Tag Archives: Key Terms

Civil Rights-Key Term from Citron Reading

“Civil rights laws are rarely invoked, even though cyber harassment and cyber stalking are fundamentally civil rights violations” (Citron, page 24).

This term, and the quote that places it in context, demonstrates both the seriousness of cyber harassment and the lack of punishment for offenders. As the reading shows, cyber harassment and stalking can have serious negative effects on a person’s life, from damaging their career to derailing their personal life, and sometimes even worse. These effects justify the fact that cyber harassment and stalking are civil rights violations, because no one has the right to make other people so miserable that they are forced to move, or damage their reputation so badly that it is impossible for them to find a job. Unfortunately, “legal action…remains rare” (Citron, 25) and astonishingly some of these victims go without justice. Part of this has to do with the fact that it can be difficult to judge online crimes in a physical court. As Citron mentions, “because [some officers] do not understand the state of the law, they advise victims to buy a gun and to sue their harassers in civil court” (21). However, legal justice can be hard to come by, which makes these clear examples of civil rights violations seem all the more horrific.

Key Term: “Queering” (Team Cyber Pistols)

[youtube]https://youtu.be/7xSOuLky3n0?t=145[/youtube]

The “queering” of content refers to the appropriation and recontextualization of content produced under a patriarchal and capitalistic institution, and the construction of new, user-based content from the original content that constitutes an opposition to those forces, and is therefore “queer” material. Queering undermines the heteronormative, cisnormative society which is the primary producer of content by claiming and then contextualizing its content within the queer community and narrative.

The term queer is used here because it opposes the forces of the creation of the original content (which are decidedly unqueer). But it doesn’t do so via the creation of “original” content, but rather by “hijacking” (so to say) the original content, and rearranging it so that it is a narrative suitably situated within the queer community. Russo, in “User-Penetrated Content: Fan Video in the Age of Convergence”, aptly describes the process as “engaging the source via its own images” (Russo 126). The old adage “You can’t put the fire out from inside the house” doesn’t apply in the digital house, where the exploitation of original content combined with original creatively has the ability to transform, to queer, any text, by using the text itself.

The queering of material also speaks to the queer undertones that flavor even anti-queer material. That is, the phenomena of rearranging material to queer it instead of creating entirely new material speaks to the pervasive nature of queerness, and further, the idea that queer narratives are not represented not because they do not exist, but because are actively and intentionally ignored.

What is queer cannot be queered, and so it is only content that lacks explicit queerness that is the subject and object of queerification.

The hand-in-hand nature of queer and anticapitalist practice of queering results from an institution where: “the question of what interpretations can be visible is yoked to the question of what interpretations can be profitable” (Russo 129). The lack of visibility of mainstream, corporation-grown queer narratives results from their lack of profitability, and that begs the question of whether the opposite is true: Does the prevalence of underground, user-grown queer narratives result from their lack of profitability? A refinement might result in a truer statement: Because of the lack of mainstream queer content (resulting from their lack of profitability), a prevalence of underground, user-grown queer narratives can be observed. This combines the first and second statements, resulting in a more comprehensive understanding. This also allows for a future in which capitalism appropriates queer narratives and exploits them, profiting from that which it once disdained.

Key Term: Media Representation

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Media representation has to do with how the media portrays particular groups of people. While the term could be used to describe generalized groups of people, within the context of discussion of diversity and marginalization in media portrayal it is almost exclusively used to refer to the media portrayal of marginalized people. Representation involves not only how many marginalized people are present, if any, but also how they are characterized and treated by the narrative. There is both positive and negative representation: For instance, while a lesbian character may appear in a video game, the character may be stereotyped, fridged, objectified, or otherwise be forced into a harmful and oppressive narrative. Calls for representation in games are, therefore, calls for better representation–not only must characters be present to start with, but they must also not be oppressive portrayals.

“This is also relevant to the populations themselves, as representation can have identity and self-esteem effects on individuals from those groups (Comstock and Cobbey, 1979; McDermott and Greenberg, 1984). Tajfel’s social identity theory (1978) suggests that groups look for representations of themselves and then compare those representations with those of other groups. The presence of the group – including within games (Royse et al., 2007) – serves as a marker for members to know that they carry weight in society. Conversely, the absence of portrayals should lead to a feeling of relative unimportance and powerlessness (Mastro and Behm-Morawitz, 2005).” (The virtual census: representations of gender, race and age in video games)

Representation, however, goes further than accuracy in terms of importance. Games that have more aliens and magical creatures than people of color tell us who is prioritized and welcomed in these fantasy games–and have a very real impact on the self esteem and identity of those who are underrepresented in media. Nichelle Nichols, who played Lt. Uhura on Star Trek: The Original Series, inspired a generation with her portrayal of the character: Mae Jemison, the first black female astronaut, was inspired by the character to join NASA, and Whoopi Goldberg, who later played Guinan on Star Trek: The Next Generation, was also inspired by the character, alongside likely millions of other women of color who saw the show as a child. Representation, while possibly appearing unimportant to people who are already widely represented, is a matter of validation of identity and humanity for those who are underrepresented and poorly represented by the media.

“You guys know about vampires, right? … You know, vampires have no reflections in a mirror? There’s this idea that monsters don’t have reflections in a mirror. And what I’ve always thought isn’t that monsters don’t have reflections in a mirror. It’s that if you want to make a human being into a monster, deny them, at the cultural level, any reflection of themselves. And growing up, I felt like a monster in some ways. I didn’t see myself reflected at all. I was like, yo, is something wrong with me? That the whole society seems to think that people like me don’t exist? And part of what inspired me, was this deep desire that before I died, I would make a couple of mirrors. That I would make some mirrors so that kids like me might see themselves reflected back and might not feel so monstrous for it.” – Junot Diaz

Sources&Links:
Media Representation: What It Means And Why It’s Important by Elizabeth Fierro
GSCE Media Studies Introduction To Representation by Karina Wilson
Star Trek’s Uhura Reflects on MLK Encounter Interview on NPR by Michel Martin and Nichelle Nichols
“The virtual census: representations of gender, race and age in video games” by Dmitri Williams, Nicole Martins, Mia Consalvo and James D. Ivory

Culture of Disposability

From the Burns reading entitled “From Memes to Mashups: Creating Content from Content.”

“In fact, in a culture of disposability, the genre of the mash–up might well have benefited from its underground status, which adds to its subversive cache. The music is effectively contraband and is only permitted to exist to the extent that it remains below a commercial radar.” p. 77

Definition:

  • the notion that products can simply be thrown away, indicating a lack of responsibility for the resources one consumes
  • tiring quickly of clothes, cars, electrical goods, music, etc > throw away > replace
  • disposing of things when they break or fall out of fashion
  • promotes a cycle of consumption
  • causes a person’s relationship with things/items/people to be transient and artificial

The term “culture of disposability” can help to explain the popularity, relevance, success, and dying out of memes and mashups.

Public-Purpose Media

Public-purpose media is the idea that one creates something for the audience and contributes to society. In regards to the web series, creators hope viewers can find themselves in their series and discuss certain circumstances like issues with sexuality and race. Many creators who follow the idea of public-purpose media purposefully discuss complex social issues that major networks don’t address so the viewer can have something to relate to. An example of a company that is inspired by the idea of public-purpose media is the Public Internet Channel (www.pic.tv). In their “About” section, they describe their content as “videos and tools to help you live a better life”.  Public-purpose media is a shift in the way we view television, and we can only hope that this trend will continue to grow.

Christine Acham, “Blacks in the Future: Braving the Frontier of the Web Series” in Watching While Black: Centering the Television of Black Audiences

 Image: http://www.lawritersgroup.com/wp-content/uploads/2013/02/web-series.jpg

Black Webtopia

The “Black Webtopia” is an idea that is supported by the many web series that discuss social issues within the Black community that aren’t addressed in mainstream media. The web is home to these “consistent Black narratives” (73), and while this is great, those involved with making contributions to this “Black Webtopia” face downsides as well. Web series often have trouble getting a substantial audience and proper funding which  results in many series having to cancel their production. However, many creators keep contributing to the “webtopia” and it will continue to grow as the web series format gains popularity and creators are inspired by the freedom to create their own series for a specific audience.

 

Christine Acham, “Blacks in the Future: Braving the Frontier of the Web Series” in Watching While Black: Centering the Television of Black Audiences

 digital_utopia

 

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Uses and Gratifications Theory

The term “uses and gratifications theory” is mostly used in the article studying players of the SIMS 2, although all articles are related. The article focuses on player motivations in terms of specific uses and gratifications each player receives. It is important to identify the groups being discussed as a young girl gamer will have different uses for playing a game as compared to an adult female gamer. The article “Women and Games” explains this truth by highlighting that the different television programs viewed by young girls and adult women. There are different levels of gamers in terms of how much time they spent playing the game and what they are getting out of it.

 

-Power players, women who play videogames very often, claim to receive gratification in mastering technical skills and competing.

-Moderate female gamers take pleasure in having a distraction from their everyday lives and in that way can utilize games as a form of stress relief.

-The women who do not engage in videogames claim to have no use for games as they are a waste of time and thus receive no gratification from it.

 

According to the articles the term”uses and gratifications theory” is defined as a system of studying and observing motivation.

Feminization

The process by which feminine attributes or association with the female is linked to an object or concept that in reality has nothing to do with one’s gender. An example of this is outlined in Casual Threats: The Feminization of Casual Video Games, the study which describes the phenomenon by which ‘casual games’ are given a female, derogatory designation in relation to the larger field of games. As is the case with casual games, feminization often occurs in a larger, male-dominated structure as a means to marginalize the subject of the feminization, but also to place certain things in a strong, ‘masculine’ position to contrast.

In this case ‘Hardcore Games’ are made the masculine counterpart to the female ‘Casual Games’.

Vanderhoef, J. (2013) Casual Threats: The Feminization of Casual Video Games. Ada: A Journal of Gender, New Media, and Technology, No.2. doi:10.7264/N3V40S4D

 

Integration

 

The level to which female gamers are able to reconcile gaming with the rest of their lives.   The level of integration can be seen in terms of the ability of the gamer to accept the hostility towards women within games or gaming culture.  “Power gamers” have a tendency to integrate technology and their gender better than “moderate gamers”, for whom there must be a more careful negotiation.  Non-gamers reject gaming technology completely and assert themselves in ways that are more traditionally feminine.

 

Social Role Theory

Social Role Theory is the theory that different social roles in which both sexes are socialized in contemporary socialized society direct the individual behaviors that are required for these roles. People subconsciously fulfill these roles because they have become ingrained in contemporary social society. We see this in the gaming world, especially, as a reflection of the gender roles of society. For example, Grand Theft Auto–> the males have power and perform sexual violence and are thugs while the females are strippers and helpless pawns.

* Boys will play certain games and in certain ways as girls will too, only they will play less

* It explains gender differences in the gaming world

* However, the Sims attracts female gamers which breaks away from typical gender roles and social role theory

* Since its launch in 2000, the Sims has been the ultimate example of a game which has been able to attract female characters

Gamer

The term gamer is used to self identify or label a particular person as a participant in gaming and gamer culture. The term is ambiguous in that no one set of attributes subscribes to the identity/label. Gamers may play “hardcore” games or social ones, may dabble in many games or immerse themselves in a few, may be very present on game forums and produce walkthroughs or keep to themselves — no one criterion fully encompasses what it means to be a gamer.

Shaw uses Bhabha’s theory of hybridity to highlight how multiple “gamer” identities can intersect to exist in the meta level of gamer culture (Shaw 35). For example, the term “gaymer” is an identification that encompasses “gamer” and LGBTQ identities into an individual aspect that is greater than the sum of its parts.

A somewhat controversial identity within the term “gamer” is the female or “gamer girl” identity, which often carries a negative connotation both within the misogynistic gaming community (Shaw 33) and from non-gamers (Royse 569). Anita Sarkesian’s work on gendered representations in gaming have made steps towards true gender equality among all gamers.

 

Works referenced:

Shaw, Adrienne. “Do You Identify as a Gamer? Gender, Race, Sexuality, and Gamer Identity.” New Media and Society 14.28 (2011): 28-40. Web. 5 Mar. 2014.

Royse, Pam, Joon Lee, Baasanjav Undrahbuyan, Mark Hobbson, and Mia Consalvo. “Women and Games: Technologies of the Gendered Self” New Media and Society 9.4 (2011): 555-574. Web. 5 Mar. 2014.

Motivation

(Baby, you can be my) Motivation

As game studies is a fairly young field, there are few, if any, established theories that model why people play games. Such a framework of ‘gamer motivation’ may also address why people choose to play a particular game over another, or why men and women might choose to play different games based on gendered lines. Many researchers design their own model of gamer motivation by adapting existing sociological models of use and gratification.

In the study entitled The Sims2, the researchers came  up with six areas that they felt strongly influenced or drove gamers to play the game.

  1.  Fantasy/Escapism – the desire to involve oneself in a world where things that are normally impossible in the real world are possibly experienced by the player.
  2. Control – the ability to have an inordinate amount of control over the experience of the world and, in the case of the Sims in particular, the life of your sims.
  3. Challenge – the oppurtunity to tackle and overcome challenges within the game world.
  4. Diversion – playing games as an act of pure distraction or diversion, to kill time, relax, forget your life.
  5. Enjoyment – a straightforward source of pleasure or enjoyment.
  6. Social Interaction – playing the game as a engine for interacting with other members of the community.

Playing The Sims2: an exploration of gender differences in players’s motivations and patterns of play. Jeroen Jansz, Corinne Avis and Mirjam Vosmeer