we can create. It can be so powerful and life-changing.
And lastly, games. When it comes to seeing yourself on screen or somebody who
looks like you, the feeling is incredible. Especially because when you play a game,
you must fully immerse yourself in it. It’s not like in a film where you are passively
participating, you’re watching things unfold, and the story is unravelling before your
eyes. With a game, you have to actively participate in it. You are making the choices,
you are moving around, you are choosing to inspect, or read certain things. It’s very
active, and it’s very intentional, and being able to play as somebody else or seeing a
little piece of you or your story in the game is unlike anything in other media.
This is why I advocate so much. When we create games, or when we consult for
games, or when we consume games that other people have made, we see it with a lens
of: ‘What was the intention behind this story, this character; what is the creative team
trying to tell me? What are they trying to communicate?’ It’s not just a cool story, it’s
not just a dope environment. It’s always a bit deeper than that. Reading between the
lines can make a world of difference for you to understand what the dev team poured
their hours and their lives into in creating that project.
In my life, this took the form of a project that I made last year, a very short project
called Vejigantes (Gómez-Sanchez et al., 2022). I extended myself in a way that I never
had before in a game. In this game, I fully immersed myself in Puerto Rican culture
and digitally created the craft of making the Vejigantes mask (Figure 2). In Puerto
Rico, these masks are worn at carnivals and festivals and they’re very much a piece
of our cultural identity. People hang them on their walls. They come in all different
colours and shapes, and different colours can mean certain things. I chose to use mask
crafting that is of African descent, where they take a coconut shell and grind it. They
56
remove all of the fibres and cut it, and it’s very labour-intensive. I chose to use the
coconut mask instead of the paper mâché, which is more of the European kind
because I wanted to embrace the African Indigenous roots of the art of Puerto Rico.
That’s also why the characters are brown, because I wanted to tell a little bit about
the African and Indigenous peoples of my island. That’s my father’s skin colour. I don’t
see my father’s skin colour a lot in games. When people think about Puerto Rican, they
don’t think about Afro-Puerto Rican. I wanted to say something special and different
with that. I was able to extend myself and my history and watch people play this game
who are not Puerto Rican and have them give me feedback and help them experience
something that they may never have even seen before because maybe they would never
go to Puerto Rico. In this digital experience, they were able to absorb a little bit of what
makes Puerto Rico so beautiful and special, and that meant the world to me.
Lastly, influence.
INFLUENCE
After the pivoting point and after creativity as an expression of self comes influence.
With something that you do, with something that you say, you can create a life-
changing experience for someone. You could create a pivoting point in somebody’s
life with the creativity and the things that you bring forth into the world. How have I
been able to do that with all of my labels and all the things that I have been through?
With my pivoting point, my extension of creativity in the games that I create, and the
time that I have given to create community, I’ve been able to influence by creating
LatinXinGaming, even though LatinXinGaming wasn’t for me. LatinXinGaming was
created out of the lack of a community existing. We didn’t see anything for Latinos in
the United States, and we decided to do it ourselves so that somebody else wouldn’t
feel as alone as we did when we first started. That has opened a door for so, so many
things.
I’ve been able to speak at the Congressional Hispanic Caucus and speak to
senators and people in power about the Latino experience in the United States, and
what it’s like being a Latina game designer making games about cultural things and
how that can be used for good. I’ve been able to speak to kids. I’ve been able to speak
to high schoolers. I’ve been able to speak to college students. I’ve been able to speak to
other game developers. I’ve been able to speak to parents and people from all ages and
walks of life, to let them know that games are just my medium of expressing who I am
and what I have on the inside. It’s so powerful, and it makes me feel like I was made
for this—but anybody else could use that for good. They could write a book, they can
write an essay, they can write an article, they can make a short film. Anything creative
that comes out of the heart can be used for good and can be used as an influence to
impact the lives around you.
If it wasn’t for all these things, both negative and positive, all of my pivots, all
of my experiences, all of the games that I have created and the games that I have not
created that are stuck somewhere on my computer in a hard drive—if it wasn’t for all
these things, I wouldn’t be here today. I wouldn’t be able to inspire other people to
create and to see other communities as much more than just superficial differences,
ADE FOR GAMES 57
more than just a skin tone, more than just colours. It’s way deeper than that. It’s
celebrating our histories and our ancestors, making sure that we don’t forget the bad
so that we can celebrate the good. It’s all connected. That’s all included in the package.
It’s not just picking and choosing.
After all of the stuff that I said, the impact of genuine and mindful inclusion in
marginalized communities and creative works has the power to create social change
through empathy. I am speaking from my heart. I’m sharing my experience and my life
with you in hopes that it can empower you. I hope that it can inspire you and help you
see that I am more than what meets the eye. I am much more than just a senior game
designer. I am much more than just a Latina. I am my past, I am my present, and I am
my future. Through empathy, you’ll be able to read me and to see me for who I am and
see people who are like me and see people who are marginalized in other communities,
and who may have different experiences than me. But you have who you can come to
learn and appreciate, understand and respect and value because they are more than
what meets the eye.
REFLECTION QUESTIONS
KEY TERMS
58
discuss, and advise you through to your goals. Mentors can be difficult to find because
marginalized people in senior positions often juggle multiple responsibilities.
Representation: Describes the quantity and quality that people, and especially people
from marginalized backgrounds, are present in both media and entertainment products
and the industries and organizations that create them.
REFERENCES
1. Gómez-Sanchez, B., Sanchez, A., Gómez-Sanchez, E., Soto Massol, G., Dodge,
R., and Prudencio, X. (2022). Vejigantes (PC). Chulatastic.
2. Unkrich, L. & Molina, A. (Director). 2017. Coco. Disney, Pixar
Notes
1. https://www.latinxingaming.com/
2. https://www.codecoven.co/
3. https://www.prgda.net/
Based on a panel with Kishonna Gray, Liz Nilsen, and Rhona Hanning
SUMMARY
APPLICATION POINTS
60
presented by Soft Chaos (Spotlight 3) can also raise important questions
about ways to establish ‘structures of care’ that create meaningful
foundations for research practices that can apply to, and extend beyond,
graduate school.
Relationships are the key to a thriving academic community. They are important
for the completion of graduate programs, as well as student well-being. In these
relationships, the supervisor and students support each other in various ways.
However, each relationship will be different in terms of what support is needed.
As Dr. Hanning notes, “These are individuals, and maybe they are parents, and
maybe they do need to work 20 hours a week outside of their work as a graduate
student just to make ends meet.” Once both parties have identified what supports
are needed, there is a shared awareness of circumstances, and an opportunity to
discuss how this support will be given or achieved.
Although universities are equipped with appeals procedures, grievances, and
protocols surrounding changes in supervisors, as a whole, universities have much
better mechanisms for responding to problems only after they occur. In these
cases, institutional and supervisory power must be a consideration as there is risk
to the student in coming forward with grievances. This is another reason that it is
important to practice prevention techniques. As Dr. Hanning explains, this
involves helping graduate students know what to do if a problem arises
and setting expectations that are consistent across supervisors for a particular
62
program. Importantly, it also means being proactive to ensure that institutional
processes account for individual circumstances and needs.
Dr. Nilsen notes that this matter goes beyond individual student-supervisor
relationships. The culture of a department is dictated by the types of supervisory
relationships that exist within it, and holding each other accountable at the
departmental level is the first step to improving relationships with students. Dr.
Nilsen also noted that for students, advocacy in these cases is often the
responsibility of the graduate chair, but many students do not know who to speak
to about their grievances or the harm they experience: “One of the things that I
will often start by sharing with students is our guide to graduate research
supervision because that outlines the responsibility of the department of advisory
committees, of the students themselves, and the supervisor.” Actions such as these
highlight the appropriate expectations for students to have of their supervisor and
their department. If those expectations are not being met, at a minimum students
know the channels that they can take.
For Dr. Hanning, whose research involves collaborations with communities that serve
First Nations and Métis students, there are three fundamental principles for success in
graduate-supervisor relationships: respect, reciprocity and relationships. Respect
includes respect for people, knowledge, and communities, but also respect for culture,
the land, and protocols and ceremonies that are part of working with Indigenous
communities. Reciprocity strives for equal partnerships within research: Dr. Hanning’s
own research is governed by the First Nations principles of OCAP, which are ownership,
control, access, and possession. All the data gathered is owned by First Nations
communities, and the research conducted is meant to be for their benefit. Similarly, the
need to build relationships offers a reminder of the principles of relationality in many
Indigenous teachings: when individuals spend time together and get to know one
another, the stage is set for mutual learning and sharing.
Modelling just academic relationships on the principles that guide Indigenous research
helps shed light on the asymmetries of power between colleagues, students, and staff
across the university. As Dr. Hanning describes, “We must constantly remind the
universities that we have populations here who are vulnerable and are being impacted,
whether intentionally or unintentionally, by the practices of the university.” Students
and supervisors must work together to recognize the impact of these practices, striving
to enhance just relationships and a sense of belonging.
In conjunction with structures of support for students, creating networks while
conducting research can play a large role in building just research relationships.
Dr. Gray explains that in her research projects, a social worker or counsellor is
always present, especially when working with communities. During this research,
participants are put into a vulnerable position as they share their trauma and their
stories. Too often, researchers become preoccupied with publishing their findings,
and in their eagerness to move on to the next project, community members risk
being left behind. As researchers, Dr. Gray argues, we have a responsibility to the
communities that we engage in research: working with communities also
REFLECTION QUESTIONS
1. What are your individual and institutional expectations for research relationships?
2. What are the disciplinary expectations for research and authorship? How do those
expectations consider differences in power between various contributors to the
research, from participants, to students, to supervisors?
3. What expectations do the students and supervisors have? How would you want to
be supported if your positions, student and researcher, were flipped?
4. Will the supervisor only help the student’s research process? How will articles and
research reports be written? Who will oversee each aspect of the research?
5. Based on your lived experience, can you foresee or predict potential aspects of the
research process that may cause harm?
64
KEY TERMS
REFERENCES
1. Evans, T. M., Bira, L., Gastelum, J. B., Weiss, L. T., & Vanderford, N. L.
(2018). Evidence for a Mental Health Crisis in Graduate Education.
Nature Biotechnology, 36(3), 282–284. https://doi.org/10.1038/nbt.4089
SUMMARY
APPLICATION POINTS
The workers’ collective that Jess and Squinky describe is a direct effort to
enable more compassionate working environments and more
equitable relationships. Reflecting on their principles challenges us to
consider the underlying values of our organizations (e.g., our own
academic departments, labs and working groups, or research institutes),
which may reveal opportunities to develop strategies of our own to
create more equitable conditions for our work. We can also ask how we
might apply these principles to our research practices. Games user
research and game studies both offer a variety of approaches to
account for how players experience games. Squinky and Jess’s focus on
positionality and the ways that social locations are affected by power
dynamics reminds us to be more granular, more specific, and
ultimately more accurate in how we account for different player
experiences.
66
UNDERSTANDING STRUCTURE AND CARE
Time – Ensuring that the workplace structure emphasizes flexibility of time, from
work hours to allowed time off.
Health – Balancing physical and mental health through accommodations for
neurodivergence and respect for physical health risks (like wearing masks).
Bylaws – Structuring the economic side of the workplace through principles around
‘degrowth’ and ensuring work meets income needs.
Process – Establishing clear expectations in projects, and organizing tasks to both
recognize strengths and create learning opportunities.
ACTIVITY
REFLECTION QUESTIONS
1. Are there resources and/or processes to ensure that your accessibility and care
needs are met? What are the barriers to using these resources?
68
2. What are the values that define work in your organization? How do these values
support care and accessibility?
3. What does allyship look like in your organization, and what are the nature and
limits of that allyship? How do you fit within the structure? Who has power over
who?Does social power influence the structure?
KEY TERMS
Worker Co-operative: A style of business where the workers are the main owners,
decisions are made with input from workers, and there are no investors to profit from
the labour of others. The cooperative model gives every member of the team a voice
in the direction of the organization.
Positionality: How one’s position and power in society affect identity and access to
care. People with privilege and power often have access to or control of their care,
safety, and financial well-being, and tend to neglect or overlook how to ensure the
same for marginalized people.
Structures of Care: Organizational structures that emphasize what one needs to be
successful and thrive e.g., time, health, bylaws, and processes that foreground care and
well-being.
Jordan Clapper
SUMMARY
Jordan Clapper begins this chapter by outlining the challenges and necessity of
defining anti-racism. These considerations then become the foundation for
Clapper’s analysis, comparing the ways that Cards Against Humanity perpetuates
a discriminatory and racist status quo, while games like Radical Queer Witches
and Thirsty Sword Lesbians offer anti-racist alternatives in their rules and
structures as well as in their stories and the forms of play that they invite. For
Clapper, these latter games also offer heuristic inspiration, acting as exemplars
that we can use to identify actions that game designers can take to engage in
anti-racist game design.
APPLICATION POINTS
In this chapter, Jordan Clapper develops conditions and considerations that can
shape anti-racist game design. As Clapper describes, this also requires an
assessment and clear articulation of what we mean by “anti-racism,” but
defining such terms is no easy task. This becomes an opportunity to more
clearly define our own commitments to anti-racism: what foundations are we
drawing on, and what do these commitments mean for our everyday life and
everyday practices? Note how these commitments become especially clear
through Clapper’s comparative analysis, where both differences in the
structures that govern game design and gameplay re-entrench a racist status
quo or, alternatively, challenge it. Yet Clapper also prompts us to go beyond
simplistic binaries: there are both Dos and Don’ts of anti-racist game design, and
the multifaceted ways that racism is perpetuated in games require a
multifaceted response.
“If the kids catch you and should ask, tell them Custer and the maiden are just dancing.”
– Custer’s Revenge
These are the closing remarks to Mystique’s Custer’s Revenge, a game where you rape
a Native woman for points, referred to in the game manual as “scor[ing].” I’ll do my
70
best not to use this as an excuse to critique another aspect of this game, which I’ve
done elsewhere and will likely do again at another time. But I want to use this as an
example of the history that games, especially those in the west1, must contend with.
This game, where violent sex is the goal, frames its gameplay around “ADULT [sic(k)]
fantasies,” because “grown-ups have been known to be imaginative and competitive,
as well as have fantasies.” Although games have often been framed as the realm of
child’s play, by politicians and media pundits alike, this media and play form has
never been purely aimed at children. Advertisements as far back as the Atari 2600
and beyond have showcased a range of ages, though gender is most often restricted
to masculine types, and the games industry has always needed to contend with the
economics of purchasing such gaming devices to be out of the range of your average
western child. Even extending to tabletops and other board games, gaming represents
a significant investment in materials to interact with. Nevertheless, Mystique did not
emerge from the gamer aether as some outlier or counter to more traditional forms
of western play. Even if one wanted to argue that Mystique’s other titles, Beat ‘Em &
Eat ‘Em and Bachelor Party are somehow more representative of non-racialized sexual
fantasy—they are racialized, just in the normative, ‘invisible’ way—the racialized
example presented in Custer’s Revenge, where a white man dominates that brown-
skinned other, has tendrils that extend into larger gaming practices as a whole. In this
chapter, we’ll establish how encounters with anti-/racism in games are done at both
game designer and player engagement levels, how those design choices constitute both
norms and everyday practices, and how we can imagine design choices in physical
games impacting future tabletop and digital video game designs.
So, what does it mean to practice “anti-racist game design”? This would require
us to set up some parameters for what counts as “anti-racism,” but this presents
an equally difficult problem: just what type of anti-racism are we talking about?
To paraphrase Yin Paradies in 2016: it’s a mess. To better give context, “there are
numerous conundrums being explored by scholars dedicated to understanding and
challenging race, racism, and racialization globally. In asking whither anti-racisms will
voyage, this article has posed many more questions than it has answered” (Paradies,
2016, p. 10). The dialectics and discourses of anti-racism studies do not offer the
particularities that academics may be used to (p. 2), or, rather, the particularities are
just that: particular. The context in which one deploys anti-racism is as important
as the overall effort to combat racism, which seems to be the overarching concept
that various anti-racisms operate under. Is the anti-racism of wanting to see greater
representation in media the same as wanting correlative actors to play similarly raced
characters in games? Is the anti-racism of demanding upward mobility in the
workplace the same anti-racism of not wanting to be harassed in a tech-bro
workplace? Yes and no is the (un)fortunate answer, as there can be parallels and
overlaps but rarely a cut-and-dry distinction that allows one type of anti-racism to be
ported over to an even similar (on its surface) problem in another area or field.2 But
attempt to define some version of anti-racism we shall.
Anti-racism in game design brings up many relevant questions as it pertains
to the end product: the game itself. Where does “racism” in the context of games
72
successful as a social, cultural, and political force. Everywhere we look today, racism
is on the rise” (p. 123). If we are treating anti-racism as the solution to racism, well,
yes, of course it has failed, as creating a binary between these competing networks
and strategies necessitates a winner-loser scenario. Hage couches his analysis in Bruno
Latour’s notion of “recalling,” which results in a thinly veiled treatment of anti-racism
as a “product,” a simplifying move that smooths out the contours of any individual
anti-racism one might put to the test. He lays out six features of anti-racism
(paraphrased here): “reducing the incidence of racist practices, fostering a non-racist
culture, supporting victims of racism, empowering racialized subjects, transforming
racist relations into better relations, [and] fostering an a-racist culture” (pp. 124-125).
Each of his points warrants a full response, but it is the main (flattening) analysis that
requires our attention in regards to anti-racism as praxis:
It is when looking at these functions and objectives that the necessity of ‘recalling’ anti-
racism in its full Latourian sense becomes clear. While anti-racism has had some notable
successes at achieving its goals, it has been, as already mentioned, far from an efficient,
fault-free product. It has often failed to perform and rise to the situations it is confronting.
Indeed, if we are to compare racism and anti-racism as products, we can say that across
history racism has been far more successfully ‘recalled’ and made operationally suitable for
a variety of socioeconomic and cultural environments. (p. 125)
It’s important to note that Hage fails to define “product” anywhere in the article, but
his arguments clearly draw on a capitalistic, hegemonic sense of the term. While I’m
not here to debate the nuances, successes, and failures of modernity in the Latourian
(1993) sense—in short, modernity was rotten to begin with, but I’m a bitter hybrid
NDN—the idea of the recall, even as Latour (2007) imagines it, necessitates the filing
down of contours that distinguish particular anti-racisms in the first place. Wherever/
whenever anti-racisms begin, they are rooted in a specific situation that necessitates
speaking truth and acting against an oppressive system that seeks to first racialize
people and then subjugate them under a system that would never accord them full
humanity. Hage (2016) identifies several elements of what he calls “neo-liberal
globalization,” a feature of which is “particularist anti-racism,” defined as “the anti-
racism of those who are racialized and are as such struggling against their
racialisation” (p. 127). But this is textured with Hage’s smoothing over: “But in their
struggle, what is important to them is not that ‘racism is wrong,’ Rather, it is that
racism against them is wrong. Such people don’t mind racism as such, they mind
being subjected to it themselves” (p. 127). This seems to implicate whiteness’s desire
to sink into the murky deracialized sea of invisibility where race does not apply
to their actions but to actions toward them. This application to a larger “recalling”
of anti-racism and racism alike establishes a binary that makes it difficult for both
contemporary and historical anti-racist movements and ideologies to flourish and
inspire.
This establishes a binary where racism is the more successful and thus the more
desirable object to the west, which isn’t Hage’s or other similarly minded critics’
intents. Yet, this is the unintended consequence when we measure anti-racism by the
The conjunctures of racism do not depend only on its internal reproductive capacity –
racism’s reorganisation and development is shaped decisively by those who defend
themselves against it. The fight against racism can thus be taken as the methodological
starting point. Racism itself is a form of social confrontation in which it renews itself and
contributes to capitalist development’s complex forms. A theory of racism must therefore
not only include anti-racist practices in theoretical analysis and critique, but also include
conflicts that go beyond resistance to racism in which struggles and critiques are not
necessarily articulated as anti-racist. (Bojadžijev, 2020, pp. 202-203)
More specific frameworks like Bonnett’s (2000) and the more flexible formations in
Bojadžijev (2020) must shift as much as the social, critical, and cultural definitions used
to look at them if we are to apply them to anti-racist game design.
Radical Queer Witches is a game by Yas Awsem (2022a) and friends that aims to create
an anti-racist version of games similar in design, and you can buy it at
https://radicalqueerwitches.com/collections/all. The game is similar to ludic
juggernaut Cards Against Humanity (Dillon et al., 2011) and follows a similar format:
A prompt card is drawn and played by an individual who will select a winner in the
round; the other players put forth answer cards to try and elicit a humourous response
from the prompt card player as well as each other. Once play is over, those who have
the most points…well, it doesn’t say that they win, but one assumes that is the goal.
Nevertheless, both Radical Queer Witches (RQW) and Cards Against Humanity (CAH)
leave this ambiguous, presumably to allow for flexibility in play. On its surface, these
games are very similar in design from a ludic standpoint. Their similarities include:
selecting ten answer cards, appointing one player judge, and humour as an underlying
design principle. But similarity does not mean that they draw from the same traditions,
nor does it account for the diversity of players that will come to engage with these
games, at least on the part of CAH.
CAH’s design pulls from existing normative gaming tropes that attempt to make
fun of racial, sexual, and other variable human traits while preferencing whiteness and
related colonial traditions as a foundation for further marginalizing non-normative
players. The game does this using language and ideology that both recognizes the
privilege of whiteness while obfuscating it through a seeming denigration of that
position to diminish that privilege. CAH positions itself using relatively neutral terms,
“A party game for horrible people,” as stated on its base card set; the website adds
further, “…a fill-in-the-blank party game that turns your awkward personality and
ADE FOR GAMES 75
lackluster social skills into hours of fun! Wow” (Cards Against Humanity, 2024). This
emphasis on poor sociability is akin to language taken up by contemporary incel
(“involuntary celibate”) communities online, where many construct this as a sign of
feminists taking social power and somehow shifting norms unfavorably away from
cisgendered men (Sugiura, 2021). This disruption of social norms otherwise rooted
in whiteness and coloniality writ large is at the core of the “politically incorrect”
sensibility and a prominent feature underlying the backlash against “woke culture,” a
term mischaracterized by conservatives to mean anything that doesn’t fit with hetero-
/cisnormative social and cultural designs that often favour whiteness. Incel, politically
incorrect, and white supremacist cultures draw from the same well of hegemony to
push back against presumed progressive politics. As Terrance MacMullan (2009) puts
it, “As with the habit of antipathy to the strange, there is an instinctual response
beneath the habit of entitlement that is, in and of itself, neither good nor bad, but that
requires intelligent harnessing in order to correct the habits of whiteness,” (p. 177),
what he calls “the impulse of pride.” CAH takes up the charged language of “horrible
people” and “awkward personality” to engage with systems that make it seem as if
we’re all equally terrible on the inside. For normative white and gaming cultures,
this involves taking pride in engaging in that normativity, as if that is some sort of
reparative or resilient position. MacMullan further characterizes this pride in “not
being oppressed” as a problem of exclusion, where “pride in whiteness entails being
proud of not being the excluded other” (p. 177). Strategically, to take this position,
normative rules adherents—those that privilege rules as the beginning and end of the
discussion—must draw upon the very privilege they have in order to eschew possible
rules discussion, interpretation, and alteration. Incels, conservatives, and white
supremacists need to feel oppressed in order to reconcile their presumed exclusion,
even when exclusion was always the name of the game. For CAH, its engagement with
normative gaming cultural ideals puts its use of problematic stereotypes into focus: the
humour would not make sense if one could not take a privileged position to punch
downward at the marginalized positions presented.
The gameplay, namely the cards that presumably draw on the players’ worst
impulses (the quiet part) being used explicitly to make the funny ha-ha’s (the out-
loud), is based upon a bias toward whiteness and other normative identities. In their
2016 study of CAH, Hephzibah V. Strmic-Pawl and Rai-ya Wilson find that the game
has a connection to racial components, with “one-fifth of the cards hav[ing] some
sort of tie to race” (p. 362) and heavily biasing a neutral to positive connotation for
white folks. As the game is meant to draw on political incorrectness (e.g. normative
whiteness), or as Strmic-Pawl and Wilson put it, “Given the intention of the game,
these references to race are not that surprising; however, the ways in which those
cards are particularly negatively biased toward people of color is more disturbing” (p.
363). They give a detailed breakdown of 2016’s base set, arguing that ultimately CAH
draws on the Black/white binary, providing “players a means to normalize personal
bias and structural racism” (p. 363). This isn’t abnormal in gaming. TTRPGs have a
historic connection with race and racism in-game, which CAH (2011) even recognizes
with the card, “A magical kingdom with dragons and elves and no black people.” These
76
cards highlight stereotypes of deviant and exotic marginalized people, but none are so
obvious as the game’s obsession with Black genitalia, reaffirming the classic argument
that there is some “scientific, biological”—scare quotes necessary—sexual elements
baked into people of color, with cards (2011) including but not limited to: “A big, black
dick”; “A bigger, blacker dick”; “The biggest, blackest dick”; “A dick so big and so black
that it is a problematic stereotype”; “The even biggest, blackester dick” (Dillon et al.,
2011).
This type of humour constitutes what Michael P. Wolf (2002) calls “denunciative
forms of humor” where “We mock them for their difference and we have no intention
of ignoring their deviation and welcoming them back” (p. 338). CAH (2024) attempts
to subvert criticism by noting the “problematic stereotype” and in their Frequently
Asked Questions: “’I’m offended by your game.’ So are we. It’s pretty fucked up!”
For CAH, to engage in the practice of this game is to uphold stereotypes that put
marginalized folks into an impossible position, as they are then the butt of the joke. As
Wolf (2002) writes:
When we make fun of someone or can personify the butt of the joke, they are in the
unenviable position (at least from our perspective) of being on the outside and wanting back
into the fold. The effect of such a performance is not simply pleasure at the character of the
joke’s target, but an affirmation of our own status (we who share the joke) as members in
good standing with respect to the norms they violate. (p. 334)
So, what is the norm of CAH? It isn’t the recognition of privilege in the sense that
we can deconstruct normativity, break it down, and critique it to its various degrees.
Rather, CAH is about normativity itself: its recognition being the privileged form
of play. Its players aren’t here to admonish problematic whiteness, they’re here to
use whiteness to further demonize Blackness and Otherness through their respective
stereotypes. In western cultures, we can see that “racist jokes” are bad, but CAH invites
them, drawing on an exclusion that “suggests that people of other races are not human
in the way we are” (p. 338). These racial jokes, like any, are a conscious recognition
of the norm, but it nevertheless benefits those that share in the norm. In other words,
“They have that power and they really do want to exercise it” (p. 338). That CAH co-
founder Max Temkin was ousted for being a sexist and racist in the workplace (Kelly,
2020) surely says nothing about the basis of the game. Right?
Radical Queer Witches bases its gameplay on CAH but does so from a
deconstructive position that points at the problems of normativity rather than
drawing from it. RQW acts as a response to CAH that acknowledges its ludic
forebearers. On their Kickstarter page, they respond to the question, “Is this like Cards
Against Humanity?” Their response: “Yes & no. The structure is similar to many card
games out in the market…The difference with this game is that it’s queer, anti-racist
& spiritual. This game is light-hearted and doesn’t play off ‘dark’ humor” (Awsem,
2022b). RQW possesses an understanding of the logics underlying gameplay in CAH,
and therefore the engagement with power is very different. As they clarify in the
answer to the question, “If this game is anti-racist, why are there jokes about white
people?”, they state:
a familiar world, a world of particular interest, a world of practices we are socialized with
in order to manage in the system. In our everyday lives sociological distinctions between
“institutional” and “interactional,” between ideology and discourse, and between “private”
and “public” spheres of life merge and form a complex of social relations and situations. (p.
3)
There is a conceptual gap that exists between the social functions of gaming/playing
and the systemic, interpersonal relationships that form the storyworld/gameworld
that stem from those rules. To engage in a game of RQW or CAH is, like with most
games, to create a microcosm where the players agree to interact with one another and
the rules that create that play space. Contemporary games have never been a neutral
sphere where all players can simply leave their cultures and skins at the imaginary
door; though, in the case of CAH, the expectation is that players, in fact, do that
in order to engage with the hierarchies and traumas present and to create the most
shocking or humourous results. Not doing so would be to exclude oneself from that
community. “White privilege” as a playing piece in this regard represents very different
engagements with the system in question. It was not included as an initial offering
in CAH, and feels more like a reactive gesture than a sincere effort to delve into the
systems initially in place when eight straight white men made the game for themselves.
RQW, conversely, includes it as something to be recognized and torn down. If played
in response to RQW prompt cards “White people love ______” or “Nothing says
colonizer more than ______”, the humour comes from calling out the social and racial
system in place. Playing it for “______. The solution to everything” could suggest
an absurdity that, depending on one’s position, could be a both/and consideration
between lived reality and ironic mockery. And in any case, playing “White privilege”
requires the player to interact mechanically with the game system, an oppressive racial
system, and their fellow players—who are also engaging with these dual, related, and
referential systems—in a way that is normalized, whether that normalization comes
from the lived racial system in place, the ludic system agreed upon, or both at once.
Is it easy to take cards out of CAH to amend it toward one’s needs or identities? Of
course, anyone should consider this as an option, especially if they’ve already invested
their capital into the physical cards. While players need strategies to play existing
games in ways that do not ask them to give up their cultures nor confer them onto
either the game systems or other players without consideration or agency, editing
ADE FOR GAMES 79
or altering rules in a given system to address problematic issues is only one mode
of resistance. This is also the kind of resistance-based anti-racism that falls into the
“everyday.” Robin Kelley’s (1996) Race Rebels: Culture, Politics, and the Black Working Class
characterizes the resistance to everyday racism as one that centers around everyday
movements, activities, and social structures that might not be considered a right fit for
normative politics. In discussing his work at McDonald’s, Kelley gives equal weight to
the what as much as the how in everyday anti-racist resistance: “But what we fought
for is a crucial part of the overall story; the terrain was often cultural, centering on
identity, dignity, and fun. We tried to turn work into pleasure, to turn our bodies
into instruments of pleasure” (p. 3). Play is an intrinsically political social form; to
focus only on the pleasurable elements does not diminish that RQW makes pleasure
explicit (ludically and metaphorically/bodily) in acknowledging the adult nature of
the game it is playing. Adults are its audience, and the game incorporates inclusive
sexuality into its sphere, on top of the already whiteness- and colonizer-deriding
cards. In responding to “The whole system is fucked! But don’t worry _____ will fix it”
with “Fucking the system”, “A full body orgasm,” or “Consent” brings a multiplicity to
play that potentially challenges hierarchical elements while welcoming in players from
marginalized backgrounds. RQW doesn’t ask one to engage in a ludic system that does
not have their back or their struggles in mind, nor does it see marginalized peoples
as the butt of the joke. Why should I put my trust in a system that sees my position
as not only inherently lesser than whiteness, straightness, and cisgenderedness and
makes any sensitivity I may have exclusionary to me? CAH’s 2021 version of its rules
contains a section on “House Rules” that serve the dual function of both suggesting
helpful or interesting additions to the rules as well as continuing to further the joke
of “horribleness” in its stated existential purpose. “Hard Mode” suggests that “Players
play Cards Against Humanity while raising four kids, dealing with chronic back pain,
and waiting tables at Chili’s. Bonus! For an added challenge, try being gay or black.”
What’s the punchline? A bunch of white guys think it’s hilarious that these are all real
experiences that folks have to face, and now these must be mediated for both gameplay
and humour at their expense.
Getting angry or upset at this diminishment of one’s reality isn’t an issue of
sensitivity; it’s one of validity and seeing oneself represented equitably within a
system. To get angry, or play around the rules, or self-select cards for removal, or
destroy a game is engaging with what Kelley (1996) calls “the so-called margins of
struggle,” where little resistances can nevertheless have impact on combating an unjust
system. As with play and emotions, these can be “unorganized, often spontaneous
battles with authority or social movements thought to be inauthentic or
unrepresentative of the ‘community’s interests’” (p. 4), and players do this on a micro-
and macro-ludic, -cultural, and -social scales to find their place in games. Through
anti-racist design that sees the players’ everyday as something that exists in multiple
forms, RQW alters an established foundation of gameplay to give marginalized players
a space to authentically challenge a system on multiple layers without losing access to
an entire media form and genre.
80
FUCKING AROUND BY (NOT) FUCKING AROUND: A LOVE LETTER TO
THIRSTY SWORD LESBIANS
1. “Don’t ask for stories” from marginalized peoples. This can be extended
beyond race to gender, sexuality, and Indigeneity, among many other things.
2. “Don’t ask BIPOC if your game is ‘realistic’ enough.”
3. “Don’t ask BIPOC to play and verify the quality of your anti-racist message
unless they want to.”
4. “Don’t design any character role-play that relies on the painful and harmful
performance of racialized identities, especially where appropriation, mockery,
or satire is involved.”
5. You can’t fix real-world racism by making the most anti-racist game. You
won’t annihilate the racist particles with anti-racist particles.
6. “Don’t critique BIPOC’s game design if the content does not involve racial
politics. They are allowed to create and design things that make them happy”
(pp. 10-11)
This list caters to the well-intentioned folks who want to combat racism through
games but, perhaps due to their positionality, are not fully equipped to handle that
responsibility. Much of the article focuses on inviting marginalized folks to the table
throughout the process, rather than addressing marginalized designers. These
suggestions are geared toward keeping well-intentioned folks self-critical enough to
avoid easy mistakes in designing anti-racist games. It’s worth reframing this list by
looking at another game and creating a more actionable list.
Thirsty Sword Lesbians is an important TTRPG as it takes the vastly complicated
systems from its traditional format and reframes each in ways that allow a player
to buck norms established by some of the bigger systems in the industry, ones that
have set the stage for racial conflict as they rethink their storyworlds. This isn’t to
say that one can’t reframe rules in an existing system, but like trying to make CAH
work in spite of its traditional framework, it is nowhere near as effective as having
those rules already in question and anti-racist, inclusive design front and center from
the get-go showcasing ways that queer and BIPOC folks can imagine themselves
into these worlds. Thirsty Sword Lesbians wastes no time in welcoming players into
its world through its cover design (Figure 1). Two women of color lock swords and
The swords also combine genres, with one a more traditional fencing sword and
the other a laser sword with adornments akin to the woman holding it. This visual
signaling, if not apart from the title emblazoned along the top, lets players know that
there is genre-bending afoot, whether from the perspective of the blending visual
aesthetics or an intervention in TTRPG mechanics to follow. The woman’s simulated
hair on the right is even a pixelated hologram, the glitch signalling indeterminateness
and resistance against normalizing sexual forces (Shabbar, 2018).
From the start, Thirsty Sword Lesbians welcomes players into a world where
hierarchization and abhorrence of difference are not the law of the land. In this setting,
“Misogyny, transphobia, racism, and other forms of bigotry are not the norm here,
though they may be the norm elsewhere if the players wish to confront these issues”
(Walsh, 2021). This kind of choice is a distinguishing feature in anti-racist game design.
One does not need to plan out every detail in a setting through the rules because
allowing for players to co-create these details as the story progresses facilitates players’
negotiation of the ludic and narrative structures of the game. In other systems, race
and racism are hard-coded into the diegetic and ludic foundations of their respective
universes. Here, racial variation is welcome and encouraged. This element, however, is
not codified into stats or lore or any such character-/world-building trait. The system
encourages players to take a broad, positive perspective, while accounting for the
82
possibility that players may want to tackle harder issues. It does not, however, allow
folks to role-play a racist. Rather, a thirsty sword lesbian can:
• “Change the world for the better by acting with integrity and compassion
• Fight when something is worth fighting for
• Redeem and seduce adversaries
• Make out, dance, and carouse
• Solve problems with courage, wit, and style
• Deliver zingers and bon mots
• Make lasting friends and enemies.” (Walsh, 2021, p. 5)
These rules, put in the context of Fan, Gray, and Kadir’s (2021) “How to…” guide,
empowers players to play from their respective lived positions or as a character in
a world where race still can play into their (and their character’s) perspectives.
Specifically, rule 4 in the “How to…” guide advises against designing “character role-
play that relies on the painful and harmful performance of racialized identities,
especially where appropriation, mockery, or satire is involved” (p. 11). Again, race is
not a codified quantity in Thirsty Sword Lesbians. In a more traditional RPG setting,
racial conflict is baked into the world: orcs hate elves; elves situated themselves at
the top of the hierarchy; humans have the broadest range of possible hero-to-evil
alignments. Thirsty Sword Lesbians resists this by allowing for multitudes of racial
identities without structuring them; in fact, the rules resist such structuring by making
racism an explicit other, occurring “elsewhere” or an invasive force, for instance, if
one were to “battle a tyrannical ruler when her enforcers march down from the frosty
north” (Walsh, 2021, p. 5), this directionality evokes links to the real-world colonialism
of the western and global north.
The relationship between the players and the GM (Gaymaster) do not contain the
same power imbalance that traditional systems have, particularly as it comes to player
agency. Thirsty Sword Lesbians structures its gameplay around players pushing the story
in equal measure with the GM there to emphasize those decisions. The game accounts
for these decisions with the “Player’s Agenda” section containing encouragement for
feeling the characters’ emotions, being excited about everyone’s stories and their
associated player characters (Walsh, 2021, p. 7), standing for “justice and liberation”
(p. 8) and flirting (pp. 8-9). This is supported by the “Safety and Consent” rules. Two
elements in particular are emphasized to help safeguard players and interpret their
interactions. The first is, “the game is structured so that you the player always get to
choose the actions of your characters” (p. 10). This is contrary to most TTRPGs, where
one may start an action but the interpretation and consequences of that action lay
solely with one individual. Players hold this power in Thirsty Sword Lesbians, in part
because this is a necessary thing for players to feel true agency over their characters.
A second element in the rules states, “the game mechanics are always available if
you find yourself in an emotional roleplaying moment and need some distance from
embodying your character’s feelings” (p. 10). This inverts traditional TTRPG
ADE FOR GAMES 83
mechanics, where mechanics can often dictate action and interpretation entirely. Here,
the player’s needs and wants take precedence. As flirting, romance, and sexuality are
heavily emphasized in this game, a player engaging in this type of interaction may
feel that they need to take some psychic distance from the encounter. Both players’
interests are safeguarded without removing joy or attachment to the storyworld. But
what if one needs further assistance?
For TTRPGs, one of the most influential forms of rewarding players is in the form
of experience points. Depending on the system, experience points quantify various
ways that the player-character has accomplished something that later translate to
things like stat increases, access to better attacks or spells, or abilities that they were
previously not prepared for. Thirsty Sword Lesbians uses a similar system, but there
is a twist. Whereas systems like Dungeons & Dragons treat experience similar to a
meter—when one has enough experience, they advance a level—Lesbians treats
experience similar to an expendable resource. Experience can be rewarded when using
different abilities, advancing the story, or any number of player-guided interactions
with the world. One of the most relevant to an anti-racist project is if someone uses
a Safety Tool, based on the “TTRPG Safety Toolkit,” which is both linked to and
outlined in the rule book (pp. 12-13). Safety tools have become more commonplace,
but putting them in the rules proper sets a standard in the same way that a list of
spells or feats does; it suggests courses of action and lays the framework rather than
relying on players individually being responsible for challenging what’s happening at
the table. These tools are generic in the sense that they can be deployed inclusively
to accommodate identities across the various spectra that we use to define ourselves.
They also do not require one to out themselves or provide a justification; as they
say, consent is sexy. This can be as firm as the X Card, which allows any player to
“remove an element from the game” (p. 13). If players seem to be moving in a direction
that suggests a racially charged element: X Card, and it’s out. Though this is probably
mitigated earlier during session 0—a meeting before the game where players build
their characters, flesh out the story beforehand, and suggest game rules and table
etiquette; it’s a good way to get players on the same page with “The Palette.” This safety
tool allows players to add elements, anonymously if needed, to a set of lists, ones that
“[excite] you about the setting so that the other players can highlight those aspects” or
“what elements of the genre you don’t want to include, for whatever reason” (p. 12).
These documents are editable at any time. The anonymous feature allows players to
keep their identities safe without fear of retribution or outing. The list heads many
things off at the pass, but the designers recognize that this isn’t a perfect feature, so
players are always able to add things or simply stop story beats ahead of time. Playing
TTRPGs is akin to designing games from the player-perspective (or the Gaymaster, for
this system), and they are always a work-in-progress.
Fan, Gray, and Kadir (2021) attempt to address the complexity of anti-racist games
with item number 5: “Don’t design games that are meant to fix all problems of racism.”
This summation is important, but it is made more complicated in the remainder of the
Not: “If your game’s main objective is to promote anti-racist activism, don’t sidetrack
that goal” by including other important themes (p. 11). This might be addressing
84
the difficulties of designing a game without distracting from anti-racist issues, but I
have to push back slightly, as the cautionary nature of this list only goes so far. Is
the anti-racist message in Radical Queer Witches watered down by the inclusion of
queer and spiritual themes in service of holding “the privileged group accountable”
(Awsem, 2022b)? Because the game is imagined from the get-go to account for the
interweaving ways that identities inform one another, I would argue that it is not
watered down, that there is a feedback effect that bolsters how players choose to
engage with and deploy their identities in service of critiquing colonialism and its
adherents. The same can be said with Thirsty Sword Lesbians, where race is deployed by
the individual but not quantified in the same was as other TTRPGs, where races not
only have specific stats but real-world influences and equivalencies. Items 1 and 3 in
Walsh’s (2021) “No Fascists or Bigots Allowed” list states that, as conditions for playing
the game, players have to “Support racial liberation, intersectional feminism, and
queer liberation” and “Respect racialized people; respect Black, Indigenous, mixed-
race people, and other people of color” (p.11). The game does not prescribe race but
allows for its incorporation in service of queer romance and storylines. “Racism” and
other problematic hierarchies are not absent but need to be drawn upon with care
so that they are not simply replicated in playable form and become a precondition
for said play. Lived experiences and traumas may be important to players as they
explore this world so the book cautions, “This is not to say that you can uncritically
import settings that marginalized queer identities, but the framework of the game
will help you analyze and critique them. In much of the media celebrated under
racist patriarchy, authorities are going to be Toxic Powers. You may need to invent
the community that nurtures the PCs [player characters] within the setting you have
chosen” (Walsh, 2021, p. 109). Fan, Gray, and Kadir’s (2021) sentiment isn’t unfounded;
every push toward anti-racism is rife with needing to set up hard boundaries between
one’s project and how those intentions can be made foggy or even flipped onto itself by
racist (from benevolent to overt) forces. Successful anti-racist designs must certainly
not “fix all the problems of racism,” but a designer taking account for the multifaceted,
intersectional ways that identities will impact a player’s interfacing with said game
or the storyworld should not be considered “the content version of All Lives Matter.”
Caution is necessary in approaching anti-racist game design, yet it cannot be reductive,
lest it treat these projects in a similar fashion to a “product” (Hage, 2016).
I’m not a fan of lists myself, but they can serve as useful hermeneutics to guide both
budding designers and critical players. And as I previously mentioned, there should be
DOs to accompany the DON’Ts.
Anti-racist game design should consider the following when designing,
implementing, and revising their games:
REFLECTION QUESTIONS
1. What other games might you analyze to help develop considerations for
anti-racist game design? How do the broader contexts and metanarratives of
these games play a role in shaping how these games are played and
interpreted?
2. Which of Bonnett’s seven motivations for anti-racism are animating your
interests and work toward anti-racism? How does your research or creative
practice challenge or otherwise negotiate the epistemic grounds of racism?
3. What would it take to apply the anti-racist Dos and Don’ts described
throughout this chapter? How do these considerations challenge or enhance
your existing practices? can these design considerations be rethought and
inform the questions guiding your games research?
KEY TERMS
86
Agency refers to the freedom that players have to determine their own individual or
collective experience with games. Agency always exists within and is constrained by
structures, but some systems are open to, and encourage, greater degrees of agency for
players.
REFERENCES
1. Awsem, Y. (2022a). Radical Queer Witches. [Card game].
https://radicalqueerwitches.com/collections/all.
2. Awsem, Y. (2022b). “Radical Queer Witches: A Queer, Anti-Racist Card Game.”
Kickstarter [blog]. https://www.kickstarter.com/projects/yasawsem/radical-
queer-witches-a-queer-anti-racist-card-game.
3. Barr, M., & Copeland-Stewart, A. (2022). Playing Video Games During the
COVID-19 Pandemic and Effects on Players’ Well-Being. Games and Culture,
17(1), 122-139.
4. Bojadžijev, M. (2020). Anti-racism as Method. In Routledge International
Handbook of Contemporary Racisms (pp. 193-204). Routledge.
5. Bonnett, A. (2005). Anti-racism. Routledge.
6. Cards Against Humanity (2024). “Cards Against Humanity Homepage”
www.cardsgainsthumanity.com
7. Dillon, J., Dranove, D., Halpern, E., Hantoot, D.M., Pinsof, D., Temkin, M.,
Weinstein, E. (2011) Cards Against Humanity. [Card game].
https://www.cardsagainsthumanity.com/
8. Essed, P. (1990). Everyday Racism: Reports from Women of Two Cultures.
Hunter House.
9. Essed, P. (1991). Understanding Everyday Racism: An Interdisciplinary Theory
(Vol. 2). SAGE.
10. Fan, L-T., Gray, K., Kadir, A. (2021). How to Design Games that Promote
Racial Equity. Electronic Book Review. https://electronicbookreview.com/
gathering/critical-making-critical-design/.
11. Hage, G. (2016). Recalling Anti-racism. Ethnic and Racial Studies, 39(1),
123-133.
12. Ikuhara, K. (Director). (1997) Revolutionary Girl Utena. TX Network.
13. Fleming, C. M. (2018). How to be Less Stupid about Race: On Racism, White
Supremacy, and the Racial Divide. Beacon Press.
14. Kelley, R. D. (1996). Race Rebels: Culture, Politics, and the Black Working Class.
Simon and Schuster.
15. Kelly, S. (2020, June 23). “Cards Against Humanity Co-Founder Max Temkin
Steps Down Amid Allegations of Racism, Sexism.” Chicago Sun Times.
Notes
1. Like other academics, I will be using a lowercase ‘w’ to deemphasize the west as a superior
cultural force, in addition to suggesting other cultural and social approaches that might not
be considered western in their conception or application.
2. In this vein, I encourage folks to read Paradies’s (2016) article summarizing the challenges
and discussions that have faced anti-racism as a study, so as not to reiterate many good points
and questions they raise.
88
SECTION II
INQUIRY
André Brock
SUMMARY
APPLICATION POINTS
I originally started looking at video games in earnest with an article on Resident Evil
5 (Brock 2011), which talks about race, representation, and gaming. I’m really proud
of that work because in many ways, I think it set the tone for later efforts, such as
#CommunicationSoWhite and #GamingSoWhite that have happened in recent years
(Chakravartty et al., 2018). It provided a critical approach to understanding how game
interfaces, game mechanics, and game audiences work together to constitute racial
identities that people are experiencing and enacting on screen.
If you’re familiar with my work, you know that I’m interested in how racial
identity, specifically Blackness, gets enacted in digital spaces. In Distributive Blackness
(Brock, 2020), I argue that Blackness can be understood as an informational identity,
one that’s expressed through semiotic and material relationships between content,
hardware, code, performances, and cultural phenomena. By this, I mean that digital
identity, even in our current multi-mediated TikTok era, is still largely a textual
enactment of self. Unlike our physical selves which are limited to one material space at
a time, online identities can exist in multiple places at once, although not always in the
same context for enactment.
When I first started doing this work in the early 2000s, the most abundant body
of research on race online was digital divide research. It argued that there were
few minorities to be found online because it held what I call a deficit model, where
minorities were understood to lack material access (e.g., they didn’t have a computer),
or economic access (e.g., they couldn’t afford the subscription), or didn’t have technical
literacy (e.g., they didn’t know how to use a computer), or connection (e.g., they didn’t
have access to broadband). That framing bothered me, in part because when I lived
in New York, I constantly saw people around me using the latest telecommunications
devices, whether it was drug dealers with two-way pagers or random people having
Blackberries or even cell phone usage. I never felt like Black people were being left
behind. We were using the devices as they fit into our daily lives.
To contest this framing of Black and minority digital practice, I argued that
in large part, Black digital practices go above and beyond the Western paradigm
of productivity and efficiency. We tend to use things that augment our lives in a
92
particular way. From that perspective, we can understand that there is a Black digital
expertise. I started talking about racial identities then and I constantly got asked,
“Well, how do you know they’re Black?” I used to use Chris Rock’s definition of what
Blackness is, although it doesn’t hold up very well and I never repeat the joke properly.
But there’s a bit in one of the early comedy specials where he talks about how the
place he’s performing has a white busboy with a prosthetic leg, and he’s like, “This poor
man who barely makes any money and is disabled, would rather maintain and keep his
whiteness than be a rich Black man like me.” There, I think Rock makes a compelling
argument that to be Black is to not just enjoy the capacity to dance well or to play badly
like some NBA basketball players in Atlanta, or other characteristics associated with
Blackness. It’s also to accept that being Black comes with a large set of impairments
and obstacles that keep you from being your fullest self, and the digital does a lot to try
to reduce that.
If you’re familiar with Frantz Fanon, in “Black Skin, White Masks” he talks about being
hailed as a black man on his native island in the Caribbean. He says that as he was
walking down the street, he encountered a young woman shopping with her son,
both white, and as he walked down the street, the son turned to his mother with
horror, and said “Look Mama, a negro” (Fanon, 1986, p. XVII). And Fanon calls this a
phenomenological return, he said in that moment he was returned and reduced to his
body. He argues that, in some ways, that is a pathological association with being part of
the Western civilization project, in that he can only be a Black man. At the time he was
studying to become a doctor; he had published a couple of books. He was relatively
accomplished and what we would call a white-collar professional today. But that cry of
horror and recognition from that young white child reduced him to simply his body.
So, I argued in Distributed Blackness that Blackness online does something to relinquish,
to diminish that phenomenological return.
Borrowing a quote from the philosopher Lewis Gordon (2005), I argue that in
online spaces, I’m not only a point of view, but I am a point that is to be viewed. In the
multiple spaces that you occupy as a social media user, whatever your racial identity
may be, bits and pieces of you are present in each space you occupy. whether that’s
LinkedIn, whether that’s your group chat, whether that’s Twitter—which is where
I live—or other spaces. Parts of you are inhabiting each of those spaces. You can
distribute your informational body across multiple spaces, which is one of the benefits
of the digital.
Even more, once you do that digital practice of publishing yourself to whatever
online space you prefer, your self becomes available as an archive, mostly for access
by the platform. It becomes available to archive for retrieval, for discernment, and
sometimes even for debate. Overall, I argue that people use technologies to reproduce
themselves in whatever configuration the technology allows. Those of us who are
gamers, who obsess over character creation, know, (and Path of Exile and Black Desert
have some of the best character creators around) we must publish the person we are
ADE FOR GAMES 93
in these spaces. Which is odd, because I’ve run into any number of non-Black gamers
who are much more interested in becoming purple, or elves, or anything else. Instead,
I usually try to recreate myself as faithfully as possible given whatever the technology
offers. But I would argue even in your imaginary posturings, when you play with
the character creator, you’re still creating an image of yourself. And so we publish
ourselves online or digitally. A lot of that is intentional. Doing so means that the digital
technologies we use shape us and are shaped by us. This definition of online identity
largely applies to our social network infrastructure.
I mentioned that one of the signs that you give off, or at least in your social media
life, is sound. Sometimes that’s your Spotify playlist, sometimes that’s the audio to
your video. But also think about it in terms of the recent rise of voice chat apps such
as Clubhouse or Twitter Spaces, many of which are centred around virtual settings
where people talk at and over one another, repeatedly. Thanks to podcasts, videos,
and chat spaces, we’re more aware of sound and online spaces than ever before. In
gaming, sound has become more important than ever as developers use high-fidelity
audio engines to provide immersion through surround sound, where audio provides
environmental and interactive cues.
However, sound also has a narrative and cultural capacity. Researchers have long
been interested in understanding whether listeners can determine another person’s
race just by hearing them talk. These studies have largely been used in linguistics,
sociology, social work, and other spaces, often to determine whether discrimination
is happening. Whether employers, landlords, or other authorities will discriminate
against people they talk to over the phone, based on their perception of their racialized
audio identity, or their voice.
It turns out, because Americans are over-studied and over-generalized as a
research population, that Americans are good at determining if a caller is a Black man
or a Black woman. Many of these researchers have found that being able to determine
whether a person occupies a particular racial identity has attendant possibilities for
racial discrimination. This becomes interesting with voice chat because gamers know
this already. Kishonna Gray found that many of the Black and queer women gamers
that she studied turn voice chat off or use mods to alter the pitch of their voice because
men can be nasty, or sexual, or both towards minorities in multiplayer games (Gray,
2012, pp. 411-428). She contends, and I agree, that many male gamers believe that
gaming is a masculine activity. I’ve argued in my work that the default digital identity,
of which video games are a part, is white, male, masculine, heterosexual, or in some
cases hypersexual, and middle class.
In what other ways can we see this archetype work in video games? Video games
have long had a whiteness problem. Most video game protagonists over the last three
console generations have been grizzled, nondescript, genocidal kleptomaniacs—I
mean, white males. I call them genocidal kleptomaniacs, in part because I’m thinking
of one of the games I’ll talk about in a few minutes, which is Uncharted, featuring
Nathan Drake. Nathan seems to be an everyman, which is why I say he’s nondescript.
Figure 1. Sheva Alomar often follows behind Chris Redfield, despite her role as a guide.
In the Resident Evil 5 article, I talked about these really limited possibilities for women
in games, and I was focusing on a character in that game known as Sheva Alomar.
96
Sheva was one of the first problematic women characters that I paid attention to, in
part because Resident Evil 5 was a co-op game. She had to survive for you to advance
in the game, but she wasn’t very good in the game itself. She couldn’t be controlled in
the initial version (though I believe in the update you can control her now). She was a
pack mule: she carried most of the ammunition supplies or whatever that you needed.
She would occasionally heal you and her narrative said that the reason why she was
in the game in the first place was that she was supposed to be a native guide for the
white character that she was working with, Chris Redfield. But largely the narrative
centers around Redfield. It doesn’t talk about her history. You have to read the lore
to understand that. She’s a terrible translator and half the time she’s following behind
Chris, not leading him as they navigate the various set pieces in the game (Figure 1).
This is a relatively new trend, but for years, gamers have complained that when
minorities are placed into multiplayer games, they are presented as reskinned versions
of white characters. Their features wouldn’t change, their mannerisms wouldn’t
change, their voices wouldn’t change, but they’d be brown instead of white.
At this point, I’d like to give a shout-out to a developer/designer A.M. Darke. They
In 2017, one of my favourite developers, Naughty Dog, the creator of the Uncharted
video game series, released a game called Lost Legacy, which was originally intended to
be downloadable content (DLC) for their game Uncharted 4: A Thief’s End. It featured
a very sexualized femme fatale who also had bit roles in the previous couple of games,
named Chloe Frazier. Chloe Frazier is biracial—she’s Indian and white—and at the
time, most people didn’t pay attention to how she was voiced because it was
remarkable that someone so brown was featured in a video game featuring the
colonialist, imperialist exploits of a treasure hunter destroying multiple Indigenous
areas in their search for gold and killing people. So, Chloe Frazier ended up getting
her own free-standing game. As I mentioned, it was originally DLC, but it got so much
interest the developers released it as a stand-alone game. In that game, she teamed up
with another woman of colour who was also featured in one of the previous games.
This is a South African character named Nadine Ross. Nadine is a former mercenary,
and the daughter of a mercenary who runs her own army, which of course was bested
by Drake in Uncharted 3 in his quest to find the McGuffin. She is not biracial, but she is
not, say, extremely dark-skinned, and this is relevant when we compare her portrayal
to the model used to create her likeness (a Black woman), and the actor who provides
her voice (a white woman).
This use of Black models for Black characters is not a new thing. When I wrote
about Resident Evil 5 and Sheva Alomar — I noted that the game was created by
Capcom, and we can talk about what it means when a Japanese game creates African-
descended or American characters — Capcom had two women provide their likeness
for her representation in the game. One woman was used for her motion capture and
her body, and another model was used for her face because the producer said the first
model wasn’t attractive enough. And so, they used another model’s facial features to
map onto Sheva’s head. Problematic. I find it interesting that this tradition of using
Black models for Black bodies is continuing. I like it, although I understand that bodies
don’t necessarily ‘have race’, but it makes me hopeful that Black people will continue
to participate in the game industry no matter how they get in.
Earlier I talked about how sound is a major part of understanding a person’s
identity. Nadine Ross and Chloe Frazier’s voice actresses look a little different than
their in-game counterparts. This sparked a huge controversy, particularly around
98
these voice actresses, when the game Lost Legacy was released because, as you may
know, neither of them matches the ethnic or racial identity of the characters they
portray.
For Chloe, it’s fair to say that because she’s Indian and biracial, there’s not
necessarily a real understanding of how she would sound. She has a posh British
accent. The idea that many gamers had a problem with was the idea that they couldn’t
find a South Asian actor with a posh British accent, even though there are many people
in the UK who could more accurately represent this character on screen.
Similarly, for Nadine, there was controversy because when the director of the
Uncharted series was asked why he chose this voice actress for this character, he said:
“Well, you know, Laura nailed the interview. She sounded like the type of person that
we want to see.” I took what she did, and what she performed, as a credible South
African accent, but I still find it troubling that even behind the scenes, whiteness seems
to find a way to represent itself and the characterization of Black bodies.
In a different context, we might call this digital blackface. While I’m not always
comfortable with that term, I can see how it is applied here. These Uncharted games are
largely narrative-driven, Hollywood-style, third-person shooters. There’s a lot more
focus on how a character’s backstory and motivations inform the type of gameplay
they do. Nadine is a brawler, she’s good at hand-to-hand combat and armed combat,
while Chloe is a deft hand with a gun, but she’s also a getaway driver and a thief. But
while these white women may be particularly apt at voicing these characters, and while
there are problems involved with saying only a Black woman can play a Black woman
who’s good at fighting, and only a South Asian woman can play a woman who’s good at
stealing, I still wish Naughty Dog had the foresight to provide voice actresses of colour
to give them further entry into the profession. There are several who could have done
a credible job. The comedic actor Deborah Wilson has a long list of video game voice
actor credits, as does Cree Summer. There are several people that they could have
tapped, but they chose not to. It’s tempting to say this is racist, but I try to hold back
from those types of accusations. I will simply say that colourblind casting introduces
some problems in being able to fully connect with the character’s representation on
screen. Uncharted: Lost Legacy came out in 2017, but I was first able to connect with a
video game character in 2005.
In 2005, Sony Santa Monica introduced the Spartan warrior Kratos (Figure 3) as
the lead character in their new intellectual property, God of War. He is distinguished
by his deep voice, his brutality, and his anger. They are the hallmarks of his ethnic and
gendered identity. In the game, he’s Spartan, which technically means that he’s Greek.
There are Orientalist tropes that we could assign to that particular identity, but for this
presentation, I want you to think of his phenotype. From the cover of the game, even
though he’s supposed to be Greek, he could easily be read as a white man. In the lead-
up to the game, they published several articles detailing why his skin is a particular
colour and why he has that tattoo. It turns out that Kratos is as white as he is because he
suffered a tragedy and then offered his soul to one of the gods of the Greek pantheon.
The tragedy was he lost his wife and child. To grieve for them, he said, “Aries, if you
take me as your avatar, I will kill everybody you need me to kill.” In the process, the
Kratos is portrayed across the first six games as a haunted man who has declared
a vendetta against the entire Greek pantheon for forcing him into this role of the
God of War after he kills Ares in the first game. Like many male “heroes,” when
Kratos grieves his dead wife and child, their passing provides additional torment and
motivation for his rage-filled rampage. Spoiler alert: I think it’s fair to say that Kratos
has daddy issues. At some point during the game, in addition to killing the entire Greek
pantheon, he kills his father, because it turns out that Kratos is half God himself.
I enjoyed these games—they were thrilling games. The combat was good, the
setting was original. There weren’t a lot of games set in Greece in that era of legends, so
they were fun to play. They were so popular that in 2018, Kratos was rebooted. Kratos
has a son with another dead wife to grieve. He has relocated to Viking mythology,
on land not necessarily named, but he’s fighting against the entire Norse pantheon
and events lead him to begin fighting against this new pantheon as he seeks to bury
the ashes of his child’s mother. Now you may notice that Kratos 1.0 and 2.0 are pale,
and even with their Greek origins, there’s no real reason to suspect that their voice
actor wouldn’t be white as well. So I was hugely surprised to learn that an actor (TC
Carson) from one of my favourite shows, Living Single, was the voice actor for Kratos
1.0. And another favourite, Christopher Judge from Stargate, was the voice actor for
2.0. And both men have really deep, resonant voices. Even though most of their voice
acting is roars, grunts, screams, and yells, and for the 2018 version of Kratos, a lot of
repetitions of the word, “boy,” it was immediately clear to me—again, I’m American,
and I’m good at the whole detecting race thing—that these voice actors were Black.
So, I began to think, what does it mean that this hyper-violent character with daddy
issues is so popular? And does the Blackness of the voice actors have anything to do
with understanding how violent he is?
In comparison, I could go back to the Uncharted series. Both Nolan North, who
plays Drake, and Troy Baker, who is another hugely visible voice actor, who plays
Drake’s brother Sam, have been cast in tons of games as a leading voice actor. There’s
no reason why those actors could not have been chosen for this voice role, the lead
voice of a new game. There’s something to be said for why this Blackness, these Black
100
voices were chosen for this. Some of it is, I would argue, the hyper-masculinity of
Kratos. Not only is Kratos violent in the first couple of games, but he also has sex
scenes. They’re not Grand Theft Auto ‘hot coffee’ mod sex scenes—they’re Kratos going
into a hot tub with a couple of willing women and then the scene fades to black. But
he does have sex. Then, in the second game, Kratos 2.0 doesn’t have sex. He’s too
busy grieving. But he does have a child, so it implies that he’s had sex. So how do I
understand then the first Kratos who is technically a criminal—he’s committing crimes
against gods and the second Kratos who is a very distant, I would argue, maybe even
deadbeat dad who has returned to raise his child after his wife has passed. It’s very easy
to throw them into stereotypes of Black deviance and mythology. But what I found as
I began studying is that stereotypes are complicated.
In a book called Communicating Masculinity, Ronald Jackson (2013) writes that
throughout the literature on Black masculinity, many of which were written by Black
feminists, there are five sensitizing constructs that reappear through this literature,
and they’re indicative of Black masculine positionality: struggle, community,
achievement, independence, and recognition.
Now Kratos gives not a damn about community, and his achievement is either the
satisfaction of his vendetta or the protection of his son. But struggle, independence,
and recognition are all marks that we can assign to Kratos’s journey through these
eight games. It offers an additional perspective on understanding how Blackness can
then be reinterpreted as not necessarily a default identity, but a state of being, which
I think is a much more valuable way to understand not just Black masculinity, but
masculinity in general. That masculinity is a process, not necessarily a serious trait.
Even as the game asks you to dismember, set on fire, or freeze numbers of supernatural
entities and gods, there’s something to be said in these last two games of the journey
that Kratos undergoes as he seeks to first inter the white ashes of his dead wife, and
then try to settle his score with the Norse pantheon where he builds a relationship with
his son.
The studio Sony Santa Monica has done, I would argue, fantastic work in
rebooting Kratos not only as a grizzled older man but in showing his journey from
a man who doesn’t understand how to raise a child he’s been left with, to building
a growing bond of intimacy and familiarity and helping gamers understand his
protectiveness towards this child. He’s never not rough. He’s never not difficult with
other people. He hates helping other people. But he will go to whatever length is
necessary to protect his child. That is a depiction of Black masculinity that you rarely
get to see on any screen, whether the one in your hand, the one in your living room or
the one that these video game consoles and PCs put up.
CONCLUSION
I plan, as I did with my earlier work, to continue to use a method called Critical
Technocultural Discourse Analysis (CTDA), which asks researchers to apply a critical
cultural framework to digital objects and the discourses that the community using
those objects holds about the technology. I find CTDA to be helpful because by
applying that critical cultural framework you begin to understand how for video
ADE FOR GAMES 101
games, the interface, the mechanics and the industry try to portray characters of
colour, or whoever you prefer to discover (I’ve known folk who use CTDA to examine
queer games or queer characters in games). These examinations can show how
characters are portrayed by the industry and how the fans of that technology
reinterpret them, or continue to heap further stereotypes upon the representations of
those characters in the game.
REFLECTION QUESTIONS
1. In what other digital contexts is white masculinity assumed to be the norm? How
else does this identity assumption affect technological or media design?
2. What clues lead the player to assume and/or learn the various characters’ identity?
Why is identity representation through specific narrative characterization, rather
than just visually or auditory, particularly impactful?
3. How might we reimagine digital and technological access beyond a Western
paradigm of digital expertise? How might we reframe the ‘appropriate’ use of technology?
KEY TERMS
Deficit Model: Within a deficit model, historically marginalized groups are framed as
lacking material and/or cultural access to technical expertise, rather than focusing on how
Black and other marginalized users actually use technology for their own, often counter-
normative, ends.
Dramaturgical Self: The self can be seen as a series of performances in a particular
context, with appearances and particular mannerisms.
Fridging: Using the death of an underdeveloped character, typically a woman, to motivate
the main character into a revenge plot and/or jumpstart their story.
Digital Identity: A semiotic and material relationship between content, hardware, code,
performances, and cultural phenomena in digital spaces. We construct our identity in
different contexts by adapting our performance and curating how we represent ourselves
in various online media spaces from LinkedIn to a group chat to Twitter.
Critical Technocultural Discourse Analysis (CTDA): CTDA is a methodology that asks
researchers to apply a critical cultural framework to digital objects by looking at the
discourses of communities using those technologies.
102
REFERENCES
1. Brock, A. (2020). Distributed Blackness: African American Cybercultures. New York
University Press.
2. Brock, A. (2011). ‘‘When Keeping it Real Goes Wrong’’: Resident Evil 5 , Racial
Representation, and Gamers. Games and Culture, 6(5), 429-452.
3. Brock, A. (2012). From the Blackhand Side: Twitter as a Cultural Conversation.
Journal of Broadcasting & Electronic Media, 56(4),
529–549. https://doi.org/10.1080/08838151.2012.732147
4. Chakravartty, P., Kuo, R., Grubbs, V., & McIlwain, C. (2018).
#CommunicationSoWhite. Journal of Communication, 68(2),
254–266. https://doi.org/10.1093/joc/jqy003
5. Fanon, F. (2002). Black Skin, White Masks (Repr.). Pluto Press. (Original work
published 1952)
6. Gray, K. L. (2012). Intersecting Oppressions and Online Communities.
Information, Communication & Society, 15(3), 411–428. https://doi.org/10.1080/
1369118X.2011.642401
7. Goffman, E. (1956). Presentation of Self in Everyday Life. University of Edinburgh
Social Sciences Research Centre.
8. Gordon, L. R. (2005). Through the Zone of Nonbeing: A Reading of Black Skin,
White Masks in Celebration of Fanon’s Eightieth Birthday. The CLR James
Journal, 11(1), 1–43.
9. Jackson, R. L., & Moshin, J. E. (Eds.). (2013). Communicating Marginalized
Masculinities: Identity Politics in TV, Film, and New Media. Routledge.
Notes
1. A.M. Darke describes the Open Source Afro Hair Library in Chapter 8.
SUMMARY
Dr. Fletcher explores how gaming provides avenues for Black gamers to
form communities. Reflecting on the ways that racial biases can
constrain Black identity exploration and community interaction in
digital spaces related to video games, Fletcher describes how new
communities are forming in response to anti-Blackness. Fletcher
introduces the term ‘Black Intermediality’ to describe these spaces,
highlighting how Black individuals are thriving by creating new digital
spaces.
APPLICATION POINTS
In Octavia E. Butler’s Parable of The Sower, the main character, a Black woman,
works to create space for herself while the world burns around her. For Fletcher,
there are echoes of this story in historical and contemporary spaces where Black
individuals have been able to thrive and create culture despite neglect and
hostility from outside environments. With the advent of the Internet and video
games, Black people have been given new digital worlds to explore. Along with
this came the need to create space to escape the new digital fires that make
existence in these spaces difficult. It’s not just that Black representation is lacking
104
in these games and digital spaces, but that these places, whether on World of
Warcraft, Twitter, or Discord, are frequently toxic to Black existence.
Communities are being built within and between these digital spaces to combat
this toxicity; such communities allow Black people to continue to exist in these
spaces and build new worlds they want to see. It isn’t just a Twitter space or
Discord group, but an intricate network of spaces and games that can’t be
understood as a world without understanding the pathways taken to create them.
Dr. Fletcher uses the term ‘Black intermediality’ to describe this world between
worlds or a combination of digital spaces and games to create protection against
hostility faced by Black gamers.
Fletcher concludes by stating that blackness is not a monolith, and that there isn’t
one way to be Black. Responses to anti-Blackness and racism have varied within
the construction of these worlds, impacting how Black individuals create space in
a hostile environment. Fletcher expresses hope that we will not just think about
how we create games and improve representation, but how these games are built
upon and used by individuals and communities to find and create space. These
worlds, while they are in response to anti-Blackness, are not defined by anti-
Blackness. They are building worlds created out of love and beauty and are
providing Black individuals with the opportunity to explore Black identity when
racism is removed.
REFLECTION QUESTIONS
1. What kinds of possibilities do these online spaces offer to Black users in contrast to
offline spaces?
2. What are the limitations of these spaces, and what are the responses to these
limitations?
3. What does the creation of these spaces require, and how might online spaces more
generally learn from these practices?
KEY TERMS
Black intermediality: The networks of digital spaces and games that Black players
form together to experience community and thrive within hostile, toxic gaming
spaces. These spaces do not exist within a single game or social network but rather
across multiple media platforms.
Worldbuilding: the process of creating shared social spaces for players and
technology users alienated from commercial games and platforms. Games sometimes
106
SPOTLIGHT 5: THE EFFECT OF CULTURAL CAPITAL ON AFRICAN
AMERICAN MEN WHO GAME
SUMMARY
APPLICATION POINTS
Dashiell draws our attention to the ways that social and cultural
expectations around race and gender (and Black masculinity specifically)
can challenge taken-for-granted assumptions about game cultures. These
insights can add further nuance to research striving to acknowledge and
account for the ways that social and cultural factors shape our
experiences. For example, when recruiting participants or designing
studies, we might consider the impact of players’ and developers’ cultures
on their perceptions and experiences. Moreover, if we apply Dashiell’s
conceptualization of ‘gamer doxa’ as not just shaping belief but also
action, we can also ask how our research might reveal more diverse
forms of expression and action beyond those expected by the status quo.
Drawing on prior work on Black masculinity, Dashiell argues that Black men are
expected to negotiate their gaming alongside expectations around gender and
cultural capital, which can operate in conjunction with (and/or in defiance of)
societal images of Black men. Dashiell uses the concept of ‘gamer doxa’ to
describe how Black men who play video games deal with the web of expectations
around what it means to be “authentic” Black men. Given that doxa refers to
108
REFLECTION QUESTIONS
1. What does it mean for someone to be an ‘authentic’ gamer, and how ways does
this gamer authenticity clash with ideas of Black male authenticity?
2. How do internal differences of class and education within the Black male
community change this relation to these conflicting ideas of authenticity?
3. How do your research practices account for the conflicting imperatives of
identity that players and developers face?
KEY TERMS
Hegemonic Black masculinity: The set of expectations and ideals that delimit the
proper performance of Black manhood. Black masculinity is a constrained
masculinity caught between intersecting expectations about authenticity and realness
in the Black community and about Black male excellence and otherness from society
generally.
Manchild: A label applied to male gamers, and others in the context of the increasing
mainstream popularity of gaming and other ‘childish’ leisure pursuits, which are said
to threaten social order by undermining productive economic activities and
reproduction that is expected when traditional gender roles facilitate traditional
relationships, marriages, and families.
Adultification: The expectation faced by Black boys and girls when they are
perceived as adults, despite being children. Black girls face adultification through
sexualization and objectification while Black boys are treated as if they were bigger/
tougher or more responsible than others their age.
Tara Fickle
Adapted from a talk hosted by the Center for the Study of Race and Ethnicity in America at
Brown University in 2021 as part of the virtual Summer Reading Series.
SUMMARY
APPLICATION POINTS
Fickle’s argument that games are “race-making spaces” draws from history,
literature, rhetoric, and other spheres to show how racialization is embedded
into the technologies, actions, and the lived reality of playing video games. Her
theorization and application of the term “Ludo-Orientalism” offers a valuable
tool for both descriptive and analytical practices. As with other methods, like
Critical Technocultural Discourse Analysis (CTDA), Fickle shows the
importance of examinations of games that go beyond the game itself. In her
analysis of Pokémon GO, for example, consider the range of data that
Fickle gathers and analyzes. Consider also the layers of analysis that are
110
applied, including the colonial logic of this kind of capture, the spatial borders
that the game crosses, and the racialized differences in how these forms of
play are experienced. These considerations can prompt questions about how
we might situate other games and other forms of play within broader social,
historical, and cultural realities, providing what Fickle calls “a radical
revision of our current assumptions about games as innocent apolitical
escapes.”
This talk is intended to contest a couple of widespread myths about games. The first of
those myths is the idea that there are post-racial utopias. Post-racial or “colourblind”
in the sense that your identity (your race, your gender, nationality, class, etc.) doesn’t
matter in games, that everyone is equal behind the screen or at the table. And utopian
in the sense that games are free of the inequality found in real life. The idea is that it’s a
level playing field for all, a meritocracy where the only thing that matters is how good
you are, your skill level—as long as, of course, you follow the rules. Second, utopian in
the sense that games are a safe magical space where you can do whatever you want and
be whoever you want to be. That connects to that post-racial ‘be whoever you want to
be’ identity level, but also connects to what we call this idea of the ‘magic circle’ where
games function like a border or membrane that’s protecting you from the real world,
in which things that can happen in-game can happen precisely because they can’t in
the real world. Over the last decade, but especially over the last year or so, we’ve seen
a lot of this utopian logic making its way through the media: this idea that reality is
broken and games can save us, or that games are educational and healthy—especially
over the last year because it’s one of our primary sources of connection and pleasure
during a global pandemic.
If you play video games regularly, of course, you already know that this utopian
post-racial idea is an ill fit with real experiences. Many video games are, in fact,
immensely toxic spaces where racism, sexism, transphobia, homophobia, and
xenophobia abound, both in live interactions between players over voice chat, but also
around in-game characters who are most often presented as racialized and sexualized
caricatures. Games are safe havens in the sense that violence and domination tend to
constitute core game mechanics. The whole purpose of the game is often to hyper-
realistically simulate real-world violence, war, or military intervention.
What we’re searching for, then, is understanding why—given how patently false
it is—we continue to cleave to this first myth about games as an idealized utopic
version of the real world. What I found in doing research is this myth as well as
this issue of toxicity, which might seem to be very contemporary to the digital space,
precedes video games by a significant degree. I got curious about how games, from
the beginning of their analogue stages, were a place where race and inequality were
perpetuated, but also erased and utopianized. This is why in The Race Card, I begin
My interest in games to better understand race came explicitly out of the ways that
authors and artists like Maxine Hong Kingston, Hisaye Yamamoto, John Okada, Gene
Yang and many, many others have, since the 1940s and 50s, been defining the Asian
American experience as a matter of decoding the puzzle of conflicting cultures,
distinguishing the real from the fake. Learning to play by “American rules” as so-called
model minorities. Or, using mah-jong, Scrabble, chess, Pac-Man, and game theory to
dramatize the impossible choices and risks that are demanded by assimilation, or by
assertions of national loyalty in wartime. Or the way that they present gambling or
baseball as alternate modes of national belonging when citizenship proved no match
for racism or xenophobia. Examples like these help us explain an overlooked way in
112
which Asian Americans get racialized, including the seeming paradox of Asians as both
the hardest of workers, but also the most hardcore of players (Figure 1).
For me, that’s one half of this dynamic that I mentioned earlier—in The Race Card,
I called it Ludo-Orientalism. The term refers to the way that games function as a
racializing discourse that renders ‘Asian-ness’ meaningful as a racial category by
characterizing it in gaming terms. In other words, Asians are those who supposedly
play cheap, or don’t play fair, or are inscrutable, uncreative, robotic, allergic to fun,
obsessed with work, money, all of those things. All of those are ludic, or what we call
game- and play-related stereotypes.
What I find interesting, though, after looking at these individual texts, is that so
many of these Asian racial stereotypes about individuals as “cheap players” are also
national stereotypes that dominate the way that US relations with China, specifically,
have been characterized over the last century, but especially now. In the second half
of The Race Card, I describe how gaming has been deployed for nation-building in
an orientalist fashion, building on Edward Said’s (1977) term by defining East and
West in opposing relations to these abstract game ideas of fairness and freedom. These
racialized images of individual game players haven’t gone away, but instead have been
repackaged and continue to shape the racial imagery about Asians in America, as those
of you who have seen Crazy Rich Asians (Figure 2) or follow contemporary esports
know. For example, the Joy Luck Club, written in 1989 by Amy Tan, is all about mah-
jong dramatizing intergenerational conflict, and there’s a more intimate scene of mah-
jong from Crazy Rich Asians (Chu, 2018, 1:42:39).
Figure 2. The Mahjong scene from the 2018 movie Crazy Rich Asians.
We also see much older late 19th-century ludo-orientalist tropes getting revived in
contemporary xenophobia. For example, the 19th-century American narrative of
Chinese workers as degenerate gamblers and cheaters was famously dramatized in the
poem, The Heathen Chinee by Bret Harte (1871). The story is of a Chinese labourer, Ah
ADE FOR GAMES 113
Sin. The game of euchre, a popular card game at that time, is used to dramatize the
fact that Ah Sin’s cheap labour is also metaphorized by the fact that he’s cheating in the
card game. The satire here is that the Irish-American miners that he’s playing against
are also trying to cheat him at the same time. It’s a satire that was unfortunately taken
at face value and used to argue for Chinese exclusion.
That image and that trope of the game became a way to articulate the threat
of cheap Chinese labour to the honest white American working man. And now we
find it recycled in the dominant narrative where the US as a whole is standing for
fairness and China is this rule breaker, counterfeiter, and cheat against whom no
honest competition is possible. So, Ludo-Orientalism for me, on the one hand, is a
way of describing the artistic and historical processes where a relationship between
gaming, race, and nation gets established. I also find it useful as a reading method
for games, and as an analytical tool to think about how some of these ideas are being
transmitted through games themselves.
I want to show you some applications of this Ludo-Orientalist reading method by way
of an example. It comes from the summer of 2016 when Pokémon GO, an augmented
reality mobile game based on the beloved 1990s Japanese franchise, took America
by storm. Initially, the game was praised for promoting exercise and fostering new
friendships. However, its novel lamination of virtual and real spaces soon exposed
more insidious forms of social mapping. Minority players described being the target of
suspicious glances while playing in predominantly white neighbourhoods. Suburban
children were cautioned against straying into so-called bad neighbourhoods. An Asian
American grandfather, the game’s first casualty, but not the last, was shot for alleged
trespassing while playing near a Virginia country club.
Many rightly saw these incidents as evidence of the de facto segregation that still
defines how race and space are delimited in the United States. Game designers like
Omari Akil, and his much-cited article, “Pokémon GO is the death sentence if you are
a Black man,” (Akil O., 2016) rued the fact that real-life inequality shattered that ludic
illusion, that magic circle—racism spoiled the game by making it too real. Despite its
cast of adorably cartoonish pocket monsters—that’s what Pokémon stands for—the
game counterintuitively provided a disturbingly realistic approximation of the racial
and economic schisms of everyday life. But the question that I want to start with is,
was this unwanted intrusion of reality just an unfortunate contamination, a glitch of
the game? By making distant travel a necessity, didn’t the game force players into such
boundary-crossing enterprises?
For those of you who haven’t played it, the game is a GPS treasure hunt. You walk
around with the game open, and creatures appear on screen in certain locations, and
you capture them by clicking and aiming at them with a ball. The key is that you have
to sometimes travel to rather specific locations that are quite far away to capture the
rare among them because the goal is to catch all of them to complete this index. Omari
Akil’s (2016) observation is that the premise of the game, “asks me as a Black man
to put my life in danger if I choose to play it as is intended, and with enthusiasm,”
114
suggesting that Pokémon GO is not simply a reflection of existing white privilege, but
an active participant in augmenting what we call the reality of racial difference—our
sense of race as a socially meaningful sign of human difference—by extending it into
the realm of play. If, as Friedrich Schiller (1795) famously remarked, “man only
plays when in the full meaning of the word, he is a man, and he is only completely
a man when he plays,” then in Pokémon GO, non-white players encountered a “real-
life Pikachu” superimposed through the camera, and the fact of their own incomplete
virtual humanity at the very same moment. Because like the Pokémon themselves who
only appeared on the game map when the player is within sufficiently close range, the
social meaning of race is activated—it is put into play—only once players traverse these
spatial borders and become very aware of being out of place, being made to feel at once
threatened and threatening.
If a cute, seemingly “colourblind” post-racial game like Pokémon GO could be said
to play any role in the way that race acquires its meaning in everyday life, then grasping
the implications of that kinship requires a radical revision of our current assumptions
about games as innocent apolitical escapes. The question is further complicated
because, in a game like Pokémon GO, there may seem to be no visible signs of race—at
least not in the limited way that we have come to think about that term, through
corporeal qualities like skin colour, hair, body type, accent and so forth, especially
from within a black-white binary. And yet, as an example of what it means to look
at gaming itself as a racializing technology, with Pokémon GO’s use of GPS and
augmented reality, from another perspective, you could say it’s simply a digital version
of a much older racial logic that has served the objectives of imperialism and
exploitation for centuries.
This similarity is nicely illustrated by the Aleppo-born photographer, Khaled Akil,
as a comment on the war in Syria, with images that depict Pikachu and other Pokémon
characters surrounded by the rubble of war (Figure 3). What this work highlights is
how the mechanics and dynamics of Pokémon GO—in other words, the game’s rules
and the kinds of behaviours that are rewarded—are, like so many other games, about
violent conquest and innocent exploration, not one or the other. In other words, not
only does this art bring home how much a game like Pokémon GO resembles these older
what we call world domination games that you may be familiar with, like Risk, but it
also renders visible the continuity with contemporary wars. US military personnel,
when the game came out, played this Japanese game so incessantly that they had to be
banned from playing it on base. Beginning, where else, in Pearl Harbor.
Beyond the explicit parallels between the imperialist aesthetic and military
implications that it draws out, to go back to Khaled Akil’s images, what they
importantly drive home is this deceptive logic that makes games like Pokémon GO
so compelling. The force of Akil’s images comes from the dissonance created by
superimposing these cute, brightly coloured, harmless little cartoon characters against
the suffering and devastation that we would actively prefer not to visually apprehend.
The extremist violence, too, goes hand in hand with histories of US imperialism.
In other words, if you take it a step further, Khaled Akil’s art—like Omari Akil’s
comments about playing while Black—is revealing what the game itself also already
We can talk about Pokémon GO—and this is just one application of the Ludo-
Orientalist reading method—we can talk about it in an imperialist game in the
historical sense in terms of this war, or in the literal sense, given that the whole point
of the game is that you, the conqueror, are encroaching on sovereign territory, you’re
violently imprisoning the native inhabitants in these little hermetically sealed cages
called Pokeballs, and then you’re forcing them to fight for you. What I propose in The
Race Card is also an additional layer which goes beyond seeing a game like this—and
there are many, many games like this, most recently having something like Animal
Crossing come out and be recognized as a lived metaphor for settler colonialism is
an interesting one—but beyond seeing just a game like this as a defanged simulation
of real-life colonization, to recognizing how the interface—the game’s location-based
technology—also relies on and reproduces forms of colonization. By location-based
technology here, I don’t just mean the GPS—the phone GPS that the game uses—but as
I’ve been saying, that longer analogue history of the logic upon which that technology
is based.
The logic behind Pokémon GO is nicely exemplified by what Charles Mills, the
Jamaican philosopher, called a “central part of the racial contract” (Mills, 1997). Mills
was describing a circular reasoning through which non-white subjects get
116
interpolated, defined and made into these things called non-white subjects, by
colonizing forces. And that reasoning ties together race and space. It goes like this, in
Mills’ words: “You are what you are in part because you originate from a certain kind
of space, and that space has those properties in part because it is inhabited by creatures
like yourself” (Mills, 1997, pp. 42). What I find compelling and fascinating about this
explanation—about the way that racialization happens through spatialization and vice
versa—is that it’s also an uncannily apt description of the organization of the Pokémon
Universe. These Pokémon are divided into what they call elemental types. Each of
these, in Pokémon GO, tends to spawn in specific types of places, what they call biomes.
In other words, one has a much higher chance of encountering a water-type Pokémon
near lakes or oceans, while an electric-type Pokémon can often be found on college
campuses or large cities.
The Pokémon Challenge used crude static images, just pictures of Pokémon that had
been pasted onto the Google Maps interface by game developers. When you updated the
Google Maps app for the challenge, you would scroll around and be able to see Pokémon
appear in places, and you would capture them just by taking a screenshot.
The functionality of Google Maps, in other words, was what authorized the location-
based fiction that made Pokémon GO so fun. But I say that they were apparently distinct,
apparently separated here, because the implications of Google Maps as an authority,
what we might call the punchline of the real April Fool’s joke, were not apparent
until several weeks into the game’s release when concerns about privacy and data
mining began to surface. To make a long story short, players’ geospatial data—in other
words, information about where they’ve been, for how long, what speed they were
travelling at, and so forth—were being actively harvested and monetized. One example
of this was the creation of in-game incentives that directed players towards particular
local businesses, as was the case with the 3,000 McDonald’s restaurants in Japan that
were converted to Pokémon gyms, or important battling sites, following the fast-food
chain’s national sponsorship of the game, Pokémon GO was certainly not the first app
to use location data to monitor its users’ movements nor to make that information
pay, but Pokémon GO is doing more than simply jumping on the lucrative data mining
bandwagon alongside—and the list grows—innumerable location-based mobile apps
starting with things like Fitbit, Foursquare, Waze, and Uber.
Pokémon GO was also effectively capitalizing on the colonizing logic of capture
that, as we’ve seen, is already inherent to the game itself. In other words, a doubling
is happening where game developers are using the very same GPS technology to
track and collect data about players even as the players themselves used it to track
and collect nearby Pokémon. The true victims of the April Fool’s Day joke, in that
118
sense, were the players who, in their minds, saw themselves as these Pokémon masters
commanding an army of hapless mercenaries while they performed hundreds of hours
of uncompensated, voluntary micro-labour in exchange for a “free to play” dose of
nostalgic fun.
CONCLUSION
I want to conclude then by bringing back together these two seemingly very different
concerns that manifested over Pokémon GO which replaced the “go” with the “no”
as a way to, in the minds of their authors (Khaled Akil and Omari Akil),
unmask these otherwise hidden forms of surveillance, extraction, and risk in a
seemingly innocent game. The concerns that were expressed over data mining and
privacy gained a lot more traction in the media and by Niantic, in part, because of
this colourblind universalizing rhetoric. The idea of privacy being breached was
the privacy of this abstracted player or user—especially one coded as a child or
young person. Indeed, there’s a really vicious irony, I think, in recognizing as
Omari Akil and other non-white players did very early on, that the greatest threat
that the game posed to the racialized was that it put them in the position of
being perceived as the privacy breachers, the trespassers, the rule breakers. So
while the fact of Pokémon GO’s Asian otherness—in other words, its Japanese origin
—receded to effective irrelevance, the racial otherness of bodies like Jiansheng Chen
became hyper-visible, hyper-surveilled, hyper-threatening to the point that the
security guard who murdered the sixty-year-old Chen for suspected trespassing
claimed that he did so out of fear for his own life (Golgowski, 2019). In Pokémon
GO, two forms of racial otherness—Asianness and Blackness—collide, such that the
murder of a Chinese American man gets justified in the same racialized rhetoric
we’ve become accustomed to hearing around the police killings of Black and Brown
people.
Chen’s tragic death, his victimization as a threatening perpetual foreigner, starkly
illustrates how games, far from the myths that we like to tell about them, are
immensely serious sites that can reveal the social dynamics of the real world, precisely
because they promised to provide us relief from those inequalities. And Pokémon
GO, to be clear, is not the only game that does this, and I hope that many more
analyses—and I’ve seen some coming out of this sort—will emerge about all sorts of
different games. The payoff of taking this particular game seriously, though, is being
able to shine a light on one way that racialization today functions as a location-based,
augmented reality technology whose violence has been seamlessly automated into the
interface of everyday life.
REFLECTION QUESTIONS
1. What are some ways that video games naturalize or reinforce inequalities?
KEY TERMS
REFERENCES
1. Akil, K. (2016, July 22). Pokemon GO in Syria. [Artwork, background
photograph by AFP]. https://www.khaledakil.com/blog/pokemon-go-in-syria-
part-1
2. Akil, O. (2016, July 7). Warning: Pokemon Go is a Death Sentence if you are a
Black Man. Medium. https://medium.com/dayone-a-new-perspective/
warning-pokemon-go-is-a-death-sentence-if-you-are-a-black-man-
acacb4bdae7f
3. Chu, J. (Director). (2018). Crazy Rich Asians [Film]. Warner Bros.
4. Fickle, T. (2019). The Race Card: From Gaming Technologies to Model
Minorities. New York University Press.
5. Golgowski, N. (2019, June 25). Ex-Security Guard Sentenced To 30 Years For
Killing Grandpa Playing Pokémon Go. Huffpost. https://www.huffpost.com/
entry/johnathan-cromwell-sentenced-pokemon-
go_n_5d121277e4b07ae90da3ee84
6. [Google Maps]. (2014, March, 31). Google Maps: Pokemon Challenge (Video).
Youtube. https://www.youtube.com/watch?v=4YMD6xELI_k
7. Harte, B. (1871). The Heathen Chinee. Boston: James R. Osgood and
Company.
8. Mills, C. W. (1997). The Racial Contract. Cornell University Press.
http://www.jstor.org/stable/10.7591/j.ctt5hh1wj
120
9. Safdar, A. (2016, July 22). Artist Khaled Akil Imagines Pokémon Go in
Ravaged Syria. Aljazeera. https://www.aljazeera.com/news/2016/7/22/artist-
khaled-akil-imagines-pokemon-go-in-ravaged-syria
10. Said, E. (1977). Orientalism. Penguin Books.
11. Schiller, F. (1795; trans. 1914). Letters upon the Æsthetic Education of Man. In
C. W. Eliot (Ed.), The Harvard Classics: Literary and Philosophical Essays:
French, German and Italian. New York, NY: P.F. Collier & Son.
12. Tan, A. (2019). The Joy Luck Club (30th Anniversary edition). Penguin Books.
SUMMARY
APPLICATION POINTS
122
Dungeons & Dragons, NPCs in video games are programmed to serve many
possible functions within the game world, ultimately creating a sense of depth
and dimension to the game and/or narrative experience. NPCs are thus part of
the game’s narrative architecture and world and even if they can be interacted
with, NPCs function to fill out the game space and make the playing experience
more dynamic.
More recently, streamers on platforms like TikTok have been creating their
own NPC personas, embodying the repetitive words, phrases, gestures,
and actions of NPC behaviour in exchange for small monetary contributions
from viewers as microtransactions or tips. With personas that play
into the objectification and sexualization of Asian women, Dr. He argues
that NPC streamers blend aspects of gaming culture with elements of sex work
and ASMR content. And, as the popularity of NPC streamers coincides with
the rise of generative AI tools and an increasing scrutiny of human versus AI
expression, Dr. He argues that NPC streamers are also playing off
stereotypes of Asian roboticism which construct Asians as machine-like
labourers, shaping broader perceptions of Asian identity in the digital age.
Natuecoco, for example, is a Japanese streamer who became a focal point for
the rise in NPC streaming. She has been referred to as the “original AI
queen,” echoing historical associations of gendered Asian bodies with ornamental
objects. Drawing on Asian American studies, Dr. He argues that this framing
relies on Natuecoco’s Japanese origin and explicit references to Japanese
culture, linking her robotic and programmatic NPC behaviour to a longer history
REFLECTION QUESTIONS
1. What are some of the other ways that race and/or gender are implicated in our
growing ‘AI culture’?
2. How might AI reproduce and further entrench stereotypical ideas of Asian-ness?
How might we resist these stereotypes?
3. How might NPCs and/or NPC streamers disrupt these gendered and racial
stereotypes?
KEY TERMS
REFERENCES
124
Livestreams, Says She Started the Trend as a “Thought Experiment.” Business
Insider. https://www.businessinsider.com/natuecoco-npc-livestreams-tiktok-
viral-trend-pinkydoll-2023-7
SUMMARY
APPLICATION POINTS
126
For most of its existence, professional League of Legends esports tournaments have
been won by Asian teams, particularly South Korean teams. Dr. Howard notes
that this dominance has created what some call the “Korean Problem,” in which
Asians dominate the game, and Americans and Europeans have no viable
contenders to root for. Organizers of professional esports profited from this by
creating drama in the form of an East vs West narrative that frames North
Americans and Europeans as disenfranchised white underdogs against an ‘Asian
Other’ that was constructed as naturally better at esports.
This narrative is built around North America being constructed as ‘trash,’ despite
the North American design and production of League of Legends, and is driven by
the reiteration of the question “Are you trying harder?” evoking the American
ideology of success through hard work to maintain the hope that the gap between
Korea and the rest of the world is closing and that North American and European
contenders are putting up a good fight that they might eventually win.
However, in 2014, a “Korean Exodus” occurred, in which many South Korean
League players left the country, going to China, North America, and Europe for
improved wage opportunities. While detrimental to the East-West drama used to
monetize Korean dominance in esports, “importing” aspects of “Korean-ness” to
North America and Europe was seen as necessary for white survival in a techno-
Orientalist apocalyptic future.
In response, Riot Games implemented region-locking. The World Championship
official rules state that three of five starting players in any given match need to
have citizenship or proof of permanent residency with the region they are
affiliated with. With structural similarities to immigration quotas and the Chinese
Exclusion Act, region-locking effectively created a Korean Exclusion Act: when
Koreans started leaving the peninsula en masse, region-locking greatly restricted
their efforts to seek better wages in other markets.
Figure 1. Riot Games, the developers of League of Legends, implemented ‘Region Locking’ to control Korean
players leaving their country for better pay.
REFLECTION QUESTIONS
KEY TERMS
128
CHAPTER 6.
Katta Spiel
SUMMARY
APPLICATION POINTS
Dr. Spiel asks us to think about who can really access the games that we study
and make. Their grounding in surrogate body theory challenges researchers
to think carefully about the ‘fun’ aspect of play by drawing attention to how
many mass-market games rely on players inhabiting the character’s surrogate
body in inaccessible ways, while games made for disabled players
are most often training simulators aimed to impart neurotypical behaviours
and other ways of assimilating to able-bodied norms. This should
challenge researchers and developers to think about how we might
foreground an experience of access so that everyone has an opportunity
to engage in all forms of play. That is, when we recognize that the
default player in our design or scholarship is an able-bodied and
neurotypical player, how can we make different ways of playing possible?
Moreover, thinking about Dr. Spiel's preferred identity-based model of
[In the presentation, Dr. Spiel began by using Austrian Sign Language before saying the
following.] Ich verstehe schon. Ich muss es hier in Lautsprache machen, weil sonst versteht mich
niemand. Ah, sie schauen immer noch so. I understand—you need it in English.
I wanted you to have an experience there, and that is an experience of access. The
point was for you to experience what access could mean. I first used sign language,
Austrian Sign Language, in fact, then I started speaking in German.
This modality, speaking, is familiar to most hearing people, but unless you speak
German, it’s unlikely you knew what was going on. Then, when I switched to English,
you probably had a moment that I call an experience of access. Suddenly things made
sense. It was no longer difficult to figure out what the situation was.
Parallel to an experience of access, there is afforded access, which comes to those
of you who can read German. Access is afforded in many cases, to most people, in ways
that they are not necessarily aware of. If you speak or read German, this may have
happened for you a bit earlier. The point I am trying to make here is that access is
afforded in many cases, to most of you, in ways that you are not necessarily aware of.
I want to point out that access is not always afforded to my disabled peers and myself.
That is why I do work in this area because access is equally as important in games. This
brings about the main question many may have—where’s the fun in that?
DISABILITY IN PLAY
I know that play is not always fun, but I would argue it is kind of fun. We engage
in gaming in a variety of different ways. There are consoles, tangibles, objects and
augmented environments. There’s virtual reality, and so much more. There are
generally many methods of play. Overall, I try to understand it as a self-guided
personal interest activity that is often self-determined. This is also why a lot of game
researchers, at least in human-computer interaction, turn to Self-Determination
Theory when they try to look at how people enjoy their games.
When it comes to disabled populations, there is a unique difference in the
experience and definition of play and playfulness. Kathrin Gerling and I have defined
playfulness as “an enjoyable, self-determined, voluntary fun, and essentially
unproductive.” But in defining this, we discovered that this concept is largely absent
for many neurodivergent players. Instead, the rhetorical concept of fun and games
is exploited for the sake of ‘othering’ neurodivergent populations further; to ‘cure’
or ‘identify’ them through diagnosis, implying that their sociality and knowledge
are insufficient. Notions of inclusion are often present, but pointedly conceptualize
neurodivergence as being deviant from the general population. This comes with
130
fundamental consequences when communicating with neurodivergent people at large,
including neurodivergent researchers as peers.
Research in this space needs to be careful not to fall into a trap where
neurodivergent existence is rendered ‘undesirable’ and ‘abnormal’. Essentially, why
do all the games built for neurodivergent people suck, at least in how they are
conceptualized as explicitly for neurodivergent people? Not all of the games are
terrible, but few have the driving force of using games as self-determined play and
instead serve external motivations and goals.
For a field that uses self-determination theory so frequently, I was wondering
how researchers in the space missed such an important aspect of what makes games
enjoyable. Ultimately, I was wondering: why does everybody else get to have games
for fun, enjoyment, and leisure? Why do neurodivergent people then have to do games
to reach a goal? Why are we still using that rhetoric to put in place a forced type of
interaction, meant to serve as a motivation for extrinsic goals? I was trying to figure
out: what makes play interesting, and where are our bodies in play?
Illustrating this, I tend to use visuals in my presentations that are not necessarily
important to understand what I’m saying, but expand upon my words and can enhance
them for someone who processes things differently than I do. But when it comes
to design, this concept is foreign. Most technological and developmental work is
132
underpinned by ableist assumptions that lead to the design of inaccessible
technologies.
To expand upon this point, I have observed Deaf people using virtual reality
(VR). The general understanding of users in the virtual world is that other players
communicate with their environment through hearing and speech. However, Deaf
people cannot communicate with their environment the same way hearing people do
and so they are constantly removing their headsets to orient themselves. This makes
for a completely different experience and alters the understanding of ‘immersion’ in
the virtual world. What would it look like to design virtual reality from a disabled
and deaf point of view? What would it look like to eliminate the inherently ableist
assumptions that lead to the design of inaccessible technology and embrace bodily
diversity? That is, how can we reimagine games and the technological dispositives that
shape them?
I think we need to recognize that both within research and industry we’re still
engaging in the creation of disabling and exclusive body-based technologies. As an
industry, there is a habit of designing a game without disabled individuals in mind and
then later making additional efforts to patch up a persistent oversight. From a money
point of view, if you want to engage with that perspective, it’s probably more expensive
to do it this way. More importantly, it’s exhausting for everyone who wants to engage,
for example, with VR, as they realize they’re going to have a very different experience.
This suggests that there’s a general need to move from a paradigm of improving,
or making accessible for others, or patching as a second thought, to a paradigm of
creating voice. This places duty to engage with these processes upon stakeholders who
seek to reap the benefits of the systems they design by accounting for diverse bodies
from the start of development in a cost-effective way, and will help ensure that there is
no surprise regarding the gaps in accesssibility in the technology we design.
Perhaps we should have been able to draw this conclusion at the beginning of the
design process, but it is evident that as an industry we don’t understand how access
fundamentally shapes the experiences we have with technology. We don’t understand
how access is facilitated, but it is paramount to understanding how we have different
types of experiences with games. How we gain access to technologies shapes our
experience with games, and the diversity of bodies plays a huge role in how that is
shaped. A game can be frustrating but have a positive failure that reassures the player
that they can get there in the end. Dungeon crawlers support you more and more the
further you get into the game, and that creates a much more enjoyable failure. This is
in stark opposition to being physically unable to carry out a series of movements in a
certain type of speed or rhythm; that is not a joyful form of failure and it can feel like
there is no way to get past it. Both of these examples are inaccessible experiences, but
one shapes a positive experience of failing, whereas the other creates a barrier within
the game.
This speaks to a corporeal standard within video gaming. We have actions in a
game that end up communicating the designers’ biases through what you’re expected
to do, for example, perform these fast, specific kinds of button presses. In this case, in
the design phase, you aren’t expecting that someone has a tremor or doesn’t have full
MODELS OF DISABILITY
There are different models of disability that are relevant to understanding disability
and design, including the medical, social, and the self-determined.
The medical model takes differences in bodies as a medical issue that needs to
be corrected. This is how you end up with games mentioned earlier that ‘other’ and
alienate a proportion of the population: systems meant to identify and diagnose and be
used as therapy. Games that are designed under the medical model are not actually for
play and often end up utilised in therapy to ‘correct’ players.
The corporeal standard stems from the medical model, where you’re being pushed
into the notion that, as a disabled person, you cannot lend your actions and emotions
to the game because the game is not prepared to take them from you and isn’t
interested in engaging with those. Following the money, if you buy a game and then
realize you can’t play it, it doesn’t matter to the publisher; but it matters to the
individual, and it matters because a barrier is being created to a meaningful experience.
The money model often ignores the principles of access and disability justice.
You can also have games coming from a social model, which assumes that
disabling experiences come from the outside. Within the corpus of games that we
analyzed, we had, for example, a game that tried to build sympathy for living with
ADHD for players who lack that understanding. In this sense, the game frames
neurodivergent people as being ‘disabled’ by a lack of social awareness or
understandingof their experiences. This is also how you end up with games that
assume that neurodivergent people need to be taught ‘social skills’ without questioning
what those skills are, or for who’s benefit.
I operate from a model that is identity-based and self-determined, where you take
up a disabled identity that is not completely independent from a bodily status, and
assumes that there is a way of engaging with the world through bodily difference that
acknowledges differences without labelling them as deviant. It also acknowledges the
role that social environments have to play in disability from a rights-based perspective.
That doesn’t just mean a legal context, but also how you interact with your immediate
environment and what kind of interactions you expect or want to have.
134
do exist out there, but they aren’t the focus when researchers are looking at what
makes games fun; rather, they’re looking to apply the medical model, and understand
how games can identify and correct a social difference. Expanding upon this, the
models of disability can be broadened to include neurodivergence. Some assessments
frame neurodivergence as deficient, or ‘less than.’ But you can also have a model that
defines neurodivergence as an identity through the self-determined model, where we
acknowledge that all brains are different and function differently; each mind is still
needed, just like biodiversity.
I want to encourage people to prioritize access to play and to play experiences. It
doesn’t have to be that everyone all the time has access to everything, but we need to
start thinking about what access entails and who it’s provided for. Again, most of this
talk was in English and so whoever understands the English language in the spoken
form had an advantage and was provided access. Most people who experience access
do so as an ordinary experience, but this isn’t afforded to disabled people. If we think
explicitly about what kind of access is provided in games, it might help us more to
understand which exclusions are occurring. Not everything has to be universal design,
but you are always affording access to someone and it’s better that you make a choice
rather than simply always follow that corporal standard.
There are also principles of access and disability that come into play in technology.
There are experiences made by disabled people that are always the same and have been
perpetuated by inflexible technologies—this closes options instead of opening them
up. Disabled people are among those who notice that somehow things are even less
possible with technology, at least on a wide rollout.
The ‘general purpose’ technology indicates inclusion and exclusion criteria, and
the people who are excluded experience that exclusion all the time. This is where
disability justice comes in—because you have to make up for that. Or rather you could
decide to make up for that but the first step is to understand who you’re including and
excluding, and also who you’re providing fun for. And you don’t have to take it that
seriously; you can play with it. Access can be fun. We can queer things. We can find and
subvert ways of gaining access to things that are not fundamentally made for disabled
people. Thinking about different forms of access has an element of fun and enjoyment
in it, where you can play and appreciate the diversity of human bodies and challenge
the inaccessible status quo.
CONCLUSION
We love games, otherwise we wouldn’t research them. As societies, we need them, and
we need to make sure they’re accessible. To think about accessing games, it’s less about
the functional things because that’s a later step. First, we need to understand that we
have a body, that all bodies are different, and that access is afforded to us in one way
or another. For some, this access feels ordinary, but it’s anything but. I encourage you
to think about your own body more explicitly and those of others, and to celebrate the
differences. Let us all play and let us all lend our actions and emotions, and not just be
identified or cured.
1. Think of a game. What are the required actions within that game? How is the player’s
body involved in successfully performing those actions?
2. How can we include considerations for access throughout a game design process?
3. How might disability justice principles enable more broadly appealing and marketable
kinds of play and games?
KEY TERMS
Experience of Access: One has an experience of access when there are no barriers to
understanding what is being delivered or using something. We experience access
whenever a structure or experience matches our needs and/or abilities. When games are
not designed with consideration for diverse accessibility needs, the experience of access
might only be possible for able-bodied and neurotypical players.
Surrogate Body Theory: A theory that comes from media studies, which states that
immersion in media occurs when the viewer embodies an emotional response to the
actions presented. In games, there is a higher degree of immersion as players are not
embodying a characters’ emotions but also their actions.
Disability Justice: A concept and movement centered on collective access and liberation
in a world built for able-bodied and neurotypical people. In the context of games, creating
games and opportunities for play that consider the diversity of bodies who would engage
with them is critical starting point as the design norm is to not consider body differences
and thus perpetuate the use of inflexible technologies preventing many players from
engaging in the games.
Disability models: Dr. Spiel highlighted three models of disability: (1) A medical model,
where disability is seen as something to be fixed; (2) A social model where people are
disabled by inaccessible social and environmental structures, and (3) an identity model
where disability is seen as a different way of thinking and living in the world. In play
research, disabilities are often treated under models 1 and 2, thus many games are created
to “fix” disabled players instead of just being for fun.
REFERENCES
1. Spiel, K., and Gerling, K. (2019). The Surrogate Body in Play. In Proceedings of the
Annual Symposium on Computer-Human Interaction in Play (pp. 397-411). https://
dl.acm.org/doi/10.1145/3311350.3347189
136
SPOTLIGHT 8: DESIGNING FOR DISABILITY AND ACCESSIBILITY
Based on a panel with Triskal DeHaven, Cayley MacArthur, and Katta Spiel
SUMMARY
APPLICATION POINTS
Accessible design must become more ingrained into the process of making games. While
academic research can help by providing theoretical and practical considerations,
applying these guidelines and recommendations to industry contexts is not always
straightforward. Though there is a good deal of research on accessible game design,
much of this research is unavailable to the public because of the costs of accessing the
research or because it is communicated in language that is not easily understood or
applied. As a result, findings in academic spaces can take years to make their way into
In academic spaces, there is a need to more equitably and consistently recruit disabled
individuals to engage in games-related studies. While institutional ethics boards can
work with researchers to find ways to expand recruitment, many university
researchers rely on convenience sampling that fails to diversify the sample, and/
or does not adequately consider the specific needs or perspectives of disabled people
by applying an extractive approach. Spiel, who conducted a study with a single
disabled child while documenting the specificities of making the game more
accessible for them, notes that there is a lot that we can learn from research that
benefits disabled participants. Ethical recruitment must involve careful consideration
for improved accessibility at all phases of the research process, as well as a clear plan
for how to recognize the specificity and diversity of disabled perspectives.
Importantly, developing more accessible design and research practices can also
involve a shift in social and cultural biases. Too often, games across academia and
industry apply the ‘medical model’ of disability, framing disability as a deficit, or as
something to ‘fix’, rather than as an important facet of human diversity. Similarly,
conventional game design and accessibility are often framed as being in conflict, as if
accessible games are not (or cannot be) fun. As Spiel describes, reframing such ideas
shows that many games provide a limited form of access: “We already facilitate access
all the time, we just need to shift our prioritization of specific people and whom we
give access to.”
REFLECTION QUESTIONS
138
developers and designers in the game industry? What are other ways you can increase
the number of diverse perspectives to create accessible works?
2. How and when are we including the perspectives and experiences of disabled
people in our research?
3. How do the norms and practices of your institution and/or discipline create
barriers to accessibility research, and how do those norms and practices fail to ensure
ethical accessibility research?
4. What kinds of gameplay are accessible regardless of ability?
5. How might games contribute to a culture that values the experiences of disabled
players? How can you use effective and respectful user testing to learn about the
accessibility of your work?
KEY TERMS
Extractive research: Describes instances in research where only one party involved,
usually the researcher, receives the benefits, and the other party, usually the
participants, does not receive any benefits.
Disability models: Dr. Spiel highlighted three models of disability: (1) A medical
model, where disability is seen as something to be fixed; (2) A social model where
people are disabled by inaccessible social and environmental structures, and (3) an
identity model where disability is seen as a different way of thinking and living in the
world.
Institutional constraints on research practices: Western academic research
practices follow a strict process that can often not allow for freedom of different
methods that could be better for the research question.
Standpoint and Positionality: Your standpoint and positionality describe your
identity and how your identity relates to your experiences in society. Your standpoint
includes identity labels (both visible vs non-visible) that are assigned to you (ascribed)
or a form of self-identification (avowed). Positionality describes how your identity
relates to your position and power in society.
Team diversity: Game developers put their lived experience into what they create.
This means that it is important that there be a variety of lived experiences, ie.
diversity, in-game creation teams so that the games are created in ways that more
people can identify with.
Rilla Khaled
SUMMARY
What if we could make complex social and cultural questions playable? And
what if we could do so through interactions with familiar digital interfaces set
in alternative presents and near futures? Dr. Rilla Khaled discusses her work as
being located at the intersections between the traditions of speculative and
critical design, the philosophies and best practices of game design and playful
media, and interaction design. In this talk, Dr. Khaled makes the case for
paratopian design, which is neither utopian nor dystopian, but proposes
paradigm shifts that invite us to reconceptualize and reconsider the building
blocks of “here” & “now” by combining speculative design with the rhetorical
dimensions of player experience.
APPLICATION POINTS
Figure 1. Théo Chauvirey offers a speculation about renewable urban transit infrastructure.
First, specifically, I think about this: How might we leverage playful and digital
interactions to bring complex social and cultural questions to life? Then, further, can
you do this in a way that brings experiences to people beyond universities, galleries,
and the ivory towers that our community has ready access to? But this is jumping the
gun. We can’t answer that question without thinking through what speculative and
critical design entail, which I’ll do in the form of an ordered series of propositions.
144
SPECULATIVE AND CRITICAL DESIGN
1. Speculative and critical design (SCD) proposes alternative visions of the world through object
rhetoric.
The thinking of SCDs is that by drawing attention to alternative visions, people will
end up critically thinking about how the world currently is. Because SCDs frequently
take the form of objects, the manifestation or evocation of possible worlds is expressed
through the functionality that is proposed by these objects.
For example, Data Tomb is the work of my former student, Milo Reinhardt, in
which he posed the question: who should control our digital data after we die? Should
that data be buried or destroyed, mirroring what happens to our bodies? His work
proposes a certain type of functionality which is archiving all of one’s personal data
after death. This, in turn, gestures to an alternative world in which that functionality
makes sense (Lai & Reinhardt, 2016).
Often, that functionality doesn’t exist, or rather it doesn’t exist here and now.
Cook Your Way, an alt controller game by my PhD student, Enric Llagostera, asks us to
imagine if obtaining immigration to new countries boiled down to our ability to cook
exotic dishes for our new countries. Cook Your Way is real and functional within its
diegetic world, but it’s not functional within this world (Llagostera, 2019).
SCD grew out of the cracks between interaction design, industrial design, and art
in the late 1990s and early 2000s. Kickstarted by Anthony Dunne, Fiona Raby, James
O’Shea, Julian Bleecker and others, it’s set against a backdrop of consumer-oriented
design, or as Dunne and Raby would call it, “affirmative design.” Crucially, SCDs are
defined in opposition to many of the qualities we associate with consumer-oriented
design. Instead of focusing on problem-solving, coming up with answers, optimizing
for production, and assumptions about the user as a target, the focus is on problem-
finding, asking questions, focusing on societal needs as opposed to production, and
thinking about people as opposed to users.
Best practice advice for speculative and critical design suggests that there’s a sweet
spot for contextualizing or situating an experience: a space between familiar and
unfamiliar. Too familiar and the concept will be understandable, but boring. Too
unfamiliar, and the concept might be interesting but irrelevant. My term for this
Goldilocks spot is the Uncanny Design Valley. To be clear, normally, best practice
advice is to avoid the uncanny valley. But in the case of SCDs, it’s beneficial. Why?
Well, people are quite good at noticing slight irregularities. And this hearkens back
to Viktor Shklovsky’s (1917) observations about defamiliarization, or making the
familiar strange. Shklovsky’s claim was that when we make things a little unfamiliar,
we can’t operate on autopilot and we bother to pay attention while still retaining
enough understanding or expertise to not be totally derailed. With SCDs, you want to
target an uncanny valley outside of here and now, which is made uncanny because it
includes modifications and edits to: facts; the course of science; cultural and societal
norms; laws and rules; or the perspectives that history is told through. When
When SCDs first started emerging about 20 years ago, they followed a distinct design
vernacular: flawless-looking products that looked like they came from the near future.
One seminal example is the audio tooth implant designed by James Auger. To borrow
Auger’s (2001) own description, “the audio tooth implant is a radical new concept in
personal communication. A miniature audio output device and receiver are implanted
into the tooth during routine dental surgery. These offer a form of electronic telepathy
as the sound information resonates directly into the consciousness (para. 1).” Auger has
no plans to actually build or release this as a product. It was a speculative design about
cybernetic body modification. But divorced from their fictional framings, SCDs can be
misinterpreted as real.
Journalists who wrote about Auger’s implant got complaints from doctors about
the moral decay that such dental technology would cause. So, herein lies the rub for
SCD. If, like these doctors, you weren’t privy to the fictional packaging, you might
get irritated at these stupid ideas that designers come up with. SCDs need to be
closely bound to their diegetic fiction, or their rhetoric can be misinterpreted. But this
connects to another point about SCDs concerning their functionality.
SCDs always convey some kind of function, but it’s often the case that it’s the
communicated function as opposed to one that you can personally experience.
Let’s take Milo’s Data Tomb. For Data Tomb, and this is true of many SCDs, the
function remains in the realm of the conceptual. You’re not going to find a Data Tomb
service online. Appearances might suggest that the functionality is real, but you’re
usually dealing with layers of technical wizardry which are there to evoke or mimic the
function. The term design prototype doesn’t quite suffice here either because design
prototypes are often understood as interim tools as opposed to final propositions.
This is exactly why my collaborator, Pippin Barr and I, started wondering about
games and playful media as vehicles for SCDs. With games, we can use expressive
interactivity to convey and simulate functions in the context of game world fiction.
Both function and fiction can be bound together, and depending on platforms and
technical requirements, access and circulation can be wide.
In 2017, Pippin released It Is as if You Were Doing Work or simply Work, shown in
Figure 2. Work conveys functions within a fiction. It presents itself as an application to
give a sense of purpose to the idle humans of a near future in which all work has been
delegated to robots. It takes the form of a 90’s window-style desktop environment with
office-like tasks to be performed through the manipulation of standard UI elements.
Work is an SCD motivated by the question: what is work for, if it’s no longer about
getting things done? Work is also a web game, which has been played by over 500,000
people, which is hands down a larger number than what it would have been had this
146
only been on show at our university. I’ll go as far as to say that games seem like they
should be amazing vehicles for SCDs, but there’s a problem that we’ve brought on
ourselves.
Figure 2. Work by Pippin Barr explores a near-future reality where all work has been delegated to robots.
After several decades of explosive growth and maturation of the expressive capacities
of games and what we dare to represent with them, it’s become hard for anything to
remain weird. Everything has been defamiliarized, to echo Johanna Drucker’s claim
about visual art and contemporary times. But whereas Drucker (2022) suggests that
we’ve become immune or numb to alienating images, in games, we’re not immune.
We normalize. Two examples from the simulation game House Flipper: I can sell and
remove things around me with a handheld point-of-sale tool, and it’s no problem if I
sell the door that lets me into the house because I can just buy a new one to let me back
out. Or, if I need to mow a lawn, but it’s taking too long, I can turn the mower on high
speed and exit the full screen mode so that I can watch Drag Race All Stars while I mow.
When we play, we’re so good at normalizing weird and then optimizing it, that game
content almost doesn’t matter anymore. Any experience we have of an uncanny design
valley as expressed via a game system gradually disappears as we work out the rules of
play and as we become enculturated within that game system. Weird always becomes
the new normal.
Let’s take a look at a paratopian design that grew out of speculative play work. Chabot
148
is a ChatGPT-powered chatbot that serves as a therapist of sorts. Chabot’s employs
a therapy approach that is equal parts cognitive behavioural therapy (CBT) and
dialectical behavioural therapy (DBT). Chabot is also a flirt … as much as a chatbot
can be a flirt. When the flirtation setting is set to the max, it adopts language used
by pickup artists. If any of you are familiar with Reeves and Nass’s book, The Media
Equation (1996), they demonstrated that people enjoy flattery, even if they know it’s
preprogrammed and originates from a computer. Chabot takes the idea of flattery to
a PG-13, gross, pick-up artist kind of level. The speculative question that the Chabot
experiment proposes is “What if some parts of mental health care could be offloaded
to AI?” By not including a human in that specific loop, what new behaviours can we
now explore that we would normally rule out because of human-to-human standards
of ethics and professionalism? What previously off-the-table behaviours might have
potentially positive outcomes?
You might, at this point, say that this is just semantics. Is Chabot paratopian? Why
is a paratopia any different from a dystopia? Well, paratopias are not characterized
by obvious undesirability, and the prefix ‘para’ is doing more work than simply
reminding you of sideways. It’s also there to evoke a paradigm shift. Think about
paratopia like the present world, except there is a paradigm shift of separation between
what we currently have here and now, and the projected paratopia. When I say
paradigm here, I want to evoke a sociocultural take on Thomas Kuhn’s (1962) idea of
scientific paradigms, which is to say, frameworks and philosophies that we currently
subscribe to that explain how we think the world works. By embedding an SCD within
protected paratopias, our design work could have greater payoffs, and the design
situations we bring to life could perhaps, maybe, lead to different ways of doing things
here and now.
Speaking of connecting to here and now, within two days of posting my code for
Chabot on a public GitHub repository, I was contacted by a company that said they
were also exploring GPT CBT solutions, and they asked if we could consider
collaborating. I wrote back to them to say “Well, it’s still early days.” But meanwhile, I
was thinking, I don’t think that my Chabot is what you had in mind. But that is also
when it occurred to me that Chabot almost isn’t a speculative design if other people are
seriously considering something like it as a commercially viable product. This largely
becomes possible because the core functionality that Chabot builds on, which is the
ability to emulate a human-sounding conversation partner who brings up expert-level
domain knowledge, is handled by Open AI’s API services. There’s nothing unusual
about doing this. Any software developer you ever meet will default to doing this type
of code reuse and extension as much as possible, whether in the form of borrowing
actual code, using existing software frameworks, or building on top of APIs. All of
this leads to a faster implementation that is usually more robust, but the pragmatics
of building on existing technical layers almost breaks the idea of SCDs because the
functionality of the thing may actually function here and now, exactly as claimed.
With Chabot you don’t just have an emulated experience of talking to an AI
Chabot and Neo//Qab were both the result of my having an idea and wanting to
flesh it out further, which is a common way that the design of SCDs are approached.
Most often, they’ve been associated with an auteur design sensibility, but if SCDs are
about engaging critical thinking amongst a broad audience, then it’s worth exploring
whether we can make them in participatory ways. In the late 1970s, the futurist
Robert Jungk and his colleagues invented a workshop process that had the objective of
empowering communities to co-create their futures. These workshops are now simply
known as ‘future workshops,’ so I used future workshops for another speculative play
subproject called Aunties and Algorithms, which is in the near future, an algorithmically
assisted online matrimonial platform for people based in India.
Why, you might be asking, is marriage subject matter for a speculative play
project? Well, few life events capture and are captured by culture and protocol as much
as marriage. Growing up as a Bangladeshi in New Zealand, I remember the first time
I encountered a biodata document and its physically mediated form as a singular sheet
of A4. If you’ve never seen biodata like this before, think of it as a Tinder profile,
which is written by parents and traditionally exchanged along their non-digital social
networks to find their child a life partner. So what power was ascribed to that one
sheet of A4? What power did our non-digital networks have in terms of whose bio-
data might end up in our hands?
In the Aunties and Algorithms project, the underlying design research question is: As
more people turn towards the Internet and algorithmic matching to seek life partners,
can we reimagine the assumptions of online matchmaking and ways that move beyond
linear extensions of bio-data and newspaper ads? And, what design trajectories can we
150
develop from how young Indians think about marriage today and what they want for
the future?
In setting out to do this project, it was rapidly evident to me that I couldn’t develop
this idea on my own, or even with my team. The idea exists within a paratopia, and it
needs to be developed by people who could inhabit that paratopia. So, we used future
workshops: my team and I ran a series of workshops with participants based around
the Bangalore area in the 20-to-30-year age group to get a feel for how they and their
peers think about relationships, marriage, and the role of the family both right now as
well as in the near future.
Future workshops have three main stages. The first phase, the critique phase,
involves communities analyzing their situations critically and identifying ‘pain points’
as they would be described in the language of UX. In week one, we had our
participants respond to themes that we had found in earlier qualitative research about
Indian youth and their experiences and perceptions related to relationships and
marriage. We also had them design online profiles for themselves.
The second phase, the fantasy phase, involves identifying a vision of the future
where those pain points are no longer of concern. In week two, we had our
participants write near-future fiction narratives about their children getting married.
Then we had them brainstorm and design speculative platforms that exist in the future.
The third phase, the implementation phase, involves working forward from the
critique phase to the fantasy phase and also backwards from the fantasy phase to the
critique phase, to work out what the biggest obstacles are, and then to come up with
workarounds. In week three, we had our participants work with the narratives and
the future platforms that they developed in week two to prototype platforms that they
might want to use now or in the very near future.
Over those three weeks, my team in our participants undertook travels together,
both in time to the future and back, and also in space to the paratopia and back. We
developed trust, shared language, shared understanding, and a shared perspective of
that paratopia.
Core insights we took away from this process include the following: Young people
wanted to significantly involve their families and the process of finding a life partner,
but they cared about identity separation. Identity separation included what their
family knew about them and what their peer group knew about them. When there
were large differences between who their family would choose for them and who they
would choose for themselves, this was often due to differences in value priorities, and
it can be very difficult to acknowledge and even articulate value differences.
So as such, we thought, what if there were two types of account, one for the
person seeking to get matched where the profile info is editable, and another for a
parent or family member, but with a limited view of the profile’s full data component,
but still offers the possibility to recommend matches? What if the system, through
its different views and ways of algorithmically determining matches, could facilitate
some of these difficult conversations about value differences, traditions, and the many
different identities we embody and present at different times?
We can speculate on what a near future matrimonial system wants to be, but
One of the research assistants on my speculative play team is my PhD student Chip
Lymburner, who also happens to be an escape room designer. I tasked Chip with
planning a kind of test apparatus around Neo//Qab and we proceeded to have
essentially the following conversation:
You might be familiar with the notion of onboarding design from a UX context.
It’s sort of like a tutorial stage where there is a meta voice explaining what things
are and how to use them. So, we came up with a roughly analogous design stage
for Neo//Qab. Neo//Qab now gets presented as an app that has been submitted to a
fictional distribution platform called Pocket Net. Audience members are assigned the
role of Content Policy Violation Moderator, where the task of content moderation
152
concerns verifying that an app’s content does not violate Pocket Nets content public
publishing guidelines. This is not unlike real rules that exist on familiar distribution
platforms like the App Store or Steam.
Audience members are given Pocket Net’s guidelines to evaluate Neo//Qab against,
and they have to enter a written report into a web-based system that uses familiar
language, familiar policy, familiar UI conventions and familiar web content, including
a Google Form. Playing this fictional role is less likely to present an ideological clash
with people’s ideas about themselves. The role also demands that audience members
exercise analysis, which is hopefully critical. To return to Chip’s question again, what
character should people be playing when they experience Neo//Qab? The answer is,
you play a content moderator who must assist whether Neo//Qab ought to be released
to the public.
A useful metaphor for thinking about this type of onboarding is an airlock.
Airlocks are sealed off compartments between environments of differing pressure
conditions. They have doors to different environments that do not open at the same
time, and they have seals, and a lock that helps an inhabitant acclimate to the
environment that they’re about to enter. If airlocks are about acclimatization, then we
can ask, “What do you need your design audience to know and to assume? Who do you
need them to be, and how do you assist the blurring of their everyday identity with
their diegetic role?” Well, it turns out that LARPers deal with the blurring of identity
all the time.
Here’s the fastest and loosest introduction to role-playing theory you’re ever
going to encounter. Within LARP circles, people talk about ‘bleed’ when there’s a
carryover of experience, either from player to LARP character or from LARP character
to player. The classic example of bleed is the LARP crush or emotional bleed, for
instance, with characters who are lovers. When those feelings carry over to players’
feelings for each other outside of the game, it’s considered bleeding. With Bella and
Edward from Twilight, for instance, Kristen Stewart and Robert Pattinson ended up
together in real life for a few years.
If anyone mentions bleed, of course, you’ll think of blood, but ink is another
substance that famously bleeds. Consider what happens when you hold an inky pen
down on paper. Especially if your paper is thin. The wisdom of fountainpenlove.com
says that, “Bleeding occurs when ink soaks through a piece of paper to the other side
… ink might soak through onto the next piece of paper, or even the surface you’re
writing on!” (Bosley, 2019) This turns out to be quite a nice metaphor for explaining
LARP bleed. If ink is analogous to the play experience, paper is the boundary of the
magic circle. I bring out the magic circle because it roughly overlaps with another very
important LARP concept which is alibi.
Alibi is more complicated to explain than bleed, so allow me to unleash the
definition from the Nordic LARP Wiki: Alibi can include “individual legitimizing
strategies, which enable players to interact and reconstruct a socially acceptable
spectrum of play” (Nordic LARP Wiki, 2019). It’s a negotiation of what is acceptable to
do in a certain LARP. The same page proposes that an Alibi is what makes the player
able to do the LARP, but also what legitimizes their actions after the LARP to the world
A RECAP
1. SCDs propose alternative visions of the world through the lens of objects.
2. They grow best in uncanny-designed valleys, places that are somewhat
estranged from here and now.
3. They operate in the context of particular fictions, and can be misinterpreted
outside of those fictions.
4. It’s often difficult to experience an SCD’s function for various pragmatic
reasons, which is why SCDs inspired by games and interaction design are
promising.
5. However, games normalize weirdness, and that’s not necessarily helpful for
SCDs.
6. Dystopias are common in SCDs, but straight dystopias don’t leave much room
for dialogue.
7. Paratopias, or paradigm-shifted presence, give us a diegetic target that moves
us out of the dystopia/utopia binary.
8. Paratopian design can be tethered to here and now via threads in the form of
engagement with existing technical or design standards.
154
9. Participatory design, likewise, invokes threads in the form of audience lived
experience.
10. But threads alone aren’t always enough, especially if your diegetic context is
provocative.
11. In these cases, please consider using onboarding design.
12. Last but not least, or last and perhaps most, in SCDs you always want bleed. If
you can’t have it, then you need an alibi, and that gets us to the end, here and
now.
REFLECTION QUESTIONS
1. In what ways can you apply SCD thinking in your own projects? How can the idea of
‘paratopias’ be useful in other, non-design contexts?
2. Who are the targeted audiences of your designs? How do you involve audiences in your
design process? What onboarding processes might be useful to help audiences engage with
your own projects?
3. Besides the terms Dr. Khaled borrows from LARPing, what other play-related concepts
can be useful for furthering critical engagement with SCDs?
KEY TERMS
Speculative and Critical Designs (SCDs): Rather than consumer-oriented designs that
focus on problem-solving, speculative and critical design is a form of design thinking that
uses objects with fictional functions to allow audiences to imagine alternative versions of
the world, and to think critically about how close these alternatives are to our present
world.
Uncanny valley: The Oxford English Dictionary refers to the uncanny valley as the
phenomenon in which a “computer-generated figure [bears] a close but imperfect
resemblance to a human being, [arousing] a sense of unease … in the person viewing it.”
Dr. Khaled notes that SCDs should aim to be situated in the uncanny valley of design,
somewhere between the familiar and unfamiliar. By making modifications to what
audiences take as familiar without making large enough changes that audiences might
interpret as completely out of place, SCDs can become uncanny, forcing audiences to pay
more critical attention to the questions that the SCD raises.
Paratopia: Since dystopian designs can limit critical responses from audiences, and
utopian designs are impossible and doomed to fail, Dr. Khaled urges the design of
REFERENCES
1. Alibi. (2019, January 3). Nordic Larp Wiki. https://nordiclarp.org/w/
index.php?title=Alibi&oldid=16411
156
11. Reeves, B., & Nass, C. I. (1996). The Media Equation: How People Treat Computers,
Television, and New Media like Real People and Places. Center for the Study of
Language and Information; Cambridge University Press.
SUMMARY
In this talk, Dr. Sarah Christina Ganzon examines what protest looks
like when physical gathering spaces are banned or unsafe. She
draws on examples from the social simulation game Animal Crossing: New
Horizons, and outlines how the game was used in the socio-legal and
culturally specific constraints of the Philippines, to protest unjust laws
passed by the Duterte government. Ganzon concludes her talk by
highlighting future research at the intersection of video games and
protest, describing games as a form of ‘tactical media’ for protests,
and inquiring how protestor identities link with gamer identities.
A P P L I C AT I O N P O I N T S
Ganzon’s examination of how Animal Crossing has been used for political
protest offers an example of the ways that games and other media can
become effective tools for civic engagement. Ganzon draws on the term
‘tactical media’ to describe this phenomenon, and there is a long history
of grassroots organizing and activism that leverages whatever media is
available to help create awareness and change, including culture jamming,
hacktivism, and social media campaigns, as well as alternate and self-
published media like zines, podcasts, and radio broadcasts. By drawing
attention to the ways that protestors use Animal Crossing, Ganzon shows
both alternate uses and alternate interpretations of its affordances. By
extension, her work raises important questions about how other
interactive media have similar (and perhaps unexpected) potential for
people to advocate for change.
For many years now, Rodrigo Duterte’s government in the Philippines has been
the focus of protests and criticism. Since 2016, Duterte’s ‘war on drugs’ has
operated on the premise that drug addicts need to be eliminated and used the
Philippine National Police to conduct mass arrests and commit acts of
158
extrajudicial violence. According to Human Rights Watch, this ‘war on drugs’ “has
led to the deaths of over 12,000 Filipinos, mostly urban poor” (Conde, 2017).
These unlawful extensions of government force continued into the COVID-19
pandemic. The Duterte government used lockdowns and checkpoints to contain
individuals, ban gatherings, and conduct mass arrests (Amnesty International,
2021). Duterte’s ‘anti-terrorism bill’—what protesters called the ‘junk terror
bill’—shut down a major Philippine news network for criticizing his regime and
labelled activist protest as a form of terrorism (Human Rights Watch, 2020).
Ganzon explains that it is within this context, and in response to legislation
introduced by Duterte’s government, that people began using the video game
Animal Crossing: New Horizons to organize virtual protests. Animal Crossing is a
social simulation game released at the start of the COVID-19 pandemic, and
gained popularity for the ability to host small gatherings with friends for special
events: using the ‘invite’ feature, people would host small gatherings, celebrate
birthdays, holidays, and more (Figure 1).
Figure 1. Animal Crossing has been used as a way to meet with friends virtually.
REFLECTION QUESTIONS
KEY TERMS
REFERENCES
1. Anti-terror Act Remains Dangerous and Fundamentally Flawed. Amnesty
International. (2021, December 9). Anemsty International. https://
www.amnesty.org.ph/2021/12/anti-terror-act-remains-dangerous-and-
fundamentally-flawed/
2. Conde, C. (2017, March 2). Philippines’ “war on drugs.” Human Rights
Watch. https://www.hrw.org/tag/philippines-war-drugs
160
3. Philippines: Duterte Seeks to Shut Network. Human Rights Watch.
(2020, February 10). https://www.hrw.org/news/2020/02/10/
philippines-duterte-seeks-shut-network
4. Raley, R. (2009). Tactical Media. University of Minnesota Press.
BLACK VIRTUALITY
A.M. Darke
SUMMARY
Across digital media, Black people are portrayed in ways that are derogatory
and harmful–if depicted at all. The virtual representation of afro-textured hair
is noticeably limited, with options ranging from comically large afros, unstyled
dreadlocks, to misshapen cornrows. Through projects like the Open Source
Afro Hair Library and the game ‘Ye or Nay?, artist A.M. Darke explores the
consumption of Black bodies and the construction of a Black virtuality. In this
talk, Darke shares a critical and liberatory approach for engaging marginalized
communities in games and digital media.
APPLICATION POINTS
162
I’d like you to meet my Black virtuality with your own. I’m a Black person meeting
you all virtually in this space. I wonder if I could ask that you—to the extent that
you can— become virtually Black. This isn’t about whether you’re a Black person
ethnically. Instead, I’m asking what does it mean to be situated in Blackness? For me,
it’s about feeling comfortable. When I’m in a Black space, a Black-centred space, I don’t
have to be the rigid academic performing expertise. I can just be with people. I can
relax. I hope you’ll meet me there, because that’s what this work is about.
As an artist, for a long time I was making work about Black culture focused on my
personal experience. Recently, I’ve shifted from the personal to thinking in terms of
community. How do I make work that doesn’t just speak to my individual experiences
of white-dominated spaces? Spaces where I rarely see other Black folks engaging with
Black art and expression? How do I move to thinking across the diaspora, in terms
of making and building with people, thinking about our collective stories, how, and
where they will be told?
To define Black Virtuality, I want to start with defining ‘Black’ and ‘virtual’.
According to the Cambridge Dictionary, virtual is a) created by or accessed through
software, b) appearing to exist but not formally existing, and c) almost a particular thing.
Here are the definitions of black: a) without hope, very bad or sad, b) as a verb, to blacken
something, to make something black, and c) without any milk or cream added. I really love
this latter definition because in previous talks, I’ve described Mark Zuckerberg as the
human embodiment of milk. If you take that concept and apply it to platforms like
Facebook or Twitter, and digital technology in general, what could it look like to have
software that didn’t have any milk or cream added?
Oh, and, of course there’s another definition of ‘black’ d) of or belonging to a group
of people.
Let’s talk about how Black with a capital ‘B’ came to be. I’m situated in the United
States, I’m a Black American, and my experience, my worldview, isn’t informed by
most definitions of ‘black’. Maybe it’s because Black was invented and defined by white
Europeans–and imposed upon groups of people–to justify trading human beings as
commodities. I think about that in relation to my corporeality, how it is shaped and
perceived by others. My people were not always Black. We were Blackened. So, let’s
think about how Blackness gets constructed and consumed by white perception.
CONSTRUCTS OF BLACKNESS
Figure 1. Annie Leibovitz has been criticized over her photographs of Black
people.
Let’s look at the virtual space. How ‘Blackness’ is imposed and created there, how
images are “blackened.” This goes back to some of my early work in 3D graphics when
I first started the Open Source Afro Hair Library (Darke, 2023), which is a 3D database
of Black hair textures and styles. As a digital artist, I was working on virtual reality
projects, making games, creating characters, and I was looking for Black hair assets
because there just weren’t any in the software that I was using.
Searching for Black hair on CG Trader, I’d get a variety of results that include
animals, people, and things that don’t look like Black hair to me (Figure 2). It’s not the
hair that grows out of my head and not the hair that I see in my family. It’s not just the
visual imagery, it’s also the search term here—the sense that Black does not have the
same meaning to the people who designed this site. So, there’s this process, even in the
vernacular of the search, to ask, how does whiteness see me? How can I find coily hair,
kinky hair, and afro-textured hair? What words do I use, and what will the results be?
In other talks, I go through the process of figuring out the key term; the brilliant term
164
was Afro. I felt so amazing, and I thought “that’s it!” it means Black as people and it’s a
hairstyle, surely this will be it. It very much was not it.
Figures 2-5 (left-right). Searches for 3D models of ‘black hair’ include not only
inaccurate, but also offensive results.
I want to highlight the image in Figure 3 because this is an authentic Black hairstyle.
She’s got individual box braids. They look great, but you know, she’s spread eagle, and
her neck and her arms are bound by rope. While I don’t want to kink shame anyone,
I’m not trying to be anti-BDSM, but here, one of my few access points for authentic
Black hair being represented digitally is also paired with a naked, bound, Black body.
The model in Figure 4 falls into so many stereotypes about the ‘Black mammy’, and it’s
an offensive image on its own that hearkens back to the Jim Crow era. There’s another
model by the same artist that shares a body with this one. It’s a monstrous slug-
creature. The only difference between the two images is some fuller breasts, an Afro,
and slippers. It’s interesting to think that, in virtual space, these monstrous features
could just be repurposed into a depiction of Blackness. The images in Figures 5 are
about the most offensive ones that I have seen, with minstrels and mammies straight
out of Jim Crow. I find these images particularly striking because I found them in
2019. Older media forms have distanced themselves from this kind of imagery. Warner
Brothers has these kinds of cartoons locked in a vault. Disney knows those crows in
Dumbo were a bad look. So why is this being re-introduced in our most cutting-edge
media forms?
To focus on hair, some things may be more subtle. In Figure 6, I see somewhat decent
cornrows. There are issues with the scalp, but it’s also presented in this kind of
youthful, teenage, nude body. Who’s that for? Is that necessary? There seems to be a
misogynist bent to these structures and platforms. In Figure 7, you see what an afro is
ADE FOR GAMES 165
not. A victim of static electricity perhaps, but not an afro. And yet it’s explicitly listed
as “afro hair.” Figure 8 appears to portray a white woman with a nest of pick-up sticks
for hair. And Figure 9 does not look like any Black person I have ever seen in my life,
but it’s listed as “Black Male Afro Head Joe.” Finally, there’s the model titled “Bubba” in
Figure 10. He’s the stereotypical prisoner, a vision of an inmate in the yard, complete
with a single gold tooth. When I look at this one from a skill perspective, it’s clear
there’s so much care that went into the actual construction of it. It’s technically solid
work in terms of a 3D model. There’s this proficiency, technically speaking, but where
is the cultural literacy or cultural sensitivity? Similarly, in Figure 11 we have a cartoon
pregnant wife and husband in animal pelts. It’s certainly not presented with either
authenticity or dignity, or a modicum of loving, cultural care. These types of images
are typical of a Black virtuality constructed by whiteness.
I see similarities between the images we conjure of Blackness in the physical world
and the Blackness we create in virtual spaces. Even before we combine Black and
virtual to discuss the term Black Virtuality, Black already feels virtual. Blackness, as
constructed by white imaginaries, shares qualities with the virtual. To be Black is to
be virtually a person, which is to say–almost–but not quite a person. This is part of
my history as a Black American, where at one point we were legally determined to
constitute only 3/5ths of a person. I mean that’s virtually a person…but not quite.
Decades later and operating within the relatively privileged space of academia, as
a tenured professor no less, I still feel this sense of almost. I’m virtually the same
as everyone else. I should have access. I’m almost there, but I still go through this
dehumanization. I still experience that. When I think about Black Virtuality, the virtual
feels like a space that I already inhabit.
Out of those images that we saw that are offensive, and out of the experiences I’ve
had, I have to acknowledge that Black people construct Blackness differently. Black
experiences of Blackness and our associations with Blackness are more interesting,
more complex. You take a thing that is imposed upon you, and then you reclaim it. You
adopt it, you make it yours. Then you have all kinds of ideas emerge. Constellations
of art, culture, perspectives, worldviews, ways of seeing, making, and being together.
I love being Black. I love Blackness. All of the things that I love about being Black:
our adaptivity, our creativity, our generosity. The way that we respect our elders. How
we’ll call people out but hesitate to dispose of them. The way we call in. The way we
teach. How we advocate for each other, and everyone, really. These are adaptations
from something that’s been imposed–disrespect, disregard, distortion. Yet out of that
comes, arguably, the most influential culture in the world—something beautiful comes
of that.
Whether contending with a Black worldview or a non-Black worldview, Black
Virtuality describes the ways that Black bodies, Black cultures, and Black
identities—the sum of which being Black experiences or Black stories—are
constructed and consumed across virtual space. Since I’m talking about worldviews
and perspectives, I want to bring in D. Fox Harrell’s phantasms.
166
PHANTASMS
Fox Harrell wrote an incredible book called Phantasmal Media (2013). To give a brief
explanation of what a phantasm is, I’m going to use an example from the book, which
is this icon in Figure 12.
When we look at this icon, what does it mean? I look at this and I say, “Well, it’s the
sign for women. This must be a women’s restroom, right?” But what tells me that this
is for women? It’s an abstract figure, but there’s this dress. I’m a genderchaotic person
who sometimes wears dresses. I know plenty of women who wouldn’t be caught dead
in a dress. Even though I don’t think that ‘dress’ = ‘woman’, I can look at this icon and
immediately understand its intended meaning. That’s a phantasm, an image imbued
with meaning through the projection of a situated worldview. The term ‘situated’ here
refers to the fact that this symbol for a women’s restroom in the US does not look
the same if we were to go to South Asia. It may not look the same if we were in
a completely different country or space, because that little triangle that represents
a dress and says “women wear dresses” is not universal. The abstraction changes.
The minimal information that we need to identify something changes based on the
communities that we’re in, based on the collective understanding that has formed.
Phantasms are recursive. It is meaning-making-image-making-meaning. When I
see this dress, even though I don’t subscribe to the idea that women necessarily wear
dresses—it still sets me on the intended path of seeking out an appropriate bathroom.
At one point my societal context decided that dresses were exclusively for women, so
now I see a human figure with a dress and I know it means “woman.” The utility of this
phantasm means I’m likely to perpetuate it. Imagine, if a woman in a pair of slacks asks
me where the bathroom is, I’m not going to pull out my soapbox and give a speech on
signage and outdated gender norms, I’m going to point her to the door with the dress
on it. In that small act of convenience, however courteous, I reinforce the phantasm.
We could say stereotypes, we could say biases. But that’s not how D. Fox Harrell
approaches the concept of phantasms. He uses the word phantasms specifically to
highlight that they are not based on any kind of objective reality. When we think of a
phantasm, it’s like an apparition. It’s there, but it’s not there. It’s not real.
I’m going to give you an example of another phantasm and I’m going to show
168
OPEN SOURCE AFRO HAIR LIBRARY
Another way to think about Black Virtuality is how it can be a way of approaching,
perceiving, and doing things with computational media, specifically informed by Black
culture and ways of being. The Open Source Afro Hair Library is one way that I try to
manifest Black Virtuality as a practice.
Figures 15 and 16 (left to right). Images of Blackness from the Open Source Afro Hair Library.
If you know anything about games and Black hair, there’s usually just three hairstyles.
There are messed-up cornrows, sometimes with shaved gaps of hair missing. There’s
the comically sized disco afro—which, like, the seventies were fifty years ago, there are
other ways to rock a ‘fro. Then locs, and the locs are always the same.
You’ve seen what exists in the digital space for Black characters and Blackness; let
me show you what happens when you get a group of Black artists together and you
give them time, space, and money to author their own representations. Figure 15 is
an Afrocentric take on the Scorpion King myth. You have this character who’s got this
beautiful bubble ponytail that ends in these scorpion tale tips by artist Evening Cicada.
Figure 16 shows some cool sci-fi influenced work from H.D. Harris, one of the artists
that we’ve been working with the longest. With this character, H.D. is looking at Black
hair as a form of technology. We’re literally putting the afro in Afrofuturism.
At Open Source Afro Hair Library, we’re creating images to change the existing
phantasms around Blackness. We want to imbue our images with associations that
originate from Black spaces, and we also want to change the relationships people have
to Blackness as a cultural object. For example, in many instances of Black character
design, especially in the digital marketplaces, there’s no love. Black hair is treated like
a cap, an accessory that’s separate from a person, or thrown onto some weird base
model with no colouring. That’s something that I think about when I think about how
Blackness exists in the virtual space, and the distinction between the virtual and the
corporeal. Remember when I was talking about Black identities, Black bodies, and
Black culture? In the physical space, I have all of those together in one person: it’s me,
I’m here. But when we move into these virtual spaces, these mediated spaces, then we
see this separation, this fragmentation of the whole person.
When creating The Library and working with artists, it was very important to
me that it was guided by what I’m calling ‘a Black intact’. First, we don’t sell our
models. I’m not interested in the buying and selling of virtual Black bodies. Unlike
The way that the website is structured, and in the visual choices we’ve made, I’m
hoping there’s a familiarity and a kind of homeyness in the way that we make and
present things at The Library. There’s a reason why it’s not meant to look like a
marketplace—we’re going for community over commodity. We want to share our
talent. We want to hype our people. We want to showcase the artists we work with in
addition to showing off their work, which is very different than other asset databases.
We want to be culturally informed, sensitive, thoughtful, and present all shades of
Black.
I’ve spent a lot of time on the actual design of how to navigate The Library itself.
I was reflecting on Safiya Noble’s (2018) work in Algorithms of Oppression, where she
talked about her experience of using Google search and the takeaway is it’s essentially
a populist algorithm. The way Google worked at the time, when you typed in “Black
girls,” you wouldn’t see images of children playing. You would see pornographic
images, and this was the same if you typed in “Asian girls.” It was the same if you typed
in “Latina girls.” You’d see pornographic images, even though the term ‘girl’ is explicitly
meant to refer to a child. So that tells you a lot about the way that we view, infantilize,
and sexualize women of color. If you type in “white girls,” you would just see what you
would expect: frolicking children. This happens because, when it comes to people of
color, a significant number of users that search for the term “girl” are clicking through
to pornographic results. It’s that recursive relationship between what we seek, what we
find, what we choose, and how those choices create and perpetuate the meaning of an
image and the images themselves.
With the Open Source Afro Hair Library, we don’t have a search bar because I
don’t want people to go to The Library and find what they’re looking for. Maybe what
they’re looking for is racist. Maybe they’re chasing a phantasm that I don’t wish to
provide. So we avoid the search altogether and instead we have a tagging system. When
you enter The Library you’re presented with these images of Blackness that maybe
you didn’t imagine—they weren’t what you were looking for because you couldn’t
even conceive of them. Then, we have a tagging system based on hair texture and
hairstyles. So, you either know the language of Black hair, or by using The Library,
you’re learning it. It’s a very different approach and opposed to the more commercial
approach that says, “We want the user to get exactly what they’re looking for so they
can buy our stuff.” I don’t care if you find what you are looking for. I want to impose
our vision of Blackness on the viewer.
170
‘YE OR NAY ?
Figure 17. A.M. Darke’s ‘Ye or Nay? (2020), a satirical take on the classic game Guess Who?
I made a game in 2020 called ‘Ye or Nay? (Figure 17). It’s a take on Guess Who?, a
childhood favorite of mine that’s a game of deduction. The original game is full of
binary identities: you get a card that says this is your mystery person, and the other
player is trying to guess who’s on your hidden card. We have this board, this row of
faces. Then, you ask yes or no questions. You’re asking, “Is your person wearing a hat?
No?” So now I have to hide all the people who have hats. “Does your person have blue
eyes? No?” Okay, let me get rid of that.
In my game, you don’t ask yes or no questions, you ask ye or nay questions. All
of the characters are Black men–Black cultural icons, celebrities, etc.–and half of them
are Kanye West. So, it’s exploring a few things: at a very surface level, it’s looking at
the way that we describe Blackness, and our relationship to Blackness when it’s not the
minority. You can’t say “the Black guy,” because they’re all Black, and they’re all Black
men. So, now what language do you have to use? You have to pay closer attention.
When I’m in the community, I’m describing someone and I say “the person with the
fade, the person with the Caesar cut, the person with the waves,” I’m using all these
other identifiers. If you’re Black, or in close community with Black people, then you
have an advantage in this game because you’re already familiar with the terms. You’re
at home with it. And if you’re not, you may have to look for another language because
you can no longer rely on the default terms of a dominant worldview.
‘Ye or Nay? also wrestles with the idea of a problematic fave, which is the idea that
when you come from a marginalized community, and you only have so many icons,
you have to use a lot more discretion in who you’ll throw away. It’s a complex topic.
In the game, you have these portrait cards, and you can just play straight through the
traditional way. But for every portrait, if you right-click, you get some Black Twitter
style commentary on who these people are and what they’ve given or taken from the
FAIRLYINTELLIGENT.TECH
The last piece that I’ll talk about very briefly–because you can play it yourself–is
called fairlyintelligent.tech (pronounced “fairly intelligent dot tech”). It is a speculative
algorithm that exaggerates coded biases by taking the form of a game slash
questionnaire. The game is designed to educate users about algorithmic bias and
how automated decision makers have a real impact on our lives. The first part goes
something like this:
How do automated decision makers manifest in your everyday digital life? Let’s
say you’re applying for a “buy now, pay later” installment plan. It checks your credit
and, maybe based on your score, maybe based on some faulty data on your address
history, you get denied. Maybe you and a friend both pull out your phones to book a
car on a ridesharing app, except your battery’s almost dead–and the app knows this–so
you get charged a higher price for the same trip. Maybe you’re scrolling your favorite
social media feed, you linger a few seconds on a therapy app being advertised. Last
week you had a dozen tabs open in your browser–which knows your zip code by
the way–a mix of things like ‘how to improve resume’, ‘cheapest places to live’, ‘free
date ideas’, ‘how to tell if your ex wants you back’. Tonight, when you’re up late again
binging videos on YouTube, you see an advertisement for an online degree. “Change
your life in just a few months!” the ad promises. Based on your online behavior,
which is being tracked across platforms, and the town you live in, an algorithm has
decided you’re likely feeling hopeless about your situation, with little resources or
support. It starts serving you ads for a predatory, for-profit college. If you sign up,
they’ll help you set up the student loans and grants you’ll use to pay for school. You
won’t find out they’re unaccredited and that the degree is worthless until much later,
when you’ve already racked up thousands in student debt. This isn’t a glitch, it’s their
business model. An algorithm has placed you in the crosshairs of a predator. Fairly
Intelligent™ asserts that there should be an algorithm for the people by the people,
where you, the user can change things from within to create a system that’s fair and
just.
172
Algorithmic bias is a known issue. There have been a bunch of calls by tech
companies to address it, the problem is their solutions tend to–conveniently–involve
collecting more of our personal data. Their solution is to collect more diverse data, an
intersectional mass surveillance. Fairlyintelligent.tech satirizes these notions of tech
liberalism, where the assumption is that in order to change the system, you must gain
access to the system. And of course, the system itself decides who gets access in the
first place. So, under the pretense of weeding out racists and other undesirables, you
go through this screening, and that screening is the experience.
I really recommend you play it, because you can get your very own readout that
tells you two things. One, it tells you who you are, and why you were locked out of
the system. Then, it’ll give you a detailed reading and some of the coded lines that you
don’t get to see in most programs. It’s code that says, “You answered this way, and so
we made a determination about who you were and this is the box that it checked.”
CONCLUSION
These are some of my ways of asserting myself into Black Virtuality. I’m asking, “How
can I move away from this ‘neutral’ default?” Because nothing is neutral. Claims to
neutrality and universality are only afforded to hegemonic perspectives. So how can
I insert my own perspectives, not just in the work that I make, but in my process of
making, who I choose to work with, and the attitudes we bring to the work?
REFLECTION QUESTIONS
1. Why is there such a difference in the technical knowledge needed to create 3D models of
Black people and the cultural knowledge needed to understand the stereotypes these
models are based on?
2. What other kinds of web applications and online libraries could apply tagging systems
rather than search algorithms to present different results to its users?
3. How could the The Library be used (for its models, or as a model itself) in your own
projects?
KEY TERMS
Phantasm: Drawing on the work of D. Fox Harrell, Darke talks about phantasms as
images imbued with meaning through the projection of a situated worldview. A women’s
restroom sign of an abstract figure with a skirt is an example of a phantasm. Regardless of
REFERENCES
1. Bero, T. (2022, August 23). Annie Leibovitz Proves Yet Again: She Can’t
Photograph Black Women. The Guardian. https://www.theguardian.com/
commentisfree/2022/aug/23/annie-leibovitz-ketanji-brown-jackson-vogue-
photos
2. Darke, A.M. (2023). Open Source Afro Hair Library. https://afrohairlibrary.org/
3. Harrell, D. F. (2013). Phantasmal Media: An Approach to Imagination, Computation,
and Expression. The MIT Press.
4. Noble, S. U. (2018). Algorithms of Oppression: How Search Engines Reinforce
Racism. New York University Press.
5. Rankine, C. (2014). Citizen: An American Lyric. Graywolf Press.
174
SPOTLIGHT 10: THE RACIALIZED EXPERIENCES OF AVATAR
EMBODIMENT AMONG BLACK SOCIAL VIRTUAL REALITY USERS
SUMMARY
Cyan DeVeaux highlights how avatars are ingrained into the social fabric
of virtual reality (VR) and discusses how social virtual reality provides
spaces for Black gamers to explore self-identity. DeVeaux argues that for
Black gamers, self-identity is impacted by the difficulties of creating
authentic Black avatars in the virtual world. DeVeaux outlines a virtual
ethnographic study in which she explores the conscious identity choices
of Black participants who navigate a default, or standard, of whiteness
within avatar systems. Her findings detail how these racial discrepancies
in avatar customisation and use can impact a sense of presence and
immersion in VR, requiring Black users to adopt specific strategies to
address the shortcomings of the platform.
APPLICATION POINTS
Social virtual reality (VR) allows users to communicate and share experiences in
highly immersive environments with a variety of avenues for digital self-
representation. Notably, the sense of presence in VR, which is a psychological
phenomenon characterized by a feeling of being there, is enabled by head-
mounted displays (HMDs) that allow some of the individual’s movements to sync
up to that of their avatar in a virtual environment. With this technology, one can
feel a presence within their environment, a presence with other people, and also a
presence within their avatar. While not all VR environments have avatars, on
social VR platforms like VRChat, avatars are ingrained into the social fabric. As
DeVeaux describes, avatars in these environments “become the site for
connecting, play, community-building, as well as exploring identity.”
Figure 1. Creating Black avatars in the virtual world can come with a host of technical
issues that white avatars do not have.
However, DeVeaux argues that avatar selection and creation tools are affected
by biases that deeply shape the experiences of Black users. Despite the wide
variety of ways to create avatars in VRChat, creating Black avatars has proven
more difficult than creating white avatars (Figure 1). Moreover, while previous
research has uncovered how racial biases exist in traditional virtual worlds, less
attention has been given to how these biases manifest within the immersive
176
environments of social virtual reality. In a virtual ethnography of VRChat,
DeVeaux and her team found that whiteness was the default, or standard, within
avatar representation and customization systems. The predominant theme of
DeVeaux’s findings was that Black users had to consciously navigate VRChat’s
racial bias in a variety of ways in order to create their ‘authentic selves’ within the
virtual world.
• There were few opportunities to customize avatars’ skin tones, and using
darker-skinned avatars often created technical issues that were not present
for lighter-skinned avatars (ex. Black characters having their hair turned
off by default)
• Some Black users opted to use non-Black avatars to avoid racist attacks
from other users; some even found it easier to be non-human than they
found it to be Black.
• Some Black users encountered racialized burdens working around non-
inclusive avatar cultures and systems on VRChat. Reflecting on instances
where Black users attempted to commission avatars, several noted
examples of resistance from creators when requesting avatars with non-
white appearances. Some Black users have turned to learning how to create
their own avatars to construct appearances that represented themselves
more accurately.
In sum, DeVeaux’s study showcased some of the conscious identity choices and
considerations being made by Black participants, especially compared to some of
the responses that were received from white and white-passing participants.
Some white participants acknowledged this privilege of not having to think about
the lack of racial diversity on the platform while some Black participants
described how using avatars that did not align with how they wanted to represent
themselves could bring them out of their sense of immersion in VR. This could
make it more difficult to experience presence, or the feeling of “being there” in
their environment and in their avatar. These immersive qualities of the platform
mean that differences between physical and virtual avatar attributes for Black
users are particularly noticeable. DeVeaux’s ongoing experimental studies seek to
uncover more about the psychological impacts of this discrepancy.
KEY TERMS
178
CHAPTER 9.
Meghna Jayanth
Adapted from Meghna Jayanth’s opening keynote address for the Canadian Game Studies
Association annual conference in May 2022.
SUMMARY
How does working within an “imperial mode of living” shape what video games
are and what they mean? In this talk, Meghna Jayanth explores how capitalism,
colonialism, white supremacy, patriarchy, caste supremacy, and more are re-
created in the current processes of video game design. Jayanth begins by
arguing that the ideologies of the culture we live in shape what is expected by
players in a video game, discouraging experimentation within the industry.
This pushes forward the design of worlds that center around exploitation and
domination. Jayanth argues that just as the emphasis on the white protagonist
forms the basis for video games and pushes marginalized populations to the
sidelines, the privileging of the white designer rewards game design that
replicates the harms of the ‘imperial mode.’ Jayanth argues for the need to resist
these expressions of dominator culture, describing the role that games can play
in reshaping the oppressive foundations that underpin current trends in game
design.
APPLICATION POINTS
Jayanth argues that games reproduce underlying forms of oppression and that
we must reveal and resist the ways in which these forms of design feed into
‘dominator culture.’ As with some of the other chapters, we can look to the
ways that Jayanth’s analysis ranges from the games themselves to oppressive
ideologies that shape the past, present, and future of games. Her analysis shows
that games today rely on and reproduce these oppressive logics. Note, for
example, how she describes the addictive properties that are increasingly
embedded into games: pay-to-win, loot boxes, and more, all representing a
push for hobbies to be monetized instead of enjoyed, and for downtime to be
filled with a capitalist exchange instead of human connection. Similarly, we can
look to how she describes the “institutionalization and formalization of
How does living and working amidst the crises of capital and empire—in this imperial
mode of living—shape what video games are and what they mean? In our present
moment of accelerating crisis, how are the interlocking ideologies of capitalism,
colonialism, white supremacy, patriarchy, and caste supremacy reproduced through
formal techniques and themes of game design? How might these ideological
conditions affect the contexts of games-making and play?
As players and designers, we all live in the imperial mode of spectacle and
alienation, geopolitical instability, global inequalities and accelerating ecological crisis.
As Ulrich Brand and Markus Wissen argue, the imperial mode of living is one in which
the imperialist world order is normalized, inscribed into everyday practices, and even
unconsciously reproduced (Brand and Wissen, 2021).
This is where we live, where our work meets our players, and where our work
is made or sometimes not made, whether we like it or not. And most often, we don’t.
The ideologies of dominant culture shape what players expect, what is considered
viable and valuable, which is to say what is funded, made, and distributed, and what
is expected of us as designers, workers, and humans. Deviations from the approved
scripts are difficult to enact, and are often harshly punished — ask any marginalized
person working in video games.
Why does our discipline bend so deeply towards designing worlds which tremble
at the passage of the player, agency as a sacrament available only to The Protagonist,
largely conceived in the modes of exploitation and domination, a protagonism that
sustains its vitality by making everything around it dead? What about the prevalence
of the NPC, which exists only to be victimized, rescued, and used by the player? This
is not “natural” design; it does not come into being spontaneously even if it is at times
normalized so deeply it is instinctively understood as a function of “what games are.”
These are the shapes that the imperial mode of living prunes video games into.
Game design sometimes falls into the tendencies of the imperial mode because of
the designers’ intent, but also, often, despite that intent. The material conditions of the
industry are not conducive to new frameworks and experimentation and become less
so with scale, which requires capital—which is why teams with greater resources are
not usually where alternative and subversive designs emerge.
180
Narrative design — which I’m talking about not because it deals uniquely with
any of what I’m discussing, but because that’s my area of experience in the games
industry — currently encompasses work which is difficult to discuss cogently much
less enact, because the vocabularies don’t exist, are too new, or are contingent on
particular types of expertise or because they require new types of collaborations. And
in those silences, normative approaches become default, particularly due to limitations
of time and resource or precedent, which is often how certain ways of thinking are
unintentionally reproduced.
Subversive and countercultural work in video games largely comes from places where
experimental work can thrive. The indie space, the non-commercial space, interactive
fiction, queer games, twine games, itch.io, game design at the interstices of theatre, art,
design, music. The dynamic sound design work happening right now in video games
is extraordinary. There is beautiful work in this spectacular, bombastic industry of
cheap thrills if you know where to look. And even the cheap thrills are cathedrals of
impossibly complex and difficult and fascinating work. As academic and developer
Frank Lantz (2014) memorably said, “Games are operas made out of bridges.”
Our industry is also a place of precarity, where we struggle to find sustaining
and sustainable work. Despite the intentions and desires of most of us working in
the games industry, as it is in so many other professions, it is difficult to do fulfilling,
stable, dignified and meaningful work which pays the rent. These human desires of
ours run counter to the imperatives of the imperial mode, which we all live in. What
games are now is also a result of all the games that didn’t get made, work which has
been suppressed and forgotten, and the shadow of all the potential work unmade by
people — particularly women & marginalized people — who have quite frankly been
persecuted out of the games industry.
Over these last couple of years, I’ve asked myself whether this is really the place
I want to be. Does it feel like my work here is meaningful and satisfying? Does what
I do make any sense in the face of everything that is wrong with the world, the crises
and horrors and systematic injustices that are so vast and so urgent, but that seem so
utterly beyond my ability to even reckon with much less touch or impact from my
own small and specific position? And even — is this a position I want to continue
inhabiting? Being here is accepting the cycles of online abuse and harassment faced
by many marginalized workers in the games industry. The tokenization. The necessity
of engaging with alt-right ideologies and language and spaces, if only to ascertain
my own level of risk and exposure with any clarity. I am not the only marginalized
person in the games industry to have a safety plan in case of doxxing, justified paranoia
about the leaking of private photos, an utterly absurd expectation of harassment and
threats if I accept certain professional opportunities or say or do certain things. There
are parts of this talk which might get me or my colleagues in trouble. Of course, we
expect to encounter critique, but harassment is an unpleasant reality, and most of
the networks of support are informal and ad-hoc. There are many parts of our work
C Thi Nguyen talks about games as a medium of agency (Nguyen, 2020). Game design
tells players who to be and what to do. I think we have to think about that nexus
between player/ protagonist/ designer to understand how agency in games works,
and how we can intervene in it as designers. In 2021 at DIGRA India, I talked about
bringing Umberto Eco’s idea of the “model reader” to game design. So, instead of the
model reader, we have the “model player” that is imagined by the game’s designers as
we encode meaning into the work. In the industry, the “model player” of the video
game is a white man. In my DIGRA India talk, I go on to talk about the “white
protagonist” as a set of assumptions that can be challenged about what it means to be
a protagonist (Jayanth, 2021). Here, I want to focus on the entity known as the “white
player,” which haunts our work.
I’m going to start us off with a quote:
Writers have long had a language for how whiteness warps the imagination. James Baldwin
used a vivid metaphor to describe the sensation: the “little white man” who hovers nearby
and passes judgment on everything you write. I prefer this to the more polite contemporary
euphemism, the “white gaze,” which sounds like it has an off-switch and ignores the way it
can get inside you. The “little white man,” by contrast, sounds like he climbs up your back
and breathes down your neck and farts in your ear. He demands that you explain yourself
and your people according to specific scripts; cries foul when you describe what it’s like to
live in your body; when you turn a nice phrase, probably hisses something like, “but you’re
so articulate. (Isen, 2022, para. 6)
This is from Tajja Isen’s brilliant piece in Time, titled “America Doesn’t Know How to
Read the Work of Black Writers.” I think it’s absolutely astute. The way I think about
the white player in video games builds upon the work of writers, particularly Black
writers, who have brought to light the perniciousness of whiteness.
The white player is a vortex that distorts our art and practice. It lives in each
182
of our minds in the way that the white reader resides in the writer’s mind. But
beyond the white player inside our own minds is the white player’s institutionalization
and formalization of whiteness in our design structures and in the structures of our
industry. The white player’s imagined, assumed, and understood desires have been
enshrined as objective and sacrosanct by our market-driven, data-driven, player-
centric model of video game design. Funding is dispensed at his behest, he is invoked
whenever someone in the room dares to suggest deviation from the well-trodden
road, female protagonists are “unmarketable” or “financially risky”, whiteness and
masculinity are replicated over and over not out of any racial prejudice or bigotry, no,
but merely because of the practicalities of the market, which is an entity largely made
of fantasy and unconscious desire. As Isen (2022) says, “whiteness gets reproduced
through formal technique” (para. 26).
The white player is also a projection of the white designer’s anxieties, fears,
repressions, desires and instincts. The white player justifies the white designer’s own
preferences, which are then normalized and replicated. Other possibilities are shut
down. The white designer maintains their own power in the hierarchy of the studio
through this “special communion,” this “unique ability to understand” the white player.
From this, I hope it is easy to see why marginalized designers and particularly non-
white, non-male designers might find it difficult to be entrusted with this delicate task.
And, therefore, why white playerism is worth being made visible and rooting out, not
least because as a conceptual framework it occludes the true multifariousness of our
players and their needs and desires.
Narrative design as a craft is about what the player is feeling, desiring,
anticipating. “Player-centric design” is plagued by unexamined whiteness, and I believe
that our reluctance as an industry to believe that players can enjoy experiences of
unfairness, exclusion, limitation, powerlessness — or even types of power outside of
domination — is rooted in our internalization of the white player. The anxiousness
to “give the player what he wants,” in the sense of the ritual mantra “the customer
is always right”, often runs counter to a game’s ludonarrative intentions, causing
dissonance and distortion. Whiteness cannot be curtailed, it is understood to represent
the freedom to cross digital boundaries and borders as it traverses physical ones
without impediment.
Figure 2. Thirsty Suitors, a joyful game that contrasts the norm of a white
protagonist.
I want to touch on here the complexity of unpicking the white player for the
marginalized designer. This is something I’ve been thinking a lot about as I write
and design the game I’m currently working on with Outerloop, called Thirsty Suitors
(Figure 2). It’s a joyful immigrant fantasy of battling with your exes, reconciling your
cultural differences and disappointing your parents through dance battles, cooking,
and skating. The protagonist is a young queer South Asian immigrant woman. I’m
working closely with brown colleagues for the first time in my career — I’ve been
in this industry since 2013. My team is remote and lots of us are queer, immigrants,
women, non-white. I contrast my approach as a narrative designer on this game to my
work on 80 Days — which is an anti-colonial retelling of Verne’s Victorian novel — and
though I’m proud of my work on 80 Days I do see it now as still an attempt to reach
the “white player.” Of course, I was also driven by a desire to seize back the histories
and fantasies of non-white and colonized people, but I think there is inside my work a
secret wish or hope to make whiteness in the form of the player recognize us, me, the
marginalized designer, as human, worthwhile, interesting, of value.
Even the ways I subvert the injunctions of the white protagonism in the game belie
my preoccupation with whiteness. Isen talks about this beautifully: “If you’re going
to build a creative practice out of denying somebody’s expectations, you still have to
spend a lot of time anticipating their desires. (Isen, 2022, para. 31)” Has there ever
been an art form more formally and mechanistically dedicated to the anticipation and
fulfilment of white desire?
184
By contrast — as I’m working on Thirsty Suitors my conception of the player is
“like me.” I’m writing and designing “for us,” which feels so utterly different and even
new in my practice. The white player is invited into the game as a guest, but they don’t
own the home. Of course, this freedom from the white player isn’t entirely a freedom
from the burdens of being a marginalized designer — the lack of representation in
the industry more broadly places an unfair weight of responsibility and expectation
on marginalized developers’ work. Our work is always read as representative, it must
act as a “moral corrective” to the distorted representations and stereotypes of broader
culture, it is bound to disappoint some marginalized players because a single work no
matter how thoughtful or insightful or compelling is only a band-aid over the deeper
wounds of cultural invisibility and media distortion. There’s also not much precedent
for how to handle these narratives and themes, which sometimes makes this work a bit
of an adventure. It’s hard to know whether we’ll pull it off, until it happens.
As marginalized designers, we have to consciously reject the roles of saviour,
educator, ambassador and gatekeeper of “otherness” to dominant culture. We are often
herded into these roles, which are then used to trap us. But we should attempt to
occupy the role of the artist, as something to hold on to when we’re pulled in these
directions by the industry’s undertow.
I’m going to conclude this section with a last quote from Isen’s article, which is
a question I return to again and again: “does what I’ve put on the page unsettle your
dominance the way it should?” (Isen, 2022, para. 33) — Does this work unsettle your
dominance the way it should?
I’ve talked in the past about the “fairness fantasy” in terms of player expectations, or
at least, our idea as designers of player expectations. I’ve always argued that unfair
isn’t a bad thing for a game to be. Drama often comes out of unfairness. But there
is a phenomenon amongst our players that I’ve always struggled to understand, until
I looked at it through the lens of the “white player” — and that’s the backlash from
certain vocal segments of our players against easy mode, auto-play, and a whole host
of accommodations that serve to make games accessible for a broader range of players
without in any way impacting anyone who does not choose these modes or features.
Why, then, the anger, betrayal, upset that seems entirely out of proportion to the
impact? Clearly, the answer does not lie in the game’s systems, which still operate for
this player in the same way, but in the context and metanarratives of play.
I think we can understand this backlash in the context of a challenge to the idea of
meritocracy, which is part of the propaganda of whiteness. The gamer who is winning
in the game which presents itself as meritocratic, sees any accommodations made
for other players as unfairly advantaging them and devaluing their own achievement.
But the reality is the so-called meritocratic system was rigged for exactly the kind of
person who can succeed within it. Broadening a game’s ability to “read” and reward
a broader range of play styles, capabilities and players, is deeply threatening to the
myth of meritocracy which relies on the idea that only one type of play, or a certain
set of abilities — that just happen to accrue to a certain type of player, say young white
ADE FOR GAMES 185
middle class able-bodied Anglo-American men — are the only legitimate types of play
within the system. The objectivity of the rules cannot be questioned, because the white
player’s ego is enmeshed with the idea that they are objectively better and uniquely
deserving. The game is thus a forum for the white player to “prove” “objectively”
the innate superiority of whiteness, that is part of the metanarrative of play that the
white player brings with them. To challenge or broaden the definition of success is a
challenge to the idea that the white player is uniquely suited to protagonism, and so
is read as an unsettling challenge to deep-rooted ideas of white entitlement. As such,
I would say this is a worthwhile player entitlement for us to challenge and design
against, while accepting and anticipating regressive racist backlash disguised as player
critique.
The “white (male) designer” as model designer of the video game is a powerful
imaginary. It shapes hiring practices, whose work and jobs are valued, who is protected
by and occupies the C-Suite, what games are funded, and whose preferences are
considered “good.” Our industry culture of a lack of accountability for rock stars
and auteurs, and a disproportionate focus on their contributions and importance to
what is fundamentally the work of teams, is at the root of so many of the harmful
labour practices that characterize our professional lives: toxic workplaces, abuse,
exploitation, bullying, sexual harassment, crunch. As the white protagonist makes
games hostile environments for non-white and marginalized players, the “white
designer” as the “model designer” makes the games industry hostile to non-white and
marginalized designers — and really, to everyone.
This conception holds a deep sway on active parts of our player base. The mere
visibility of non-white, queer, marginalized people or even cis straight white men who
do not conform to the specific expectations of the “white male designer” is often met
with harassment and anger. The types of slurs and conspiracies deployed are telling
to me — “blue-haired SJW,” transphobic slurs, “soyboy,” “white knight” — are all about
certain types of developers incorrectly performing gender, and somehow polluting
this sacred space. The sexuality of women working in the industry is somehow an
insidious threat to video games, which need to be protected from them through a
viciously imposed code of “ethics in game journalism.”
That brings me quite neatly to my next point. Let’s talk about DOMINATION!
DOMINATOR CULTURE
The imperial mode of living is living inside what bell hooks and other theorists
describe as “dominator culture,” where hierarchy and power are rigidly enforced
through fear and force, and domination is valorized and normalized. This plays out
in our families, interpersonal relationships, societies, structures — and I think hooks’
ideas about “dominator culture” are very resonant with video games.
Games where enemies are killed, subjugated, displaced, where we design juicy
feedback to enhance the sadistic thrill of maiming our opponents, god games, turn-
186
based military simulations, even farming games where the player dominates and
brings to productive order the landscape, 4X games, many strategy games. On the
thematic level, games that are about conquest, war, overcoming enemies through
violence, overthrowing nations, becoming king/boss/tycoon, or even achieving
mastery over the game’s systems.
hooks also talks about the “acts of psychic self-mutilation” that males are called
on to perform in dominator culture, that they must “kill off the emotional parts of
themselves” and as a result many men live in a state of profound loneliness (hooks,
2004, p. 105). It’s telling how many male protagonists in games exist in a state of
profound loneliness, relieved only by hypermasculine brotherhoods of war, violence
and sport. How many video game plots are driven by the white male protagonist’s
struggle with guilt or shame ludonarratively sublimated in the form of violence?
The tendencies of dominator culture shape not only the stories and satisfactions
we offer to players but also our own positionality as designers whose work deals
deeply with player agency, and systematizing reward and punishment of our players
in the game world. It is easy to slip into the role of dominator-designer. This is not to
say that this is an illegitimate position for the designer to occupy at all — the designers
of many queer twine games take on this role as critique, or with purposeful intent
to explore ideas of power, hierarchy, obedience, often by subversively eroticizing
domination and playing with complicity. I think Porpentine’s work in this area is
unparalleled.
Games where players must submit to arbitrary and strict rules, where obedience is
rewarded and deviating from the designer’s expectations is not ignored, but punished.
Games which guilt us into staying with them, and shame or punish us for staying
away. Games which demand constant attention — for instance, games without a pause
button, which are absolutely hostile to anyone who has caring responsibilities. Games
which use punitive and coercive design techniques to enforce their regime onto
players.
A dominator mode of design is also one where players are subjected to traumatic
experiences carelessly or callously — this is particularly prevalent under the regime
of the white player, where non-white players are routinely subjected to racially
traumatizing or alienating experiences. The basic form of this is the non-white player
embodying the white protagonist who brutalizes non-white NPCs.
To even be able to recognize our design as traumatizing we need to get outside of
that closed circle of white designer — white protagonist — white player. That is not to
say that players who are white are not traumatized by the spectacle of subjugating the
other which is packaged as pleasurable fantasy. In fact, I’d suggest this fantasy would
not be compelling and so prevalent if whiteness was culturally and psychologically
resolved. The violence and brutality that is repressed under the veneer of civilization
bursts out in the space of play, and playing a shooter offers perhaps a kind of return to
the repressed trauma, an endless and futile attempt to re-enact and master this racial
and cultural trauma in the safety of the game world. I’ve watched many people play
beloved shooters over and over again, in a state which looks more like dissociation
than relaxation.
DEHUMANIZATION / MECHANIZATION
Figure 3. Games often replicate imperialism and colonization even when they are not fixated on violence and
domination.
Games and the tech industry are also fertile ground for new forms of scientific racism
and bureaucratized surveillance. Look at Activision’s recent Diversity & Inclusion
tool, built to produce a graph of each character’s axes of diversity to enable the team
internally to see at a glance the “diversity” of each of their characters and spot diversity
gaps in their games’ casts, assigning characters a number which corresponds to their
relative distance from “normative” categories such as race, gender, cognitive ability
(Activision Blizzard, 2023). I don’t want to heap more criticism onto this tool, which
was no doubt created in good faith and has already been heavily critiqued by designers,
developers, critics and thinkers. But I think it’s important to acknowledge here that
the colonialist underpinnings of these modes of categorization and bureaucracy are
antithetical to anti-racist, liberatory work. “Diversity and inclusion” when co-opted
can be merely a guise for the empire to weigh and measure, dissect and reconstitute us
into resources to be efficiently deployed in service to capitalism-colonialism.
Games studios — unsurprisingly, given our proximity to Silicon Valley—are also
laboratories for technocratic bureaucracies of workplace efficiency with most studios
using several different types of productivity software or applications. Progress must
The very fact that we use “progress” as the fundamental term to describe the unfolding
of a game brings with it certain assumptions about what it means to progress in
dominant culture. Key to that concept is that things will get better, more orderly,
that progress in a game will mirror the colonialist idea of a linear progression from
savagery to civilization.
In my DIGRA talk I described how the white protagonist will be forgiven, that
whatever the protagonist must do in order for the game to progress will be forgiven
by the structure of the game itself. And I wondered whether this was in fact a feature
of protagonism rather than “white protagonism”, because I couldn’t really see any
ways of designing subversively that didn’t begin with accepting this premise and
designing with it in mind. I think that in fact the idea that “the protagonist will
be forgiven” is enmeshed with colonialist-capitalist conceptions of progress shaped
by future oriented ethics as encoded into game progression, rather than white
protagonism (Jayanth, 2021). Future oriented ethics have long been critiqued by anti-
colonial intellectuals and have animated imperialist conquest and currently animate
technocratic elites in the form of longtermism and Effective Altruism, and it’s a
complex subject which there’s too much to say about, really. This idea of what is to
come imagines a future justifying brutality, violence, oppression, horror in the present,
because it will all be somehow made worth it. The imagined future is both glorious and
inevitable, and the pursuit of it both noble and necessary. Therefore, whatever actions
are taken in the present are pre-emptively vindicated by the future which doesn’t exist.
Whatever the cost of progress is, it must be forgiven, in the game world and in the
material world. So, it’s progress that forgives the protagonist, rather than whiteness —
but it is a white and colonial idea of progress.
I think “progress” is such a useful design framework in video games partly because
of the need to give players a sense of scale or context, which games don’t intrinsically
have in the way that reading a physical book makes clear to the reader. Maps are often
used for this purpose, charting the player’s journey, to memorialize what they have
done and to give players a sense of how much more there is to do in the game world.
Another potential way of giving players a sense of scale or context is through pace
rather than “progress,” which is the structured pattern of ludonarrative satisfactions
designed for a player to experience within the overall metanarrative of play which of
course also includes their embodied contexts (playing on a phone, having children or
responsibilities, playing alone or with friends, etc.).
190
THE WAR ON LEISURE
The imperial mode loathes leisure, which is a human need. The forces of capital are
arrayed against it. It is unproductive time — which is blasphemy in the religion of
capital. We live in “hustle culture”, where all our pleasures, hobbies, opinions, emotions
must be professionalized and monetized. Our interactions with each other must be
in some way corporatized: mined for data, bringing eyeballs to YouTube or SnapChat
or Instagram, through Facebook or Zoom or Slack. Any unmediated time we spend
with each other which escapes post-processing by social media, is fertile territory for
digital technology to occupy, even if it requires the displacement of the human bonds
or pleasures which previously thrived in that space.
We can see this in the ongoing enclosure of spaces for joy, play and community
in the material world, and the colonization of video games by capital as part of
the workification of games and the financialization of leisure. Lewis Gordon talks
about the capitalist pleasures of Animal Crossing: New Horizons in The Nation:
With millions unemployed due to the pandemic’s economic fallout, New Horizons might be
resonating all the more because of this — a means to keep working, even just figuratively, as
literal jobs are disappearing.
Except in New Horizons, work is obviously not like a regular job; it’s suffused into an
everyday existence where economic value is ascribed to even the most banal tasks. My
avatar has a cell phone that comes with an app called Nook Miles, which tracks and records
all my actions; for every fish I catch or weed I pull, I’m rewarded with points accompanied
by a bright melody and sharp endorphin kick. […] As the days unfold, everything on the
island, myself included, begins to feel like a stockpile of standing-reserve waiting to be
transformed into capital or tokens. (Gordon, 2022, paras. 2-3)
Game design in the imperial mode tends toward addictive, coercive and exploitative
pleasures — abusive design which does not respect the player’s human needs, and in
fact leverages those needs for its own purposes. Exploiting flaws in the human psyche
to leverage the player’s vulnerabilities to keep them playing while their time, attention
and money are extracted from them. We can see the recent rise in prevalence of
this type of design: loot-boxes, microtransactions, dual-currencies, pay-to-win, turn-
exhaustion, premium pathways, the corporate push towards games-as-service. Games
in which the experience is broken for the majority of players to extract value from the
few.
The work the industry produces in the near-future will also be shaped by the
increasing platformization and ongoing monopolization. A straightforward example:
the nature of Apple Arcade distorts the designs of the games which it funds; Apple
Arcade’s metrics of success determine what a successful game is, and the space for
iPhone games outside Arcade shrinks. What is good for Apple Arcade is not necessarily
what is good for the medium, though there is a lot of good work to be found on Apple
Arcade.
Natasha Dow Schüll’s Addiction by Design (Schüll, 2014) is an incredibly depressing
and valuable book about digital and video technology-assisted machine gambling in
Las Vegas. I think it’s deeply useful for us as game designers to familiarize ourselves
with the types of addictive designs and frameworks refined and perfected in the casino
ADE FOR GAMES 191
so we can identify them and agitate against them as they increasingly infect video
games and the imaginations of management, executives, and VC funders. She talks
about what players call “the machine zone,” which is a trancelike state engendered
by the rhythms of design in which they play in order to keep playing, rather than
to win, ignoring bodily needs and physical and even economic exhaustion. I think
this is usefully read alongside Braxton Soderman’s (2021) Against Flow, in explicating
how the focus on immersion and designing players into states of pleasurable flow can
be harnessed towards capitalist exploitation, offering the false promise of individual
transformation and self-expression rather than serving the player’s real human needs,
the pleasurable/numb state of flow keeping the player trapped inside and veiled from
the mechanisms of their own exploitation.
There is, I think, a correspondence between the decreasing satisfaction and
compensation of work in the material world, and the playful pleasures corporations
and executives offer to us with crypto, play-to-earn, play-to-own: the workification
of games and the gamification of work. I deeply worry that the type of gamification
design which escaped from video games into the worlds of work and consumption
will come back to haunt us, pulling games design toward gamification in service of
the demands of value-extraction. As someone who worked in gamification in the
mid-2000s, I had hoped we had laid that ghost to rest.
This brings me to another feature of the imperial mode: it is one of false promises
and the scam economy, pulling game design into the shape of the casino and the Ponzi
scheme. Look at Axie Infinity and the rise of cryptocurrencies, blockchain gaming,
NFTs etc. They can be seen, as Katherine Cross (2022) puts it, as “part of the grim
harvest of capitalism’s newfound lust for the intangible.”
CONCLUSION
I hope it’s clear by now that I don’t think video games will save the world. I’m not even
sure we can save ourselves. But maybe that’s okay. The truth is that all the futures I
imagine in which video games exist are dystopian.
So what do we do in this twilight space, practitioners of a decadent art form whose
very existence is perhaps contingent on the same ideologies which are accelerating us
towards ecological collapse and mass suffering and death. Did the band really keep
playing as the Titanic sank? Maybe they did. What else is there to do, especially if the
only thing you know how to do, and love to do, is to play the saxophone?
We can do our best to channel people’s energies to the collective rather than
disperse them, we can resist designs of addiction and the financialization of games. We
can try to serve our players real human needs as much as possible. And in truth, as T. S.
REFLECTION QUESTIONS
1. When designing games, who are you designing for? Why? When evaluating user
experience, who’s experience is the baseline? How does designing or testing for the ‘model
player’ limit creativity and diversity in game design?
2. What role does agency play in video games? What kinds of agency are considered?
How does the imperial mode affect these forms of agency?
3. What are some examples of games that resist a dominator culture? What are some
techniques that help us resist design for the “white player”?
194
KEY TERMS
Imperial Mode: the cultural sensibility or condition wherein imperialism is a normal and
often unaccounted for part of the practice of everyday living. It is characterized by the
banality of various overlapping crises (geopolitical, social justice, ecological, etc.)
produced by capitalism and empire.
Narrative Design: Where game design and storytelling meet. Narrative design includes
the creation of a game’s story structure, themes, plot, and characters as well as interfacing
between gameplay/mechanics design and system design to facilitate the player’s
experience of the story and its emotional beats through gameplay.
Model Player: The person imagined to play a video game during the design process.
Similar to a ‘model reader,’ an idea proposed by Umberto Eco. As Jayanth explains, even
play-centric design assumes a model player.
Dominator Culture: bell hooks’ term for the social milieu of the imperial mode of living,
where hierarchy and power are rigidly enforced through fear and force, and domination is
valorized and normalized. hooks argues that dominator culture harms those who enact
and perpetuate it, though differently than those who are oppressed by it.
Longtermism: An ideology focused on long-term outcomes and guided by the principle
that positively influencing the future should be a priority. Longtermists are often
critiqued for justifying exploitative or oppressive conditions as necessary for an outcome
that is eventually good for humanity.
REFERENCES
1. Activision Blizzard. (2023). Activision Blizzard Releases Inaugural Diversity,
Equity, and Inclusion Look-Back. (2023). Activision Blizzard, Inc.
https://investor.activision.com/news-releases/news-release-details/
activision-blizzard-releases-inaugural-diversity-equity-and
2. Brand, U. and Wissen, M. (2021). The Imperial Mode of Living: Everyday Life and
the Ecological Crisis of Capitalism (B. Jungwirth, Ed.; Z. Murphy King, Trans.).
Verso.
3. Cross, K. (2022). Why is the Internet so Exhausting? Blame your
Crowdsourced Bosses. WIRED. https://www.wired.com/story/labor-
surveillance-internet-culture/
4. Eliot, T.S. 1943. Four Quartets. New York: Hardcourt.
5. Gordon, L. (2022). Animal Crossing’s Embrace of Cute, Capitalist Perfection is Not
What we Need. The Nation. https://www.thenation.com/article/culture/animal-
crossing-video-game-essay/
6. hooks, b. (2018). All About Love: New Visions. William Morrow.
196
SPOTLIGHT 11: AN INDIGENOUS PERSPECTIVE ON THE DIGITAL
DIVIDE
SUMMARY
APPLICATION POINTS
Figure 1. In a Piegan Lodge, 1911, Edward S. Curtis. In later versions of the photo, the
clock between the two men was removed for being ‘too modern.’
198
THE DIGITAL DIVIDE: INDIGENOUS LAND IN CANADA
In 2021, 90.9% of Canada had high-speed internet coverage; however, this figure
is far lower for remote areas (59%) and even lower for First Nations territories
(only 42%).1
Tiewishaw notes that for the 20 years that she lived in Kanehsatake, a territory
in Quebec thirty miles east of Montreal, most of the territory did not have access
to high-speed internet. The high-speed connection ended about a kilometre
south of her home—where the municipality of Oka begins. Kanehsatake would
only gain access to high-speed internet in 2018.
If the Canadian government hopes to meet its goal of 100% internet coverage by
2030, current initiatives to improve digital access in Indigenous communities
must continue to expand. Given that the government has not yet been able to
ensure clean drinking water for Indigenous communities, Tiewishaw notes that
these efforts raise a provocative question: which will come first, 100% access to
high-speed internet or 100% access to clean drinking water?
In 2008, Tiewishaw, a 10th grader at the time, was introduced to the Skins
Workshop2 in her Graphic Arts class. The program encouraged students to
integrate stories from their community into video games and virtual
environments by teaching Indigenous youth how to create games. They were in
the first group to take part in the workshop and learned level design, 3D
modelling and animation, video editing, 2D animation, and character design.
Tiewishaw and her classmates made a game called Otsi: Rise of the Kanien’keha:ka
Legends about the Legend of the Flying Head. In 2011, they submitted the game to
the Imaginative Film and Media Arts Festival, where it won Best New Media. Otsi
exemplifies how Indigenous stories can be told in new ways, demonstrating how
Indigenous youth can be actively engaged in the making of these stories.
After high school, Tiewishaw earned a degree from Dawson College, worked at
Mega Bloks, and then returned to school to earn a Computation Arts degree at
Concordia University. While attending Concordia, she collaborated on a video
game with her sister Wennekerakon and their friend Frederyk Kowalczyk. At the
time, creating the game seemed like a monumental task—but after the game
was completed, it felt as though a door had opened and that video games could
be a career. The game was Karihonniennihtshera, which translates to ‘teachings,’
and follows the story of a young girl who is asking her grandmother why we
must take care of Mother Earth.
Recounting her early experiences with video games, Tiewishaw described how
she and her siblings would play the instant they got home from school, and all day
on weekends. “When my siblings and I got our first game console, we were
obsessed with it,” she said. Tiewishaw shared how her parents frequently
commented that if they practised their Mohawk as hard as they played video
games, they’d be fluent by now. That was the first time she truly thought about the
media she was consuming: there were no Mohawk video games.
In 2020, following the successful creation of Karihonniennihtshera, the Tiewishaw
sisters and Kowalcyzk founded Revital Software. Kahentawaks and
Wennekerakon create game assets, design UI, and handle written story elements,
while Frederyk handles the programming. They specialize in making
Indigenous language learning games, which are currently being used in a
Mohawk immersion school in Quebec.
These games help to address the barriers to learning Mohawk and the survival
of the language and culture. There are relatively few who speak the language
200
fluently, and fewer still who are available to teach the language. Out of 2,600
people living in Kanehsatake, there are only 60 first-language speakers (Deer,
2019). The majority of these individuals are elders, far past the age at which one
would normally retire. Further, there are also emotional and mental barriers that
might prevent individuals from learning their language. Elders battle
intergenerational trauma, while young people grapple with shame from not being
able to speak the language. Games provide a safe space for people to learn where
they feel the most comfortable, and circumvent some of the biggest learning and
teaching barriers.
Revital Software is currently working on a free Indigenous Language Video
Game Library. The first four games funded by the grants are based on Mohawk
legends: The Flying Head, The Little People, The Medicine Keepers, and The
Seven Dancers. The games are being developed with the help of a Mohawk
language specialist and will be told in a visual novel style, with a practice mode
for language learning that teaches vocabulary and conjugation to assist players
through the story mode. They will be completely playable in Mohawk with the
ability to toggle back to English to support second-language learning.
REFLECTION QUESTIONS
KEY TERMS
Digital Divide: The digital divide often refers to ways that existing inequalities
are reflected in—and compounded by—a lack of access to digital technologies. This
divide encompasses factors like high-speed internet, access to mobile telephones,
and the technological literacy of communities, which ultimately reinforces
unequal participation in society.
REFERENCES
1. Deer, K. (2019). Revitalizing Kanien’kéha: Immersion Program Seeks to
Protect Mohawk Language. CBC News. https://www.cbc.ca/news/indigenous/
kanesatake-mohawk-language-immersion-1.5359348
2. L’Hirondelle, C. (2016). Codetalkers Recounting Signals of Survival. In K.
Swanson & S. Loft (Eds.), Coded Territories: Tracing Indigenous Pathways in
New Media Art: 147–168. Calgary University Press.
3. John, G. (2023). Tackling the Digital Divide. Aboriginal Business
Report. https://www.mediaedgemagazines.com/the-canadian-council-for-
aboriginal-business-ccab/cb232/
4. Library of Congress, Prints and Photographs Division, Edward S. Curtis
Collection, [reproduction number, e.g., LC-USZ62-90145]
5. Tieweshaw, K. and Wilson, W. (2023). Indigenous Representation in Video
Games: Media History, Settler Imagination, Indigenous Futures. [Roundtable
Presentation]. Indigenous Video Games Day. Brock University.
Notes
1. https://www.oag-bvg.gc.ca/internet/English/parl_oag_202303_02_e_44205.html#IG
2. https://indigenousfutures.net/workshops/
202
CHAPTER 10.
Wendi Sierra
This chapter is based on talk originally given at Rhetoric Society of America, 2022.
SUMMARY
In this talk, Dr. Wendi Sierra applies Cushman’s (2008) framework to consider
the distinction between “seeming Native,” which centers on the authenticity
of representation and “being/doing Native,” which centers on survivance and
how Indigenous perspectives and values are communicated through story
and gameplay. Sierra then offers case studies to elucidate this difference:
Age of Empires 3: Definitive Edition as a game that seems Native but doesn’t “do”
Native, contrasted with Hill Agency: Purity/Decay as a game that both seems
and does. Sierra concludes by emphasizing that even as it continues to be
important for big-budget studios to improve the ways that their games “seem”
Native, work by Indigenous designers and collaborators as well as improved
access to game design tools and resources show exciting opportunities for
games to also “do” Native.
APPLICATION POINTS
Hello everyone.
I am glad you have all come here today.
My name is Dr. Wendi Sierra
I am a member of the Oneida Nation, Turtle is my clan.
Shirley is my grandmother’s name.
Cheri is my mother’s name.
I am helping the Oneida people.
In today’s talk I’d like to first introduce the concept of “seeming Indian” versus “doing
Indian,” referred to hereafter as seeming and doing Native1. This model, which draws
on Cushman’s (2008) original definitions and Arola’s (2017) extension of these
concepts, provides a critical frame that helps move conversations about representation
of Native culture in gaming away from a good/bad dichotomy and moves us closer
to something better approaching the concept of reciprocity. Having defined the frame
for analysis, I’ll move on to exploring a few examples of games that seem Native and
compare them to games that do Native. I should note at the outset, however, that this
is not meant as a slight or criticism for those games that “only” seem. Indeed, with the
striking under-representation of Native characters in gaming even when compared to
U.S. census population numbers (Williams et al, 2009), games that respectfully engage
with Native communities in order to seem Native can still play an important role in
representation.
DEFINING TERMS
Before turning toward the games, it’s important to clarify some key terms in this
discussion. Authenticity, accountability, and reciprocity are all important and
complicated terms to think through. This section lays these terms out and presents
a framework that will ground the game analysis to come. Cushman’s 2008 article,
“Toward a Rhetoric of Self-Representation: Identity Politics in Indian Country and
Rhetoric and Composition,” addresses the complexities of Native identity, and in
particular Native scholarly identity, by exploring distinctions between self-
identification and self-representation. Self-identification, Cushman explains, is one’s
own claim to an identity without additional evidence. Cushman shares the story of
a “pretendian” scholar, someone who claimed a Native identity but was ultimately
found not to be part of any Native community, as an example of the challenges that
unverified self-identification can lead to. This scholar, who both spoke for Native
communities and called into question other scholars’ claims of Indigeneity, ultimately
was unable to provide any information about their own kinship, connections, or
community belonging. In their wake, this scholar and others like them have created
204
a culture of suspicion. This demonstrates a piece of the damage that a system of self-
identification, relying on an individual’s own attestation, can cause.
One might think then that demanding a logic of self-representation, where Native
people are asked to produce legal evidence of their ancestry and heritage would be
an answer to this issue. However, these kinds of evidence rely on historical
documentation that can be problematic. Cushman discusses how the Dawes Roll, a
US federal census of the Cherokee, Chickasaw, Choctaw, Creek and Seminole peoples
from 1887-1907, demonstrates these challenges. The Dawes roll contains both
inappropriate additions (people who had no Native ancestry but felt there would be
monetary benefit to inclusion) and self-chosen omissions (actual Native people who
were eligible to enroll but, justifiably, felt it was safer for their family not to appear
on the list). Likewise, Lamsam (2014) notes that the concept of blood quantum is a
colonial one that is meant to slowly lead to the “extinction” of Native peoples.
With these complexities in mind, Cushman proposes a two-pronged approach
to thinking about Native scholarly identity, one that is based both on “being” and
on “doing.” Being, which Cushman associates with authenticity, can be demonstrated
tribally, by showing that one “hold[s], practice[s], and preserve[s] the cultural traditions,
languages, medicines, clans, and sacred artifacts that are the legacies” of a particular
people. Or being can be demonstrated nationally, by showing they meet the
requirements of the “institutional, governmental, and legal structures that sovereign
Native American states use to interface with the federal and state governments and
to define, serve, and govern their citizens” (2008, p. 339). Tribal identification
acknowledges those who, through whatever coincidence of family history, cannot
be legally enrolled in their nations but are nonetheless part of their communities
and accepted culturally as members. National identification recognizes those who
meet legal definitions of Native citizenship and makes space for those who may be
reconnecting with their communities. Both kinds of identification depend on
reciprocity, on a community of people affirming that the scholar in question is
engaged, culturally, legally, or both, with their community.
However, being a Native scholar is but a first step. Cushman suggests that, while
authenticity is absolutely essential, it is part and parcel with accountability, Cushman’s
definition of doing the work of a Native scholar that is deeply grounded in a profound
sense of reciprocity. For Cushman, a Cherokee scholar, this concept of accountability
is rooted in gadugi, the ethic of “the individual serving the family and community
and working together for the common good” (2008, p. 344). Doing the work of a
Native scholar requires one to be deeply embedded in community engagement and
participation. As she notes, many Native academics end up far from their traditional
homelands, and so this doing may involve more work with their local communities and
other tribal Nations, but it nonetheless provides a way to demonstrate reciprocity and
kinship.
Cushman’s framework is an interesting take on what it means to occupy a
particular identity as a scholar, but how does that get us to video games? Kristin
Arola (2017) brings Cushman’s framework of being/doing into the realm of design.
She surveyed her local community at a pow wow, asking attendees “what would
Arola brings Cushman’s definition of embodiment, which involves being and doing,
into consideration of a design ethos consisting of seeming and doing. In some ways,
these are loosely related to concepts of authenticity and accountability/
reciprocity, which provide a solid way for us to consider what these concepts might
look like in game design and to explore examples of games that do and do not meet
these criteria.
Cushman’s concept of being was a heuristic that focused on being identifiable
as part of a particular community, whether that be culturally (tribal identification) or
legally (national identification). Arola defines seeming in design as “the use of a specific
design elements recognizable as Native” (2017, p. 212). Synthesizing these elements,
I argue that for games (or elements within games) to seem Native, they must have a
culturally authentic representation of a specific Native nation. This includes, but is not
limited to:
206
At the most basic level, this list is concerned with accuracy in representational
elements. To have accuracy, a game generally must name a specific nation; there must
be something for the game to be accurate to. However, I would argue that seeming
Native involves some engagement with contextuality as well, something perhaps
implied by the inclusion of the phrase “time-period appropriate.” In short, to seem
Native a game must consider the particulars of a culture. Doing so guards against
falling into visual tropes and stereotypes imported from other media that do not
engage meaningfully with actual Native cultures. This might appear to be setting a
fairly low bar, but a substantial number of video games do not meet even these simple
guidelines to seem Native. Indeed, one of the first games with a Native protagonist,
Whomp ‘Em, does not meet any of these criteria. The main character, Soaring Eagle, is
clearly meant to be connected with Native culture via a series of generic visual tropes:
his clothing includes a tan vest, shoes that appear to be moccasins, and a headband
with a single feather. No Native nation is named and the visual signifiers of Native-
ness are a hodgepodge that collectively point to no specific nations. The name Whomp
‘Em is a play on the word wampum, beads made from the shell of the quahog clam
and used by Eastern Woodlands tribes. This might imply Soaring Eagle is meant to
be a member of any number of Nations along the Atlantic coast that used and valued
wampum. However, the game also includes imagery of totem poles with art that seems
to reference Pacific Northwestern Nations including the Haida, Tlingit, and Coastal
Salish, to name a few. One of the enemies in the game is a grizzly bear, again pointing
to the North and generally to the Pacific Northwest as more likely. The instruction
manual offers no clarification, simply stating “Whomp ‘Em is the story of Soaring
Eagle, a young Indian Brave who ventures into the world seeking totems for his magic
pouch.”
Ultimately, in this game there is no attempt made to actually seem Native. The
game is a direct port of another game, Saiyuuki World 2, with a few minor visual
changes to “localize” the game for American audiences. The imagery in the game
and even the name itself are there to try to signify Native-ness in some way without
any desire to engage culturally with actual Native people. The soundtrack is entirely
imported from the original game and thus does not represent a period-appropriate
soundscape.
While seeming is generally about aesthetics, doing is about relationality. Thus, for
a game to do Native we must look at both the game itself and the design process.
Games that do Native should:
• Have a story and mechanics that are informed by the tribal values
• Engage Native people in the development process beyond a “consultant” mode
• Accomplish something with the game that community wants accomplished
As this list might suggest, it is entirely possible to include a Native character in a game
that hits the requirements to seem Native, but nonetheless fails to do Native. This
isn’t meant to be a backhanded compliment or sly criticism of games that seem. Given
the general lack of Native characters in all contemporary media, including aesthetic
With the release of Age of Empires III: Definitive Edition in 2020, developers Tantalus
Media and Forgotten Empires attempted to do a better job of representation than
the game’s first release. The original Age of Empires III (AoE3), released in 2005, and
particularly the Warchiefs expansion (2006), has been criticized for its failure “to
properly represent the [Indigenous] peoples and culture due to its inherent
Western design that originates from the development history of the RTS [real
time strategy] genre and simulation wargames overall” (LaPensée, 2008, p. 142). The
initial release of AoE3 contains 12 Native nations, all of whom are unplayable (though
players can form alliances with these nations to access culture-specific units). The
Warchiefs expansion, released a year later, makes three of these civilizations playable
(Haudenosaunee under the name Iroquois, Lakota under the name Sioux, and Aztecs)
and added three new non-playable nations to replace the ones made playable (Huron,
Cheyenne, and Zapotec). While both AoE3 and The Warchiefs in their initial releases did
name specific Native nations, there are several important missteps in their attempt to
represent the cultures they were depicting, and thus I would argue that they did not
succeed in their attempt to seem Native.
The AoE franchise generally makes attempts at authenticity with all of its
civilizations. All AoE factions have voice lines in the faction’s appropriate language and
the developers included this for the three Native civilizations as well. However, already
we run into a problem with authenticity, as the Haudenosaunee are a confederacy
and not a single nation. In the game, the Haudenosaunee units are actually speaking
Kanienʼkehá:ka, or Mohawk, the language of one of the six nations of the
Haudenosaunee Confederacy. While this does track with the in-game home city of
Caughnawaga, a Mohawk settlement, it is nonetheless incredibly misleading to imply
208
that this is the language of the Haudenosaunee. Each of the six member
nations—Mohawk, Oneida, Onondaga, Cayuga, Seneca, and Tuscarora—have their
own language.
A more pointed example of how the game fails at seeming Native is the inclusion
of the firepit as a game mechanic. All three playable nations include the firepit as a
building structure and players are able to assign villagers to dance around the firepit to
receive certain “buffs” or additional units. The Alarm Dance summons Warrior units,
while the War Chief Dance increases the War Chief’s hit points and returns him to
the home base if he falls in battle. It is true that dance is very important to many
Native cultures and can be a central part of our ceremonies. However, the dances
depicted by the in-game animations are closer to the decades-old caricature of Native
dance ceremonies seen in western films and TV shows than they are any accurate
or appropriate dance. Further, having several dances shared by Nations stretching
from the Northeastern US and Canada, across the Great Plains, and down to Central
America is a blatant example of flattening Native cultures into one giant “mono-
culture.” This is even more concerning when it is compared to other civilizations in
the game. Anthony Brave notes “The Fire Pit works magically in that having people
dance around a fire somehow gives warriors on the battlefield more power. On the
other hand, the Western people get power through logical means: like the development
of technology or increasing their capacity for war by developing their forts” (Age DE
Team, 2022). Brave argues that this distinction falls into classic caricatures of Native
cultures that describe Native people as savage and uncivilized (getting their strength
through ritualistic, magical means) while more “civilized” societies are rational and
logical, getting their strength through technological evolution.
If the game does not seem Native, and indeed falls into some common missteps
regarding representing Native nations, then it is perhaps unsurprising that it does not
do Native either. Indeed, not only does the game NOT embody tribal values, making
Native civilizations playable in a real-time strategy game gives the implication that
Native cultures would have colonized if only they had gotten the technology in time.
As LaPensée notes, one of the places this is seen most clearly is in how the game treats
land: “the design of environment in The WarChiefs suggests that space is defined by
territory and that unmapped territory is non-existent” (2008, p. 133). There are two
important values here to tease out. The first is that the game and its mechanics are
grounded in colonialist understandings that divide land into territory to be conquered
and exploited for resources. This is already antithetical to Indigenous viewpoints,
which often see themselves as co-participants with the land and as agents with both
benefits and responsibilities for being in any particular place. The second is that land is
distinct and only important for the value it provides to those on it; unmapped territory
does not matter in this framework because it cannot be used.
Recognizing these criticisms leveled at its treatment of Native civilizations, the
developers decided to hire Native consultants to work on their update of the game for
the Definitive Edition release. Anthony Brave, one of these consultants hired to assist
the development team, recalls that his first suggestion was to entirely remove these
civilizations from the game. Reflecting LaPensée’s concerns, Brave argued that there
These changes are important. They help those represented by these depictions perhaps
feel more comfortable seeing their culture onscreen. They help those outside the
culture perhaps have a more accurate image of what certain elements of the culture
are like. Ultimately, however, in a game whose main mechanic is colonization, it
seems unlikely that it will ever be possible to do Native. Is this enough? It’s hard to
say. I think in this particular case some people might feel, as Brave and LaPensée
likely do, that games in this particular franchise may always include some level of
misrepresentation based on the way the franchise depicts colonization. However,
with input from consultants and communities, it is possible for these games to at a
minimum do a better job of seeming Native. Moreover, it’s worth noting that the
changes Brave initiated, while not removing the problematic issue of approaches
toward the land, nonetheless go beyond simple accuracy corrections and are able to
substantially impact value-based choices.
While real time strategy games, or at least those heavily involved in colonization and
expansion as a game mechanic, may always struggle to do Native, this is certainly not
the case for all games or game genres. Recognizing which games do Native involves
both analyzing the game itself and looking at the design process. The first criterion,
using tribal values to inform story and mechanics, is something that can be best
understood by looking closely at game mechanics. Never Alone is a fine example of this.
However, because this game is one of the most written about Indigenously determined
games, I will provide only a brief analysis of how this particular game design embodies
the principles of doing Native. The game was made by Upper One Games, a company
owned by the Cook Inlet Tribal Council, and E-line Media.
210
Deborah Madsen (2017) provides an extensive analysis of the game and its
mechanics, arguing that one of the fundamental aims for the game was “the
dissemination of Iñupiaq values of resiliency and survival, cooperation,
intergenerational wisdom, and the interdependence of land, people, and animals” (p.
93). As Madsen explores, this is done through both the narrative elements and the
game mechanics. Throughout the game, Nuna, the young female main character, relies
not only on her white fox companion, but also on learning to interpret and work
with her natural environment: “cooperative behavior is coded into the mechanic”
(Madsen, 2017, p. 96). Madsen’s article explores the game mechanics of Never Alone
as an example of survivance in game design and clearly demonstrates how these
game mechanics fully embody tribal values and honor the teachings of this particular
culture. Amy Freedan, Lead Cultural Advisor on the game, notes their team was
constantly engaging with their community, asking questions like “what if we wanted
to portray certain gameplay and if that wasn’t ok with elders what were the next steps?
It couldn’t be just a check in at the beginning and a check in at the end” (IGN, 2014).
Freedan’s comments about the development begin to address the second criterion
of doing native, engaging Native people in the development process beyond a
“consultant” mode. Ishmael Hope, one of the game writers and a member of the
Cook Inlet Tribal Council reflects that the depth of collaboration between the two
organizations (E-Line Media and Upper One Games) was central from the beginning
of the project:
This project needed an equal collaboration with Native people, not only because it was
ethically responsible, but to make a better video game. There were too many details, too
many facets of our worldview, too much dialogue to navigate to even know where to begin,
that it couldn’t have successfully been created without equal Native collaboration on every
level.
This collaboration began from the earliest stages of the project. Alan Gershenfeld,
president of E-Line Media, reflects that initially an adventure style game seemed like
a more natural choice as a vehicle to convey the story of the game. However, in their
communication with elders and cultural advisors they realized that to truly convey the
values of interdependence and collaboration, a puzzle platformer felt most appropriate
to all involved. The game design team included formal collaboration with twenty-four
cultural advisors, many of whom appear in the Cultural Insights, short documentary-
style videos that can be unlocked during gameplay.
Gloria O’Neil, President and CEO of the Cook Inlet Tribal Council, directly
addresses the third criterion for doing Native, stating “CITC is all about working with
Alaskan Native people to connect them to their potential” (CITC Alaska, 2016). The
Tribal nonprofit provides a variety of services to the communities it serves, but always
centers itself on understanding the community and responding to the needs of the
community. Freedan notes that, as an organization, they felt that gaming gave them
an opportunity to both provide positive representation for their community and re-
engage their young people in the beauty of their culture. Thus, there can be no doubt
As I have previously mentioned, Never Alone is one of the most written about games
that meet these criteria for doing Native, but it is far from the only game. Indeed,
with the opening up of game design tools, the accessibility of learning resources, and
a community of supporters and colleagues, the past several years have seen the release
of a number of games that do Native. When Rivers Were Trails and Mikiwam: Solar
Punk Herbalism are examples of two released games, and Biskaabiiyaang: The Indigenous
Metaverse is currently being developed. In these games we see a variety of genres,
aesthetics, and goals. In this section, I’d like to discuss a game that looks and plays
wildly different from Never Alone, but nonetheless both seems Native and does Native:
Hill Agency: Purity/Decay.
Hill Agency is a pointed choice, as it allows me to address more fully the question
of “time-period appropriate” as part of seeming Native. Many games envision Native
cultures as hopelessly frozen at the moment of contact, and tend to visually and aurally
depict Native people as if they have not changed in the last several centuries. Elvira II:
Jaws of Cerberus is an example of this. The unnamed Native character in the game, a
“holy man” of his people apparently moonlighting as a janitor in Elvira’s movie studio,
speaks in broken English, using a “Tonto-speak” dialect. This is an incredibly odd
choice, as the game is set contemporaneously to its release (1990’s). The game relies
on stock tropes and a player unfamiliar with Native cultures who will not question the
likelihood that all three of the following are simultaneously true about this man: 1) he
is a first language speaker whose English is not fluent; 2) he is a holy man of his people;
and 3) he is a janitor working in Elvira’s film studio. This character, from his attire,
speech, and characterization, would not seem out of place in a game set a century or
more prior, something that should immediately suggest to players that his depiction is
not what we might call “time-period appropriate.”
Hill Agency, on the other hand, is set hundreds of years in the future. Meagan
Byrne, the studio founder and game director, describes the setting as “almost at the
end of colonization” (Dreamspeakers, 2023). Being set in the future, interpreting how
the game seems Native means thinking about Indigenous Futurisms and imagining
how contemporary Native cultures will exist and persist into the future. The main
character, Meygeen Hill (who goes almost exclusively by Hill in the game), is a
Néhinaw (Cree) private detective. Thus, the game identifies a specific Nation for
its main character. Additionally, neon signs containing words and phrases in Cree
are found throughout the city. The game highlights many visual elements of Native
culture, both broad and specific, while also considering how these characters make
sense in their contemporary world. Characters wear hats with beaded brims, have
traditional tattoos, but also are shown as modern, working in a variety of jobs and
occupying different places in the social structure of this futuristic world. In short, Hill
and those around her are both Native and futuristic. They have clearly maintained
elements of their traditional style, language, and arts, while also fully existing in a
212
futuristic world. Unlike the nameless, nationless janitor of Elvira II, the characters
in Hill Agency show a continuity that stretches seven generations back and forward
and respects both the past and the future. In short, the futuristic game achieves the
objective of seeming Native by using contemporary culture as a springboard to
creatively envision a vibrant future.
The game also succeeds in doing Native, under a very different model from Never
Alone. As a neo-noir point-and-click detective game, the primary mechanic in the
game is understanding and navigating dialog trees. To do so successfully, the players
controlling Hill must learn to interact respectfully within kinship communities and
to respect their relationships. Thus, the main game mechanics models traditional
values of kinship, reciprocity, and respect. As for involving Native people beyond
a consultant model, Achimostawinan Games is an independent Indigenous-owened
business. Byrne reflects on the studio’s motto, stating “During the development of our
game, it was really important for us to have as many Indigenous people as possible
in key positions, and even in some non-key positions, to have their voices and
perspectives reflected in the game” (Chong, 2023). Because the game is not created
in connection with a specific community, as Never Alone was, it might seem difficult
to assess whether or not Hill Agency in fact is able to accomplish something the
community wants. However, in their discussions about the game, both Byrne and
Sa’dekaronhes Esquivel (Lead Artist for the game), reflect on wanting to do better in
terms of representation and wanting to create space to imagine not just a more hopeful
present for Native people, but a vibrant and dynamic future. I feel confident that both
of these are goals that many Native people would resonate with.
In 1982, Taito released Indian Battle, an arcade cabinet that features a nameless cowboy
fighting against an “Indian raid.” The flyer for the arcade cabinet provides a barebones
story: “Tomahawks and arrows are flying toward you from all sides. Snakes, scorpions,
and condors are coming after you, too. Your only protection is your rifle. How long can
you defend your ranch?” The Native characters in the game are only recognizable as
such by the weapon they hold (a club, tomahawk, or bow) and by a feathered headband
on their head. Thus begins the history of Native representation in video games. The
Native characters in this game are never identified as part of any particular Native
nation or culture and are entirely deindividualized. In the forty years of gaming since
then, this story has been repeated time and time again, with games that take very little
interest in making any attempt to seem Native. Indeed, 2021 saw the release of This
Land is My Land, a game that pitches itself as a Native revenge story but involved
consultation with no Native nations. In a Reddit post, the developer claims that their
goal is to “provide [the player] with a Native American experience, unlike any other”
but affirms that they did not feel the need to name any specific Nation or culture to
do so or, by extension, to work with any Native peoples, Nations, or organizations
(Giroux, 2021). Sadly, many games continue to be made by developers that make no
effort to have their games seem Native, but instead trade in stereotypical media tropes
and Google searches to define our diverse cultures as one monolith.
ADE FOR GAMES 213
However, while these games certainly still are made, and may always be made, a
number of studios are trying to more deeply consider what it might mean to try to
seem Native. Assassin’s Creed 3, by Ubisoft Montreal, comes to mind as an example of
a developer making a solid effort to seem Native by involving consultants from the
Nation they wished to represent and sincerely listening to those consultants when told
not to do things. Similarly, the team creating the third installment of Killer Instinct
worked with the Nez Perce nation to update their depiction of Chief Thunder, a
character meant to be a part of that nation. Moreover, with the increasing accessibility
of tools and distribution platforms, a number of Native people are doing the important
work of doing Native in game design.
REFLECTION QUESTIONS
1. How can/should settler scholars study games and media in the context of “seeming
Native?”
2. How do dominant frameworks and norms complicate action towards “doing Native”
across the contexts of game development and community collaboration?
3. Given the demographics and cultural norms of mainstream gaming communities, why
is it important for games to both “seem Native” and “do Native”? What are other
examples of games that “seem Native” or “do Native”?
KEY TERMS
Seeming Native: Related to the concept of authenticity, media that seems Native must
identify the specific tribe or nation represented, depict accurate visual aesthetics for
clothing, housing, and other iconography, and include appropriate language and
soundscapes.
Being/Doing Native: Related to concept of accountability, media that does Native must
have story and gameplay that reflect Native values, be developed in close consultation and
with meaningful input from Indigenous communities, and contribute to the aims of the
Indigenous community.
Indigenous futurism: Describes the movement in arts, culture, and society to imagine
alternative futures where Indigenous peoples exercise agency and sovereignty. It is also an
aesthetic form combining traditional Indigenous iconography with futuristic elements. It
is, in some ways, a response to the trope of the “vanishing Indian” which insists on
depicting Indigenous peoples as refusing technology as part of their rigid adherence to the
past.
214
REFERENCES
1. Age DE Team. (2022, January 4). An Interview with Age of Empires III: De
consultant, Anthony Brave. Age of Empires / World’s Edge
Studio. https://www.ageofempires.com/news/interview-anthony-brave
2. Arola, K. (2017). Indigenous Interfaces. In Wall, D.M. and Vie, S. (Eds.) Social
Writing/Social Media: Publics, Presentations, and Pedagogies, 209-226. University
Press of Colorado. https://doi.org/10.37514/PER-B.2017.0063
3. Chong, E. (2023, August 21). Ubisoft Indie Series Spotlight: Achimostawinan
Games – Ubisoft Toronto. Ubisoft Toronto. https://toronto.ubisoft.com/
ubisoft-indie-series-spotlight-achimostawinan-games/
4. CITC Alaska. (2016, November 16). Never Alone: The Making Of – 2016
[VIDEO]. YouTube.com. https://youtu.be/
d9ndBVFrc2U?si=bfwBUEPNjjp4yIDv
5. Cushman, E. (2008). Toward a Rhetoric of Self-Representation: Identity
Politics in Indian Country and Rhetoric and Composition. College Composition
and Communication, 60(2), 321–365. http://www.jstor.org/stable/20457062
6. Dreamspakers. (2023, May 1). Interview with Meagan Byrne & Sadekaronhes
Esquivel of Hill Agency [VIDEO]. YouTube. https://youtu.be/
xcMBbjpo4TM?si=qCXTnOXfIbuhdBg7
7. Giroux, B. (2021, April 13). “This Land Is My Land” Wants to Sell an
Indigenous Revenge Fantasy, But Without Any Indigenous Input.
Vice. https://www.vice.com/en/article/m7eq5y/this-land-is-my-land-wants-
to-sell-an-indigenous-revenge-fantasy-but-without-any-indigenous-input
8. IGN. (2014, December 9). Never Alone: Implementing Culture Into Video
Games [VIDEO]. YouTube. https://youtu.be/
zU138DiQtKw?si=QsoBoaK8rgQZwru5
9. Lamsam, T. T., P.H.D. (2014). A Cultural Contracts Perspective: Examining
American Indian Identity Negotiations in Academia.. Journal of Cultural
Diversity, 21(1), 29-35.
10. LaPensée, E. (2014). Survivance as an Indigenously Determined Game.
AlterNative: An International Journal of Indigenous Peoples, 10(3), 263-275.
11. Madsen, D. L. (2017). The Mechanics of Survivance in Indigenously-directed
Video-games: Invaders and Never Alone. Transmotion, 3(2), 79-110.
12. Meloche, K. (2017). Playing in the Digital Qargi: Iñupiat Gaming and Online
Competition in Kisima Inŋitchuŋa. Transmotion, 3(1), 1-1.
13. Never Alone Interview Series: Ishmael Hope. (2014, October 30). Never
Alone. http://neveralonegame.com/interview-never-alone-writer-ishmael-
hope/
14. Williams, D., Martins, N., Consalvo, M., & Ivory, J. D. (2009). The Virtual
GAMEOGRAPHY
1. Age of Empires III. Ensemble Studios, 2005. Microsoft Windows Game.
2. Age of Empires III: Definitive Edition. Tantalus Media and Forgotten Empires,
2020. Microsoft Windows game.
3. Age of Empires III: The Warchiefs. Ensemble Studios, 2006. Microsoft Windows
game.
4. Assassin’s Creed 3. Ubisoft Montreal, 2012. Xbox 360 game. *
5. Custer’s Revenge. JHM Ltd., 1982. Atari 2600 game.
6. Elvira II: Jaws of Cerberus. Horrorsoft, 1992. MS-DOS game.
7. Hill Agency: Purity/Decay. Achimostawinan Games, 2023. Microsoft Windows
game.
8. Indian Battle. Taito, 1982. Arcade cabinet game.
9. Killer Instinct. Double Helix Games, 2013. Xbox One game.
10. Mikiwam: Solar Punk Herbalism. Studio Ekosi, 2023. Microsoft Windows game
demo.
11. Never Alone. Upper One Games, 2014. Microsoft Windows game.
12. Prey. Human Head Studios, 2006. Xbox 360 game.
13. Saiyūki World 2: Tenjōkai no Majin. Jaleco, 1988. Famicom game.
14. This Land is My Land. Game-Labs LLC, 2021. Microsoft Windows game.
15. When Rivers Were Trails. Indian Land Tenure, 2019. Microsoft Windows game.
16. Whomp ‘Em. Jaleco, 1991. Nintendo Entertainment System game.
Notes
1. Cushman’s original terms and Arola’s modification both use the term “Indian”. In my own writing,
however, I prefer the term Native.
216
SPOTLIGHT 12: INDIGENOUS RESEARCH AND EPISTEMOLOGIES
SUMMARY
APPLICATION POINTS
Dr. Laurila’s description of her research practices shows both the careful
considerations that she took in her application of ethical imperatives for
engaging with Indigenous participants, and the ways that
these considerations are often outside Western academic norms. In many
PARTICIPANT TRUST
KNOWLEDGE OWNERSHIP
The harm that has been done to Indigenous peoples at the hands of researchers is
well documented. Too often, Western researchers enter communities to do their
research and leave without sharing the results or inquiring as to whether the
218
results align with the lived experience of the individuals they are researching.
Because of this, Dr. Laurila drew upon the principles of OCAP: ownership,
control, access, and possession. OCAP principles outline ownership of data and
information related to Indigenous populations, as well as complete control for
Indigenous communities as to how that information is used.
As Dr. Laurila explains, “Indigenous people and communities have a vulnerability
when it comes to anyone doing research with them,” because often researchers
have told them one motivation for the research while actually pursuing another.
She continues, “And so ethically, I have to go beyond. Indigenous peoples must
have ownership of the data in any information related to them and their self-
determination. Sovereignty over that information as well as control of how the
information is used or stored [must be considered].”
When interpreting Indigenous data through a Western lens, researchers interpret
data according to how they understand the world to be, but not necessarily how
participants see it. Thus, Dr. Laurila connected with the participants to find out
what the data meant to them, what they identified as important, and what they
interpreted as meaningful.
This research straddled the worlds of Indigenous ethics and ethics requirements
within Western academic practices. There were ethical considerations for the
research itself, but also in submitting an ethics review to the university’s ethics
board. Often, Dr. Laurila found that the two forms of ethics were difficult to
reconcile. For instance, although Indigenous ethics value having relationships
with the Indigenous participants before starting the research to gain trust, this is
something that Western academia does not traditionally consider a ‘good’
practice.
Within the university and Western academic context, it is typically expected that
the researcher is neutral, objective, and outside of their participant’s community.
When submitting her research protocol to the research board, Dr. Laurila called
upon ethical teachings made outside of academia. “It’s completely unethical that I
would do any research if I didn’t know the people,” she said.
“Because I know them all, I’m up to a higher level of ethics because I have to do
right by them through the research.”
Colonial structures and narratives often exclude Indigenous perspectives within
research and academia. Dr. Laurila described being challenged throughout her
research as she tried to have Indigenous practices recognized as knowledge. She
said, “One of the areas that I was challenged on in my research with the ethics
[board], is that knowledge would be coming through dreams, through smudging,
through ceremony, through fasting on the land.” Dr. Laurila described having to
“talk the language of an institution for them to understand,” which is especially
challenging because they hold power over whether to fund and/or approve
research projects.
When making research connections and designing studies, Dr. Laurila uses an
Indigenous research paradigm based on wholism, interconnectedness and
relationships. Dr. Laurila shared that she cannot understand anything without
seeing how it’s connected to other things; whether designing a research study, a
course, or a workshop, she looks to see how it will be viewed wholistically, and
how all the pieces are related to one another. In her own practice, she describes
this paradigm as a circle divided into four relational quadrants (east, south, west,
north), as well as a central quadrant that focuses on the researcher.
220
other interactions. It also pertains to how the knowledge you produce is mobilized
and what use you put it to in the world beyond academic publishing.
REFLECTION QUESTIONS
KEY TERMS
OCAP principles: Stands for ownership, control, access, and possession. A set of
guidelines outlining ownership of data and information related to Indigenous
populations, as well as complete control for Indigenous communities as to how that
information is used.
Colonial structures: The assemblage of institutional requirements and ways of
knowing that undergird the accepted practices of Western research.
SUMMARY
APPLICATION POINTS
222
stake when we study and/or make games: if games represent our history
and culture, what stories do they tell of our relational contexts?
REFLECTION QUESTIONS
1. How might a cultural awareness of traditional objects and games reorient media
representations of Indigenous people?
2. How do your views of national borders shape your understanding of history, and
how might a consideration of the traditional territories of First Nations people
change those views of history?
3. What steps can we take to better acknowledge the diversity of Indigenous cultures
across the social, historical, and geographical contexts of games?
KEY TERMS
Wampum belt: Traditional belts used by First Nations peoples to track historical
events, using shell beads to create symbols. The Hiawatha wampum belt specifically
tells the story of the uniting of the Six Nations into a Confederacy by a man named
Hiawatha. Dallas notes that the Hiawatha wampum belt also functions as a map
demonstrating the traditional territory, from east to west, of the Mohawks, Oneidas,
Onondagas, Cayugas, and Senecas, with Tuscarora people being the sixth nation to
join the Confederacy.
Good medicine: Personal activities that bring joy, beauty, and balance to a person’s
life. Dallas explains that having been a lifelong lacrosse player, lacrosse has been his
good medicine, bringing him enjoyment throughout his life.
224
ABOUT THE CONTRIBUTORS AND SPEAKERS
André Brock, PhD, is an associate professor at George State University who has expertise
on racial representation in video games. His research focuses on the representations of
black women and weblogs, whiteness, Blackness, and digital technoculture. He is also
well-known for his recent work on Black Twitter and has challenged social science and
communication research to confront the ways in which the field has preserved a colour-blind
perspective. His book, “Distributed Blackness: African American Cybercultures,”
highlights issues of race and ethnicity from contemporary digital culture, and
discusses how Blackness gets worked out in various technological domains. By creating
important discourse on Black relationships alongside technology, Dr. Brock brings about a
sense of community in being Black online in today’s age of social media and technology.
Jordan Clapper, PhD, is a queer, unregistered Ponca of Oklahoma game developer,
game theorist, and narrative theory practitioner. Their writings and games seek to
challenge underlying normativities that exist in both games and theories. Their present
work examines the intersections between queer game studies, Indigenous games and
literature, and narrative theories of play. They are an Assistant Professor of Video Game
Development and Design at Washington State University.
A.M. Darke, MFA, is an artist experimenting with media in the form of games,
performance, software, and social practice. An Associate Professor of Digital Arts and New
Media, and Performance, Play & Design at UC Santa Cruz, Darke also directs the Open Source
Afro Hair Library , a free 3D resource of Black hair textures and styles. Darke’s practice
is informed by her expansive identities and interests, particularly as a neurodivergent,
genderchaotic Black woman in search of collective freedom and healing. Her work has
been shown internationally and featured in publications such as VICE, The New York Times,
and NPR.
Steven Dashiell, PhD, is a visiting affiliate researcher in the Game Center of American
University, and holds a PhD in Language, Literacy, and Culture. Steven’s work focuses on
the sociology of language and the nature of discourse in male-dominated spaces, notably
gaming, military, and other subcultures. He has published research regarding online discourse,
gaming, and masculinity in the Journal of Men’s Studies, Sexuality & Culture, and Games &
Culture , among other places.
Triskal DeHaven is currently on hiatus from pursuing a PhD in Systems Design Engineering
at the University of Waterloo. He holds an MSc in Human Centered Interactive
Technologies from the University of York in the UK, and a BSc in Pre-graduate Psychology
from Middle Tennessee State University in TN, USA. He is formerly a User Experience
Research for the AbleGamers Charity and currently working with Oculus VR for Meta. His main
interests include making games more accessible for player with disabilities, virtual reality, and Games
User Research. He is also interested in branching the gap between academia and the industry through
networking efforts.
226
Elaine Gómez-Sanchez, MA, is a prominent figure within the digital works community, and
co-founder of Latinx in Gaming . As a Latina, she has lived experience within the games
industry, is an independent Unity developer and games educator. Through her presentation,
she plans to connect cultural appreciation and representation in games and other digital
works. In her presentation, she will speak about how gaming has the power to destroy the
perpetuation of stereotypical perceptions and will explain how games can be designed in a
powerful and uplifting way. By understanding one another’s experiences, histories, cultural
experiences and backgrounds, we can shape creative decision making in games development
to be a more inclusive, mindful and authentic place.
Kenzie Gordon is a PhD Candidate in Digital Humanities and Media & Cultural Studies at
the University of Alberta. Her work examines gender and violence in video games and equity
issues in the game industry.
Kishonna Gray, PhD, is a Professor at the University of Michigan in the School of
Information. She is also a faculty associate at the Berkman-Klein Center at Harvard
University. Dr Gray is the author or co-editor of numerous books and articles
including her foundational 2014 work Race, Gender, & Deviance in Xbox Live:
Theoretical Perspectives from the Virtual Margins, 2018’s edited collections Woke Gaming
and Feminism in Play (from our very own University of Washington press)
and most recently Intersectional Tech: Black Users in Digital Gaming . She also has a book
currently under contract with NYU Press entitled Black Game Studies . She’s a highly sought
after speaker and regularly addresses both academic and industry audiences such as at the
Game Developers Conference. She is the winner of a number of awards over the years
including The Evelyn Gilbert Unsung Hero Award and the Black in Gaming Foundation’s
Educator Award.
Sean Gouglas, PhD, is a Professor in Digital Humanities and Co-Director of the Certificate
in Computer Game Development at the University of Alberta. He conducts research
on university curriculum related to video game design and study, as well as the relationship
between postsecondary institutions and the video game industry. He has consulted with
government on tax and investment policy as it relates to video game production and has
published reports for SSHRC and HEVGA on the state of the video game industry and higher
education game programs.
Rhona Hanning, PhD, FDC, is a Professor in the School of Public Health Sciences,
Faculty of Health, University of Waterloo (UW) and Fellow of Dietitians of Canada. Rhona’s
research involves evaluation of school, community and policy-based interventions
that support healthy eating for Canadian youth, especially those living in First Nation
communities. Her current teaching and research activity explores decolonizing education
and healthcare practices. A recipient of a UW Award of Excellence in Graduate
Supervision and former Associate Dean of Graduate Studies, Rhona counts mentorship as her
career highlight.
Daniel Harley, PhD, is an Assistant Professor at the University of Waterloo’s Stratford School of
Interaction Design and Business. His research offers critical and design-based approaches to
interactive technologies and multimedia storytelling, with a focus on the XR (or, Extended
Realities) sector, including virtual, mixed, and augmented reality.
228
Kelly Laurila, PhD, is an Indigenous Sámi and Irish woman with close to 30 years of Anishinaabe
knowledges and experiences; songcarrier of an Indigenous women and girls’ drum circle in
community and in a federal penitentiary; social worker, and educator. She is also an
advocate for ideological and social policy change pertaining to systemic social and justice
practices impacting Indigenous peoples. Dialogue, decolonization, and movement towards
action is at the forefront of her work with reconciliation initiatives.
Cayley MacArthur, PhD, specializes in human-computer interaction (HCI) research, with a focus
on inclusive technologies and inclusion in technology. The implications of this work are broad:
working on inclusion, diversity, equity, and accessibility in HCI requires interrogating the
perspectives, assumptions, methods, and artifacts encountered in our approaches to
research, design, and the development of new and existing technologies. She has published
and presented interactive demos at top venues in her field. Cayley is also actively engaged in
the research community and has served on the organizing or program committees of CHI 2022,
DIS 2021, CHI 2019, CHI 2018, CHIPLAY 2020, and ISS 2018.
Jess Rowan Marcotte, PhD, is a queer, mixed Mi’kmaw and white European settler game
designer, writer, maker and Doctor of Philosophy (Critical Interaction Design, Individualized
Program) who was born and lives in Tiohtià:ke (Montreal). Their work focuses on
interactive experiences of all sorts, including hybrid games and alternative interfaces, video
games, larps, tabletop games, and more. They are the lead co-organizer of the Queerness and
Games Conference (QGCon) and one-third of Soft Chaos, a worker’s co-op
that designs intimate, vulnerable interactive experiences.
Jackson McLaren is a PhD Candidate in the Media & Communication program at Temple
University. Hailing from Canada, he received his BA in Psychology and Media,
Communication and Film and MA in Communication and Social Justice from the University
of Windsor. His research interests sit at the intersection of game studies, cultural
studies, and transgender studies. He utilizes qualitative research methods to pursue
questions focused on LGBTQ and specifically transgender representation. Other
research interests include LGBTQ representation in video games and popular
culture, gender and live streaming, and virtual ethnography and other qualitative methods.
Liz Nilsen, PhD, is the Assistant Vice-President of Graduate Studies and Postdoctoral Affairs
(GSPA, Interim) at the University of Waterloo. In this role, Dr. Nilsen is a part of the academic
leadership team in GSPA that supports graduate education and community, as well as grad-
related initiatives that align with the University’s strategic planning (e.g., building work-
integrated opportunities). She collaborates with, and provide consult to, Faculties and
other academic support units, promoting fair application of University guidelines. As
well, she is involved in ongoing processes within GSP A, such as coordinating the graduate
petition process, adjudicating graduate scholarships, and enhancing graduate students’ experiences.
Outside this administrative role, Dr. Nilsen is a Professor within the Department of Psychology
and, with a team of graduate students, conduct research on children and adolescents’ socio-
cognitive development (Cognitive Development Lab). As a registered clinical psychologist, Dr.
Nilsen is a clinical supervisor for graduate students’ assessment and treatment activities through
the Centre for Mental Health Research and Treatment.
230
Kahentawaks Tiewishaw is Bear Clan Kanienʼkehá:ka from Kanehsatake. She earned degrees from
Dawson College and Concordia University. She is a former Research Assistant for Aboriginal
Territories in Cyberspace and the Initiative for Indigenous Futures. Tiewishaw is a founding
member of Revital Software, a company that is creating video games to revitalize
Indigenous languages in Canada.
Johanna Weststar, PhD, is an Associate Professor in the DAN Department of Management and
Organizational Studies at Western University and cross-appointed to Industrial/Organizational
Psychology and the Department of Gender, Sexuality, and Women’s Studies. Johanna specializes in
labour and employment relations with a focus on the video game industry where she is interested
in issues of workplace citizenship, representation and unionization, working conditions and the
labour process, project management and occupational identity. You can find her work at
Scholarship@Western, igda.org/dss and GameQoL.
Jennifer Whitson, PhD, is an Associate Professor in Sociology and Legal Studies and at the
Stratford School of Interaction Design and Business. She studies the “squishy” side of software
development and has been conducting ethnographic fieldwork with game developers since 2012.
You can find her work at: IndieInterfaces.com, first3yearsproject.com, and jenniferwhitson.com.
232
as racial category, 113, 119–20, 124–25 designing, 98, 162, 166, 169–70, 175,
Asiatic style, as construct, 24, 29, 122, 125 177
ASMR, 122–23 and hair textures. See Black hair
Assassin’s Creed, 189, 214 and representation, 76, 91, 162
audio tooth implants, 146 and white players, 22
Auger, James, 146 Black communities
augmented reality (AR), 114–15, 117 adultification of youth, 108–9
Aunties and Algorithms, 150–52 and approaches to technology, 24, 104
authenticity dehumanization, 166
as cultural capital, 108–9 lesbian, 31–32, 34
and Indigenous representation, 203, and masculinity, 108–9
205–6, 208, 214 and technology, 92
avatars Black Desert Online, 93
and Black users, 177 Black feminist thought, 6, 101
darker-skinned, 177–78 Black Game Devs, 5
defining, 178 Black game makers, 25–26
normative models, 22, 177 Black gamers
relationship to player identities, 175 and digital practices, 92–93
in virtual reality, 175–77 importance of community, 104
in VRChat, 176 and masculinity, 107–8
Awsem, Yas, 75 and representation, 97–98, 104
Axie Infinity, 192 and toxicity, 31–32, 91, 105
Axios, 1 and VR, 175–78
Black hair
Bachelor Party, 71 designing, 165, 171
Baker, Troy, 100 styles, 26, 98, 162, 165–66, 169–70
Baldwin, James, 182 textures, 164, 174
Barr Black identities, in digital spaces, 24, 91,
Matthew, 79 104–5, 167, 170
Pippin, 146–47 Black Intermediality, 104–5
Beat ‘Em & Eat ‘Em, 71 Black masculinity, 91, 101, 107–9
‘being/doing Native,’ 203–4, 207–14 Blackmon, Samantha, 6
biodata, 150–52 Blackness
biracial characters, 98–99 and colonialist thought, 33
Bird, Ashlee, 25–27, 29–30 defining, 93
Biskaabiiyaang: The Indigenous Metaverse, 212 and identity, 77, 91–92, 105, 163
Bitcoin, 192 representing, 28, 162, 164–66, 169–71,
Black bodies 174
absence in digital spaces, 24, 99 stereotypes of, 31, 163
and Black Virtuality, 167 and voice actors, 100–101
objectification, 28, 77 Black Skin, White Masks, 93
and player identity, 175 Black Twitter, 91
stereotypes, 162, 165 Black Virtuality, 162–63, 166–67, 169–70,
Black characters 173–74
234
utopian, 156 Everett, Anna, 24–25, 27, 30
DeVeaux, Cyan, 175–77 exploitation
Dickey, Megan Rose, 2 in game design, 179–80, 192–93
Dietrich, David R., 22 in workplaces, 61, 186
digital divide, 24, 201
digital identity, 92, 102 Facebook, 160, 163, 191, 206
disability Fairly Intelligent Tech, 172
in characters, 34 Fan, Lai-Tze, 81, 83–84
and game design, 129, 132, 134, 137 Fanon, Frantz, 93
identity model, 134, 136, 139 Far Cry, 188
and justice, 134, 136 Feminist Frequency, 6
medical model, 129, 134, 136, 138–39 Fickle, Tara, 24–25
models of, 130, 134–36, 139 Final Fantasy series, 30
and play, 129–33 First Nations communities, 63, 199, 222–24.
social model, 134, 136, 139 See also Indigenous communities
and Surrogate Body Theory, 131–32 The First Three Years, 42–43
Distributive Blackness, 92–93 Fleming, Crystal M., 72
‘doing Native,’ 203–4, 207–14 Fletcher, Akil, 31–32, 104–5
domination, as basis of game design, “The Flying Head,” 199, 201
179–80, 183 Forgotten Empires, 208
dominator culture, 179, 186–87, 195 Frazier, Chloe (character), 98
Douglas, Christopher, 25, 30 Freedan, Amy, 211
Drake, Nathan (character), 96, 98, 100 fridging, 96, 102
dramaturgical self, 94, 102 Fron, Janine, 23
Drucker, Johanna, 147 Full Spectrum Warrior, 28
Dungeons & Dragons, 74, 84, 123
Dunn, Anthony, 145 gadugi, 205
Duterte, Rodrigo, 158–59 gambling, 112, 191
dystopian design, 143, 148–49, 155–56, 193 gameplay
and accessibility, 50, 134
Eco, Umberto, 182, 195 and ‘American rules,’ 110, 112
Effective Altruism, 190 characteristics of, 29
Elaboration Likelihood Model (ELM), 148 and narrative design, 195
The Elder Scrolls: Skyrim, 34 and player racialization, 29, 33
E-Line Media, 210–11 workification of, 191–92
Eliot, T.S., 193 gamer doxa, 107–8
Elvira II: Jaws of Cerberus, 212–13 gamer exceptionalism, 108
emotional knowledge, 220 Gamergate, 6, 72
Entertainment Software Association (ESA), gamers
32, 43 and myth of meritocracy, 185
esports, 31, 34, 113, 126–28 self-identification, 94–95
Esquivel, Sa’dekaronhes, 213 stereotyping, 91, 107–8, 132
Essed, Philomena, 78–79 games industry
Evening Cicada, 170
236
Indigenous Game Devs, 27 Kowalczyk, Frederyk, 200
Indigenous games research, 21, 30, 204–6, Kratos (character), 99–101
217, 220 Kuhn, Thomas, 149
Indigenous Interactive Digital Media and
Video Game Database, 27 lacrosse, 222–24
Indigenous language learning games, 197, Lagace, Naithan, 29
200 LaLone, Nicolas, 23
Indigenous Language Video Game Library, Lamar, Kendrick, 55
197, 201 Lamsam, Teresa T., 205
Indigenous Metaverse, 212 Lantz, Frank, 181
Indigenous representation LaPensée, Elizabeth, 26–27, 208–10
authenticity, 208 LARP (live action role-playing), 153–56
‘being/doing Native,’ 203–4, 207–14 LatinX characters, 25, 27, 29
characters, 27, 29, 206–9, 213 LatinX game studies, 25
cultures, 198, 202, 204, 207–9, 212 LatinXinGaming, 51, 57
stereotypes, 207, 212 Latour, Bruno, 73
‘vanishing Indian,’ 198, 202, 214 Laurila, Kelly, 217–20
Infinity Ward, 2 Layne, Alex, 6
International Game Developer Association League of Legends, 126–28
(IDGA), 43 Leibovitz, Annie, 163
International Game Developers Association Leonard, David, 22, 25–28
(IDGA), 5, 32, 43 LGBTQ+ gamers, 81, 95, 175
Isen, Taija, 182–85 LGBTQ Video Game Archive, 5
It Is as if You Were Doing Work, 147 L’Hirondelle, Cheryl, 198
Linkin Park, 55
Jackson, Ronald, 101 “The Little People,” 201
Jim Crow era, 165 Living Single, 100
Joy Luck Club, 113 Llagostera, Enric, 145
Judge, Christopher, 100 longtermism, 190, 195
Jungk, Robert, 150 Lost Legacy, 98–99, 188
Ludo-Orientalism, 110, 113–14, 116, 120
Kadir, Aynur, 81, 83–86 Lymburner, Chip, 152
Kanehsatake, 197, 199, 201
Karihonniennihtshera, 197, 200 MacArthur, Cayley, 137–38
Kelley, Robin, 80 MacMullan, Terrance, 76
Kelly, Carlos, 25, 29 Madsen, Deborah, 211
Killer Instinct, 214 magic circle, 111, 114, 116, 120, 154
Kinect, 148 Malkowski, Jennifer, 24
Kingston, Maxine Hong, 112 manchild, 109
Korean diaspora, 126–28 manchild panic, 108
Korean Exclusion Act, 127 Marcotte, Jess Rowan, 66
‘Korean Exodus’ (2014), 127 masculinity
Korean gamers, 127–28 Black, 91, 101, 107–9
‘Korean Problem,’ 126–28 constrained, 108–9
238
Russworm, TreaAndrea, 6, 21, 23–25, 28, 34
Quebec, 148, 197, 199, 201
queer play, 34, 77, 81, 85, 135 safety tools, 31, 84
Said, Edward, 113
Raby, Fiona, 145 Saiyuuki World 2, 207
The Race Card, 24, 111–13, 116–17 Sami Gam Jam, 27
Race Rebels, 80 Sanchez, Joe, 54–55
racial empath, 29–30 Sarkeesian, Anita, 6
racialization SCDs (speculative and critical designs)
of characters, 22, 27, 29, 91 bleed and alibi as design tools for, 154
defining, 35 and dystopia, 148
in game design, 117 functions, 146
and gaming communities, 19–23, 26, and games, 147
29–33, 110, 112–13, 120, 127 history of, 145
and whiteness, 21 and paratopia, 149–50
racism premise of, 144
and algorithms, 172–73 and uncanny valleys, 145, 156
vs. anti-racism, 72–75, 78, 86 Schiller, Friedrich, 115
casual, 26 Schön, Donald, 150
as episteme, 74 Schüll, Natasha Dow, 191
in game design, 23, 70–72 ‘seeming Native,’ 203–4, 214
in gaming spaces, 23, 31, 72, 75, 110–11 self-determination theory, 130–31
in voice chat, 95, 111 self-identification, 139, 204–5
Radical Play Lab, 34 self-representation, 204–5
Radical Queer Witches, 70, 75, 77–81, 85 The Seven Dancers, 201
Raley, Rita, 160 sex work, and streaming, 122–23
Rankine, Claudia, 168 Shaw, Adrienne, 175
“Reconciliation: Facilitating Ethical Shklovsky, Viktor, 145
Space…” (dissertation), 218 The Sims, 94
Redfield, Chris (game character), 97 Šisler, Vit, 28
Reeves, Byron, 149 Six Nations people, 223
Reinhardt, Milo, 145–46 Skins Workshops, 27, 34, 197, 199
relational knowledge, 220 Skyrim, 34
Repairing Play, 24 Smith, Noah, 2
reparations, 64 Soaring Eagle (character), 207
Resident Evil series, 22, 28, 91–92, 96–98 social VR, 175–76, 178
residential schools, 223 Soderman, Braxton, 192
Revital Software, 197, 200–201 Soft Chaos, 61, 66, 68
Revolutionary Girl Utena, 82 Sony Santa Monica, 99, 101
Riot Games, 5, 126–28 South Korean League, 127
Robinson, Dylan, 78 Speculative Play, 144
Rock, Chris, 93 spiritual knowledge, 220
Ross, Nadine (character), 98–99 sports games, 22, 27–28
RTS (real-time strategy), 208 Squinkifer, Dietrich, 66–67
240
white supremacy, 1, 4, 22–23, 34, 76, 78, 86, workplaces
179–80 and bylaws, 67–69
wholism, 220 and degrowth, 67–68
Whomp ‘Em, 207 and discrimination, 44–46, 48, 67–68,
Wick, John (character), 96 71
Wilcox, Steve, 6 and exploitation, 61, 186
Williams, Dmitri, 22 and inclusivity, 46
Williams, Serena, 168 labour conditions, 47–48
Wilson, Deborah, 76, 99, 198 and organizational structure, 68–69
Wilson, Rai-ya, 76 worldbuilding, 105
Wilson, Waylon, 198 World Championship (Riot Games), 127
Wissen, Markus, 180 World of Warcraft, 30
Wolf, Michael P., 77
women X. See Twitter
and fridging, 96, 102 Xbox Live, 31–32
as gamers, 94
in games industry, 20, 186 Yamamoto, Hisaye, 112
and gender identity, 167–68 Yang, Gene, 112
and harm reparation, 64 Ye or Nay?, 162, 171–72
portrayal in games, 81, 96, 98–99, 148
racial stereotypes, 96, 122–23, 168
Zuckerberg, Mark, 163
workification, 191–92