<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-8707111506272490940</id><updated>2012-01-26T13:37:48.666-08:00</updated><category term='gender and technology'/><category term='fans of dead franchises'/><category term='happy hills review'/><category term='Wisconsin DLC tax'/><category term='Shining Gate Software'/><category term='community'/><category term='Mediaspace'/><category term='Microsoft Kinect'/><category term='2011 year in review'/><category term='IGF'/><category term='cease and desist and games fair use and video games'/><category term='Rock Band'/><category term='facebook surveys'/><category term='nintendo ds'/><category term='Capcom contest'/><category term='E3 2009'/><category term='iPad games'/><category term='juul'/><category term='vintage computing'/><category term='ninja gaiden 2 review'/><category term='ethan mars'/><category term='lowbrow'/><category term='uncharted 3'/><category term='abe&apos;s exoddus'/><category term='shadow of the colossus 2'/><category term='gears of war 3'/><category term='dream games'/><category term='first person shooters and film'/><category term='Joakim Sandberg'/><category term='best of 2011 games'/><category term='resident evil 5'/><category term='limestone cave warehouse'/><category term='Sony Move'/><category term='difficult games'/><category term='african americans video games'/><category term='black people video games'/><category term='mafia wars advertising'/><category term='game design'/><category term='Darkside Chronicles'/><category term='RE5 racist'/><category term='april fools'/><category term='uncharted 2'/><category term='indie devs'/><category term='demon&apos;s 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term='videogames and gender'/><category term='media cultures'/><category term='Plantlife'/><category term='game tats'/><category term='Sony Press Conference'/><category term='games as art'/><category term='mobile games'/><category term='boy and his cat dragon'/><category term='limbo'/><category term='femininity and games'/><category term='game poems'/><category term='l-block winner'/><category term='deferment in casual games'/><category term='2010 GOTY'/><category term='feminism and videogames'/><category term='GTA San Andreas'/><category term='oragami killer'/><category term='wikipedia'/><category term='game collectors'/><category term='McRobbie'/><category term='dark souls'/><category term='henry jenkins'/><category term='post civil rights'/><category term='geek masculinity'/><category term='serious games'/><category term='game awards'/><category term='Alien Hominid'/><category term='tomb raider'/><category term='2011 disappointments'/><category term='gears of war masculinity'/><category term='jade'/><category term='academic'/><category term='Claire Redfield'/><category term='emilio lopez'/><category term='child of eden'/><category term='console gaming culture'/><category term='RB2'/><category term='too human'/><category term='lacan'/><category term='game studies'/><category term='iOS puzzle games'/><category term='Alex Galloway'/><category term='gender and game studies'/><category term='Beyond Good and Evil 2'/><category term='gamer culture'/><category term='mafia wars commercial'/><category term='trico'/><category term='games and disappointment'/><category term='gay gamers'/><category term='browncoat'/><category term='gamecritics'/><category term='gaming poetry'/><category term='games and spectacle'/><category term='videogames and popular imagination'/><category term='video games 2010 year in review'/><category term='fiske'/><category term='movies and games'/><category term='gamer'/><category term='bioshock poetry'/><category term='cheap atari games'/><category term='oddworld heroes'/><category term='MMO'/><category term='games and art'/><category term='The Legend of Princess'/><category term='shadow of the colossus poetry'/><category term='geographic humanities'/><category term='atheist games'/><category term='joystiq'/><category term='headcrab'/><category term='2011 GOTY'/><category term='consumerism and gender'/><category term='best ps3 games'/><category term='online communities'/><category term='Alexey Pajitnov'/><category term='games and culture'/><category term='epic games'/><category term='dreamfab'/><category term='team ico 3rd game'/><category term='rock band advertising'/><category term='marcus fenix'/><category term='left 4 dead'/><category term='abe&apos;s oddysee'/><category term='valhalla'/><category term='nakamura'/><category term='alcohol'/><category term='family games'/><category term='post racism'/><category term='Gimped 360'/><category term='retro games'/><category term='jetpack joyride'/><category 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Kennedy'/><category term='gold farming'/><category term='zombie contest'/><category term='globalization'/><category term='casual threats'/><category term='casual games industry'/><category term='Link&apos;s Adventure'/><category term='video game art'/><category term='independent games movement'/><category term='benj edwards'/><category term='uncharted'/><category term='Dark Room Sex Game'/><category term='video game taxes'/><category term='Half-Life'/><category term='travis touchdown'/><category term='1up'/><category term='spatial turn'/><category term='mom gamers'/><category term='N&apos;Gai Croal'/><category term='Capcom'/><category term='nintendo entertainment system'/><category term='women and video games'/><category term='postfeminism and videogames'/><category term='game critics'/><category term='The Misadventures of P.B. Winterbottom'/><category term='game commercials'/><category term='cake mania'/><category term='destructoid'/><category term='half-life 2'/><category term='game poetry'/><category term='Alyx Vance'/><category term='3DS'/><category term='game criticism'/><category term='hardest games'/><category term='homosexuality and gaming'/><category term='matthew arnold'/><category term='video games and racism'/><category term='media and geography'/><category term='beyond good and evil'/><category term='digital cultures'/><category term='abe'/><category term='video game culture'/><category term='decay doll'/><category term='xbox leaderboards'/><category term='Play Between Worlds'/><category term='masculinity and video games'/><category term='Saint&apos;s Row 2'/><category term='media studies'/><category term='T.L Taylor'/><category term='gaming blogs'/><category term='valve and mods'/><category term='shmups'/><category term='best games of 2010'/><category term='ikaruga'/><category term='videogame tattoos'/><category term='student film'/><category term='spectator'/><category term='jim doyle'/><category term='bioshock cosplay'/><category term='UWM Film Program'/><category term='judith butler'/><category term='poetry and games'/><category term='echoes project'/><category term='videogame poetry'/><category term='The Last Guardian'/><category term='Bag it'/><category term='video game ideas'/><category term='sotc tattoo'/><category term='video games and halloween'/><category term='Weekly DLC'/><category term='splicer costume'/><category term='Bag it game'/><category term='geocaching'/><category term='postracial discourse'/><category term='Helen Thornham'/><category term='iOS reviews'/><category term='zelda tattoo'/><category term='hardcore games'/><category term='xbox video problem'/><category term='Decay part 2'/><category term='glukkons'/><category term='bioshock 2'/><category term='six inches of rain'/><category term='watercolor games'/><category term='new year 1959'/><category term='Halloween'/><category term='Fake Instruments'/><category term='portal'/><category term='Atari'/><category term='Vanderblade'/><category term='strong female game characters'/><category term='hardcore gamer'/><category term='casual revolution'/><category term='pink ds'/><category term='cat gryphon'/><category term='Spike TV'/><category term='counter-strike'/><category term='hegemony'/><category term='Castle Crashers'/><category term='atari 7800'/><category term='core gamer'/><category term='saving yello review'/><category term='postfeminism'/><category term='Rock Band 2'/><category term='violence perceptions'/><category term='hardcore gaming culture'/><category term='independent videogames'/><category term='girls casual games'/><category term='soap operas'/><category term='indiegames'/><category term='cultural relevance'/><category term='360 video output flaw'/><category term='old games'/><category term='Oddworld'/><category term='cultural distinction'/><category term='core games'/><category term='like kirby'/><category term='gamer angst'/><category term='tactile entertainment'/><category term='highbrow'/><category term='videogame tastemakers'/><category term='Decay part 1'/><category term='fortugno'/><category term='video game awards'/><category term='gender and video games'/><category term='pregnancy groups'/><category term='video game collection'/><category term='subjective shot'/><category term='Johnnygames'/><category term='Bitter'/><category term='World of Warcraft'/><category term='gaming subcultures'/><category term='gender and games'/><category term='ninja gaiden'/><category term='no more heroes gender'/><category term='gaming costumes'/><category term='big c culture'/><category term='dead rising'/><category term='sylvia nmh'/><category term='bioshock dlc'/><category term='Best of E3'/><category term='lowbrow games'/><category term='munch&apos;s oddysee'/><category term='narratives in games'/><category term='wii ad'/><category term='macho gaming'/><category term='xbox customer support'/><category term='games and environment'/><category term='iPhone games'/><category term='Cultural Hierarchy and videogames'/><category term='video game creative writing'/><category term='heavy rain'/><category term='experiment design'/><category term='drunk again'/><category term='25 years of tetris'/><category term='queer video games'/><category term='masculinity and gaming'/><category term='just add water'/><category term='gaming and gender'/><category term='2011 video games'/><category term='heavy rain poetry'/><category term='nes collection'/><category term='sea stars'/><category term='louis'/><category term='games culture and copyright law'/><category term='peggle'/><category term='identity'/><category term='wii rail shooters'/><category term='VGAs'/><category term='RE:UC'/><category term='bad games journalism'/><category term='games of the year 2011'/><category term='indiecade'/><category term='game ideas'/><category term='short story video games'/><category term='mapping human experience'/><category term='metroid: other m'/><category term='black mesa project'/><category term='team ico'/><category term='male anxiety'/><category term='no more heroes'/><category term='Ico 3'/><category term='bacillus'/><category term='ET landfill'/><category term='games and gender'/><category term='console-ing passions 2010'/><category term='zombies'/><category term='hurt locker anachronism'/><category term='highbrow games'/><category term='female representation and video games'/><category term='E3 2010'/><category term='New Xbox Experience'/><category term='indy games'/><category term='Dead Kennedys'/><category term='ds ad'/><category term='nintendo'/><category term='feminine aesthetic'/><category term='stranger&apos;s wrath'/><category term='casual games and gender'/><category term='collective intelligence'/><category term='drunk gaming'/><category term='video game and environmentalism'/><category term='And Yet it Moves'/><category term='lesbian gamers'/><category term='Spelunx'/><category term='lara croft'/><category term='iOS games'/><category term='video games'/><category term='games and copyright'/><category term='lupton'/><category term='diner dash'/><category term='chrono compendium'/><category term='ps3 rpg'/><category term='O&apos;Shea Ltd.'/><category term='Shadow Man'/><category term='collecting games'/><category term='casual games'/><category term='new york times video games'/><category term='odin sphere'/><category term='milwaukee film'/><category term='Valve Software'/><category term='serenity film'/><category term='indie aesthetics'/><category term='oddworld fan'/><category term='University of Wisconsin - Milwaukee'/><category term='last guardian'/><category term='casual gamer'/><category term='firefly fan service'/><category term='tattoos and videogames'/><category term='app store games'/><category term='games and respect'/><category term='limbo xbla'/><category term='Portal 2'/><category term='like angry birds'/><category term='sligstorm'/><category term='hard games'/><category term='Netflix'/><category term='video game poetry'/><category term='Xbox Avatar'/><category term='drake&apos;s fortune'/><category term='digital representation'/><category term='games advertising'/><category term='kotaku'/><category term='Pierre Lévy'/><category term='shot and a cigarette reviews'/><category term='Fallout 3'/><category term='Myst'/><category term='bulletstorm'/><category term='tomb raider legends'/><category term='taste hierarchies'/><category term='raccoon city'/><category term='aesir'/><category term='gaming community'/><category term='minerva&apos;s den'/><category term='dodge games'/><category term='saving yello'/><category term='aj glasser'/><category term='jesper juul'/><category term='microbe'/><category term='Queers and Gaming'/><category term='FPS cinema'/><category term='microbe game'/><category term='seth schiesel'/><category term='gendered avatars and violence'/><category term='bacterium'/><category term='diversity and gaming'/><category term='RRoD'/><category term='everyday shooter'/><category term='tetris birthday'/><category term='indie gaming'/><category term='hurt locker gears of war'/><category term='bioshock costume'/><category term='wisconsin video games'/><category term='oddcoat'/><category term='Warren'/><category term='super mario galaxy 2'/><category term='wii'/><category term='okami'/><category term='videogames'/><category term='gender and casual games'/><category term='Oddworld Inhabitants'/><category term='head-crab'/><category term='habitus'/><category term='happy hills'/><category term='atari 2600 cartridges'/><category term='kotaku avatars'/><category term='MMORPG'/><category term='L.A. Noire'/><category term='mobile game reviews'/><category term='rock band gender'/><category term='Legend of Zelda'/><category term='art and videogames'/><category term='Addictions'/><category term='grad school silliness'/><title type='text'>Press Start to Drink</title><subtitle type='html'>Video Games, Academics, Drinks</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>John Vanderhoef</name><uri>http://www.blogger.com/profile/16140474128680887687</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>88</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-3171070483539745649</id><published>2012-01-26T13:37:00.000-08:00</published><updated>2012-01-26T13:37:48.711-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='highbrow'/><category scheme='http://www.blogger.com/atom/ns#' term='media cultures'/><category scheme='http://www.blogger.com/atom/ns#' term='taste hierarchies'/><category scheme='http://www.blogger.com/atom/ns#' term='lowbrow'/><category scheme='http://www.blogger.com/atom/ns#' term='habitus'/><category scheme='http://www.blogger.com/atom/ns#' term='video games'/><category scheme='http://www.blogger.com/atom/ns#' term='status and media'/><category scheme='http://www.blogger.com/atom/ns#' term='matthew arnold'/><category scheme='http://www.blogger.com/atom/ns#' term='big c culture'/><category scheme='http://www.blogger.com/atom/ns#' term='cultural distinction'/><category scheme='http://www.blogger.com/atom/ns#' term='soap operas'/><category scheme='http://www.blogger.com/atom/ns#' term='cultural hierarchy'/><title type='text'>Taste Hierarchies, Video Games, and Soap Operas</title><content type='html'>The fine folks at &lt;a href="http://www.gameranx.com/"&gt;Gameranx&lt;/a&gt; have recently published another feature of mine titled "One Life to Live: Denigrated Media Cultures."&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-10I_z6rrr0I/TyHHUr3rlaI/AAAAAAAAAC8/12kyTMHQXk4/s1600/Soap-Opera-Dash-1.0.1.128-log-1.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" src="http://4.bp.blogspot.com/-10I_z6rrr0I/TyHHUr3rlaI/AAAAAAAAAC8/12kyTMHQXk4/s320/Soap-Opera-Dash-1.0.1.128-log-1.jpeg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Here's an excerpt:&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;blockquote class="tr_bq"&gt;&lt;span style="background-color: #cccccc; color: #111111; font-family: Georgia, 'Times New Roman', Times, serif; font-size: 16px; line-height: 25px;"&gt;For many reasons, the subjects of video games and soap operas rarely overlap. If anything, games and soaps might be thought of as forms having little in common. Soap operas are a television genre largely associated with long-term character development spanning decades, domestic drama, and the housewife audience. In contrast, video games are a medium onto themselves, rarely attempt character development, often stay away from domestic issues in narrative, and are associated with a young male audience. However, the two media forms have one central thing in common. Both are denigrated in popular culture, one thought of as the pastime of idle, stay-at-home mothers, the other the pastime of equally idle, immature man-boys.   And you thought you had nothing in common. &lt;/span&gt;&lt;/blockquote&gt;&lt;br /&gt;You can read the rest of the feature by clicking &lt;a href="http://www.gameranx.com/features/id/4693/article/one-life-to-live-denigrated-media-cultures/"&gt;here&lt;/a&gt;.&lt;br /&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-3171070483539745649?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/3171070483539745649/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=3171070483539745649' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/3171070483539745649'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/3171070483539745649'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2012/01/taste-hierarchies-video-games-and-soap.html' title='Taste Hierarchies, Video Games, and Soap Operas'/><author><name>John Vanderhoef</name><uri>https://profiles.google.com/101663652394591393852</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='//lh6.googleusercontent.com/-jem8eSx1dlg/AAAAAAAAAAI/AAAAAAAAAB0/M1NihsAYCQ4/s512-c/photo.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/-10I_z6rrr0I/TyHHUr3rlaI/AAAAAAAAAC8/12kyTMHQXk4/s72-c/Soap-Opera-Dash-1.0.1.128-log-1.jpeg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-1079973591269823913</id><published>2012-01-17T21:25:00.000-08:00</published><updated>2012-01-17T21:25:47.848-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='video game and environmentalism'/><category scheme='http://www.blogger.com/atom/ns#' term='abe&apos;s oddysee'/><category scheme='http://www.blogger.com/atom/ns#' term='just add water'/><category scheme='http://www.blogger.com/atom/ns#' term='serious games'/><category scheme='http://www.blogger.com/atom/ns#' term='Oddworld Inhabitants'/><category scheme='http://www.blogger.com/atom/ns#' term='games and environment'/><category scheme='http://www.blogger.com/atom/ns#' term='munch&apos;s oddysee'/><category scheme='http://www.blogger.com/atom/ns#' term='abe'/><category scheme='http://www.blogger.com/atom/ns#' term='stranger&apos;s wrath'/><category scheme='http://www.blogger.com/atom/ns#' term='Oddworld'/><title type='text'>Odd Partners Post at Gameranx</title><content type='html'>It has become apparent that this blog is now just an archive of links to articles and reviews I write for other sites. And I'm fine with that.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-mJTu-96bMyU/TxZXcuIzSVI/AAAAAAAAAFk/kv_2FeJ6nAI/s1600/oddworld09.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://1.bp.blogspot.com/-mJTu-96bMyU/TxZXcuIzSVI/AAAAAAAAAFk/kv_2FeJ6nAI/s320/oddworld09.jpg" width="293" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;I recently posted a feature on &lt;a href="http://www.gameranx.com/"&gt;Gameranx&lt;/a&gt; about video games and environmental themes.&lt;br /&gt;&lt;br /&gt;&lt;blockquote class="tr_bq"&gt;&lt;span style="background-color: #cccccc; color: #111111; font-family: Georgia, 'Times New Roman', Times, serif; font-size: 16px; line-height: 25px;"&gt; Modern game consoles like the PlayStation 3 and the Xbox 360 are huge energy hogs, as are the HDTVs and sound systems used in conjunction with today’s console and computer games. In a world where old game consoles, computers, and other electronics inevitably find their way into landfills, to leak toxic chemicals into the ground, or travel thousands of miles on their way to the&amp;nbsp;&lt;/span&gt;&lt;a href="http://www.time.com/time/photogallery/0,29307,1870162,00.html" style="background-color: #cccccc; border-bottom-width: 0px; border-color: initial; border-image: initial; border-left-width: 0px; border-right-width: 0px; border-style: initial; border-top-width: 0px; color: #f23f3f; font-family: Georgia, 'Times New Roman', Times, serif; font-size: 16px; line-height: 25px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; text-decoration: none; vertical-align: baseline;"&gt;capital of electronic waste&lt;/a&gt;&lt;span style="background-color: #cccccc; color: #111111; font-family: Georgia, 'Times New Roman', Times, serif; font-size: 16px; line-height: 25px;"&gt;, Guiyu, China, to be sorted and salvaged by people slowly being poisoned, gamers need an environmental wake up call more than ever.  &lt;/span&gt;&lt;/blockquote&gt;&lt;br /&gt;It's called Odd Partners: Videogames and environmentalism. The rest of the article can be found &lt;a href="http://www.gameranx.com/features/id/4506/article/odd-partners-videogames-and-environmentalism/"&gt;here&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-1079973591269823913?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/1079973591269823913/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=1079973591269823913' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/1079973591269823913'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/1079973591269823913'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2012/01/odd-partners-post-at-gameranx.html' title='Odd Partners Post at Gameranx'/><author><name>John Vanderhoef</name><uri>http://www.blogger.com/profile/16140474128680887687</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-mJTu-96bMyU/TxZXcuIzSVI/AAAAAAAAAFk/kv_2FeJ6nAI/s72-c/oddworld09.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-2699087668473426441</id><published>2012-01-15T16:02:00.000-08:00</published><updated>2012-01-15T16:03:48.480-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='tactile entertainment'/><category scheme='http://www.blogger.com/atom/ns#' term='mobile game reviews'/><category scheme='http://www.blogger.com/atom/ns#' term='game critics'/><category scheme='http://www.blogger.com/atom/ns#' term='dreamfab'/><category scheme='http://www.blogger.com/atom/ns#' term='mobile games'/><category scheme='http://www.blogger.com/atom/ns#' term='saving yello review'/><category scheme='http://www.blogger.com/atom/ns#' term='iOS reviews'/><category scheme='http://www.blogger.com/atom/ns#' term='like angry birds'/><category scheme='http://www.blogger.com/atom/ns#' term='iOS games'/><category scheme='http://www.blogger.com/atom/ns#' term='iPad games'/><category scheme='http://www.blogger.com/atom/ns#' term='like kirby'/><category scheme='http://www.blogger.com/atom/ns#' term='saving yello'/><category scheme='http://www.blogger.com/atom/ns#' term='iPhone games'/><title type='text'>Saving Yello Review</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-yff8jjH6qvM/TxNoqdJNrxI/AAAAAAAAACs/71n3Z3izCKU/s1600/saving+yello+image.jpeg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-yff8jjH6qvM/TxNoqdJNrxI/AAAAAAAAACs/71n3Z3izCKU/s1600/saving+yello+image.jpeg" /&gt;&lt;/a&gt;&lt;/div&gt;As part of my ongoing series of iOS game reviews over at &lt;a href="http://www.gamecritics.com/"&gt;Game Critics&lt;/a&gt;, my critique of &lt;i&gt;Saving Yello &lt;/i&gt;is now available.&lt;br /&gt;&lt;blockquote class="tr_bq"&gt;&lt;span style="background-color: white; font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 12px; line-height: 17px; text-align: left;"&gt;Some people might argue that the difference between a real chef and somebody who just follows directions is the ability to take the ordinary and invent the extraordinary; the ability to come up with a concoction nobody has tasted before. With a cursory glance at&amp;nbsp;&lt;/span&gt;&lt;i style="background-color: white; font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 12px; line-height: 17px; text-align: left;"&gt;Saving Yello&lt;/i&gt;&lt;span style="background-color: white; font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 12px; line-height: 17px; text-align: left;"&gt;, the impulse might be to claim Dreamfab and Tactile Entertainment were just following the directions in a video game cookbook. Add two spoonfuls of&amp;nbsp;&lt;/span&gt;&lt;i style="background-color: white; font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 12px; line-height: 17px; text-align: left;"&gt;Angry Birds&lt;/i&gt;&lt;span style="background-color: white; font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 12px; line-height: 17px; text-align: left;"&gt;. A dash of Pixar and&lt;/span&gt;&lt;i style="background-color: white; font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 12px; line-height: 17px; text-align: left;"&gt;Finding Nemo&lt;/i&gt;&lt;span style="background-color: white; font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 12px; line-height: 17px; text-align: left;"&gt;. One cup of Nintendo's&amp;nbsp;&lt;/span&gt;&lt;i style="background-color: white; font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 12px; line-height: 17px; text-align: left;"&gt;Kirby&lt;/i&gt;&lt;span style="background-color: white; font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 12px; line-height: 17px; text-align: left;"&gt;. Mix well. Hope for the best.&lt;/span&gt;&lt;/blockquote&gt;&lt;br /&gt;&amp;nbsp;To check out the rest of the review, head &lt;a href="http://www.gamecritics.com/guest-critic/saving-yello-review"&gt;here&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-2699087668473426441?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/2699087668473426441/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=2699087668473426441' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/2699087668473426441'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/2699087668473426441'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2012/01/saving-yello-review.html' title='Saving Yello Review'/><author><name>John Vanderhoef</name><uri>https://profiles.google.com/101663652394591393852</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='//lh6.googleusercontent.com/-jem8eSx1dlg/AAAAAAAAAAI/AAAAAAAAAB0/M1NihsAYCQ4/s512-c/photo.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/-yff8jjH6qvM/TxNoqdJNrxI/AAAAAAAAACs/71n3Z3izCKU/s72-c/saving+yello+image.jpeg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-3048399987178351890</id><published>2012-01-05T16:31:00.000-08:00</published><updated>2012-01-05T16:55:04.720-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='iOS games'/><category scheme='http://www.blogger.com/atom/ns#' term='iPad games'/><category scheme='http://www.blogger.com/atom/ns#' term='dodge games'/><category scheme='http://www.blogger.com/atom/ns#' term='jetpack joyride'/><category scheme='http://www.blogger.com/atom/ns#' term='sea stars'/><category scheme='http://www.blogger.com/atom/ns#' term='iPhone games'/><title type='text'>Sea Stars Review</title><content type='html'>Looking for a review of the iOS game &lt;i&gt;Sea Stars&lt;/i&gt;? Look no further. I have one up on &lt;a href="http://www.gamecritics.com/"&gt;Game Critics&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-_I578Uh7ccI/TwZGXtjcfiI/AAAAAAAAAFc/3dh_Rh0P3YA/s1600/seastarspic.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" src="http://4.bp.blogspot.com/-_I578Uh7ccI/TwZGXtjcfiI/AAAAAAAAAFc/3dh_Rh0P3YA/s320/seastarspic.png" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Here's an excerpt:&lt;br /&gt;&lt;br /&gt;&lt;blockquote class="tr_bq"&gt;&lt;div style="background-color: white; font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 12px; line-height: 17px; text-align: left;"&gt;Under an azure sky, amidst the stacked, rolling waves of a nameless ocean, a stork loosens the handkerchief holding a baby dolphin and drops it into the sea below. The dolphin dives like a torpedo and leaps from the curled waters like a spinning top, engulfing clouds of coins while swimming ever onward toward the invisible horizon, toward the promise of whatever comes next... at least until a pair of jellyfish entangle the poor creature in their deadly tentacles, ending its life.&lt;span style="background-color: transparent;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;/blockquote&gt;&lt;blockquote class="tr_bq"&gt;&lt;div style="background-color: white; font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 12px; line-height: 17px; text-align: left;"&gt;Let's try this again.&lt;/div&gt;&lt;/blockquote&gt;&lt;br /&gt;Read the rest of the concept review &lt;a href="http://www.gamecritics.com/guest-critic/sea-stars-review"&gt;here&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-3048399987178351890?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/3048399987178351890/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=3048399987178351890' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/3048399987178351890'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/3048399987178351890'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2012/01/sea-stars-review.html' title='Sea Stars Review'/><author><name>John Vanderhoef</name><uri>https://profiles.google.com/101663652394591393852</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='//lh6.googleusercontent.com/-jem8eSx1dlg/AAAAAAAAAAI/AAAAAAAAAB0/M1NihsAYCQ4/s512-c/photo.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/-_I578Uh7ccI/TwZGXtjcfiI/AAAAAAAAAFc/3dh_Rh0P3YA/s72-c/seastarspic.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-1408402212053480528</id><published>2011-12-22T10:08:00.000-08:00</published><updated>2012-01-05T16:53:47.496-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='2011 year in review'/><category scheme='http://www.blogger.com/atom/ns#' term='video game creative writing'/><category scheme='http://www.blogger.com/atom/ns#' term='best of 2011 games'/><category scheme='http://www.blogger.com/atom/ns#' term='poetry and games'/><category scheme='http://www.blogger.com/atom/ns#' term='2011 video games'/><category scheme='http://www.blogger.com/atom/ns#' term='games of the year 2011'/><category scheme='http://www.blogger.com/atom/ns#' term='video game poems'/><category scheme='http://www.blogger.com/atom/ns#' term='video game poetry'/><category scheme='http://www.blogger.com/atom/ns#' term='2011 GOTY'/><title type='text'>The Poetry of Video Games (2011 Year in Review)</title><content type='html'>Last year I wrote a series of prose poems as a sort of Year in Review for video games. I liked doing it. As somebody who doesn't make his own games or engage in mod communities, I like to give back to the culture in some form. So I did it again this year. Except this time I was lucky enough to get it published on a website other than this blog.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-cApsn9G-rUI/TwZGDUQR4pI/AAAAAAAAAFQ/Grzd4kMmLzs/s1600/Pencils.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://1.bp.blogspot.com/-cApsn9G-rUI/TwZGDUQR4pI/AAAAAAAAAFQ/Grzd4kMmLzs/s320/Pencils.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;You can find last year's Year in Review &lt;a href="http://pressstarttodrink.blogspot.com/2010/12/poetry-of-video-games-2010-year-in.html"&gt;here&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;For this year's series, head over to &lt;a href="http://www.gameranx.com/"&gt;Gameranx&lt;/a&gt; or just click &lt;a href="http://www.gameranx.com/features/id/4179/article/year-in-review-through-prose-poetry/"&gt;here&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-1408402212053480528?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/1408402212053480528/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=1408402212053480528' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/1408402212053480528'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/1408402212053480528'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2011/12/poetry-of-video-games-2011-year-in.html' title='The Poetry of Video Games (2011 Year in Review)'/><author><name>John Vanderhoef</name><uri>https://profiles.google.com/101663652394591393852</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='//lh6.googleusercontent.com/-jem8eSx1dlg/AAAAAAAAAAI/AAAAAAAAAB0/M1NihsAYCQ4/s512-c/photo.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-cApsn9G-rUI/TwZGDUQR4pI/AAAAAAAAAFQ/Grzd4kMmLzs/s72-c/Pencils.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-8849351072360738490</id><published>2011-12-17T13:23:00.000-08:00</published><updated>2012-01-05T16:49:46.901-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='gamecritics'/><category scheme='http://www.blogger.com/atom/ns#' term='happy hills'/><category scheme='http://www.blogger.com/atom/ns#' term='iOS games'/><category scheme='http://www.blogger.com/atom/ns#' term='iPad games'/><category scheme='http://www.blogger.com/atom/ns#' term='happy hills review'/><category scheme='http://www.blogger.com/atom/ns#' term='app store games'/><category scheme='http://www.blogger.com/atom/ns#' term='iPhone games'/><category scheme='http://www.blogger.com/atom/ns#' term='dreamfab'/><title type='text'>Happy Hills Review</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;I have a review of the iOS game &lt;i&gt;Happy Hills &lt;/i&gt;over at &lt;a href="http://www.gamecritics.com/"&gt;Game Critics&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-ToxQHOwkx0Y/TwZFHhlcV_I/AAAAAAAAAFE/rv7aQawglhQ/s1600/happy+hills.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" src="http://1.bp.blogspot.com/-ToxQHOwkx0Y/TwZFHhlcV_I/AAAAAAAAAFE/rv7aQawglhQ/s320/happy+hills.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;blockquote class="tr_bq"&gt;&lt;div style="background-color: white; font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 12px; line-height: 17px; text-align: left;"&gt;There's something about iOS games and demolition that go together, like peas and explosive carrots. The formula is familiar... but not yet fatigued.&lt;span class="Apple-style-span" style="font-family: Times; font-size: small; line-height: normal;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;/blockquote&gt;&lt;blockquote class="tr_bq"&gt;&lt;div style="background-color: white; font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 12px; line-height: 17px; text-align: left;"&gt;&lt;i&gt;Happy Hills&lt;/i&gt;&amp;nbsp;is a physics-based puzzler about bombing obnoxious blocks off the top of not-so-happy hills languishing under their weight. This is accomplished by easily tapping the screen where players want to detonate an explosion. In order to get a more nuanced shot, players can hold a finger to the screen and determine the best spot to detonate based on trajectory and velocity indicators that appear. Once liberated of blocks, the hills rise skyward and recapture their eerie sense of joy. The changing heights of adjacent hills become part of the puzzle-solving as the game progresses.&lt;/div&gt;&lt;/blockquote&gt;To read the rest of the review, click &lt;a href="http://www.gamecritics.com/guest-critic/happy-hills-review"&gt;here&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-8849351072360738490?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/8849351072360738490/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=8849351072360738490' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/8849351072360738490'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/8849351072360738490'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2011/12/happy-hills-review.html' title='Happy Hills Review'/><author><name>John Vanderhoef</name><uri>http://www.blogger.com/profile/16140474128680887687</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-ToxQHOwkx0Y/TwZFHhlcV_I/AAAAAAAAAFE/rv7aQawglhQ/s72-c/happy+hills.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-1001216405602179896</id><published>2011-12-02T22:12:00.001-08:00</published><updated>2011-12-02T22:27:18.246-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='mobile games'/><category scheme='http://www.blogger.com/atom/ns#' term='iOS reviews'/><category scheme='http://www.blogger.com/atom/ns#' term='iOS puzzle games'/><category scheme='http://www.blogger.com/atom/ns#' term='Bag it game'/><category scheme='http://www.blogger.com/atom/ns#' term='game critics'/><category scheme='http://www.blogger.com/atom/ns#' term='iOS games'/><category scheme='http://www.blogger.com/atom/ns#' term='iPad games'/><category scheme='http://www.blogger.com/atom/ns#' term='Bag it'/><category scheme='http://www.blogger.com/atom/ns#' term='iPhone games'/><title type='text'>Bag it! Review</title><content type='html'>The kind folks at &lt;a href="http://www.gamecritics.com/"&gt;Game Critics&lt;/a&gt; allowed me to review the iOS game Bag it! recently.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-1LJM9D2lH40/TtnBMZyM50I/AAAAAAAAAE4/-lw7bmTAyFY/s1600/BagIt_Screenshot_ipad_1-1022827_260x315.png.pagespeed.ce.xP2jDj1MFu.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-1LJM9D2lH40/TtnBMZyM50I/AAAAAAAAAE4/-lw7bmTAyFY/s1600/BagIt_Screenshot_ipad_1-1022827_260x315.png.pagespeed.ce.xP2jDj1MFu.png" /&gt;&lt;/a&gt;&lt;/div&gt;Here's an excerpt:&lt;br /&gt;&lt;br /&gt;"&lt;span class="Apple-style-span" style="background-color: white; font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 12px; line-height: 17px;"&gt;No one ever says they want to be a bagger when they grow up, but after the recession, you have to take any job you can get. In a mania, you check out the corner cake shop, but Jill already works there. You then dash to the local diner only to discover the position filled by a woman named Flo. So where do you turn? After the recession, you can't be too choosy. You become a grocery bagger. You take your dreams and you bag them. You take your dignity and you&amp;nbsp;&lt;/span&gt;&lt;i style="background-color: white; font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 12px; line-height: 17px; text-align: left;"&gt;Bag It!"&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Check out the rest of the review &lt;a href="http://www.gamecritics.com/guest-critic/bag-it-review"&gt;here&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-1001216405602179896?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/1001216405602179896/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=1001216405602179896' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/1001216405602179896'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/1001216405602179896'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2011/12/bag-it-review.html' title='Bag it! Review'/><author><name>John Vanderhoef</name><uri>http://www.blogger.com/profile/16140474128680887687</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/-1LJM9D2lH40/TtnBMZyM50I/AAAAAAAAAE4/-lw7bmTAyFY/s72-c/BagIt_Screenshot_ipad_1-1022827_260x315.png.pagespeed.ce.xP2jDj1MFu.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-8044203868827781448</id><published>2011-11-07T13:43:00.000-08:00</published><updated>2011-11-07T13:43:07.787-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='games and disappointment'/><category scheme='http://www.blogger.com/atom/ns#' term='uncharted 2'/><category scheme='http://www.blogger.com/atom/ns#' term='heavy rain'/><category scheme='http://www.blogger.com/atom/ns#' term='L.A. Noire'/><category scheme='http://www.blogger.com/atom/ns#' term='2011 disappointments'/><category scheme='http://www.blogger.com/atom/ns#' term='uncharted 3'/><category scheme='http://www.blogger.com/atom/ns#' term='uncharted'/><category scheme='http://www.blogger.com/atom/ns#' term='game design'/><category scheme='http://www.blogger.com/atom/ns#' term='game criticism'/><category scheme='http://www.blogger.com/atom/ns#' term='movies and games'/><category scheme='http://www.blogger.com/atom/ns#' term='games and spectacle'/><title type='text'>A Rickety Roller Coaster: Uncharted 3 and Disappointment</title><content type='html'>A rickety roller coaster, rusted yet still riveting. That's how I'd describe &lt;i&gt;Uncharted 3: Drake's Deception&lt;/i&gt;. And yes, I think the alliteration is a stretch too.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.gamebreakers.co/wp-content/uploads/2011/06/uncharted-3-image.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="180" src="http://www.gamebreakers.co/wp-content/uploads/2011/06/uncharted-3-image.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;i&gt;Uncharted 3&lt;/i&gt; explores the relationship between Drake and Sully while once again telescoping toward an ancient, hidden city and the treasure and/or horror entombed there. At this point, Naughty Dog wears the formula for this franchise on their shirt sleeves. This time around, that formula is rattled only marginally by the inclusion of a female villain who - let's face it - has to be inspired by Helen Mirren, a sudden sense of doubt in the characters regarding Drake and his irrational, previously unquestioned death drive, and an emphasis on sand and water physics over snow and ice dynamics. Otherwise, the same formula that structured the first two cinematic action-adventure games holds steady.&lt;br /&gt;&lt;br /&gt;And until I played &lt;i&gt;Uncharted 3&lt;/i&gt;, I thought I loved this formula.&lt;br /&gt;&lt;br /&gt;An incredible sense of narrative and inertia forces you to scramble from one amazing location and set piece to the next, where at any given moment you might be running for your life, hugging a pillar, waiting for the opportunity to return fire, climbing impossible cliff-faces, or solving rote but still somewhat engaging puzzles. Even today, I reminisce fondly about the opening moments of &lt;i&gt;Uncharted 2&lt;/i&gt;, waking up on a wrecked train car dangling from the side of a snowcapped mountain, and then having to navigate my way vertically up the swaying steel snake, awed by the scope of it all. But while the first two games largely concealed the reality of the narrow choices offered to the player, the sense of claustrophobia and the spectre of the game designer's guiding hand in&amp;nbsp;&lt;i&gt;Uncharted 3 &lt;/i&gt;announce its&amp;nbsp;true ambitions audibly: it wants to be a movie, and it only&amp;nbsp;begrudgingly&amp;nbsp;allows you to actually play it.&lt;br /&gt;&lt;br /&gt;Normally, this kind of approach doesn't necessarily bother me. While initially praised but ultimately criticized, &lt;i&gt;Heavy Rain&lt;/i&gt; and &lt;i&gt;L.A. Noire &lt;/i&gt;share a similar relationship to film and end up being less games and more interactive dramas. I'm fine with this. I enjoy these two games unapologetically.&lt;br /&gt;&lt;br /&gt;So why does &lt;i&gt;Uncharted 3&lt;/i&gt; bother me so much? &lt;br /&gt;&lt;br /&gt;The game has beautiful vistas, interesting, likable characters, and again, a sense of inertia that few games achieve. Unfortunately, it also features do-or-die scenarios, bullet-sponge enemies, odd bugs and glitches, sneaking scenarios that seem to want you to fight instead, and extreme spikes in difficulty, all of which rip you out of the inertia-driven experience and remind you you're &lt;strike&gt;playing a game&lt;/strike&gt; riding a state of the art roller coaster that occasionally stops in the middle of the ride, particularly when you're suspended upside-down in a loop, leaving you blinking in wonder, blood rushing to your head.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_ZReVeyMqlsA/TSzUCnwpnnI/AAAAAAAAB_8/xij1sfPlM0w/s1600/water2_2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="180" src="http://2.bp.blogspot.com/_ZReVeyMqlsA/TSzUCnwpnnI/AAAAAAAAB_8/xij1sfPlM0w/s320/water2_2.png" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;Combat in the game happens either down the barrel of a gun or with a clenched fist. Gunplay feels off, despite Naughty Dog's claim to have improved it since &lt;i&gt;Uncharted 2&lt;/i&gt;. Evidently, I was not the only one to make this observation as Naughty Dog now claims to be patching the game to improve the aiming system again, successfully this time. By the time you read this, this patch may have already been implemented.&lt;br /&gt;&lt;br /&gt;In addition to gunplay, the developers have also bolstered Drake's hand-to-hand combat for this latest iteration, emphasizing counters, grapples, and environmental interaction. When the right gears are clicking into place, the combat in &lt;i&gt;Uncharted 3&lt;/i&gt;&amp;nbsp;sizzles. You can smash a vase over an enemy's head, dash behind (yet another) crumbled wall, lob a few grenades at a shield-bearing mercenary inching toward your location, fire off a few rounds at a sniper in the distance, dropping him, and then bound over the wall into an oncoming attacker, punch him in the face, disarm him, and then finish him with his own weapon. This is just one example of the typical combat scenario.&lt;br /&gt;&lt;br /&gt;But as I continued to play, small things started to tarnish the veneer on &lt;i&gt;Uncharted 3&lt;/i&gt;'s otherwise hectic and fun combat experience.&lt;br /&gt;&lt;br /&gt;There are two sneaking scenarios in the game that I can recall, one in Syria and one in the airport level, that did not allow me to sneak through them. My A.I. companion would just sit at the start of the section without moving, so that even while I successfully reached the objective without being caught, the game would not let me progress. In the airport section, the game would just kill me automatically, a not-so-subtle way of telling me I was doing it wrong. In both scenarios, I ended up just blasting my way to the goal. Only when choosing to fight in these "optional" sneaking scenarios did my A.I. companion do anything but crouch at the start of the level, immobile.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://lostlevel.com/wp-content/uploads/2011/10/uncharted3_footage.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="180" src="http://lostlevel.com/wp-content/uploads/2011/10/uncharted3_footage.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;In addition to being forced to fight when I'd rather sneak, some combat scenarios become lessons in player punishment. &lt;i&gt;Uncharted 2&lt;/i&gt; certainly had its difficult moments late in the game (nobody enjoyed fighting the yetis), but &lt;i&gt;Uncharted 3&lt;/i&gt; seems to produce almost impossible conflicts randomly. &amp;nbsp;Snipers keep you pinned down while&amp;nbsp;kamikaze-esque drones run up to your chosen embankment, forcing you out of hiding. This wouldn't be that problematic, but they are usually accompanied by armored guards equipped with shotguns capable of dropping you in just a few shots. Oh, and there's probably a few grenades at your feet at any given time. Later in the game, you have to face &lt;i&gt;Uncharted&lt;/i&gt;'s requisite mystical enemies, just as annoying at the yetis from &lt;i&gt;Uncharted 2&lt;/i&gt; and capable of transporting across the map, behind you, effectively destroying the combat system that Naughty Dog has devised for the game. I want to be clear here: Any enemy that negates the main combat design of your game should raise a red flag. These scenarios, combined with enemies that can only be killed with specific weapons, weapons you often have to wait to appear based on the script of the battle - I'm thinking of one particular fight aboard the cruise ship - make the combat feel like an exercise in memorization, as you try to figure out what the designers want you to do rather than what you'd like to do.&lt;br /&gt;&lt;br /&gt;Besides combat, the main gameplay devices in &lt;i&gt;Uncharted 3&lt;/i&gt; are exploration, what I'll call chase sequences, and puzzle segments. Movement in &lt;i&gt;Uncharted 3&lt;/i&gt; is both better than ever and more revealing of the game's failures. The number of animations for the characters has gone up, creating life-like movements, especially for Drake, who now has an affinity for wall-touching, but at the same time, there's less climbing than previous games and the actual navigation of the gameworld, while always directed in this franchise, feels like you're just pushing forward on the control stick and letting the game do the rest. Again, this is fine until it reaches its limits, like when you die on a routine jump across a crevice because your character gets caught on a piece of geometry or the normal tendency of the game to autocorrect all your movements suddenly decides to do the opposite to your detriment. This was particularly irksome in the gorgeous and impressive ending sequence when a routine set of jumps meant to heighten the tension of the dramatic moment end up disrupting the moment entirely. Once again, when your game relies on the player's complete immersion in the kinetic experience and forward momentum of the action, make sure the game isn't continually ripping the player out of this action.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://media.giantbomb.com/uploads/7/77999/1805443-uncharted_640_screen_large.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://media.giantbomb.com/uploads/7/77999/1805443-uncharted_640_screen_large.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;In a similar vein, chase sequences play like quick-time events sans the split-second button prompts. Instead, the player is supposed to push the stick in specific directions, occasionally hitting the jump button to avoid plunging to an inertia-ending death. These chases usually involve Drake running toward or away from the camera, sometimes the pursuer, sometimes the one being pursued by armed henchmen, bone-crushing waves, or poisonous arachnids. In all cases, the spectacle of the sequences is meant to conceal the fact they are only vaguely interactive, a fact which starts to jar the player when forced to restart the same sequence after dying due to pressing left when you should have pushed right.&lt;br /&gt;&lt;br /&gt;One particular segment that bothered me involved Drake running to catch a disembarking cargo plane before as it rolls down a runway. While the narrative moment implies haste and a sense of urgency, Naughty Dog includes a brief bit where you're basically forced to stop your frantic dash toward the plane and engage in stop-and-pop gameplay in order to dispatch three guards who stand in your way and who kill you if you try to run past them. The chase scenarios sense of pace is thrown off; the plane seems to wait for you to finish with your small skirmish before picking up speed again just as you reach the tarmac. In what was supposed to be an incredible feat by Drake to catch an uncatchable plane becomes just another heavy-scripted sequence that contradicts itself.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.gamersyde.com/news_gc_uncharted_3_direct_feed_gameplay-11746.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="176" src="http://www.gamersyde.com/news_gc_uncharted_3_direct_feed_gameplay-11746.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;Puzzles. Puzzles are fine in this game. I have nothing to say about the puzzles except that I'd like a more diverse array of challenges. I've pulled enough levers and rotated enough statues based on the preexisting sketches in my too convenient notebook. Thank you.&lt;br /&gt;&lt;br /&gt;Finally, I want to spend a moment discussing the glitches in &lt;i&gt;Uncharted 3&lt;/i&gt;. Outside of the odd inability to actually sneak in sneaking sequences, I only encountered one major bug in &lt;i&gt;Uncharted 3&lt;/i&gt;. During one particular easy "puzzle" involving cogs, I was able to drop one of the vital large cogs onto the floor where it became lodged in the geometry of the floor. After this, the game wouldn't let me pick it back up. This was solved by reloading the section. Upon reloading, though, the avatars for Drake, Sully, and Elana froze, their limbs contorted as if posable mannequins, the simulacrum of the game temporarily lifted. An odd glitch that auto-corrected itself after several seconds. Normally, I shrug off such occurrences, but &lt;i&gt;Uncharted 2&lt;/i&gt; had even worse bugs, and the legacy Naughty Dog seems to be developing for glitches in their games is akin to Elder Scrolls developer Bethesda. Only while Bethesda has the excuse of developing a freeform open-world game with tens of thousands of permutations and possibilities, Naughty Dog is creating very linear, controlled, set piece scenarios. The point is bugs and glitches shouldn't be hard to find in this type of game, and allowing them to pass quality control is another way of ripping players out of the gameworld and opening your game up to the kind of scrutiny your see here. It's supposed to be seamless. The guiding hand of the director is supposed to be invisible. Until this iteration in the franchise, it almost was.&lt;br /&gt;&lt;br /&gt;When I think of the first &lt;i&gt;Uncharted&lt;/i&gt; I think of riding a jet ski up a raging river, the foam of the rapids washing over Drake's legs, my aim resting squarely on the mercenary perched atop a balcony in the distance. I think of exploring the depths of a German submarine, the camera pulling in tight on Drake as I maneuvered through the cramped, puddled corridors. I think of Nazi vampire-zombies. When I think of &lt;i&gt;Uncharted 2&lt;/i&gt; I think of the dangling train cars, the thick and sloshy snow, the realtime demolishing of a building in Rio, and running for my life from a tank through a Tibetan village. I think of petting an ox in a quaint mountain village. These are memories I cherish.&lt;br /&gt;&lt;br /&gt;When I think of &lt;i&gt;Uncharted 3&lt;/i&gt; I should think of the capsizing cruise ship, the procedural rocking of the massive boat. I should think of running through the streets of Yemen, high on an unknown hallucinogen. I should think of singlehandedly taking out a cargo plane over the abyss of the desert, then grabbing a supply shipment at the last second and safely using its parachute to safely descend to the dunes below. I should think of the desperation in wondering those dunes (although I would have used longer takes and less fade ins and outs). I should think of the moments that &lt;i&gt;Uncharted&lt;/i&gt; has always done better than other games.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-m4-fLLopCf4/ToDSsvtbjII/AAAAAAAAA5c/bepEDaXcw0o/s1600/uncharted-3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="180" src="http://4.bp.blogspot.com/-m4-fLLopCf4/ToDSsvtbjII/AAAAAAAAA5c/bepEDaXcw0o/s320/uncharted-3.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;But I don't think of those things. Instead, I think of unfair combat scenarios, broken sneaking segments, session-ending bugs and glitches, and an underlying structure to the entire series that's more movie than game, more spectacle than substance. More roller coaster than videogame. The worst part is, when I think of &lt;i&gt;Uncharted 3&lt;/i&gt;, I can't help but think about &lt;i&gt;Uncharted&lt;/i&gt; 1 and 2 and start to see the same problems in them retroactively. The worst part is, &lt;i&gt;Uncharted 3&lt;/i&gt; ruins the first two games for me too.&lt;br /&gt;&lt;br /&gt;The game is still good. Great even, in some parts. But &lt;i&gt;Uncharted 3&lt;/i&gt; is my biggest disappoint in 2011.&lt;br /&gt;&lt;br /&gt;It's a nice ride, sure, but it's a ride that reminds you of the money you paid to get on, not one that makes you forget you're in an amusement park to begin with.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-8044203868827781448?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/8044203868827781448/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=8044203868827781448' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/8044203868827781448'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/8044203868827781448'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2011/11/rickety-roller-coaster-uncharted-3-and.html' title='A Rickety Roller Coaster: Uncharted 3 and Disappointment'/><author><name>John Vanderhoef</name><uri>http://www.blogger.com/profile/16140474128680887687</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_ZReVeyMqlsA/TSzUCnwpnnI/AAAAAAAAB_8/xij1sfPlM0w/s72-c/water2_2.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-8708909465369172308</id><published>2011-10-19T12:51:00.000-07:00</published><updated>2011-10-19T13:04:06.686-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Pierre Lévy'/><category scheme='http://www.blogger.com/atom/ns#' term='henry jenkins'/><category scheme='http://www.blogger.com/atom/ns#' term='wikipedia'/><category scheme='http://www.blogger.com/atom/ns#' term='hard games'/><category scheme='http://www.blogger.com/atom/ns#' term='difficult games'/><category scheme='http://www.blogger.com/atom/ns#' term='demon&apos;s souls'/><category scheme='http://www.blogger.com/atom/ns#' term='collective intelligence'/><category scheme='http://www.blogger.com/atom/ns#' term='gaming community'/><category scheme='http://www.blogger.com/atom/ns#' term='dark souls'/><title type='text'>Dark Souls and Collective Intelligence</title><content type='html'>Those that know of &lt;i&gt;Dark Souls&lt;/i&gt; understand it as a very difficult game. Within the first minute of gameplay the designers throw a boss the size of a building at you - a corpulent, scaled behemoth - &amp;nbsp;and expect you to deal with the situation armed with little more than a broken sword and a profound confusion. This area is only the tutorial.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://media.next-gen.biz/files/imagecache/article/articles/reviews/dark_souls_1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="180" src="http://media.next-gen.biz/files/imagecache/article/articles/reviews/dark_souls_1.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;The experience of most players after the tutorial, after being scooped up by a massive raven and deposited in the game's central hub area of Firelite Shrine, is a brutal, depressing one. Some will wander down the cliff side to the graveyard only to be overwhelmed by near-invincible, unforgiving skeletons.&amp;nbsp; Some might descend to the lower regions via a nearby elevator, almost ironically comfortable in the thick gloom until they face an ethereal wraith-like creature invulnerable to their corporeal blows.&amp;nbsp; The experience of most players at this early point is utter bewilderment, despair, and, perhaps rightfully, rage.&lt;br /&gt;&lt;br /&gt;I want to suggest there is a fundamental misunderstanding of what is happening in &lt;i&gt;Dark Souls&lt;/i&gt;, and part of this misunderstanding is grounded in the traditional ways gamers approach games of this sort: as lone quests, as a linear progression through sign-post laden hallways, and as something fundamentally individualistic.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://pinoytutorial.com/techtorial/wp-content/uploads/2011/02/dark_souls1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="179" src="http://pinoytutorial.com/techtorial/wp-content/uploads/2011/02/dark_souls1.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;i&gt;Dark Souls&lt;/i&gt; is not a game you play alone, although you'll spend the majority of your time doing so, most likely.&amp;nbsp; Instead, &lt;i&gt;Dark Souls&lt;/i&gt; is a game that you play with a community, a game experience that benefits from the organic encyclopedias, or wikis, that sprout up all over the Internet.&amp;nbsp; &lt;i&gt;Dark Souls&lt;/i&gt; is a game that when faced alone becomes a daunting task, a herculean challenge. &amp;nbsp;Possible? Surely. But just as surely this approach will be lonely and masochistic. However, when faced with the full weight of the collective intelligence of the &lt;i&gt;Dark Souls&lt;/i&gt; community behind you, the difficulty of the game seems to relax, the insurmountable odds seem to reorganize in your favor. The brick wall you've been banging your head on becomes a permeable bush, though a bush still laced with briery thorns.&lt;br /&gt;&lt;br /&gt;Borrowing the term from Pierre Lévy, Henry Jenkins uses "collective intelligence" to describe online fan groups that come together and do collectively what each individual on her or his own could never do apart.&amp;nbsp; Wikipedia is a perfect example of collective intelligence in action.&amp;nbsp; The wealth of knowledge (and mis-knowledge) available is far greater than any person could produce individually. Moreover, for Jenkins, collective intelligence describes a new relationship between producers and consumers, one that blurs the lines between the creation and the consumption of media. While this conception applies more to creatively-inclined games, such as &lt;i&gt;Second Life&lt;/i&gt;&amp;nbsp;and, more recently, &lt;i&gt;MineCraft&lt;/i&gt;, whose users actively build new objects in these virtual worlds, I still want to suggest that &lt;i&gt;Dark Souls&lt;/i&gt; can also be theorized as a game that depends on collective intelligence.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.gamersdailynews.com/images/screenshots/20110203_x360_32178l.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="180" src="http://www.gamersdailynews.com/images/screenshots/20110203_x360_32178l.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;More pointedly, I want to suggest that Dark Souls is a game that not only should be understood in terms of collective intelligence but must be understood in these terms.&lt;br /&gt;&lt;br /&gt;A player could certainly attempt to go through the entire game alone without the aid of the online community and without the aid of fellow players - even friends - but the road would be a bitter and defeating one. &amp;nbsp;Instead, using various wikis to learn various strategies and approaches to areas, encounters, and insidious bosses, a player can start to appreciate the game for more than the difficulty it's known for. &amp;nbsp;A player can start to appreciate the brilliant, interconnected architecture of the world, the admirable amount of enemy types complete with their own A.I. behaviors, fighting styles, and deadly attacks. A player will realize she/he has entered a world that does not hold her/his hand, that does not bow to market trends and audience surveys. With the confidence of the community behind the player, she or he can appreciate &lt;i&gt;Dark Souls&lt;/i&gt; for the unique and inspired game that lies, corpse-like, just underneath the veneer of intimidating difficulty.&lt;br /&gt;&lt;br /&gt;Using the online community, a player can discover&amp;nbsp;short cuts, recommended paths,&amp;nbsp;early opportunities to grab vital weapons, and precious knowledge that will make her or his Odyssey through the first dozen hours of &lt;i&gt;Dark Souls&lt;/i&gt; a little less stressful. &amp;nbsp;But the collective intelligence aspect of &lt;i&gt;Dark Souls &lt;/i&gt;does not stop with the online communities and the wikis they create; the game design itself facilitates this kind of group brainstorming and support. This is accomplished through messages players can leave in the environment to warn players in other worlds of impending doom, enemy ambushes, or to point the way toward treasure. Each player inhabits her or his own world except for specific instances when she/he can enter other players' worlds - but these messages allow players to create a constantly shifting matrix of knowledge that overlays the architecture of the world and guides (or deceives if the message is purposefully false) other &lt;i&gt;Dark Souls&lt;/i&gt; players as they inch cautiously from the safety of one campfire to another. Essentially, the player can create glowing signposts to help or hinder other players in other worlds. It's an ingenious system, one pioneered by &lt;i&gt;Dark Souls&lt;/i&gt;' spiritual predecessor, &lt;i&gt;Demon's Souls&lt;/i&gt;, a game I would argue must also be understood in terms of collective intelligence.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://gamerfront.net/wp-content/uploads/2011/02/Dark-Souls-Screen1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="211" src="http://gamerfront.net/wp-content/uploads/2011/02/Dark-Souls-Screen1.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;Some games are meant to be played individually and discovered gradually. Dark Souls could be described as a game like this. However, countless anecdotes from players who have gone into this game without any preconceived notions and found themselves despising the results should say something about the design of the game. No, these personal stories do not point to a flaw in the design of the game, but in a flaw in the understanding of &lt;i&gt;Dark Souls&lt;/i&gt; as a game you tackle by yourself, in a vacuum. &lt;i&gt;Dark Souls&lt;/i&gt; is not a game you play in a vacuum, it's a game you play in the gameworld itself and beyond, a game you play by utilizing the collective intelligence of fellow players, a game you play by discussing a particular challenge with a friend (or hell, stranger), and a game you play, whether actively or not, with hundreds of thousands of other players through ghostly messages, through the traces of those who have treaded down these dark paths before. &lt;i&gt;Dark Souls &lt;/i&gt;is a game that the community plays together.&lt;br /&gt;&lt;br /&gt;Either that or it's a game where a player dies alone, again and again, hopelessly, wordlessly, thoughtlessly alone.&lt;br /&gt;&lt;br /&gt;&lt;object height="315" width="560"&gt;&lt;param name="movie" value="http://www.youtube.com/v/GuG4FZNnuBA?version=3&amp;amp;hl=en_US"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/GuG4FZNnuBA?version=3&amp;amp;hl=en_US" type="application/x-shockwave-flash" width="560" height="315" allowscriptaccess="always" allowfullscreen="true"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-8708909465369172308?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/8708909465369172308/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=8708909465369172308' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/8708909465369172308'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/8708909465369172308'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2011/10/dark-souls-and-collective-intelligence.html' title='Dark Souls and Collective Intelligence'/><author><name>John Vanderhoef</name><uri>http://www.blogger.com/profile/16140474128680887687</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-2780245526329889218</id><published>2011-10-11T15:58:00.000-07:00</published><updated>2011-10-11T16:03:57.139-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='media and geography'/><category scheme='http://www.blogger.com/atom/ns#' term='echoes project'/><category scheme='http://www.blogger.com/atom/ns#' term='child of eden'/><category scheme='http://www.blogger.com/atom/ns#' term='Mediaspace'/><category scheme='http://www.blogger.com/atom/ns#' term='geographic humanities'/><category scheme='http://www.blogger.com/atom/ns#' term='mapping human experience'/><category scheme='http://www.blogger.com/atom/ns#' term='geocaching'/><category scheme='http://www.blogger.com/atom/ns#' term='spatial turn'/><title type='text'>The Echoes Project: Mapping Human Experience</title><content type='html'>I have just started a Media Geographies graduate course, a course nested in and concerned with the "spatial turn" in the humanities and, more importantly, in Media and Cultural Studies.  In fact, next to the incorporation of media other than film and the influence of continental philosophy (think Marx, Derrida, Deleuze, Foucault), the spatial turn may be one of the most important shifts (or turns) in the field of Media Studies.  Abby Smith Rumsey describes this spatial turn as "as exploration of space and place in time, supported by technologies that represent spatial and temporal dimensions and permit scholars to discover, analyze, represent, and argue various interpretations of spatial date." In other words, the spatial turn in media studies opens up a whole new landscape - so to speak - for media scholars to explore film, television, music, video games, and so on. Additionally, this awakened spatialism allows for a rediscovery of scholarship never before recognized for its spatial analysis.  Theories and models from other disciplines, namely geographers, suddenly become important and again allow us to reexamine mediums in new and valuable ways.&lt;br /&gt;&lt;br /&gt;For example, David J. Bodenhamer attempts to delineate the use of Global Information Systems (GIS) and mapping for the humanities; while many humanities scholars have eschewed this technology because of its emphasis on concrete, linear, static, and empirical data rather than on more ambiguous, dynamic, and uncertain material (things us humanities scholars adore), we have to realize the value of incorporating space into our research.  When we're trying to get from one place to another or understand the gradation of a given terrain, GIS maps are extremely useful. But when we're trying to understand the experience of moving to an unknown city for a potential job or the meaning of a specific spot on a wooded mountain, a map, regardless of how detailed, has less to offer.  Yet there are still ways of incorporating space and the mapping of space into humanities research.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.lonelyplanet.com/maps/north-america/usa/santa-barbara/map_of_santa-barbara.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" src="http://www.lonelyplanet.com/maps/north-america/usa/santa-barbara/map_of_santa-barbara.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;In fact, Bodenhamer continues, "A deep map of heritage and culture, centered on memory and place, ideally would work in a similar fashion. Each artifact - a letter, memoir, photograph, painting, oral account, video, and so forth - would constitute a separate record anchored in time and space, thus allowing us to keep them in relationship, and each layer would contain the unique view over time - the dynamic memory - of an individual or a social unit. The layers could incorporate active and passive culture artifacts, such as memories generated by intentional recall as well as memories left to us in some fixed or material form." Even in this slightly abstract example, Bodenhamer begins to theorize what a "map" fashioned to the tastes of humanities scholars might look like.While reading this, I too started to think of what this kind of mapping would look like.  How would one begin to map, to capture and archive, human experience, memories, personal moments - the intangible minutiae of lived experience, emotion, tied to geography and place?  Being a scholar invested in digital geographies, in the virtual (and also corporeal) space of video games, I immediately imagined a digital space constructed to resemble its offline, real-world counterparts, inhabited by - for lack of a better term - digital ghosts, digital memories, digital echoes, so to speak. In short, I wondered if a project might be able to act as a sort of virtual archive or library for human experience.&lt;br /&gt;&lt;br /&gt;The way it would work on a small scale: Pick a high-traffic, public place, a park for example. Advertise that you're looking to collect personal stories, anecdotes, and memories (ideally emotionally charged ones) people may have associated with the park.  Then, design the environment and allow users (players?) to inhabit this environment. Depending on the time and the date, the user would be witness to a corresponding memory. For instance, if the memory is from May 14 at 2:30pm and if the user is using the Echoes Project on an anniversary of this temporal-spatial memory, she or he will be able to relive this memory digitally through a combination of NPC (non-player characters) acting out the memory, audio of the subject actually telling their story (this would be done via video-captured confessionals), and manipulation of the lighting and topography of the environment to highlight atmosphere and establish appropriate mood.  Here's a rudimentary example of what I have in mind.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-MR4BtDpG0sc/ToaOV3uQw5I/AAAAAAAAAE0/UL7lvrUIsN8/s1600/Echoes%2BProject.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="480" src="http://4.bp.blogspot.com/-MR4BtDpG0sc/ToaOV3uQw5I/AAAAAAAAAE0/UL7lvrUIsN8/s640/Echoes%2BProject.jpg" width="640" /&gt;&lt;/a&gt;&lt;/div&gt;Ideally, instead of a small video-chat window, I'd like to incorporate the individual's confessional image into the scenery, as in mapping it onto the sky.  This is best exemplified in the recent synesthesia game Child of Eden. In the below clip you can see the way the game's central character, Lumi, is mapped onto the flower petals (skip to 1:55):&lt;br /&gt;&lt;br /&gt;&amp;nbsp;&lt;iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/fdoxUqT-g8c" width="560"&gt;&lt;/iframe&gt;&lt;br /&gt;&lt;br /&gt;A cohort of mine mentioned geocaching - treasure-hunting communities that operate via GPS - as another possible way of potentially theorizing a map of human experience. I like this suggestion because of the way it involves real-world locations and actually traveling to these spaces; unfortunately, it does not solve the problem of actually "mapping" the pregnant moment and the fussy memory - fussy because of its inability to recapture the moment - that archives the moment for the human brain.&lt;br /&gt;&lt;br /&gt;While the "spatial turn" in the humanities does not have this conundrum as its sole question - there is also the problem of speculating spatial approaches to the studying of media (see Couldry and McCarthy's &lt;i&gt;MediaSpace&lt;/i&gt; and the 5 levels of MediaSpace - I believe it is an interesting problem to mull over.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-2780245526329889218?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/2780245526329889218/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=2780245526329889218' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/2780245526329889218'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/2780245526329889218'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2011/10/echoes-project-mapping-human-experience.html' title='The Echoes Project: Mapping Human Experience'/><author><name>John Vanderhoef</name><uri>http://www.blogger.com/profile/16140474128680887687</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/-MR4BtDpG0sc/ToaOV3uQw5I/AAAAAAAAAE0/UL7lvrUIsN8/s72-c/Echoes%2BProject.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-5255479917027999483</id><published>2011-09-30T20:12:00.000-07:00</published><updated>2011-09-30T20:21:42.545-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='video game awards'/><category scheme='http://www.blogger.com/atom/ns#' term='gaming and gender'/><category scheme='http://www.blogger.com/atom/ns#' term='Spike TV'/><category scheme='http://www.blogger.com/atom/ns#' term='VGAs'/><category scheme='http://www.blogger.com/atom/ns#' term='cultural hierarchy'/><title type='text'>Shout Out: GSU's In Media Res</title><content type='html'>Recently I did a post on the Spike Video Game Awards for &lt;span style="font-style:italic;"&gt;In Media Res&lt;/span&gt;, Georgia State University's Moving Image Studies blog.&lt;br /&gt;&lt;br /&gt;Here's the introduction to that post:&lt;br /&gt;&lt;br /&gt;Since 2003, the Spike TV Video Game Awards (VGAs) have aired every December to the collected groans of most gamers, despite their emphasis on the hardcore gaming market of males aged 18-49. While there are many prestigious video game awards ceremonies, including the GDC Awards and the AIAS Awards, only Spike’s VGAs are televised and have a presence in popular culture. Many game critics complain that the VGAs exist simply as an excuse to sell advertising space to corporate sponsors and game marketers looking to get their next big hit recognized by their core demographic; while I do not disagree with these critics, I suggest the VGAs perform a larger disservice to the games industry.&lt;br /&gt;&lt;br /&gt;To read the rest, please head over to the full post &lt;a href="http://mediacommons.futureofthebook.org/imr/2011/09/14/spike-vgas-celebration-or-ghettoization"&gt;here&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;iframe width="420" height="315" src="http://www.youtube.com/embed/lzpmgOzvmLs" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-5255479917027999483?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/5255479917027999483/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=5255479917027999483' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/5255479917027999483'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/5255479917027999483'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2011/09/shout-out-gsus-in-media-res.html' title='Shout Out: GSU&apos;s In Media Res'/><author><name>John Vanderhoef</name><uri>http://www.blogger.com/profile/16140474128680887687</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://img.youtube.com/vi/lzpmgOzvmLs/default.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-4851125756256297632</id><published>2011-01-26T10:23:00.000-08:00</published><updated>2011-01-26T12:06:54.672-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='gears of war 3'/><category scheme='http://www.blogger.com/atom/ns#' term='masculinity and video games'/><category scheme='http://www.blogger.com/atom/ns#' term='no more heroes'/><category scheme='http://www.blogger.com/atom/ns#' term='gender and games'/><category scheme='http://www.blogger.com/atom/ns#' term='epic games'/><category scheme='http://www.blogger.com/atom/ns#' term='bulletstorm'/><title type='text'>Talking to the Player: Bulletstorm and No More Heroes</title><content type='html'>&lt;span style="font-style:italic;"&gt;Bulletstorm&lt;/span&gt; is the next big thing from Epic Games before &lt;span style="font-style:italic;"&gt;Gears of War 3&lt;/span&gt; releases in the Fall of 2011, and its long-awaited demo just went live yesterday for the Xbox 360.&lt;br /&gt;&lt;br /&gt;As near as I can tell from pre-release coverage and from the demo's half-hearted attempt at a trailer, the game involves a space marine and his gang of post-apocalyptic cyberpunk cowboys (and girls) becoming stranded on a hostile planet and fighting through hordes of mutated, sadistic canon-fodder in order to escape.  The hook here is not the narrative or the comical, stereotypic characters, at least I hope not.  Instead, like the oft forgotten Sega game &lt;span style="font-style:italic;"&gt;The Club&lt;/span&gt; (or for that matter &lt;span style="font-style:italic;"&gt;MadWorld&lt;/span&gt;), &lt;span style="font-style:italic;"&gt;Bulletstorm&lt;/span&gt; creates environmental playgrounds for its players to run rampant through, disposing of the enemy NPCs in as gruesome and convoluted a manner possible, all in an effort to score the highest amount of points.&lt;br /&gt;&lt;br /&gt;It sounds like something every "core" gamer should appreciate and, in fact, revel in, right?  So why does it rub me the wrong way?  &lt;br /&gt;&lt;br /&gt;The demo for the game begins in a similar fashion to the opening of cult classic &lt;span style="font-style:italic;"&gt;No More Heroes&lt;/span&gt;, a game I have written about to some extent on this site.  &lt;span style="font-style:italic;"&gt;Bulletstorm's&lt;/span&gt; protagonist Grayson Hunt breaks the fourth wall of the game by hailing the player directly, explaining how awesome the game is with "colorful" language, usually consisting of the terms "motha fucka" and "cock".  At the end of the developer diary below, you can hear a soundbite of Grayson growling, "Hey, dick-tits, this game ain't going to pre-order itself."  This "speaking to" the player strikes me as something worth discussing in the future, especially considering the way both games, &lt;span style="font-style:italic;"&gt;No More Heroes&lt;/span&gt; and &lt;span style="font-style:italic;"&gt;Bulletstorm&lt;/span&gt;, seem steeped in a very specific version of masculinity in video game culture.  Instructions and inside jokes notwithstanding, I'm curious to look into what other games "speak" to the player in this kind of "bro-meets-drill-instructor" way.&lt;br /&gt;&lt;br /&gt;The video below features the game's writer Rick Remender and the game's producer Tanya Jessen discussing the story and characters of &lt;span style="font-style:italic;"&gt;Bulletstorm&lt;/span&gt;.  Interestingly, &lt;span style="font-style:italic;"&gt;Bulletstorm&lt;/span&gt; has a female producer; so many people tend to argue that the problem with masculinity in video games stems from the lack of women in the industry, especially in positions of power where they might have decisions over design and game content.  This same general perspective is cited as one the problems with race and sexuality in games.  Scholars often point out the fact that white, straight, men make up the majority of game developers.  Unfortunately, if &lt;span style="font-style:italic;"&gt;Bulletstorm&lt;/span&gt; points to anything illuminating, it's that regardless of the sex/race/sexuality of those creating the games we play, if the target culture/market remains the same then the games will continue to feature the same masculinized characters, representations, and addresses.&lt;br /&gt;&lt;br /&gt;So what separates &lt;span style="font-style:italic;"&gt;No More Heroes&lt;/span&gt;' Travis Touchdown from &lt;span style="font-style:italic;"&gt;Bulletstorm'&lt;/span&gt;s Grayson Hunt?  Ultimately, not much.  While Travis may be part of Otaku culture, a culture often feminized by traditional masculinity for failing to live up to masculine standards, he responds by idealizing professional wrestlers, obsessing over sex and violence, and behaving in the exact same manner as the more traditionally masculine Grayson Hunt who belongs to the culture of the armed forces.  Both games ridicule and encourage the player through verbal abuse to take part in the onscreen violence and show the game and its hero what the player is made of, to in essence prove his or her manhood - because even if the player is a female, the game offers the same masculinized address.&lt;br /&gt;&lt;br /&gt;And from the music, editing, and sound effects used in its production, the developer diary arguably features this same exact masculine address (think Spike TV), again regardless of the sex of its producer.&lt;br /&gt;&lt;br /&gt;&lt;iframe title="YouTube video player" class="youtube-player" type="text/html" width="320" height="195" src="http://www.youtube.com/embed/mAywIcJZsuQ" frameborder="0" allowFullScreen&gt;&lt;/iframe&gt;&lt;br /&gt;&lt;br /&gt;Perhaps the reason I prefer &lt;span style="font-style:italic;"&gt;NMH&lt;/span&gt; is because regardless of how hard Travis tries to be the ideal man, he constantly fails.  Travis does not seduce Sylvia, he begs her for sex on his knees.  Travis does not outsmart his enemies, he falls victim to their obvious tricks, such as Destroy Man's electric handshake.  Travis does not always conquer his foes triumphantly; in fact, in one of the first game's memorable moments the boss Travis is supposed to defeat is killed by an NPC before the fight even begins.  Travis simultaneously embodies the masculinity of video game culture and reveals its weaknesses, its faults, the cracks in the surface it would rather have us ignore.  &lt;br /&gt;&lt;br /&gt;So far, from what I've seen of Bulletstorm, Grayson Hunt lacks the vulnerability of Travis Touchdown.  He's not coming from a place in society like that has been traditionally disparaged, such as Otaku culture.  Grayson is already traditionally manly.  Unlike Travis, he has nothing to prove.&lt;br /&gt;&lt;br /&gt;The troubling aspect of games like &lt;span style="font-style:italic;"&gt;Bulletstorm&lt;/span&gt; isn't that they feature these unreal masculine stereotypes or indulge in the mindless fun of cursing, flexing muscles, and brandishing firearms, but that these games collectively help to define gaming culture and to deny and eliminate addresses and players that do not fit into the white, straight, masculine paradigm.  These games create players akin to Travis Touchdown, players who recognize their own masculine failings and then try to emulate these flawed ideals to their own detriment.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-4851125756256297632?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/4851125756256297632/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=4851125756256297632' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/4851125756256297632'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/4851125756256297632'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2011/01/electric-whips-high-scores-and.html' title='Talking to the Player: Bulletstorm and No More Heroes'/><author><name>John Vanderhoef</name><uri>http://www.blogger.com/profile/16140474128680887687</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://img.youtube.com/vi/mAywIcJZsuQ/default.jpg' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-1156362265913039649</id><published>2011-01-12T07:58:00.000-08:00</published><updated>2011-01-12T08:15:24.718-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='bioshock'/><category scheme='http://www.blogger.com/atom/ns#' term='short story video games'/><category scheme='http://www.blogger.com/atom/ns#' term='minerva&apos;s den'/><category scheme='http://www.blogger.com/atom/ns#' term='best games of 2010'/><category scheme='http://www.blogger.com/atom/ns#' term='bioshock 2'/><category scheme='http://www.blogger.com/atom/ns#' term='bioshock dlc'/><title type='text'>The Heart in Minerva's Den</title><content type='html'>The first &lt;span style="font-style:italic;"&gt;BioShock&lt;/span&gt; was the reason I went out and purchased an Xbox 360 in August of 2007.  With its Ayn Randian literary influences, its Art Deco aesthetics, and its wonderfully imaginative world of rapture, the game just spoke to me.  Luckily, the game not only lived up to my expectations, it surpassed them.  To this day, &lt;span style="font-style:italic;"&gt;BioShock&lt;/span&gt; remains one of the finest examples of the medium, in my opinion.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://files.g4tv.com/ImageDb3/250385_S/The-Verdict-BioShock-2-Minervas-Den-DLC.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 227px;" src="http://files.g4tv.com/ImageDb3/250385_S/The-Verdict-BioShock-2-Minervas-Den-DLC.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;But when &lt;span style="font-style:italic;"&gt;BioShock 2&lt;/span&gt; was announced, I was not excited.  In fact, I was rather offended.  On the now infamous argument over whether or not games are art, I fall confidently in the “yes” category.  To me, &lt;span style="font-style:italic;"&gt;BioShock&lt;/span&gt; is art.  And what kind of artistic work gets a sequel?  Is there a sequel to the Mona Lisa?  Is there a follow-up to Guernica?  No, of course not, so why was &lt;span style="font-style:italic;"&gt;BioShock&lt;/span&gt; getting a sequel, other than the obvious cash in? &lt;br /&gt;&lt;br /&gt;I waited until its release in February of last year to give &lt;span style="font-style:italic;"&gt;BioShock 2&lt;/span&gt; my attention.  As I progressed through the halls of Rapture for my second time, I kept waiting for the hook.  Sure, you now played as a Big Daddy, those monstrous submariners clad in late 19th century diving suits from the first game, but you were given that privilege in the final portions of the original &lt;span style="font-style:italic;"&gt;BioShock&lt;/span&gt;.  Many people praise &lt;span style="font-style:italic;"&gt;BioShock 2&lt;/span&gt; for its closing hours, especially in comparison to the unpopular falling action of the original.  And the praise is not undeserved.  Yet part of the impact of the first game was the twist right before confronting Andrew Ryan, symbolized by the phrase, “Would you Kindly?”  True, &lt;span style="font-style:italic;"&gt;BioShock 2&lt;/span&gt; offers the unique experience of playing as a Little Sister in the final levels, but ultimately the game’s storyline was just too – is this a valid criticism? – straight forward.  Direct. Literal.  Succinct.  And that’s fine.  It just didn’t affect me the way the first (superior) game did.&lt;br /&gt;&lt;br /&gt;Enter &lt;span style="font-style:italic;"&gt;Minerva’s Den&lt;/span&gt;, the long awaited single-player, stand-alone downloadable content for &lt;span style="font-style:italic;"&gt;BioShock 2&lt;/span&gt;.  When initially released to positive impressions, I was already too soured by &lt;span style="font-style:italic;"&gt;BioShock 2&lt;/span&gt; to care.  I replayed the first &lt;span style="font-style:italic;"&gt;BioShock&lt;/span&gt; instead this past summer, and I had a great time doing it.  I told myself I didn’t need another disappointment. &lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://files.g4tv.com/ImageDb3/250386_S/The-Verdict-BioShock-2-Minervas-Den-DLC.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 227px;" src="http://files.g4tv.com/ImageDb3/250386_S/The-Verdict-BioShock-2-Minervas-Den-DLC.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;I am prepared to admit this was a mistake.&lt;br /&gt;&lt;br /&gt;With a much more compact and personal, if not less ideological, story than &lt;span style="font-style:italic;"&gt;BioShock 2&lt;/span&gt;, &lt;span style="font-style:italic;"&gt;Minerva’s Den&lt;/span&gt; tells the forgotten tale of Rapture’s computing core where a supercomputer named The Thinker resides.  As an anonymous Alpha series Big Daddy named Sigma, the player enters Minerva’s Den with a bang, literally, and then sets off to discover the intricate relationship between The Thinker, its designer Charles Milton Porter, and the nefarious Reed Wahl.  It’s a much smaller cast of characters the &lt;span style="font-style:italic;"&gt;BioShock&lt;/span&gt; 1 or 2, but ultimately &lt;span style="font-style:italic;"&gt;Minerva’s Den&lt;/span&gt; is better for it.&lt;br /&gt;&lt;br /&gt;The 3-5 hour game boils down the whole of BioShock 2’s mechanics to three levels, offering the player all the plasmids, weapons, and upgrades in a expedited fashion, along with a few new additions like the Ion Laser and Gravity Well plasmid, so that within a few hours you feel as powerful as you did during the final frantic hours of &lt;span style="font-style:italic;"&gt;BioShock 2&lt;/span&gt;.  However, this increased pacing does not disrupt the flow of the gameplay.  In fact, it feels rewarding to upgrade so quickly.  In &lt;span style="font-style:italic;"&gt;Minerva’s Den&lt;/span&gt;’s case, less truly is more.  &lt;br /&gt;&lt;br /&gt;The joy of &lt;span style="font-style:italic;"&gt;Minerva’s Den&lt;/span&gt; is the story, just like the original &lt;span style="font-style:italic;"&gt;BioShock&lt;/span&gt;.  Of course, the gameplay, the mechanics, and the controls work great.  They are what allow the player to get lost in the damp, rank, rusting halls of Rapture for what might be the third time.  The combat is as solid as it was in &lt;span style="font-style:italic;"&gt;BioShock 2&lt;/span&gt;, and even the sequences when the player must protect the Little Sisters from waves of Splicers aren’t particularly annoying.  &lt;br /&gt;&lt;br /&gt;But that’s not why &lt;span style="font-style:italic;"&gt;Minerva’s Den&lt;/span&gt; was one of the best, often overlooked, gaming experiences of 2010.  No.  The reason everybody who finishes &lt;span style="font-style:italic;"&gt;Minerva’s Den&lt;/span&gt; walks away with a smile on their face knowing they have just finished something beautiful, is because the moving narrative is delivered in an artful, careful manner.  Delicately.  And even if you figure out what is going on before the game tells you, even if you have completed the plot’s puzzle before the game hands you the last piece, the final walk you take through the solemn halls of Rapture toward the game’s dénouement offer something so few video games can do sincerely.  Heart.&lt;br /&gt;&lt;br /&gt;While perhaps not the best comparison, first because of its pretentions, and second because of its reliance on the established medium of literature for cultural relevance, I am comfortable writing that, like &lt;span style="font-style:italic;"&gt;Portal&lt;/span&gt; in 2007, &lt;span style="font-style:italic;"&gt;Minerva’s Den&lt;/span&gt; is the perfect example of the “short story” form in the medium of video games. &lt;br /&gt;&lt;br /&gt;&lt;object width="280" height="192"&gt;&lt;param name="movie" value="http://www.youtube.com/v/KjPhSWE9TG8?fs=1&amp;amp;hl=en_US"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/KjPhSWE9TG8?fs=1&amp;amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="350" height="242"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-1156362265913039649?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/1156362265913039649/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=1156362265913039649' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/1156362265913039649'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/1156362265913039649'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2011/01/heart-in-minervas-den.html' title='The Heart in Minerva&apos;s Den'/><author><name>John Vanderhoef</name><uri>http://www.blogger.com/profile/16140474128680887687</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-7798469094460786625</id><published>2010-12-15T13:20:00.000-08:00</published><updated>2010-12-15T13:25:15.058-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game studies'/><category scheme='http://www.blogger.com/atom/ns#' term='drunk again'/><category scheme='http://www.blogger.com/atom/ns#' term='drunk gaming'/><category scheme='http://www.blogger.com/atom/ns#' term='grad school silliness'/><title type='text'>Upon the Realization...</title><content type='html'>My friend Matt has been in Antarctica for the last 12 months.  Like, the actual south pole.  Recently he returned to civilization with a clean slate.  When one contemplates existence in the white wastelands of the far, far south, one comes to certain epiphanies, certain realizations about the nature of things, about the future, about purpose and motivation.  Having nothing else to do with himself, Matt decided to apply to grad schools.  I hear it's all the rage right now.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_gBfHIvxPBbw/TQkxiZeYKlI/AAAAAAAAAEc/GP4tH46wL-I/s1600/drunk%2Bagain.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 177px;" src="http://1.bp.blogspot.com/_gBfHIvxPBbw/TQkxiZeYKlI/AAAAAAAAAEc/GP4tH46wL-I/s400/drunk%2Bagain.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5551022482734459474" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-7798469094460786625?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/7798469094460786625/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=7798469094460786625' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/7798469094460786625'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/7798469094460786625'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2010/12/upon-realization.html' title='Upon the Realization...'/><author><name>John Vanderhoef</name><uri>http://www.blogger.com/profile/16140474128680887687</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_gBfHIvxPBbw/TQkxiZeYKlI/AAAAAAAAAEc/GP4tH46wL-I/s72-c/drunk%2Bagain.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-5304458948715605650</id><published>2010-12-07T16:09:00.000-08:00</published><updated>2010-12-07T16:49:59.570-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='red dead redemption'/><category scheme='http://www.blogger.com/atom/ns#' term='limbo'/><category scheme='http://www.blogger.com/atom/ns#' term='mass effect 2'/><category scheme='http://www.blogger.com/atom/ns#' term='2010 GOTY'/><category scheme='http://www.blogger.com/atom/ns#' term='heavy rain'/><category scheme='http://www.blogger.com/atom/ns#' term='video games 2010 year in review'/><category scheme='http://www.blogger.com/atom/ns#' term='video game poetry'/><category scheme='http://www.blogger.com/atom/ns#' term='super mario galaxy 2'/><title type='text'>The Poetry of Video Games (2010 Year in Review)</title><content type='html'>Rather than provide another “Best of 2010” list like every other publication or website out there, I am putting together a series of prose poems that summarizes the year in video games that was.  And what a great year, huh?  Many of these pieces communicate my love for the respective games, although there is at least one – guess? – which I include because of its economic importance and not because I think it does anything for the medium.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Facing the Void (Mass Effect 2)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Beyond the black of the last thick curtain of space the ancient ones wait, clicking their archaic mandibles, undulating mechanically in a dreamless slumber, a vast, dead ocean of monstrous forms, adrift as jellyfish on the lifeless surface of an empty sea.  They scheme.  Shimmer like moribund fireflies.  They plot across eons, across clouds of gamma and dust, across deserts of inert matter and vacuum.&lt;br /&gt;&lt;br /&gt;This swarm of twisted carapace fear only one thing, although their fear is anathema, burning hatred, the slow boil of an acrid, sulfuric quagmire.  They fear a captain.  This captain stands as any individual stands in the great void of existence, in the face of his or her fellows, both alien and familiar.  This captain stands alone.  A ship.  A crew.  A mission.  A galaxy of choices, of hive-like cities as dense and electric as a circuit, of insectoid slavers, flotsams of scrap metal lingering on the edge of a singularity.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://api.ning.com/files/8GEFxSdvd*-wpnAD3hByPW3MfV5wb2OFmMNMFkNPN-wU6rOhiEfxK2dzqsnuGelQ*P1y863L32jcgCZMOFbpJXn3ZGECYPC4/sovereign.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 540px; height: 260px;" src="http://api.ning.com/files/8GEFxSdvd*-wpnAD3hByPW3MfV5wb2OFmMNMFkNPN-wU6rOhiEfxK2dzqsnuGelQ*P1y863L32jcgCZMOFbpJXn3ZGECYPC4/sovereign.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Six Inches (Heavy Rain)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;If it was only the balloon and not the boy that wandered into the crowd, lost, drifting, as balloons once loosened are known to do in the climax of a celebration or parade, where the loss of grip means only the loss of a dollar or two.  But it was the boy beneath the balloon, the crossing, the car and the velocity and the father who jumped too late.  It was the loss of the balloon and the boy. It was the loss and the rains that followed.&lt;br /&gt;&lt;br /&gt;If it were only the blackouts, the suffering, the cold TV dinners, the cobwebs and the daily schedule chalked onto the kitchen board to remind him: life still happens. If it was only the divorce and the distance between him and his surviving son, the silence as loud as the television that filled the quiet between them the way helium might fill a balloon, indifferently. &lt;br /&gt;&lt;br /&gt;If it was only the pain a father feels over a silent son.  But it was also the impossibility of what followed: the human theft, the macabre newspaper clippings, the origami figures found on the young clammy bodies, their mud-smeared faces.  It was the feeling that the father did this to himself, that he did not know (himself any better than he knew) his surviving son, caged beneath a sewer grate, small fists wrapped around rusted bars, water waist high and rising, rising, rising, the name of his dad on his white, trembling lips.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://noaddedsugar.ie/wp-content/uploads/HeavyRainScreen2.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 540px; height: 260px;" src="http://noaddedsugar.ie/wp-content/uploads/HeavyRainScreen2.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;The Fringe (Red Dead Redemption)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;At dusk the Rio is a long, unfurled flag rippling in the soft breeze; the bullets piercing her velvet surface are heard as a series of chirps and then forgotten to silence once again.  A man is crossing the roiling current on a raft, headed south toward distant cacti, the ravages of civil strife, tequila hovels, lecherous generals, and the wet ash of poverty.  &lt;br /&gt;&lt;br /&gt;The unsure cliffs over the river divide the two lands, America and Mexico, the way a lightning bolt divides a tree, forever sending the surviving halves outward in opposite directions, native enemies.  But the same indifferent, dry wind haunts each wasteland, the same sicknesses plague each small outpost or town on the fringe where the two landscapes, and the two mindsets culled from the landscapes, meld together.   Thick with grease and lousy, the man sneaks onto and up a makeshift dock, flinching with each creak under his waterlogged boots.  Before the slouching watchmen knows it, before he can shake the haze of cerveza and tobacco from his head, he watches dumbly as the man rides off with his horse.  Cooling with the onset of darkest night, the dead wind whistles a folkish lullaby.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://gamerinvestments.com/video-game-stocks/wp-content/uploads/2010/04/red-dead-redemption-new-screenshots-100.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 520px; height: 247px;" src="http://gamerinvestments.com/video-game-stocks/wp-content/uploads/2010/04/red-dead-redemption-new-screenshots-100.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Girl, Your Tongue (Super Mario Galaxy 2)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Girl, there is no tongue for me but your tongue, and your tongue is a firecracker in the face, the last surviving string of an antique guitar, its one open note a symphony to these tired ears.  Honey, your tongue is the long, long trail of the taffy from fist to clenched teeth, the rope I use to ascend out of every hole I dig myself into.  Babe, you’re jalapeno hot, cloud soft, iridescent as a parking lot streetlamp.  I could watch you eat for days, could watch you jump and wiggle your way to the top of my heart.  Sugar, pardon the frank expression, but I could ride you across galaxies, from one planetoid to another, could polish your saddle for light years.  Girl, there is no tongue for me but your tongue, and your tongue is honey suckle sticky love.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://images2.fanpop.com/image/photos/12800000/Mario-Yoshi-and-Luma-super-mario-galaxy-2-12801533-586-473.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 386px; height: 273px;" src="http://images2.fanpop.com/image/photos/12800000/Mario-Yoshi-and-Luma-super-mario-galaxy-2-12801533-586-473.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Among the Mists (Limbo)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;It is funny, the fake mechanical legs that hang from steel thread as thick as a boy’s forearm, the way they raise in awful menace, pinpoint sharp and deadly, only to fall to the ashen ground again, harmless.&lt;br /&gt;&lt;br /&gt;The young ones giggle at the mimicry but they have never met the monstrous thing the steel legs mimic. It is fangs and shadow and silence.&lt;br /&gt;&lt;br /&gt;Incandescent moths linger on empty branches.  Bottomless puddles whisper Siren songs.  The faint glow of worms dot the canopy like dying stars behind the last great fog.&lt;br /&gt;&lt;br /&gt;They say a small boy wanders alone out among the mists and cragged paths.  They say he is lost. Like all of us here.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://files.g4tv.com/ImageDb3/250525_S/Limbo-Walkthrough.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 500px; height: 238px;" src="http://files.g4tv.com/ImageDb3/250525_S/Limbo-Walkthrough.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Awe (MineCraft)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;I have seen the works of the gods, and I have wept in their presence.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.victusspiritus.com/wp-content/uploads/2010/09/MineCraftCastle.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 360px; height: 264px;" src="http://www.victusspiritus.com/wp-content/uploads/2010/09/MineCraftCastle.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;No Songs (Halo Reach)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Tuffs of grass grow around it, the way grass grows around a stone, giving the respect an ageless object deserves.  Its metal is corroded, its glass visor rived into a fissured spider web, the cold sun reflected in an empty sky on its split surface.  Dried blood still clings like caulk to the inside, splattered in the pattern of dripped paint.  An insect crawls along the slits that acted as vents, allowing for breath when there was still someone alive to draw one.  An eroded, yellowed beak pokes around the helmets periphery, the broad plumage of the tall bird fanning in the wind, a few stray feathers flying off.  Finally, the mammoth bird sniffs out the insect, snatching the small creature up with a flick of its beak.   There is nobody around to witness this act, no choirs to sing the insect’s dirge; no songs at all even for the forsaken, fractured helmet and all the desperate history it hints at.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.videogamesblogger.com/wp-content/uploads/2010/10/halo-reach-helmet.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 310px; height: 175px;" src="http://www.videogamesblogger.com/wp-content/uploads/2010/10/halo-reach-helmet.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Lobbing Meat (Super Meat Boy)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;If there is rhythm to the tossing of flat stones against the uneven tension of a lake’s surface or the careful navigating of rush hour traffic, bladder full, or the defeat of daily existence in modern capitalism; if there is a challenge to picking the right flower for the right girl on the right day or to avoiding the wrong words on the wrong trip in the wrong car, or to not giving up when the first few pancakes turn out blackened and deformed, then there is rhythm and a challenge in the act of lobbing a piece of raw meat at a wall repeatedly, for hours, until it lands exactly where and when you want it to.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.shacknews.com/images/generated/4be82a0c56787_featured_without_text_supermeatboy.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 241px; height: 121px;" src="http://www.shacknews.com/images/generated/4be82a0c56787_featured_without_text_supermeatboy.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Pogonip (Call of Duty: Black Ops)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;There was a battlefield and there were bodies and the bodies were of men and women and children and voices rose up from the bodies, and the voices spoke over and through each other until a new language was born, and the survivors of the world fell in love with the new language, suspended in the air like ash after a fire or pogonip on the tips of leafless, skeletal trees, and the world did not see horror in the awful fields of the dead, their corpses rotting, their brothers and sisters marching over their wounds indifferent.  &lt;br /&gt;&lt;br /&gt;So the war did not end, and when the next war was introduced by the crooked, malevolent grinners in suits, the whole affair continued, the bodies falling, bloating, bursting, and the voices of the dead deafening the thoughts of the living, creating a world at war with itself and with language and with everything decent in mankind.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://img412.imageshack.us/img412/7245/kotick.gif"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 165px; height: 220px;" src="http://img412.imageshack.us/img412/7245/kotick.gif" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Smoke like Hanging Lace (Rock Band 3)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;I can’t remember every detail of the story – my friend Eddy and I were at a bar, the lights were dim, cigarette smoke (this was before the bans) hung in the air like lace you could inhale – but I remember the look on Eddy’s face when the barkeep asked if he wanted more peanuts in the bowl his fingers had been molesting for the last half an hour.  He looked almost disdainful, his eyes questioning, untrusting.  “I’ve got plenty peanuts right here,” Eddy slurred.  “There’s nothing exciting about more peanuts, is there?”  Sure, he was drunk, but that didn’t excuse his behavior.  I was getting tight myself, but I could still feel it when I turned red, embarrassment by association, because I was somehow now connected with this man, this troglodyte, in the eyes of the barkeep with her ratted hair, her big eyes, and her purple tank top.  She would think poorly of me, would be slower to serve me another round, would be less generous with the pour, would maybe even sneak in a spot of saliva at the rounded bottom of my next pint.  “But Eddy,” I said to him in front of her so she could hear, “If you like the peanuts you’re eating, then getting more of them should be a good thing.”  He considered this, placing his fat pointer finger to his purple lips, almost suckling the tip before agreeing with me.  The barkeep smiled and refilled the bowl.  She probably winked at me, but I turned away too quickly to notice, perfectly satisfied with myself.  After his next couple bites, his teeth filthy with the irregular shapes of peanut brittle, Eddy even remarked, “These are even better than the old ones.”  Hell, I thought to myself, fantasies of the barkeep blurring my thought process, Eddy gulping down his drink so that the remnants slithered down the inside of his glass like foam snakes, even if the nuts were from the same bag as before, maybe Eddy was right.  Maybe he had a point.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.victormilt.com/sitebuildercontent/sitebuilderpictures/Two-guys-in-bar-for-WEB.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 300px; height: 225px;" src="http://www.victormilt.com/sitebuildercontent/sitebuilderpictures/Two-guys-in-bar-for-WEB.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Simple Tugs (Kirby’s Epic Yarn)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;It’s the feeling of finding your childhood toys by accident in the attic in the box at the bottom of the pile after the funeral of your last surviving parent, after the relatives leave, after you’ve braced the last embrace, swallowed the last hard gulp, and finally put the kids in front of the television to just, you know, unwind.  It’s the slow peeling open of the box to reveal all those small plastic shapes that used to inhabit whole worlds you’d build up from nothing and no one, from dust under the bed or from the glare of refracted, windowed sunlight.&lt;br /&gt;&lt;br /&gt;In your worlds zippers opened doors and everything could be strung together or pinched apart by the simple tug on a piece of yarn.  The walls were fabrics you would paint on, stretch, and fold.  And you could enter them and hide among the wall people, your form visible to the outside world through a tiny mound that shifted along the wall the way a dog might scuttle under a thrown carpet, and you laughed because you imagined Mom poking the bubbled up wall, mystified at the magic of it all.  In this world people lived forever, and Mom would never die, and cupcakes were swimming pools, and you were as powerful as a locomotive or an embattled tank not yet abandoned to rust.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://firsthour.net/screenshots/kirbys-epic-yarn/kirbys-epic-yarn-train.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 145px;" src="http://firsthour.net/screenshots/kirbys-epic-yarn/kirbys-epic-yarn-train.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-5304458948715605650?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/5304458948715605650/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=5304458948715605650' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/5304458948715605650'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/5304458948715605650'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2010/12/poetry-of-video-games-2010-year-in.html' title='The Poetry of Video Games (2010 Year in Review)'/><author><name>John Vanderhoef</name><uri>http://www.blogger.com/profile/16140474128680887687</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-1808215592681431287</id><published>2010-09-21T10:05:00.000-07:00</published><updated>2010-09-21T10:30:55.413-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='casual gamer'/><category scheme='http://www.blogger.com/atom/ns#' term='casual threats'/><category scheme='http://www.blogger.com/atom/ns#' term='Rock Band'/><category scheme='http://www.blogger.com/atom/ns#' term='judith butler'/><category scheme='http://www.blogger.com/atom/ns#' term='no more heroes'/><category scheme='http://www.blogger.com/atom/ns#' term='gender and game studies'/><category scheme='http://www.blogger.com/atom/ns#' term='jesper juul'/><category scheme='http://www.blogger.com/atom/ns#' term='hardcore gamer'/><category scheme='http://www.blogger.com/atom/ns#' term='gender and video games'/><category scheme='http://www.blogger.com/atom/ns#' term='diner dash'/><category scheme='http://www.blogger.com/atom/ns#' term='casual games'/><title type='text'>Casual Threats: Gender and Video Game Culture: Part 16</title><content type='html'>This is one part of a much larger argument. I will ultimately be posting the entirety of my Master's thesis and will hopefully have all the parts interlinked by the end of it. You can see the full list of parts below:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_24.html"&gt;Part 1: Abstract&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game.html"&gt;Part 2: Project Description&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_8774.html"&gt;Part 3: Review of Literature&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_1883.html"&gt;Part 4: Methods&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_5715.html"&gt;Part 5: Chapter Breakdown&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game.html"&gt;Part 6: Feminizing the Casual: The Mom Test&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_01.html"&gt;Part 7: Feminized Design: Gender and Technology&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_1493.html"&gt;Part 8: "Sometimes I Play for Me": Advertising Casual Game Devices&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_9082.html"&gt;Part 9: That Means You, Soccer Mom: Casual Gaming in the Popular Press&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_14.html"&gt;Part 10: Because they aren't Us: Fear of the Feminine in Gaming Culture&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_20.html"&gt;Part 11: From Chainsaws to Guitars: Gendered Address and Video Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_1076.html"&gt;Part 12: Masculinities in Hardcore Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_300.html"&gt;Part 13: Femininities in Casual Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_9275.html"&gt;Part 14: Rockers and Mafioso: Extratexts&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_3576.html"&gt;Part 15: Representation and Game Design in Rock Band and Mafia Wars&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_21.html"&gt;Part 16: Conclusion&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Prior to the creation and recognition of the casual games category the culture around video games produced, recycled, and reproduced its own brand of masculinity.  This masculinity privileged characteristics in tune with contemporary capitalism such as competitiveness, aggression, and finely tuned, technical skills.  In many ways, the early computer technology that birthed video games was gendered masculine because of the technical knowledge needed to operate the complex machines.  At the same time this masculinity had to defend itself against attacks from popular culture for being attached to a technology of digital fantasy rather than one of physicality.  Indeed, as a masculinity built around sedentary lifestyles and long sessions spent immobile in front of a television display, the masculinity in gaming culture had to continually compensate for the perceived soft bodies of most gamers, for the time spent wandering through immaterial, cybernetic worlds, and for the “childishness” of a medium many pointed to as nothing more than an immature escape from the serious problems of life.  With these cultural perceptions surrounding it, gaming culture became increasingly concerned with establishing legitimacy and maintaining its claim to the masculine.  For these reasons the introduction of discursively feminized casual games has had a significant impact on this culture and the medium as a whole.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.photosfan.com/images/early-video-game-history-atari.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 279px;" src="http://www.photosfan.com/images/early-video-game-history-atari.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Although the specific timing is murky, sometime after the turn of the millennium the casual game emerged in discourse to disrupt gaming culture’s already anxious masculinity.  Featuring visuals and game mechanics simple enough for people who had never picked up a video game before to understand and play, the casual video game opened up a previously cloistered hobby to a mass culture known for its passivity and naïve purchases, a mass culture that has historically been associated with the feminine.  Once introduced to society as a knowable concept, the casual video game, with its ties to the domestic and to non-gamers, was discursively feminized by a number of cultures and communities.  When this happened, the traditional gender binary between masculinity and femininity, a binary that has historically always privileged the masculine, was recreated in the medium of video games between the hardcore and the casual.  As I have been pointing to throughout my argument, this limiting binarism has had a number of problematic results.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.gizmodiva.com/entry_images/0708/12/hwd-wii.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 450px; height: 309px;" src="http://www.gizmodiva.com/entry_images/0708/12/hwd-wii.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;The feminization of casual games through marketing, public reception, and gaming culture has created a quality hierarchy in the medium of video games.  This reveals how a culture ascribes gender to technology in order to sell products to target demographics and either increase or diminish that technology’s perceived value.  This can be seen in the way hardcore games are often positioned as the superior value or experience, especially in the discourses of the core gaming culture.  Owing to Nintendo’s Blue Ocean marketing strategy, a business approach which is itself gendered feminine because of its tranquil, peaceful connotations, the commercials and advertisements produced for the the Wii and DS game technologies link these game systems with the feminine again and again.  However, this linking is accomplished through the recreation and reproduction of hegemonically feminine tropes such as postfeminist female independence, self-help, personal maintenance, and domesticity (Chess, 2010).  The marketing for these technologies at once perpetuates feminine expectations and problematically aligns otherwise genderless technology with the ideal feminine experience.  The discourse on casual gaming in popular press outlets contribute to this feminization as well, specifically in The New York Times.  Even the gaming industry continues to speak of casual games in terms of a feminized audience, and while industry professionals often praise casual games, they still position them as lacking, and therefore inferior, when compared to hardcore video games.  The feminization of casual games is thereby not an innocent act of audience targeting but a gendering process distinguishing the perceived quality of a game simply by the category to which it has been assigned.  The gendering of casual games in these discourses not only continues the troubling and limited understanding of what it is to be feminine but it limits the cultural understanding of casual games to a single gendered standpoint.  This feminization of casual games in popular and industry discourses in many ways allows hardcore gaming culture to position casual games as inferior and subordinate, lacking seriousness and value, just as femininity is so often positioned in relation to masculinity.  Moreover, there seems to be a contradictory positioning of casual games by hardcore gaming culture as either inconsequential and worthless or domineering and threatening.&lt;br /&gt;&lt;br /&gt;&lt;object width="480" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/m6TzAKOaWxg?fs=1&amp;amp;hl=en_US"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/m6TzAKOaWxg?fs=1&amp;amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;In the first case, when core gaming culture marginalizes and delegitimizes casual games it does so by adopting the dominant gender hierarchy that always privileges the masculine and devalues the feminine. Feminized casual games become insignificant, frivolous, and a waste of time and money as opposed to masculinized hardcore games, which are viewed as important, serious, and worthy of investment.  When casual games are denigrated as feminine, and therefore “trivial,” and traditional video games are celebrated for their seriousness and authenticity, both of which are qualities nested in masculinity, a power hierarchy is created that places the masculine in the superior position and the feminine in the inferior position, the result of which is the reproduction and perpetuation of gender inequalities.  Hardcore games become the dominant masculine while casual games become the subordinate feminine.  This reveals the way hegemonic masculinity goes beyond the mapping and categorizing of the human body in damaging and consequential ways and maps onto every other aspect of our lives, including technology.  When this happens that technology is employed in the maintenance of patriarchal, masculine power in society and culture, even when that technology is meant for entertainment, like video games.  The consequences of this are far reaching and can be seen to perpetuate the dearth of females in science and technology sectors, among other social inequalities.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.appleiphoneapps.com/wp-content/uploads/2008/09/appleiphoneappscom-trojan2.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 240px; height: 350px;" src="http://www.appleiphoneapps.com/wp-content/uploads/2008/09/appleiphoneappscom-trojan2.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;In the second case, rather than espousing the insignificance of casual games, core gaming culture views casual games as a Trojan horse for femininity to creep in and fundamentally alter the gendered game experiences that culture values.  Here we see the power of the dominant gender position to incorporate and adopt defense techniques from those in the subordinate position.  Even while hegemonic masculinity continues to dominate in culture, it is positioned as subjugated and oppressed after the successes of second wave feminism.  This occurs throughout popular culture, as Ann Johnson (2007) argues in the case of The Man Show, but until recently has not been seen in video game culture.  The adopting of this dominated, protest rhetoric by masculinized hardcore gamers reveals the vulnerability of that gender position in the realm of gaming and points to the equal vulnerability of the hegemonic masculinity it seeks to emulate.&lt;br /&gt;&lt;br /&gt;Yet this neat gender binary between hardcore and casual games is disingenuous.  By placing a video game into one category or the other we not only limit our understanding of video games and the potential for the medium but we limit our understanding of gender.  Gender is not a clean dichotomy but a slippery spectrum of positions.  As Judith Butler (1990) has discussed, one has to work continually to perform and maintain any given gender position and that position is never stable.  Similarly, video games do not fit neatly into either the hardcore or casual categories because of the slippery, multifaceted address of any given video game.  A game has representations, aesthetic qualities, extratexts, play mechanics, difficulty, and a myriad of other features to consider when discussing its gendered address, and more often than not these features contradict one another and create a multitude of different gendered addresses.&lt;br /&gt;&lt;br /&gt;Pointedly, the gendering of the hardcore and casual categories as masculine and feminine, respectively, reveals the arbitrariness of gendering anything in our culture.  For instance, one prominent feature of the masculinized hardcore video game is the strong, immersive narrative, especially as opposed to the relative lack of narrative in most feminized casual titles.  However, in other forms of culture such as the soap opera, the romance novel, or the drama, this same immersive narrative has been historically feminized.  That this gendering of immersive narratives is essentially flipped in the medium of video games challenges the feminization of immersive narratives in other cultural texts and simultaneously underscores the arbitrary nature of mapping gender onto cultural texts.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.enregistrersous.com/images/166884813520070925233705.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 440px; height: 260px;" src="http://www.enregistrersous.com/images/166884813520070925233705.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Cemented in the same masculinity as the hardcore culture that plays them, hardcore video games suffer from a similarly unstable masculinity.  The popular example of Gears of War goes out of its way to present its universe as violent, rugged, and inhospitable.  Yet beneath the muscles, the blood, and the weaponry there is a masculine anxiety around male homosocial bonding and thus homosexual attraction, fear of the other in the form of the invading Locust, and a silencing of the feminine presence, which has been all but annihilated from the narrative.  Even when core games are aware of their masculinized addresses, as in the case of No More Heroes, they still have to negotiate between the feminized position of the “gamer geek” in society and the masculinized position of their larger than life protagonists; Travis Touchdown in No More Heroes embodies this contradiction and more overtly than Marcus Fenix in Gears of War represents the anxious tension in gaming culture between the masculine and feminine cultural positions, between the rugged hero and the effeminate geek.  If hardcore games reveal the masculine anxiety in gaming culture, the gender trouble of this culture, if you will, then those games positioned as casual offer a glimpse at how gaming culture attempts to deal with that anxiety even as they also expose the artifice of the hardcore and casual categories.&lt;br /&gt;&lt;br /&gt;The traditional feminized casual game, one such as Cake Mania or Diner Dash, makes clear why this gendered category may cause anxiety for gaming culture’s masculinity.  These games typically rely on activities associated with the feminine in our culture, like baking and waiting tables, and ask the player to perform these tasks in addition to the management of time and the emotional work of keeping the customers in the games happy and satisfied (Lee, 2010, Watts, 2010).  When casual games become part of the popular imagination and thus become what the culture thinks of when they think about video games, core gaming culture feels their already infantilized, demasculinized hobby slip even further toward a feminine gendering.  It is appropriate, then, that some casual games have appeared that offer a gendered address more akin to the traditional masculinized address of hardcore titles.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://media.gamerevolution.com/images/misc/rock-band-sister.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 404px; height: 232px;" src="http://media.gamerevolution.com/images/misc/rock-band-sister.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Rock Band and Mafia Wars point toward a more messy understanding of gender and video games; one I hope game scholars can continue to explore.  Unfortunately, even as video games open up to a wider, mass (feminized) audience through a shift in their design, cultural position, and address, hegemonic masculinity still continues to dominate the hardcore gaming space, reasserting that the only “authentic,” “real” and “legitimate” games are those that (re)produce a masculinized player address.  Hence casual games like Rock Band and Mafia Wars act to remasculinize the casual games category in the ongoing tension between masculinity and femininity in the gaming space.  Moreover, if masculine addresses are working in a discursively feminized form of the medium, might this point us toward a more careful analysis of traditionally hardcore games to see if an equally negotiated gender address might be occurring in this space?  Does a game series like Gears of War truly represent the masculinized gendered address of all hardcore titles, or might there be room for the kinds of tension, struggles, and negotiations I have pointed out in this analysis in the hardcore space as well?  For instance, I suggest that a look at the hardcore games coming out of Japan, such as the Final Fantasy franchise, might reveal a more nuanced version of gender than traditional, Western hardcore video games.&lt;br /&gt;&lt;br /&gt;I suggest that future studies continue to explore gender in video games, but as a compliment to my work here, race and sexuality in video games should also be scrutinized.   Scholars should analyze how these identity categories are not only represented in video games, as has been popular, but also how these categories are discursively handled in video game culture.  When they do appear in video games, African American characters are often stereotypes, such as criminals, pimps, soldiers, and athletes.  Indeed, the relationship between video game culture and racism has been a fraught one.  Game companies understandably get defensive when labeled as racist, such as Half-Life creator Valve when accused of being racially insensitive for setting their game Left 4 Dead 2 in post-Katrina New Orleans (Martin, 2009).  Similarly, core gamers constantly decry accusations of racism in the industry and games they love; of course, this response is understandable considering the demonization of games in a media landscape that has historically linked video games to violent crimes, laziness, perversion, and other social problems – in addition to the emasculated positions I have already discussed.  Nonetheless, there are arguably issues with representations of African Americans and other minorities in video games, with the Grand Theft Auto series being both the most damaging and most restorative example depending on your analytic lens (Dunlop, 2007; DeVane and Squire, 2008).  Interestingly, gaming culture’s response to allegations of racism in gaming often takes the form of post-racial rhetoric.  This rhetoric rests on the idea that due to the successes of the civil rights movement, race is no longer an issue in society and to introduce it as a category of analysis is the actual reason racism persists.  One example of post-racial discourse appearing in gaming culture is the response to former gaming journalist N’Gai Croal’s accusations that the E3 2007 trailer for the now released Resident Evil 5 contained problematic racist imagery (John, 2008).  Just for offering this perspective, Croal was skewered by core gamers on the Internet and charged with racism himself for daring to see anything racist about the trailer (Vidikron (FU), 2008; UglyZombie, 2008).  Although this is just one example of this kind of discourse, more investigation should be done of this phenomenon in gaming culture.&lt;br /&gt;&lt;br /&gt;Furthermore, although I ever so briefly touched on the homophobia present in gaming culture in chapter 2, more effort should be made to explore queerness and gaming culture.  Even more than a feminine presence, the queer presence is almost always annihilated from the diegesis of video games.  While some contemporary games such as Mass Effect , Grand Theft Auto, and Dragon Age  allow for or feature queer relationships and characters, these instances are often handled in canned ways that rely more on stereotypes and tropes than thoughtful representations.  Some questions for scholars to consider are: how are queers represented, how often, and for whose benefit?  What is the experience of a queer gamer in today’s contemporary gaming culture?  One site to examine here might be GayGamer.com, a website for homosexual game players.  As I have pointed to, along with the non-masculine, non-white and non-heterosexual identities remain a problem for gaming culture and deserve proper examinations in their own right.&lt;br /&gt;&lt;br /&gt;The audience for video games is changing.  Along with these changes in audience comes a change in the focus of the games industry from core to casual.  Both of these shifts have had and will continue to have a profound and gendered impact on video game culture.  The casual game has become yet another threat, whether real or imagined, to the vulnerable masculinity of video game culture.  This vulnerability manifests itself in an aversion to the feminine, to the queer, and to the non-masculine in general.  Moreover, the discourses surrounding gender and video games also speak toward larger cultural discourses around gender, sexuality, and racial politics.  Moving forward, the “casual threat” we see here is not from the video games that fall under the casual label; the threat is from a gaming culture that continually reproduces a dominant, hegemonic masculinity that is just as damaging to those who adopt this position as it is to those groups subjugated, denied, and excluded from its ideal world.  This threat is anything but casual.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-1808215592681431287?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/1808215592681431287/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=1808215592681431287' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/1808215592681431287'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/1808215592681431287'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_21.html' title='Casual Threats: Gender and Video Game Culture: Part 16'/><author><name>John Vanderhoef</name><uri>http://www.blogger.com/profile/16140474128680887687</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-4047788403593158828</id><published>2010-09-20T10:08:00.000-07:00</published><updated>2010-09-21T10:31:53.762-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game studies'/><category scheme='http://www.blogger.com/atom/ns#' term='video games and gender'/><category scheme='http://www.blogger.com/atom/ns#' term='fiske'/><category scheme='http://www.blogger.com/atom/ns#' term='Rock Band'/><category scheme='http://www.blogger.com/atom/ns#' term='casual games and gender'/><category scheme='http://www.blogger.com/atom/ns#' term='feminine aesthetic'/><category scheme='http://www.blogger.com/atom/ns#' term='mafia wars advertising'/><category scheme='http://www.blogger.com/atom/ns#' term='deferment in casual games'/><title type='text'>Casual Threats: Gender and Video Game Culture: Part 15</title><content type='html'>This is one part of a much larger argument. I will ultimately be posting the entirety of my Master's thesis and will hopefully have all the parts interlinked by the end of it. You can see the full list of parts below:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_24.html"&gt;Part 1: Abstract&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game.html"&gt;Part 2: Project Description&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_8774.html"&gt;Part 3: Review of Literature&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_1883.html"&gt;Part 4: Methods&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_5715.html"&gt;Part 5: Chapter Breakdown&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game.html"&gt;Part 6: Feminizing the Casual: The Mom Test&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_01.html"&gt;Part 7: Feminized Design: Gender and Technology&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_1493.html"&gt;Part 8: "Sometimes I Play for Me": Advertising Casual Game Devices&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_9082.html"&gt;Part 9: That Means You, Soccer Mom: Casual Gaming in the Popular Press&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_14.html"&gt;Part 10: Because they aren't Us: Fear of the Feminine in Gaming Culture&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_20.html"&gt;Part 11: From Chainsaws to Guitars: Gendered Address and Video Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_1076.html"&gt;Part 12: Masculinities in Hardcore Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_300.html"&gt;Part 13: Femininities in Casual Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_9275.html"&gt;Part 14: Rockers and Mafioso: Extratexts&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_3576.html"&gt;Part 15: Representation and Game Design in Rock Band and Mafia Wars&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_21.html"&gt;Part 16: Conclusion&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Although the Mafia Wars ad might be seen as an ironic postfeminist address to female players because of the way it smoothes the rigid edges of the mobster’s masculinity, the overall masculinized player interpellation found in the marketing for Rock Band and Mafia Wars reflects the masculinized address of the narratives and representation in the two games.  For instance, the narratives of both games focus on getting to the proverbial top in your respective field, either as an international rock superstar or as a powerful Mafia boss in command of hundreds of thugs and black markets.  Indeed, an often cited criticism of the masculinity of rock music is its emphasis on the mastery of instruments and its insistence on being bigger and louder than the competition.  The story in Rock Band has your band starting by performing at lowly basement shows and working your way through the bar scene, local venues, and finally national and international sold-out stadium shows.  This reflects the emphasis in traditional rock music on increasing complexity of sound, larger fan pools, and more explosive spectacle, all of which have helped foster the discursive masculinity of rock music.&lt;br /&gt;&lt;br /&gt;&lt;object width="320" height="178"&gt;&lt;param name="movie" value="http://www.youtube.com/v/8VON4XSg1XQ?fs=1&amp;amp;hl=en_US"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/8VON4XSg1XQ?fs=1&amp;amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="320" height="178"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;Likewise, to the extent that it even has a narrative to speak of, Mafia Wars might be seen as representing a gradual rise from the life of a nameless henchman to a position as head of an ever-growing crime family spanning territories and continents.  George S. Larke-Walsh (2010) argues that “articulations of masculinity in postclassical gangster films arise from conflicts between key elements within conceptions of masculinity as a subject position (notions of competitiveness, aggression and individual supremacy) and the structures of Mafia communities as collective hierarchies” (p. 160).  Like the myriad of films Mafia Wars draws from, the game creates a masculinized subject position characterized as competitive and hierarchical. Indeed, we can already see the masculine address of Mafia Wars, exemplified through its emphasis on violence and power, running up against the feminized design of the game that forces the player to rely on and work with others in order to proceed.  The same conflicts Larke-Walsh identifies as up for negotiation in postclassical gangster films can be seen in Mafia Wars. Competition, specifically the aggressive sort, has traditionally been thought of as a masculinized trait, while cooperation, on the other hand, has been culturally feminized.  While neither Rock Band nor Mafia Wars features a full-fledged diegetic world, the scant narratives they do offer revolve around notions of competition, mastery, and rising to power.&lt;br /&gt;&lt;br /&gt;The task before the characters in Rock Band and Mafia Wars is actually similar to the narrative arc for a player in Cake Mania or Diner Dash, yet the type of industry in which the player has to progress is what ultimately genders the titles.  All the games follow a Horatio Alger narrative of rags to riches, of anonymity to fame, but the feminized Cake Mania and Diner Dash do so in the cake decorating and service industries, businesses which have been culturally linked to the feminine.  The way Jill and Flo continually upgrade their shops and restaurants to allow for larger crowds and more exposure mirrors the way Rock Band gradually opens up larger venues and Mafia Wars offers more “job” options and ways to increase your money and power.  Essentially the narratives share similar ends but it is important to note that Jill’s quest to become the best cake decorator is predicated on the goal of eventually re-opening her grandparents’ cake shop and Flo’s attempt at running her own business is in part the story of female self-discovery after years of toiling as a stockbroker.  Emotions, close family ties, and self-fulfillment are woven into the narratives of the feminized games but are largely absent from the masculinized Rock Band and Mafia Wars, at least in narrative terms.&lt;br /&gt;&lt;br /&gt;In addition to the invisible narratives at work, Rock Band and Mafia Wars evoke and utilize aesthetics, styles, and art that reproduce their respective masculinized cultures.  When actually playing Rock Band, the player stares at a moving track dotted with nodes that represent musical notes. However, behind this track, a polygonal band representing the player(s) can be seen playing the song in one of over a dozen venues.  Again, these venues range from dingy basement shows that conjure a DIY, punk cultural ethos to giant stadiums with advanced pyrotechnics and lighting displays that play into heavy metal’s history of spectacle.  The band members featured are either presets included with the game, randomized characters, or player-created characters.  Regardless, all end up as either stereotypes of particular rock genres or amalgamations created through the mixing of styles.  The preset characters represent different styles of rock, including the paint and spikes of heavy metal, the shaved heads and tattoos of punk, the long hair and sweaters of grunge, and the black S/M leather and pale skin of goth rock.  In other words, the aesthetics of the game borrow exclusively from tropes across rock genres, tropes which are nested in the (re)production of rock masculinities.&lt;br /&gt;&lt;br /&gt;&lt;object width="320" height="178"&gt;&lt;param name="movie" value="http://www.youtube.com/v/-NxMXXuAoPU?fs=1&amp;amp;hl=en_US"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/-NxMXXuAoPU?fs=1&amp;amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="320" height="178"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;Moreover, the representation of rock in Rock Band avoids any traditionally feminine qualities.  As Norma Coates (1997) writes, “Rock masculinity, at least the stereotype which, I assert, is still very much in play discursively and psychically, is one in which any trace of the ‘feminine’ is expunged, incorporated or appropriated” (p. 52).  While the sex of avatars can be chosen by the player and there are plenty of female preset characters, this does not equate to a gender-neutral relationship between rock and sexed bodies in the game.  Instead, I suggest that regardless of the sex of the rock avatars, the player address is still a masculinized one because of the game’s investment in rock culture, a culture that, according to Coates, annihilates any feminine presence or appropriates and disarms it.  Indeed, although Rock Band includes men and women avatars, there is the potential to read in its representation a hidden misogyny.  Simon Reynolds and Joy Press (1995) spend the first half of their book The Sex Revolts illustrating the traditional misogyny of rock music.  Even if rock thinks of itself as anti-establishment and against hegemonic notions of gender, Reynolds and Press argue that “rock is not a revolutionary art, that its insubordination and ego tantrums are complicit with or bound within the terms of capitalism and patriarchy” (p. 3).  Without even pointing out that Rock Band is a product in a capitalistic market, just owing to the fact that Rock Band adheres so closely to its source material of rock culture, regardless of the specific genre, much of the ideological and gendered history of that culture gets transferred to the game.  As in actual rock culture, patriarchy becomes the invisible ideological structure at work within the game and is only expressed surreptitiously through avatar performances and outfits. &lt;br /&gt;&lt;br /&gt;&lt;object width="480" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/048YzZ2iFFk?fs=1&amp;amp;hl=en_US"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/048YzZ2iFFk?fs=1&amp;amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;In a similar fashion, Mafia Wars carries the gendered baggage of its source materials with it into the gaming space.  According to Larke-Walsh, the mobster “displays a ‘manliness’ that is reminiscent of the frontier men idolized in cultural mythologies and pulp fiction since the nineteenth century, a ‘manliness’ that almost, if it were not for his criminal and immigrant status, approximates the ideal form of masculinity, both physically and mentally” (p. 162).  You begin Mafia Wars as a fledgling mobster that must, much like frontier men, build up a fortune from nothing.  Hence, while the only representation of your character in the game is the picture you choose to upload, the game still represents your position as a masculinized one common to all aspiring mobsters.   Moreover, when you encounter men of authority, often the boss characters in the game, they wear suits and fedoras, traditionally respectable and masculine attire, and are illustrated with stern, serious faces.  Even if the player is a female, the gameworld speaks to her through a masculine address, and since there is little history of women as either hired guns or kingpins in organized crime, the player is addressed as a masculine subject, if not as an actual male subject.  Moreover, the conflict between an ideal masculinity and immigrant status is completely erased from the text of Mafia Wars; the importance that race and ethnicity play in traditional Mafioso culture erased completely, replaced by a faceless veneer of unseen, white masculinity.&lt;br /&gt;&lt;br /&gt;So far I have suggested that the traditional masculine address of hardcore games is present in the casual games Rock Band and Mafia Wars, games in a category that has been discursively feminized.  In this analysis, I want to engage with Rock Band and Mafia Wars on the semiotic level as well as the structural level of design, play mechanics and rules.  While the marketing and representation of Rock Band and Mafia Wars hail a masculine subject and thus one associated with the masculinized hardcore gamer, the gameplay and structure of these games hail a casual player, one that has been discursively feminized.  Hence, these two games highlight a gendered tension in the casual game space, one that suggests the same masculine anxieties that permeate the hardcore gaming space are also present in the casual gaming space.  These tensions also highlight the problems with the discursive communities that continually reproduce the differences between hardcore and casual by evoking and thus recreating them again and again.&lt;br /&gt;&lt;br /&gt;As already mentioned, one way these differences are evoked in discourse is through the control method present in the game.  Rock Band features mimetic controls that have led to its popularity and some of its classification as a casual game.  Mimetic controls are meant to mimic the actions of real-world activities, such as playing a musical instrument.  The player holds the plastic guitar controller like an actual guitar, sits at the drum set and bangs away as if seated at a real drum set, and sings into the microphone the way people so often do in Karaoke bars.  Juul describes these mimetic controls as being easier to pick up than standard joystick and button controls because they reproduce actions most people are familiar with and allow for learning through observation as well as experimentation.  Without the masculinized, complex controls of traditional games bogged down with dozens of buttons and multiple analog sticks to alienate new players, Rock Band offers a broader appeal.  As I alluded to earlier while discussing Peggle, Cake Mania and Diner Dash, this lack of complexity in the controls might be read as a feminized attribute, especially by traditional hardcore gamers who often devalue and feminize casual games based on their more welcoming and simpler controls.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.jesperjuul.net/ludologist/wp-content/uploads/2007/12/rock-band-game-2.JPG"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 330px; height: 238px;" src="http://www.jesperjuul.net/ludologist/wp-content/uploads/2007/12/rock-band-game-2.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Indeed, if reproducing the movements of actual musicians can be called “simple,” then the central play mechanic of Mafia Wars initially appears to be even simpler.  As little more than a collection of static screens littered with buttons, Mafia Wars is primarily played through a series of mouse clicks.  Part of the reason Microsoft’s Solitaire and Minesweeper are two of the most popular games in the world is their expectations of the user (as well as their obvious association with the ubiquitous Windows operating system).  Most people in developed nations understand how to move a computer mouse and click a button, and any game that utilizes this basic computer function has a much larger potential audience than a game that asks the player to memorize a complex set of commands on a game controller or a keyboard.  In Mafia Wars players click to do a job, click to buy and steal property, click to buy weapons and upgrades, and click to recruit their Facebook friends for their mafia.  Yet many core gamers view this method of interaction as a relatively passive mode of control, especially compared to the mastery needed to manipulate modern gamepads and mouse/keyboard combinations.  This passivity and simple control scheme is a large reason cultural discourses have feminized the casual gaming space.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.mousearena.com/wp-content/uploads/2010/05/computer-mouse-freezes-2.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 300px; height: 285px;" src="http://www.mousearena.com/wp-content/uploads/2010/05/computer-mouse-freezes-2.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Looking at the design of the games, Rock Band remains simple structurally, but allows for complex gameplay that caters to both casual and hardcore players.  The primary play mechanic in Rock Band is matching your button presses, strumming, or drum beats to the notes scrolling on screen when they intersect with nodes at the bottom of the screen.  This sounds complicated, but on easy mode the player has plenty of time between notes (the song continues unplayed) and can acclimate her or himself to the controls; on the highest difficulty however the player has to have lightning fast reflexes and perfect timing in order to finish a song.  This provides a hybrid nature to the gameplay, one that allows for players of all levels to interact with the game.  Mafia Wars operates exclusively through the clicking of menus, which any computer user will have no trouble navigating, but the game offers an insufficient tutorial and leaves the player to figure out for her or himself the best strategies for play.  In this sense, Mafia Wars resembles the classic text-based, role-playing games of early computer gaming and as such, caters to an experienced gamer’s understanding of traditional game mechanics, such as leveling up characters, monitoring stats, and exploring game options intuitively.  This arguably complicated (read: hardcore) learning-curve contradicts the intuitive mouse-based interactions, the social structure of Mafia Wars, and its emphasis on cooperative gameplay.  As a result, Mafia Wars might be understood as both hardcore and casual in its gameplay.  Thus, Mafia Wars’ masculinized player address and steep learning curve seem to be at odds with some of its discursively feminized design elements, again dissolving the neat binary between game and gender categories.&lt;br /&gt;&lt;br /&gt;Another feminized area of Rock Band’s and Mafia War’s design is their emphasis on social features.  Rock Band encourages the player to start a band with others, either in her or his living room or across the Internet.  Significantly, part of Rock Band’s appeal is the ability to play and experience music with friends and family.  While the game certainly features competitive modes of play, its cooperative modes are at the core of its experience and also the mode its marketing highlights.  Additionally, to further encourage new players, presumably parents and tentative friends, the game features four difficulty levels, including Easy, Normal, Hard, and Expert.  Moreover, the game includes a “No Fail Mode” that allows for an infinite number of mistakes without ending the song.  This particular function, which replaces punishment for reward, is often looked at with disdain by the masculinized hardcore gaming community.  As a culture that respects skill and dedication to master challenges, core gaming culture often deprecates games that give players too much help, such as casual games.  For example, although the Japanese developer Platinum Games creates arguably some of the most hardcore titles, including Bayonetta and Vanquish, they also include very easy modes titled “very easy automatic” and “casual automatic” respectively, modes that reduce the player input to one button.  When this mode was announced for the release of Vanquish, several gamers on Kotaku voiced their irritation, with one writing, “I dont understand the point of making games easy to the point you dont have to learn how to play or try [sic]” (aang002, 2010).  Yet focusing on rewarding players is central in most casual games, like Rock Band, and with titles like Bayonetta and Vanquish, the hardcore space is beginning to dynamically alter its traditional mechanics in order to accommodate these less experienced game players.  Even in these hardcore titles there is a blurring of traditional gaming categories.  For Rock Band, the “no fail” mode is meant to allow friends and families of all skill levels to play the game. &lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://ui13.gamespot.com/1004/dsc08149_2.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 500px; height: 375px;" src="http://ui13.gamespot.com/1004/dsc08149_2.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;As a primarily social, casual game, Mafia Wars puts an even stronger emphasis on getting friends involved in gameplay.  In order to advance past the first few levels, players must recruit their Facebook friends for their mafia.  The game will simply not allow you to progress past a certain point without engaging in its social aspects.  Similarly, players who embrace the social aspects of Mafia Wars are rewarded with bonuses, free items, power boosts, and continual gifts from the gameworld and from their friends.  Indeed, half of the pleasure in Mafia Wars, and a large part of the pleasure in Rock Band, is derived from sharing the experience with others.  While social play is present in most contemporary hardcore shooters, such as Gears of War discussed earlier, the social play in Rock Band and Mafia Wars is not predicated on aggressive competition with others but on cooperation and sharing, two traditionally feminized traits. &lt;br /&gt;&lt;br /&gt;Another structure in Rock Band and Mafia Wars that might produce a gendered tension is their focus on drop-in, drop-out gameplay.  Juul describes hardcore games as those that require a great deal of time to complete, both in terms of total duration but also in terms of individual sessions.  In Rock Band a player can easily play one song with her or his family and then stop.  Indeed, this option allows for large groups of people to play the game together at parties or family gatherings, trading off instruments between songs.  This mode of interaction reveals the inherent interruptibilty of the game.  Certainly, I want to avoid essentializing the feminine and its pleasures, but it is worth noting that Tania Modleski (1984) cites distraction and interruptibility as feminine traits in soap operas.  Modleski suggests interruption in the form of commercials and postponement of gratification in soaps work ideologically to habituate women to their domestic positions within patriarchy.  Although Modleski offers this as a critique, for traditional soap fans watching their programs at home during the day, interruption offers them a chance to finish daily chores and return to the show without being punished for missing parts of the narrative.  Fiske (1987) believes Modleski is arguing for a feminine aesthetic here.  He suggests these feminine aesthetics “constitute not an oppositional feminist culture, but a feminine culture that asserts the value of feminine characteristics and pleasures within and against patriarchy” (p. 197).  Whether subordinate to or oppositional to hegemonic patriarchy, Fiske does not want to deny the pleasures women get from watching soap operas.  Granted, soap operas and video games are vastly different texts, but the feminization of Rock Band and Mafia Wars might be linked to their interruptible game structures, allowing for a few minutes of gameplay at a time.  Equally, if casual games are overwhelmingly more popular than hardcore games among female players, we might consider the structure of those games, including interruptibility and the quick distraction they offer, as mirroring the same feminine aesthetics found in soap operas.&lt;br /&gt;&lt;br /&gt;Similarly, Mafia Wars forces the player to spend short amounts of time playing the game, allowing for continual breaks.  In order to accomplish most action in the game, energy must be used; as each player has a finite amount of energy, their actions are limited at any given time.  In order to recover energy, the player must either get help from a friend or wait for their energy supplies to gradually refill.  Indeed, time is an important factor in casual games.  Juul indicates it is a stereotype of casual gamers that they invest little time into their games (p. 30), but then he turns around and indicates, “casual game design can reach new players by allowing them to play in short bursts, to interrupt a game and put it on hold, but without preventing players from engaging in longer sessions” (p. 36).  While casual games should allow for longer sessions, many people do not have the time to play anything longer than “in short bursts.”  This speaks to what Jenkins (2006) calls a “participation gap” in convergent media cultures.  Although Jenkins argues, “race, class, [and] language differences amplify these inequalities in opportunities for participation,” (and they certainly do), he neglects to mention time as a key factor as well – although you can make the argument that time is dependent upon socio-economic class.  Gender too, and specifically domestic and professional gender roles, also influence the amount of leisure time an individual has to spend on video games.  With a career and household duties, many women might be more receptive to the “short burst” gameplay found in casual titles like Rock Band and Mafia Wars.  These games are interruptible and also foster an extended relationship with the player characterized by brief minutes of interaction each day – a feminized game design meant to cater to a player seeking quick distractions from housework, office work, or other computer-based duties such as online shopping, online banking, and the coordinating of social schedules through email.&lt;br /&gt;&lt;br /&gt;With their focus on time management and interruptible structures, casual games mirror the expectations of office work for men and women in a post-industrial economy.  Rose and Friedman (1997) address this feminized workspace when they suggest, “In the service sector, management, and sales-oriented occupations, men and women alike are expected to concentrate on several tasks at once, to be constantly interruptible, and to focus on the needs of others” (p. 5).  I have already argued that this focusing on the needs of others is present in the feminized Cake Mania and Diner Dash.  However, Mafia Wars too asks players to “focus on the needs of others,” although not in the same emotional way players have to as Jill and Flo.  Instead, players have to offer their friends help to complete missions and give gifts in the way of money, energy, and weapons.  This form of caregiving is focused around crime and violence but it nonetheless asks players to be mindful of the needs of their friends also playing the game.  This mindfulness of others does not necessarily mirror the kind of emotional caregiving typically feminized in culture, but it does match the feminized work habits that Rose and Friedman suggest are typical of a post-industrial economy and the work both men and women do in that economy.  Therefore, like the contemporary office workspace, the social mindfulness in Mafia Wars can be seen as feminized.&lt;br /&gt;&lt;br /&gt;Finally, both casual games might be understood as denying the player a proper conclusion in their underlying game structures.  One characteristic of soap operas Fiske identifies as pleasurable to their audience is “deferment” of narrative conclusion.  Fiske suggests, “the emphasis on the process rather than the product, on pleasure as ongoing and cyclical rather than climactic and final, is constitutive of a feminine subjectivity in so far as it opposes masculine pleasures and rewards” (p. 183).  Indeed, if a masculinized pleasure might be called conclusion or finality, a femininized pleasure might be identified in the deferred, the eventual, the process itself.  The relative lack of narrative in Rock Band and Mafia Wars, their emphasis on continued social play, and their distractive, interruptible forms continuously defer any final climax, instead focusing on smaller, serialized accomplishments.  While it might be argued that Rock Band does have a conclusion, because it features an ending credits sequence reached when the player completes all the central gigs, the game also allows for endless play with the player-created band, earning ever more fans and money.  Indeed, rather than the gameworld shutting down after the player completes the main goals, it remains open and available, and with new songs arriving weekly for players to purchase, the music experience of Rock Band never needs to end.  Moreover, Mafia Wars becomes almost endless thanks to the way it manages player energy and because there is always another problem around the corner, another mission.  Also, like Rock Band, Mafia Wars is updated by Zynga on a regular basis to add new content and extend the life of the game even further.  In other words, Mafia Wars can almost become a part of the player’s daily life, another endless task that must be managed but that allows for a connection to others, and a game in which the pleasure of the process can be found. &lt;br /&gt;&lt;br /&gt;I have argued that there exists a gendered tension in the casual video games Rock Band and Mafia Wars, games that exist in the tertiary space between the binaries of hardcore and casual gendered address.  If the popular argument, supported by some academics (see chapter 1), is that hardcore video games are masculinized and the cultural argument is that casual games are feminized, I have complicated this notion by highlighting two different examples of casual games which defy this static gendered binary and offer a tension in their gendered address between masculine and feminine, between representation and gameplay, between hardcore and casual.  A brief analysis of Gears of War and No More Heroes offers an example of the masculinized hail characteristic of hardcore video games and also how that hail might point to an anxiety in video game culture over the legitimacy of its claim to masculinity.  This masculinized address is reproduced in the marketing and representational content of both Rock Band and Mafia Wars.  However, an analysis of the gameplay and design of these two casual games indicates they offer a culturally defined, feminized player address as well.  The dual gendered address in representation and gameplay create a site of gendered tension that suggests the persistence of core gaming culture in perpetuating a masculinized view of video games, even in the discursively feminized casual games space.  My goals here are to trouble what is a problematic and constructed gender binary that has been mapped onto an equally problematic and culturally constructed genre binary in video games.  These games suggest popular and core gaming cultures need to rethink their gendered understandings of the video game binary between hardcore and casual games.  More to the point, these games almost demand these cultures reexamine the troubling consequences of continuing to limit our understanding of any given game or text in terms of gender.  Finally, the ability for the hegemonic masculinity of gaming culture to co-opt the feminized space of casual games points to the degree to which that culture will go to defend its legitimacy in the face of the perceived feminine threat of casual games.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-4047788403593158828?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/4047788403593158828/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=4047788403593158828' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/4047788403593158828'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/4047788403593158828'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_3576.html' title='Casual Threats: Gender and Video Game Culture: Part 15'/><author><name>John Vanderhoef</name><uri>http://www.blogger.com/profile/16140474128680887687</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-6297827773175237724</id><published>2010-09-20T09:48:00.000-07:00</published><updated>2010-09-21T10:32:20.128-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='casual games and gender'/><category scheme='http://www.blogger.com/atom/ns#' term='rock band gender'/><category scheme='http://www.blogger.com/atom/ns#' term='rock band advertising'/><category scheme='http://www.blogger.com/atom/ns#' term='mafia wars advertising'/><category scheme='http://www.blogger.com/atom/ns#' term='mafia wars commercial'/><category scheme='http://www.blogger.com/atom/ns#' term='gender and video games'/><title type='text'>Casual Threats: Gender and Video Game Culture: Part 14</title><content type='html'>This is one part of a much larger argument. I will ultimately be posting the entirety of my Master's thesis and will hopefully have all the parts interlinked by the end of it. You can see the full list of parts below:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_24.html"&gt;Part 1: Abstract&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game.html"&gt;Part 2: Project Description&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_8774.html"&gt;Part 3: Review of Literature&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_1883.html"&gt;Part 4: Methods&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_5715.html"&gt;Part 5: Chapter Breakdown&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game.html"&gt;Part 6: Feminizing the Casual: The Mom Test&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_01.html"&gt;Part 7: Feminized Design: Gender and Technology&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_1493.html"&gt;Part 8: "Sometimes I Play for Me": Advertising Casual Game Devices&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_9082.html"&gt;Part 9: That Means You, Soccer Mom: Casual Gaming in the Popular Press&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_14.html"&gt;Part 10: Because they aren't Us: Fear of the Feminine in Gaming Culture&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_20.html"&gt;Part 11: From Chainsaws to Guitars: Gendered Address and Video Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_1076.html"&gt;Part 12: Masculinities in Hardcore Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_300.html"&gt;Part 13: Femininities in Casual Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_9275.html"&gt;Part 14: Rockers and Mafioso: Extratexts&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_3576.html"&gt;Part 15: Representation and Game Design in Rock Band and Mafia Wars&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_21.html"&gt;Part 16: Conclusion&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Yet there are examples of casual games that defy this cultural understanding.  While I could pick out dozens of such examples, many of which exist in the hidden object gametype and concentrate on the masculinized mystery, adventure, and horror genres, Rock Band and Mafia Wars provide distilled examples to illustrate my argument. The masculine representations in these two casual games suggest a tension in the casual games space between a gendered address that is in line with the traditional masculine hailing of core gamers and a game design that hails a player assumed to be non-masculine or feminine.  This crossing over of a masculine address into the discursively feminized space of casual games has been accepted uncritically to date; however, I suggest the tension created by the competing masculine and feminine addresses in these games point to two important things.  One, this tension reveals the arbitrary nature of gendering video games and of gendered binaries in general.  Two, this tension more importantly reflects vulnerability in gaming culture’s masculinity as it persists in maintaining masculine dominance, even in the discursively feminized space of casual games.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://inquizetive.files.wordpress.com/2010/05/mafiawars.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 240px; height: 175px;" src="http://inquizetive.files.wordpress.com/2010/05/mafiawars.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Both Rock Band and Mafia Wars fit into two trends Jesper Juul (2010) outlines in casual games:  mimetic interfaces and downloadable casual games, respectively.  According to Juul, mimetic interfaces are games where “the physical activity that the player performs mimics the game activity on the screen” (p. 5).   Juul even cites Rock Band as an example of this trend.  Gameplay in Rock Band is accomplished through the use of controllers that replicate actual musical instruments, such as a guitar, a drum set, and a microphone.  Downloadable casual games, on the other hand, are “purchased online, can be played in short time bursts, and generally do not require an intimate knowledge of video game history in order to play” (Juul, p. 5).  While Mafia Wars is played through an internet browser rather than downloaded, I suggest it still falls into this downloadable casual category, as it allows micro-transactions online for players to purchase in-game upgrades, emphasizes short play time experiences, and requires little knowledge of traditional video games and video game history to play. &lt;br /&gt;&lt;br /&gt;My analysis focuses on the Rock Band franchise and Mafia Wars because they are unique examples of culturally defined casual games that carry over a hardcore, masculine address that disrupts the culturally understood gendered notion of casual games.  Indeed, they represent examples of casual games that demonstrate the persistence of the masculinization of gaming by carrying it over into the supposedly casual, feminized space.  Moreover, the two games differ greatly in structure, revenue stream, and gameplay.  Therefore, while one alone might be written off as a cultural oddity, I contend the two games together reveal the gendered tension between a masculine representational address, on the one hand, the feminized category and game structure culturally understood as casual on the other, and the persistence of a masculinized perspective in gaming culture overall.  First, I dissect the critical reception of these games, revealing that while Rock Band 1 and 2 were received as “legitimate” by the enthusiast gaming press, the “casual” aspects of the game design were often referenced, as was the prospect of whole families gathering around to play the game.  On the other hand, as a free-to-play casual/social game, Mafia Wars saw almost no critical reception, which points to the possibility that the casual design of the game, combined with its distance from the economy of the gaming industry, resulted in its being ignored by the enthusiast press.  Second, I analyze the games’ commercials, arguing that the paratexts of these games help situate their masculinized address.  This further emphasizes the way the gendered address of these two games is constructed through discourse.  Third, I analyze the games’ masculinized representations of both rock and Mafioso cultures.  Finally, I will analyze the gameplay, design, and structure of the games to argue that contrary to the masculine address of the paratext and representations, the games’ architectures address a culturally feminized subject.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.bitmob.com/images/stories/MISC_IMAGES/Company_logos/metacritic_200x200.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 200px;" src="http://www.bitmob.com/images/stories/MISC_IMAGES/Company_logos/metacritic_200x200.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Rock Band and Mafia Wars were given very different critical receptions.  Rock Band was developed by Harmonix, the same team that created the successful Guitar Hero franchise.  So when Rock Band was released in November 2007, the enthusiast gaming press was waiting in anticipation to see the end result.  The review aggregate website Metacritic has 72 linked game reviews for the Xbox 360 version of the first Rock Band and 69 linked reviews for the 2008 follow up Rock Band 2.    In comparison, the first Gears of War had 88 linked reviews and No More Heroes had 64 linked reviews.  On the other hand, perhaps because of its casual and social nature, Mafia Wars was not reviewed by many professional game critics and has no listing on Metacritic. This seems indicative of most casual titles.  Diner Dash has no linked reviews for the PC version and only a handful for the Xbox Live Arcade (12 reviews) and PlayStation Network (8 reviews) versions.  The way the gaming press critically ignored Mafia Wars and other popular social games speaks to the way that community views casual, social games.  Many of the Rock Band reviews treat the game like any other traditional core title, with little mention of the hardcore/casual binary, yet a few dozen make a point to discuss the inviting nature of the game’s design and focus on music.  While almost all the reviews focus on the included songs, the create-a-character, and the World Tour modes, I want to highlight those reviews that recognized in Rock Band elements associated with the category of casual games.&lt;br /&gt;&lt;br /&gt;Many reviews for the Rock Band video games position the games as the definitive party experience for friends and family.  These reviews tend to focus on the experience being enjoyable for everybody who loves music, which the reviews often imply is most people.  Similar to many “casual” Wii titles, Rock Band is discussed as a family game, a shared social experience meant more for cooperative band play than solo competitive score-seeking.  One reviewer on the website Worth Playing comments, “My father took up the lead, my mother was on the bass, I was pounding on the drums and my sister sang. Who said Rock Band wasn't for everyone?” (Mills, 2008).  These reviews do not necessarily mention the buzz words “hardcore” or “casual” but they circumvent these terms by discussing the pick-up-and-play aspects of the game’s design and the universal appeal of the interactive music experience.  &lt;br /&gt;&lt;br /&gt;As argued in chapter 2, these reviews’ references to various family members, many of whom are traditionally thought of as non-gamers, helps link Rock Band with the casual games category already discursively feminized.  However, some reviews that highlight the family-friendly elements of the games do use the hardcore and casual binary.  For instance, one reviewer writes, “You can even play Rock Band as a casual game with your family, or as a hardcore competition online with your live friends” (Birkholz, 2008).  This comment introduces a trend in the reviews of the Rock Band video games that position music games as a bridge connecting the hardcore and casual game player.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://music-gamer.com/464/no-fail-mode-rock-band-2.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 464px; height: 273px;" src="http://music-gamer.com/464/no-fail-mode-rock-band-2.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Most reviews do not represent Rock Band as existing exclusively in the casual category.    Instead, if the reviews mention the term casual at all, it is to identify the game as being a bridge between the hardcore and casual playerbases.  These reviews suggest Rock Band appeals to all ages and genders, including hardcore gamers.  Even in its initial reception, Rock Band already sat uneasily between the strict hardcore/casual binary at work in gaming culture.  Similarly, the few reviews that do exist for Mafia Wars tout its community-driven aspects, but also note the relationship between the game and early text-based Role-Playing Games from the 1980s, games that were built for and consumed by largely core male audiences (Perdu, 2010; Ashby, 2010).  This points to how Mafia Wars too is a sort of hybrid between casual and hardcore categories, at least for a critical point of view.  Moreover, Rock Band 2 is discussed as being even more geared toward the casual player.  Again emphasizing the bridging Rock Band accomplishes between core and casual, one reviewer writes, “One of the best features of Rock Band 2 is the balance between hardcore and casual appeal” (Hunt, 2008).  The feature in the game most often associated with casual players is the “No Fail” option that disables penalties for players who make mistakes in the game.  As I will discuss when analyzing the design of these games, this relatively small feature has a large impact on why many game critics and players refer to the game as casual. &lt;br /&gt;&lt;br /&gt;Yet even while game critics note the ways both games might appeal to core and casual players alike, there is a certain level of masculinization that occurs in these reviews that emphasizes their connection to core gaming culture.  Rock Band becomes masculinized through its association with hardcore games and by the amount of attention it’s paid by the enthusiast gaming press.  Coming from a well-known developer within the gaming industry responsible for the revered, core music titles Frequency and Amplitude, Rock Band arrives out of masculinized, hardcore video game culture.  Therefore, aside from mentioning family-friendly features, no reviewers seem comfortable calling the game outright casual and although some might speak of it as a “bridge” between the two categories of core and casual, the masculinized rock fantasy of the game receives the most attention.  Mafia Wars does not achieve the same level of cultural cachet, most likely because of its social nature and distance from the typical economy of games.  Instead the game remains unproblematically secure within its “social networking games” category that falls under the feminized casual space.  Still, the allusions some critics make to familiar, core RPG elements in Mafia Wars’ design is probably meant to combat the cultural understanding of social games as feminized and lacking in complexity.&lt;br /&gt;&lt;br /&gt;&lt;object width="640" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/3U7uTP-WMRg?fs=1&amp;amp;hl=en_US"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/3U7uTP-WMRg?fs=1&amp;amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;Like the games themselves, the commercials for these two games seem to hail both males and females, but they do so through a strictly masculinized address.  One of the major commercials for the Xbox 360 release of Rock Band 2 features a music video motif for the AC/DC song, “Let There be Rock.”  For the first half of the commercial, we see traditional music video footage, complete with bottom left-hand credits of the song and producer.  The video features a long-haired, leather-clad man positioned as the sound technician and lyricist; he has a goatee stereotypic of the heavy metal genre and is accompanied by a male guitar player, bassist, and drummer.  Additionally, the commercial focuses on the speaker vibrations, dark, sparse lighting, and the plastic instruments the masculine players hold.  Citing Walser (1993), Sara Cohen (1997) points to “how heavy metal musicians ‘forge’ masculinity through their use of particular instruments, sounds, lyrics and visual performance styles, such as the electric guitar, use of feedback, black leather or denim stage clothes, and a rasping, throaty singing voice, all of which can be recognizable symbols of male power” (p. 28).  In the first half of this Rock Band 2 commercial, the heavy metal rock and “raspy” vocals of AC/DC combined with the leather, black t-shirts, and shaggy hair aesthetics of the featured musicians knowingly echo this long cultural history of masculinity and heavy metal rock.  Additionally, all the masculinized performers revel in their bodily movements and gestures.  Whether head-banging, twisting their bodies, or stomping their feet, the masculine, rock body is celebrated.&lt;br /&gt;&lt;br /&gt;However, half-way through the commercial, when the song gets to the lyric, “Let there be rock!” a wall of speakers opens up to reveal a crowd of young, mostly white, male and female teens all playing various Rock Band instruments and dressed in popular rock aesthetics including punk, metal, and goth.  This is also the first time in the commercial where girls are seen to be playing the game.  In fact, from this point forward, the video then spends almost equal time featuring male and female players each holding one of the plastic instruments.  Here, this commercial seems to erase the historical dearth of female guitar players (Bayton, 1997) and presents a modernity where no social or cultural barriers exist that prevent girls from picking up and playing the electric guitar alongside their male counterparts.  However, as the first half of this commercial concerns itself greatly with establishing a masculine-dominated rock space populated by men in their 20s and 30s, the inclusion of female players half-way through does not signal a new age of rock and gender equality.  Instead, the commercial positions this group of male and female teens as audience members to the authentic group of masculine musicians who open the video; the commercial seems to address both a male and female audience, but it does so through a strictly masculinized address.  The focus is on the rock and roll sounds of AC/DC, the varied but still masculinized rock aesthetics, and the long history of rock representations.  That there are females in the video at all is negligible, considering they have been assimilated into the masculine milieu of rock culture.  The feminist punk rock movement Riot Grrrl in the 1990s would find no solace here.  Of course, this commercial is only for the Xbox 360 version of the game, a console which is itself linked with the masculinity of hardcore gaming culture.&lt;br /&gt;&lt;br /&gt;&lt;object width="480" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/IMm83sfPikA?fs=1&amp;amp;hl=en_US"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/IMm83sfPikA?fs=1&amp;amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;The masculinized address of the Xbox 360 Rock Band commercial is especially clear in contrast with the ad for the Wii version of the game.   In this version, rather than adopting a music video aesthetic in the beginning, the commercial starts with a tour bus pulling up to a suburban neighborhood, a setting associated with the feminized domestic space of the home.  This ad features a group of hip, young teens, similar to those in the Xbox 360 commercial, exiting the bus to the roar of their waiting fans, positioned in front of a suburban home.  On their way to the home’s basement, the teens strut past their fans and, oddly, past a confused mother and daughter within the home.  The daughter is a young, blond girl in a pink hooded sweatshirt who seems to be doing nothing at all, perhaps bored; the mother can be seen holding a spray bottle and a rag as if in the middle of cleaning a counter or window.  The feminized domesticity of the suburban home linked with the Wii audience is ignored or even rejected by these teens.  The viewer is invited to reject this domesticity also and follow the teens into the basement, where the commercial shifts settings to a traditional rock stage, similar to the latter half of the 360 commercial.  Interestingly, the song choice here is not AC/DC but “Welcome Home” by Coheed and Cambria, a progressive-rock group popular for maintaining a science fiction storyline called The Amory Wars from one album to the next.  While one could elaborate on the subordinate masculinity associated with science fiction culture, Coheed and Cambria adopt the same long hair and ratty t-shirts that stereotypical, male rock groups have borne for decades.  While both commercials feature almost as many female as male rockers, the sex of the players has little effect on the ads’ gendered address.  Sara Cohen (1997) suggests that rock is masculinized through “social practice and ideology” (p. 34).  Since rock has been historically and culturally masculinized through repeated rituals, beliefs, and discourses, adding a few female players cannot hope to alter the gendered address of rock music.  Although the commercials seem to feature a post-feminist message that the girl performers occupy equal ground with the male performers, the masculinized realm of rock music limits the inclusion of females here from being inclusive.&lt;br /&gt;&lt;br /&gt;&lt;div style="background:#000000;width:440px;height:272px"&gt;&lt;embed flashVars="playerVars=showStats=yes|autoPlay=no|videoTitle=Mafia Wars Hits IPhone- View in HD!" src="http://www.metacafe.com/fplayer/2678858/mafia_wars_hits_iphone_view_in_hd.swf" width="440" height="272" wmode="transparent" allowFullScreen="true" allowScriptAccess="always" name="Metacafe_2678858" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash"&gt;&lt;/embed&gt;&lt;/div&gt;&lt;div style="font-size:12px;"&gt;&lt;a href="http://www.metacafe.com/watch/2678858/mafia_wars_hits_iphone_view_in_hd/"&gt;Mafia Wars Hits IPhone- View in HD!&lt;/a&gt; - &lt;a href="http://www.metacafe.com/"&gt;Funny bloopers are a click away&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;An equally masculinized address can be found in an ad for Mafia Wars.   While much of the marketing for Mafia Wars is done through word of mouth and the social networking functions of sites like Facebook, Zynga did produce one commercial for the iPhone version of the game.  The short commercial consists of close up shots of gun barrels, triggers, and bullets and a panning shot of a table littered with firearms, ammunitions, bombs, and grenades.  Only near the end of the piece do we see a person playing the game.  A grim, older gentleman in a suit, presumed to be a mobster himself, worries over the diminutive iPhone with the gentle tap of his thick finger tips.  Here we see the serious masculinity of Mafioso culture at odds with the feminized play of the game, play that involves the click of onscreen buttons to perform actions you then watch play out.  This form of interaction echoes those in Peggle, Cake Mania, and Diner Dash.  This ironic scene of a serious and grim businessman delicately clicking the small screen of his iPhone is followed by a voiceover announcing the tagline, “Everyone wants to join the mafia,” read in a raspy voice and followed by a gunshot.  While brief, this commercial communicates its gendered address in a raw form: guns, suits, power.  Except for the dainty iPhone, nothing in this ad connotes a feminized address.  The commercials for Mafia Wars and Rock Band reflect the persistence of masculinity in gaming culture and its attempts to masculinize even the purportedly feminized casual games space.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-6297827773175237724?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/6297827773175237724/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=6297827773175237724' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/6297827773175237724'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/6297827773175237724'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_9275.html' title='Casual Threats: Gender and Video Game Culture: Part 14'/><author><name>John Vanderhoef</name><uri>http://www.blogger.com/profile/16140474128680887687</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-250271106143988925</id><published>2010-09-20T09:36:00.000-07:00</published><updated>2010-09-21T10:32:42.508-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='video games and gender'/><category scheme='http://www.blogger.com/atom/ns#' term='casual games and gender'/><category scheme='http://www.blogger.com/atom/ns#' term='peggle'/><category scheme='http://www.blogger.com/atom/ns#' term='cake mania'/><category scheme='http://www.blogger.com/atom/ns#' term='femininity and games'/><category scheme='http://www.blogger.com/atom/ns#' term='diner dash'/><title type='text'>Casual Threats: Gender and Video Game Culture: Part 13</title><content type='html'>This is one part of a much larger argument. I will ultimately be posting the entirety of my Master's thesis and will hopefully have all the parts interlinked by the end of it. You can see the full list of parts below:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_24.html"&gt;Part 1: Abstract&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game.html"&gt;Part 2: Project Description&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_8774.html"&gt;Part 3: Review of Literature&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_1883.html"&gt;Part 4: Methods&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_5715.html"&gt;Part 5: Chapter Breakdown&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game.html"&gt;Part 6: Feminizing the Casual: The Mom Test&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_01.html"&gt;Part 7: Feminized Design: Gender and Technology&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_1493.html"&gt;Part 8: "Sometimes I Play for Me": Advertising Casual Game Devices&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_9082.html"&gt;Part 9: That Means You, Soccer Mom: Casual Gaming in the Popular Press&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_14.html"&gt;Part 10: Because they aren't Us: Fear of the Feminine in Gaming Culture&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_20.html"&gt;Part 11: From Chainsaws to Guitars: Gendered Address and Video Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_1076.html"&gt;Part 12: Masculinities in Hardcore Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_300.html"&gt;Part 13: Femininities in Casual Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_9275.html"&gt;Part 14: Rockers and Mafioso: Extratexts&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_3576.html"&gt;Part 15: Representation and Game Design in Rock Band and Mafia Wars&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_21.html"&gt;Part 16: Conclusion&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;In chapter 2 I discussed how the casual games space has been feminized, and there are plenty of casual games that offer themselves up to such a gendered understanding.   Popular examples include Popcap’s Peggle, Sandlot Games’ Cake Mania, and Gamelab’s Diner Dash.  All of these games lend themselves to a feminization.  While most of Peggle’s feminization is found in its cutesy aesthetics that feature unicorns and fat-cheeked chipmunks, Cake Mania and Diner Dash feature the traditionally feminine professional positions of baker and waitress and ask the player to take care of countless customers in an orderly and maternal fashion.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.playzgame.com/online-flash-games/picture_250x250/peggle_70x60.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 250px; height: 250px;" src="http://www.playzgame.com/online-flash-games/picture_250x250/peggle_70x60.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;At its core, Peggle is a physics-based strategy game where the player is asked to eliminate all the orange pegs on the game screen by shooting a finite number of balls at them.  Along with orange pegs, blue pegs dot the screen and allow the player to complete difficult ricochet shots or block the player from reaching certain orange pegs.  While the gameplay invites all types of players with its easy-to-learn, hard-to-master structure, the game’s visuals are what most strikingly position it as a feminized casual game.  The single-screen maps the player encounters are bursting with color, often featuring landscapes and creatures that look ripped out of a child’s coloring book or a coffee table book on popular art.  Yet it is in the player-assisting animals where the feminized address is most prominent.  Featuring adorable animals ranging from unicorns to dragons to sunflowers, all anthropomorphized and grinning with large puppy-dog eyes, Peggle uses cute, digital “stuffed animals” that position the game as one addressing a traditionally feminine subject.  Yet Cake Mania and Diner Dash go beyond mere visuals with their feminine address.&lt;br /&gt;&lt;br /&gt;&lt;object width="480" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/DXv6QJ-JGzg?fs=1&amp;amp;hl=en_US"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/DXv6QJ-JGzg?fs=1&amp;amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;In Cake Mania the player is Jill, a recent culinary school graduate who returns to her grandparents’ bakery to find it closed down due to the competition with the corporate bakery across the street.  The main goal of the game is to open your own bakery and eventually earn enough money to revitalize the bakery of Jill’s grandparents.  The game involves the player preparing the properly shaped and decorated cake according to the customer’s order.  The player can see the desired order as a thought bubble above the customer’s head.  In this way, Jill not only has to manage the baking of multiple treats at once, she also has to simultaneously cater to the wants and needs of a myriad of customers.  Like Cake Mania, Diner Dash puts you in shoes of a woman in a traditionally feminine service industry position, this time as a waitress.  Diner Dash is about a woman named Flo who decides to quit her excruciating job as a stockbroker and open her own restaurant where, besides a cook, she will be the sole employee.  The game involves the player taking care of customers from the time they enter the diner to the time they leave.  This involves seating them, taking their order, bringing their meal, giving them their check, and finally clearing the table after they depart.  All of this of course requires a lot of multitasking and “dashing” from one task to another.  Both Cake Mania and Diner Dash ask the player to be mindful of the customers’ corporeal and emotional needs.  In fact, in later, more difficult stages of Cake Mania, Jill has to balance the orders of as many as eight customers at once, and the longer she waits to fulfill their order the more upset they become.  Diner Dash features a similar difficulty curve that asks her in later levels to take care of dozens of tables and customers.  In Cake Mania, this irritation can be seen by the player when the customer’s satisfaction rating, represented in hearts, begins to dwindle and their character sprite begins to rapidly blink red.  These games ask the player simultaneously to fulfill the customers’ orders and be mindful of their emotional wellbeing, an especially feminized task.  &lt;br /&gt;&lt;br /&gt;&lt;object width="480" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/a-5fccghRPw?fs=1&amp;amp;hl=en_US"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/a-5fccghRPw?fs=1&amp;amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;It is also worth noting that the gameplay in Peggle, Cake Mania, and Diner Dash is accomplished primarily through clicking the computer mouse, a form of interaction that is often seen as less active and less complicated than using a full keyboard or a more traditional game controller: a feminized control method, in other words.  In Peggle you point where you want to shoot and fire your ball with a click of the button.  Similarly, in Cake Mania and Diner Dash the way Jill or Flo interact with the world is through the player’s clicks.  Hardcore gamers claim a lot of their legitimacy in the skill and knowledge needed to memorize and manipulate controllers that feature dozens of inputs across games with different actions assigned to the same buttons.  With this emphasis on technical knowledge and manipulation, these control schemes can be seen as masculinized.  Contrary to this, the interactions in the casual games I discuss are chosen to allow those with little knowledge of game pads to pick and up and play the video games, but they are also linked with the passivity and femininity associated with casual games.  As these popular examples prove, the casual game space is occupied with games that feature traditionally feminine addresses.  This helps enable the cultural positioning of casual games as universally feminine.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-250271106143988925?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/250271106143988925/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=250271106143988925' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/250271106143988925'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/250271106143988925'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_300.html' title='Casual Threats: Gender and Video Game Culture: Part 13'/><author><name>John Vanderhoef</name><uri>http://www.blogger.com/profile/16140474128680887687</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-301185511662665516</id><published>2010-09-20T09:13:00.000-07:00</published><updated>2010-09-21T10:33:12.911-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='travis touchdown'/><category scheme='http://www.blogger.com/atom/ns#' term='geek masculinity'/><category scheme='http://www.blogger.com/atom/ns#' term='hardcore gamer'/><category scheme='http://www.blogger.com/atom/ns#' term='gamer culture'/><category scheme='http://www.blogger.com/atom/ns#' term='no more heroes gender'/><category scheme='http://www.blogger.com/atom/ns#' term='male anxiety'/><category scheme='http://www.blogger.com/atom/ns#' term='gamer angst'/><category scheme='http://www.blogger.com/atom/ns#' term='gender and video games'/><category scheme='http://www.blogger.com/atom/ns#' term='gears of war masculinity'/><category scheme='http://www.blogger.com/atom/ns#' term='marcus fenix'/><title type='text'>Casual Threats: Gender and Video Game Culture: Part 12</title><content type='html'>This is one part of a much larger argument. I will ultimately be posting the entirety of my Master's thesis and will hopefully have all the parts interlinked by the end of it. You can see the full list of parts below:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_24.html"&gt;Part 1: Abstract&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game.html"&gt;Part 2: Project Description&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_8774.html"&gt;Part 3: Review of Literature&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_1883.html"&gt;Part 4: Methods&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_5715.html"&gt;Part 5: Chapter Breakdown&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game.html"&gt;Part 6: Feminizing the Casual: The Mom Test&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_01.html"&gt;Part 7: Feminized Design: Gender and Technology&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_1493.html"&gt;Part 8: "Sometimes I Play for Me": Advertising Casual Game Devices&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_9082.html"&gt;Part 9: That Means You, Soccer Mom: Casual Gaming in the Popular Press&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_14.html"&gt;Part 10: Because they aren't Us: Fear of the Feminine in Gaming Culture&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_20.html"&gt;Part 11: From Chainsaws to Guitars: Gendered Address and Video Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_1076.html"&gt;Part 12: Masculinities in Hardcore Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_300.html"&gt;Part 13: Femininities in Casual Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_9275.html"&gt;Part 14: Rockers and Mafioso: Extratexts&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_3576.html"&gt;Part 15: Representation and Game Design in Rock Band and Mafia Wars&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_21.html"&gt;Part 16: Conclusion&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;To foreground my main argument in which I challenge the gendered binary between hardcore and casual games, I want to briefly show how recent hardcore titles like Gears of War and No More Heroes (NMH), contemporaries of what Juul (2010) calls the “casual revolution,” offer variations on a masculine identification (either hyper-masculine, post-feminist or a combination of both) and address the player as conspicuously not female and not grandma or grandpa.  One response to the casual revolution is a shift even farther toward masculinity in core games and reflects some of the feminist backlash discussed by Douglas (2002) and Johnson (2007).  These games reveal a potential masculine anxiety in hardcore video games and the hardcore gamer who consumes them.  By looking at Gears of War we might understand the ways hyper-masculine games seek to maintain the hegemonic masculinity of video game culture through forms of address that are as far as possible from what the Wii and casual games offer.  Both Gears of War and NMH might be seen as part of a specific social and cultural context in relation to the concurrent feminized casual games movement, one having to do with technology and contemporary gender politics.  Although my larger argument is that the hegemonic masculinity in gaming culture persists even in the feminized space of casual games, it is still important to recognize the troubling though nuanced masculine addresses in hardcore games.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://resumeplay.net/storage/Gears-of-War.jpg?__SQUARESPACE_CACHEVERSION=1273657007547"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 470px; height: 260px;" src="http://resumeplay.net/storage/Gears-of-War.jpg?__SQUARESPACE_CACHEVERSION=1273657007547" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Considering its problematic treatment of contemporary masculinity, it is surprising that few scholars have engaged with the Gears of War franchise.  For his part, Ryan Lizardi (2009) argues that several contemporary war-themed video games, including Gears of War, feature themes of the invading “other,” reproduce xenophobic tendencies that delineate the “us” and the “them,” and reflect the anxieties of a contemporary western society in the wake of the 9/11 attacks.  These xenophobic displays are couched not only in issues of race but also those of gender.  One facet of the game where these anxieties emerge is the dialogue of the characters during the heat of battle.  Lizardi suggests these aggressive one-liners or “lexical ‘taglines’ are reminiscent of 1980s masculine action films in which hyper-male characters ‘reacted’ to masculinity challenges through heroism and muscularity (Lizardi, 2009).  Indeed, if Lizardi’s reading of Gears of War reveals a parallel between it and 1980s post-Vietnam and feminist backlash films, to what more recent contexts might Gears of War be reacting?&lt;br /&gt;&lt;br /&gt;The Gears of War franchise might be understood to represent a new hyper-masculinity in video games, one that reinvigorates the hyper-masculine address of mid-‘90s games like Doom, Quake, and the misogynistic Duke Nukem .  These games were themselves a throwback to the masculinity of the 1980s, realized through stars like Arnold Schwarzenegger and Sylvester Stallone.  It is no coincidence that a game like Gears of War, with all its historical baggage, would emerge in a period when casual games are growing in popularity and delivering video games to a (feminized) mass audience.  Like Doom, Quake, and Duke Nukem, the world of Gears of War encourages aggressive gunplay, emphasizes both rugged individualism and homosocial masculine bonding, and is almost devoid of a feminine presence.  In a game world populated by steroidal space marines and equally larger-than-life, bug-like enemies called Locusts, the player blasts his or her way from one war torn scenario to the next.  The player’s primary weapon during the Gears of War campaign is the Lancer, a combination battle rifle and chainsaw that can be used to fire on enemies from a distance or eviscerate them in close-quarters combat, resulting in a fountain of blood that splatters the fourth wall of the game screen.  The Lancer may be seen as the ultimate phallic symbol, representing virility, power, and deadly, masculine authority. &lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://news.softpedia.com/images/news2/Duke-Nukem-3D-on-Xbox-Live-Arcade-more-than-a-dream-2.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 300px; height: 340px;" src="http://news.softpedia.com/images/news2/Duke-Nukem-3D-on-Xbox-Live-Arcade-more-than-a-dream-2.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Besides gratuitous violence, Gears of War problematically marginalizes the feminine presence in its world.  To the game’s credit, however, the few female characters it does feature are handled with more respect than the strippers Duke Nukem allowed the player to tip, rescue, or kill back in the 1990s, but this may be a reflection of the post-feminist cultural context out of which it was born.  In other words, though less overtly sexist, the depictions in Gears of War are still concerning.  Besides being the love interest of the game’s main protagonist Marcus Fenix, the character of Anya Stroud holds the position of lieutenant in the COG human armed forces.  Moreover, like a colony of ants, the Locust serve a queen-figure.  However, the queen appears to be the only feminine representation of the Locust and, until late in Gears of War 2, she only appears in the game via voiceover.  Similarly, although Anya occupies a position of authority, she exists only on the margins of the game’s narrative and largely just to secure Marcus’ heterosexuality in the face of his intense homosocial bonds with his fellow COG soldiers.   So while the women of GoW occupy positions of power and are not paraded around in skimpy outfits, they are still marginalized in the diegetic world, which is situated as an exclusively masculine fantasy of war.  As noted, this war fantasy involves not only the solo conquest of the game but the homosocial experience of playing alongside AI teammates as well as real life teammates over Xbox Live, Microsoft’s Internet gaming service.  This multiplayer feature may be seen as a form of cooperative gameplay and therefore a challenge to traditional ideal masculinity, but it is a cooperation subsumed in aggression and fierce competition, not one involving the intimacy, trust, and sharing more closely aligned with traditional femininity.  Gears of War addresses a post-feminist masculinity, one that is allowed to include sexist representations or annihilate any semblance of the feminine because of the nods it gives to the successes of feminism (i.e. Anya’s position of power).  Indeed, my brief glance at Gears of War reveals troubling displays of hyper-masculinity in gaming worth exploring in future projects.&lt;br /&gt;&lt;br /&gt;Similar to but more nuanced than the hyper-masculine address of Gears of War, the game No More Heroes positions itself as a postfeminist videogame that hails the player as a masculine male and plays on gender and sexual stereotypes of heteronormativity; moreover, NMH does this with a tongue planted firmly in cheek and a knowing wink directed at the gamer from behind the yellow pair of hipster shades its protagonist Travis Touchdown wears.  The game’s ironic, self-conscious critique of itself ridicules the straight, white, heterosexual male and his fantasies as much as it celebrates them.  The game places you in the shoes of Travis Touchdown, who is charged with killing the top 10 assassins in the gameworld to become number one.  Travis is an adolescent-minded gamer obsessed with wrestling, anime, and porn.  With his name conjuring the name of a score in American football, Travis Touchdown becomes even more masculine; likewise, the game suggests the innuendo of scoring, conflating the meaning of victory and the sexual act.  However, like the close-contact sport of football itself, Travis straddles the line between immature heterosexual fantasy and homoeroticism.  Throughout the game, Travis is delineated as a sex-starved, horny geek who spends his days watching either half-naked men wrestling or overdue, rented pornography (the video store continually leaves messages asking for him to return the tapes).  One might argue the relative similarity between wrestling and porn and the odd way the two are paired as equal interests with little contradiction.  For instance, although both entertainment forms highlight the body in the name of masculine pleasure, wrestling has a distinct lack of a female presence in much of its airtime and even hints at an eroticizing of the male body, its muscles, and the physicality that occurs between men.  This reveals the tension in NMH between the homosocial and the homosexual as well as the potentially contradictory sexuality of the player being interpellated.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.wiiwii.tv/wp-content/uploads/2007/08/travis.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="http://www.wiiwii.tv/wp-content/uploads/2007/08/travis.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Another tension at work in NMH is the complex relationship between Travis’s hyper-masculinity and a more sensitive new man persona.  Even as a bloodthirsty assassin with a seemingly indefatigable sexuality, Travis owns a kitten that the player can stroke and play with, which while limited in its interactivity, remains nonetheless a bizarre inclusion.  Although Travis displays certain characteristics of male groups that are devalued by society – metrosexuals, gamers, geeks – his aggressive attitude and emphasized heterosexual desires, his large specialized motorcycle named Schpeltiger, and his position as violent killer attempt to construct an ideal masculine identity and overshadow his sensitive and geeky qualities.  The game creates a man native to a postfeminist era (a man aware of female liberation and capable of taking care of himself) but also one that can just as easily throw the term “bitch” around when referring to females in the game and display his virility by slaughtering other men with a proverbial phallic symbol, his laser sword.&lt;br /&gt;&lt;br /&gt;Beyond just representation, No More Heroes adds an extra layer of spectatorship because it forces the player to physically make the same aggressive movements as Travis does to fight the enemies he encounters.  What other games have you do with buttons, the Wii demands you do with quick gestures and movements.  When prompted by the onscreen icons, the player slashes the wii-mote horizontally and sees Travis conduct the same action with his sword, halving an enemy in two in a spray of blood.  At other times, the player is asked to pull his or her left and right arms apart to perform a devastating wrestling move on a dazzled foe.  The game implicates the player, hailed as masculine, in the violence and further attempts to naturalize the correlation between male and aggressor.  However, in another example of the confluence between violence and sexuality in the game, when the energy in Travis’s sword depletes, the player is asked to shake the wii-mote, as if the hilt of the sword, to rattle its internal batteries.  When both Travis and the player attempt this action, though, it conjures a masturbatory gesture, a phallic symbol gripped firmly in hand.  Travis shakes the sword hilt and the player shakes the wii-mote, both in an attempt to get the long laser blade erect again.  This kind of detail once again indicates the game is having fun at the player’s expense.  While one minute it allows the player to perform the literal actions of a hyper-masculine young male with sexual prowess in the form of a beam saber, the next it has the same player metaphorically jerking off and submitting to the embarrassment of a stilted weapon.  Popularly, these gestural or mimetic controls are linked to feminized, casual games.  Juul even includes mimetic games in the types of games encompassed by the casual category.  Yet NMH attempts to overcome these perceptions and create a hardcore game with gestural movements.  This points to how the discursive construction of casual games inherently feminizes them.  Many games, like NMH, utilize similar mechanics to casual titles but are oppositely gendered because of their “hardcore” status, again pointing to the arbitrary nature of gendering video games.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.destructoid.com/elephant//ul/57714-nmh2.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 225px; height: 199px;" src="http://www.destructoid.com/elephant//ul/57714-nmh2.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;While this is only a tertiary glance at the complexities and problematic imagery, representations, and gender construction in No More Heroes, it reveals a compelling postfeminist masculine address, one that, like Gears of War’s hyper-masculine address, hints at a reaction to the growing importance of the feminized casual games space.  Granted, both these games should be taken in their proper context.  Whereas Gears of War is a Western-developed game, No More Heroes was developed in Japan.  Owing to the differences in cultural context, a more detailed look at the production of these games might aid in understanding the greater presence of hyper-masculinity and post-feminist ideology in modern, hardcore video games.  These two games reveal a potential destabilization or anxiety in the masculinity of hardcore video games and hardcore gaming culture.  This masculine anxiety is the reason why certain casual games might adopt a similar masculinized address, and reflects the persistence of masculinity to appear ubiquitously in video games, especially in the feminized casual game that threatens this hegemony.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-301185511662665516?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/301185511662665516/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=301185511662665516' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/301185511662665516'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/301185511662665516'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_1076.html' title='Casual Threats: Gender and Video Game Culture: Part 12'/><author><name>John Vanderhoef</name><uri>http://www.blogger.com/profile/16140474128680887687</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-8247277019175210458</id><published>2010-09-20T08:50:00.000-07:00</published><updated>2010-09-21T10:33:37.070-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Rock Band 2'/><category scheme='http://www.blogger.com/atom/ns#' term='nintendo 3ds'/><category scheme='http://www.blogger.com/atom/ns#' term='E3 2010'/><category scheme='http://www.blogger.com/atom/ns#' term='guitar hero masculine'/><category scheme='http://www.blogger.com/atom/ns#' term='gender and video games'/><category scheme='http://www.blogger.com/atom/ns#' term='gears of war masculinity'/><category scheme='http://www.blogger.com/atom/ns#' term='casual games'/><title type='text'>Casual Threats: Gender and Video Game Culture: Part 11</title><content type='html'>This is one part of a much larger argument. I will ultimately be posting the entirety of my Master's thesis and will hopefully have all the parts interlinked by the end of it. You can see the full list of parts below:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_24.html"&gt;Part 1: Abstract&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game.html"&gt;Part 2: Project Description&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_8774.html"&gt;Part 3: Review of Literature&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_1883.html"&gt;Part 4: Methods&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_5715.html"&gt;Part 5: Chapter Breakdown&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game.html"&gt;Part 6: Feminizing the Casual: The Mom Test&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_01.html"&gt;Part 7: Feminized Design: Gender and Technology&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_1493.html"&gt;Part 8: "Sometimes I Play for Me": Advertising Casual Game Devices&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_9082.html"&gt;Part 9: That Means You, Soccer Mom: Casual Gaming in the Popular Press&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_14.html"&gt;Part 10: Because they aren't Us: Fear of the Feminine in Gaming Culture&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_20.html"&gt;Part 11: From Chainsaws to Guitars: Gendered Address and Video Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_1076.html"&gt;Part 12: Masculinities in Hardcore Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_300.html"&gt;Part 13: Femininities in Casual Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_9275.html"&gt;Part 14: Rockers and Mafioso: Extratexts&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_3576.html"&gt;Part 15: Representation and Game Design in Rock Band and Mafia Wars&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_21.html"&gt;Part 16: Conclusion&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://techtickerblog.com/wp-content/uploads/2010/06/nintendo-3ds-4.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 500px; height: 425px;" src="http://techtickerblog.com/wp-content/uploads/2010/06/nintendo-3ds-4.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;At the Electronic Entertainment Expo (E3) 2010, all three major platform holders – Nintendo, Sony, and Microsoft – reiterated and reproduced the casual and hardcore binary during their highly anticipated and carefully planned press conferences.  As the current leader in the casual home console space, Nintendo surprised many attendees by focusing on their core franchises rather than the family-friendly line of casual games that have made them so successful over the last several years.  Many enthusiast press outlets took note of this and celebrated Nintendo for their returned focus on the “hardcore” gamer.  As one Kotaku writer wrote for the title to his impressions post, “Nintendo finally remembers what E3 is for” (Plunkett, 2010).  Plunkett implies here that E3 is not for just any video games, but for core video games and core video gamers.  Impressions like this suggest E3 time spent promoting casual experiences is an inappropriate use of time at the famous expo. &lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.roomgadget.com/wp-content/uploads/2010/08/Move_Kinect-copy_w500.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 500px; height: 368px;" src="http://www.roomgadget.com/wp-content/uploads/2010/08/Move_Kinect-copy_w500.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;On the other hand, Sony and Microsoft devoted large amounts of time in their press conferences to their attempts at motion-controlled gaming, Move and Kinect respectively, and both were similarly criticized by the same enthusiast press for the time spent on their new casual experiences (Oldenburg, 2010).  In this response and in the overwhelmingly positive reaction to Nintendo’s showing, the prejudices of core gaming culture that I discuss in chapter 2 continue to thrive.  The enthusiast press celebrates the attention paid to traditional, core gaming titles, while attention paid to newer, culturally assigned casual experiences is met with derision and tension.  The acknowledgement of the casual/hardcore schism being epitomized in “Mom” and the mid-20s male gamer by the platform holders during their press conferences and the enthusiasts in their impressions of the conferences exacerbates the gender dichotomy.  Even though the platform holders value their casual customers, as they are profitable, they still create the conditions for the “othering” of these casual game players within gaming culture.  While Nintendo might use the terms “active” and “casual” (Ohannessian, 2010) and Microsoft the terms “blockbuster” and “family,” (Xbox 360 Tranforms, 2010), all the platform holders recognize and reproduce the dominant genre binary in gaming along with the invisible gender dimensions of this binary. And Sony and Microsoft risk increasing the visibility of the casual and hardcore divide by running simultaneous marketing campaigns for their “serious” and “family-friendly” game options in the near future.  In this chapter I attempt to disrupt this discursive binary of masculine and feminine which has been culturally assigned to the hardcore and casual game genres.  Instead, I explore a more fluid understanding of video game genres.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.gamerchip.com/images/guitar-hero-world-tour2.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 299px;" src="http://www.gamerchip.com/images/guitar-hero-world-tour2.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Taking these culturally assigned gender positions as a premise, I here turn to the analysis of video games themselves as a way to test and challenge the gendering of the casual and hardcore gaming genres.  After examining the binaristic gendered address of a range of different video games, including hardcore and casual titles, I focus on the tension in the gendered address of two popular and culturally assigned casual video games.  Specifically, I offer analyses of the hardcore games Gears of War and No More Heroes and the casual games Peggle, Cake Mania, and Diner Dash to illustrate the ways that gendered distinctions play out in more conventional examples of hardcore and casual games.  This also showcases how the games themselves contribute to their gendering in the same ways popular, industry, and core gamer discourses do.  I follow this up with an analysis of the Rock Band franchise and Mafia Wars because they are unique, unconventional examples of culturally defined casual games that carry over a hardcore, masculine address that disrupts the culturally understood gendered notion of casual games.  Indeed, these games represent examples of casual games that reflect the vulnerability and anxiety in gaming culture’s masculinity as it insists in maintaining dominance, even in the discursively feminized space of casual games.&lt;br /&gt;&lt;br /&gt; &lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.videogamesblogger.com/wp-content/uploads/2008/08/gears-of-war-2-lancer-replica-small.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 200px; height: 181px;" src="http://www.videogamesblogger.com/wp-content/uploads/2008/08/gears-of-war-2-lancer-replica-small.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;There are literally thousands of casual games available on the Internet and for home consoles and handhelds, and while others may offer a similar tension in their address, such as Youda Games’ Governor of Poker series with its ties to the gender politics of the Old West as well as modern poker cultures, few casual games are as well known as Rock Band and Mafia Wars.  While focusing on these two games leaves out hundreds of games that do offer a more feminized address, my point is not to reproduce the cultural links between casual games and femininity but to reveal the inadequacies of such restrictive gendering.  In order to expose the gendered tension in the address of casual video games, I consider the ways that the reception, marketing, representations, and game design of Rock Band and Mafia Wars offer a friction between a masculinized and feminized player address.  This masculine persistence in the casual space can be seen as a way of challenging the feminization of gaming and the casual revolution in a manner similar to the sexist and misogynistic positioning of casual games by hardcore gaming culture.  In other words, Rock Band and Mafia Wars point to a masculine colonization of a feminized space meant to secure masculinities dominance in the medium of video games.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-8247277019175210458?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/8247277019175210458/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=8247277019175210458' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/8247277019175210458'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/8247277019175210458'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_20.html' title='Casual Threats: Gender and Video Game Culture: Part 11'/><author><name>John Vanderhoef</name><uri>http://www.blogger.com/profile/16140474128680887687</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-6049271834518814065</id><published>2010-09-14T10:12:00.000-07:00</published><updated>2010-09-21T10:34:00.160-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Ann Johnson'/><category scheme='http://www.blogger.com/atom/ns#' term='Helen Thornham'/><category scheme='http://www.blogger.com/atom/ns#' term='homosexuality and gaming'/><category scheme='http://www.blogger.com/atom/ns#' term='gaming community'/><category scheme='http://www.blogger.com/atom/ns#' term='kotaku'/><category scheme='http://www.blogger.com/atom/ns#' term='joystiq'/><category scheme='http://www.blogger.com/atom/ns#' term='video game culture'/><category scheme='http://www.blogger.com/atom/ns#' term='McRobbie'/><category scheme='http://www.blogger.com/atom/ns#' term='destructoid'/><category scheme='http://www.blogger.com/atom/ns#' term='hardcore gaming culture'/><title type='text'>Casual Threats: Gender and Video Game Culture: Part 10</title><content type='html'>This is one part of a much larger argument. I will ultimately be posting the entirety of my Master's thesis and will hopefully have all the parts interlinked by the end of it. You can see the full list of parts below:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_24.html"&gt;Part 1: Abstract&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game.html"&gt;Part 2: Project Description&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_8774.html"&gt;Part 3: Review of Literature&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_1883.html"&gt;Part 4: Methods&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_5715.html"&gt;Part 5: Chapter Breakdown&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game.html"&gt;Part 6: Feminizing the Casual: The Mom Test&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_01.html"&gt;Part 7: Feminized Design: Gender and Technology&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_1493.html"&gt;Part 8: "Sometimes I Play for Me": Advertising Casual Game Devices&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_9082.html"&gt;Part 9: That Means You, Soccer Mom: Casual Gaming in the Popular Press&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_14.html"&gt;Part 10: Because they aren't Us: Fear of the Feminine in Gaming Culture&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_20.html"&gt;Part 11: From Chainsaws to Guitars: Gendered Address and Video Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_1076.html"&gt;Part 12: Masculinities in Hardcore Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_300.html"&gt;Part 13: Femininities in Casual Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_9275.html"&gt;Part 14: Rockers and Mafioso: Extratexts&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_3576.html"&gt;Part 15: Representation and Game Design in Rock Band and Mafia Wars&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_21.html"&gt;Part 16: Conclusion&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Through software design, marketing, press coverage, hardware aesthetics, and industry discussions, the genre of casual games has been culturally feminized.  At the same time, hardcore video game culture has also engaged in this feminization.  Whereas the industry subtly devalues casual game players for their preferences and casual games for their lack of hardcore qualities, hardcore gaming culture makes no effort to hide its gendered disdain for casual games and casual game players.  In fact, the marketing, industry, and mainstream discourses may enable the more overtly sexist treatment of casual games by the hardcore community.  As can be seen in the conversations happening on the most popular Internet video game blogs - Kotaku, Joystiq, and Destructoid - hardcore video game culture privileges a specific type of hegemonic masculinity, one that adheres to and interpellates a heterosexual, male identity.  As a result, these core gamers utilize hegemonic conceptions of gender to degrade casual video games, use post-feminist sarcasm within the discourse of casual games to help veil their misogyny, and evoke a protest rhetoric of victimization by positioning the casual games movement as a dominating, oppressive force bent on destroying and replacing traditional, masculine games.  It is through this disdainful and sexist treatment of the casual genre that core gamers constitute an anti-fandom of casual games, a group Gray (2005) discusses as forming around a mutual hatred for a specific cultural text.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://sites.google.com/site/edwardhtse2/KotakuLogo-large.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 420px; height: 145px;" src="http://sites.google.com/site/edwardhtse2/KotakuLogo-large.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Part of the gendered distain for casual games in core gaming culture has a direct connection to the industry and commercial logics of always connecting the wife or mother-figure to the casual category.  This basic antagonistic binary between masculine and feminine and hardcore and casual can be seen when casual games are discussed on popular gaming blogs.  Whether users proudly proclaim, “My Wife loves ‘em” (Strider_mt2k, 2007), whether they negatively chirp, “i dont like my mom playing tetris all day on my game boy” (Rojo, 2007), or whether they blatantly state, “Girls can have their types of games and guys can have their own” (Joeshie, 2008), the marrying of females and femininity with the casual game space continually reproduces itself and cements itself as common sense. Casual games are understood by the hardcore gaming culture as games wives love, as games the proverbial mom plays, and as games specifically for girls or women.  As a result, this discourse promotes notions of difference and distinction that ultimately recreate gender and power hierarchies in games culture and beyond.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.adjab.com/images/2005/11/joystiq%20logo.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 342px; height: 150px;" src="http://www.adjab.com/images/2005/11/joystiq%20logo.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;In addition to marrying the feminine with the casual space, part of this positioning of the other happens through the labeling of casual games as other in sexual orientation.  To these core gamers, hardcore games not only represent the masculine, they represent the heteronormative ideal.  A discourse exists in this community that links casual games with homosexuality.  This is exemplified in comments such as “Casual games? GAAAAAAAY!” (samfish, 2007) and “Casual Games are for gay people or men that are very very very in touch with their feminine side; so in touch it’s scary” (Cyro, 2007).  Both comments explicitly conflate casual games with homosexuality and femininity.  However, the second goes farther by evoking a masculine heteronormative anxiety at the thought of a male in touch with his emotions.  Indeed, if this discourse links casual games with emotions, it would make sense that “men don't talk about casual games because they aren’t worth talking about. Playing, perhaps, talking no” (Batzarro, 2007).  In this way, like emotions or homosexuality, “real men” are not supposed to discuss casual games, even if they do secretly play them.  This reflects the expectations of hegemonic masculinity that limit men from discussing their feelings.  Additionally, this comment echoes regulations in America’s armed forces that are founded on the credo, “Don’t ask, don’t tell,” a policy that supports the invisibility and indeed the annihilation of queer lifestyles.  In this logic, playing casual games, like homosexuality, is something to be ashamed of and kept secret.  In core gaming communities, even if males play casual games behind closed doors – and according to this reasoning they should only be played behind closed doors – the discourse suggests that male players are culturally encouraged not to bring it up.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://ff7.ocremix.org/resources/images/links/logo_destructoid.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 250px; height: 144px;" src="http://ff7.ocremix.org/resources/images/links/logo_destructoid.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Not all comments are so easily read, however.  Angela McRobbie (2007) argues that contemporary culture produces a post-feminist mindset that announces the victory of feminism while marginalizing its current efforts and surreptitiously undoing all the advances it helped achieve regarding gender and sexual equality.  In a post-feminist culture, sexism and misogyny appear not as proof that feminism failed but as proof that it succeeded.  That is, because women supposedly no longer suffer inequalities in society, sexist jokes are taken to be self-aware and ironic; any overt devaluation of women or the feminine is meant to be seen as sarcasm.  As enlightened cultural and consuming beings, we are meant to be in on the joke.  These types of post-feminist comments appear on Kotaku, Joystiq, and Destructoid, and serve to poke fun at the assumed connection between femininity and casual games and the antiquated concept of ideal gender roles.  However, while most are meant as tongue-in-cheek remarks, this kind of language still reproduces and reinforces the marrying of casual games and gamers with the feminine and duplicates traditional gender and power hierarchies.&lt;br /&gt;&lt;br /&gt;These post-feminist comments appear on popular gaming blogs when male-coded gamers link females with casual games in degrading and pre-feminist ways.  In one post on Kotaku titled, “Who Knew: Men Like Casual Games, Too,” a commenter named Onizuka-GTO (2007) writes, “female presence = casual. It’s a fact.  Honest. :P.”  This comment is reinforced by two others.  A user named THE-HATER (2007) comments, “All you guys who bought Puzzle Quest  are proof of the horror of casual games. Casual games are evil, they are the worst thing ever. They keep women at the computer instead of in the kitchen.”  Additionally, ParadoxControl (2007) quips, “listen, I don't play games unless they come with a full rack of ribs, a 2lb sirloin, Mashed Potatoes, Budweiser, a shotgun, camo pants, and a stack of playboys, because I'm a real man!”  The first of these comments explicitly joins casual games with the female, stating it as a fact beyond reproach and effectively gendering those types of game experiences.  At the same time, Onizuka-GTO uses an emoticon that resembles a face sticking its tongue out, a sign that he is aware of his own absurdity and is joking around.  On the other hand, THE-HATER’s words are less playful, conflating the already established feminine space of casual games with evilness and then finishing his comment by evoking pre-feminist gender roles, metaphorically plucking the woman from the office computer and plopping her back in front of the stove.  However, his sarcasm is revealed by the comment’s exaggerated nature, just like ParadoxControl’s tirade about what makes a man, and more importantly here, what makes a manly game.  ParadoxControl and THE-HATER play with gender stereotypes to reveal the performative nature of masculinity and femininity and to reveal the artifice of gendering casual games as feminine; although their intentions might be to deconstruct these notions, they ultimately reinforce, reproduce, and strengthen the ideologies that link masculinity to “serious” games and femininity to casual games in the first place.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i810.photobucket.com/albums/zz29/acrouch123/Dockersad.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 453px; height: 256px;" src="http://i810.photobucket.com/albums/zz29/acrouch123/Dockersad.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;In her ethnography of male gamers in Northern Ireland and southern England, Helen Thornham (2008) suggests games “are claimed by adult [male] gamers as serious, rational and logical pastimes” (p. 142).  Part of taking games seriously and rationally for the users on Kotaku, Joystiq, and Destructoid is staying informed and making smart purchasing decisions, traits typically assigned to masculine consuming habits.  In contrast, these commenters position casual gamers as “simple people…[and] you can sell them stupid games” (TrenchyC, 2007).  Moreover, what “worries [them] most about casual gamers is that they’ll stupidly throw so much money at tech that they know nothing about, and have not researched at all” (human-cannonball, 2006).  Here, hardcore gamers position casual gamers as passive, naïve, and mindless consumers of popular culture.  To the hardcore discourse community, casual gamers become feminized shoppers lacking agency and intelligence. Rather than doing proper (masculine) research such as reading games news, reviews, and previews, “Casual gamers DON'T care about reviews” (Jeff, 2007), don’t seem to understand “that generally [a] video game movie=suckage” (BigC72, 2007), and “have the attention span of a three month old dog mixed with a squirrel” (mix, 2008).  Here, feminized casual gamers are depicted as less intelligent, less informed, and less important than their masculine hardcore counterparts.  Most strikingly and troubling of all, they are positioned as sub-human and animal in their worth and intellect.&lt;br /&gt;&lt;br /&gt;In contrast to the so-called ignorant purchases of the casual masses, the hardcore gaming discourse seems to suggest that even if hardcore gamers do play casual games, they are smart enough not to spend money on them.  Indeed, hardcore gamers “won't actually buy ‘casual’ games, since most are shameless clones of earlier casual games” (ShaggE, 2007).  As one user commented, “I download all my casual gaming for free. Who's crazy enough to pay for it...oh yeah, wii users. All their games are casual” (nxp3, 2008).  These comments suggest that hardcore gamers do not spend money on casual games because they are not serious and real games.  They lack the blockbuster budgets, visual fidelity, and narratives associated with traditionally masculine game titles.  Here too the Wii is evoked as one of the worst offenders in the casual game space, a system that has opened up gaming to girls, women, and the elderly.  This is reinforced when the gamer badasscat (2007) argues that casual games are “not some sort of stepping stone to ‘real’ gaming.”  [B]adasscat suggests that casual games are not real games.  They lack the qualities of masculine games and are thus denied the right to call themselves video games at all.  As feminized entertainment, casual games are annihilated from the landscape of serious games and serious games culture, quite like the feminine in general.&lt;br /&gt;&lt;br /&gt;This annihilation can be seen as part of a greater taste struggle by hardcore gamers against casual games and the femininity attached to them.  In this struggle, hardcore gamers position themselves as the victims and position the growing number of casual players and games as an invading, threatening force. Ann Johnson (2007) has analyzed a similar phenomenon in her article, “The Subtleties of Blatant Sexism.”  She argues that The Man Show, a masculine comedy program that gains laughs through largely sexist humor, utilizes protest rhetoric and “depicts women as the dominant group in society and addresses viewers as potential agitators in a struggle against women’s dominance” (p. 167).  Johnson contends that even while patriarchy continues to operate relatively unopposed, The Man Show creates a reality where men are relegated to subordinate positions in both the public and private spheres, always at the mercy of dominant women in their lives.  This same logic is used in the hardcore gaming community when discussing casual games.  To core gamers, casual games represent a very real threat that is gradually blighting their cherished pastime with products that do not resemble the games they are used to.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://dualshockers.com/wp-content/uploads/2010/03/MW2_Money.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 450px; height: 300px;" src="http://dualshockers.com/wp-content/uploads/2010/03/MW2_Money.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Part of this protest rhetoric in the hardcore community is fueled by fears that casual games will gradually take away limited retail space and developer resources from “real” games, eventually replacing them altogether.  In this logic, traditional, narrative-driven games will eventually die out as casual games flood the market.  No longer will there be Halo, Grand Theft Auto, or Call of Duty; instead, there will just be clones of Peggle, Wii Sports, and Solitaire.  Indeed, this fear persists even though core games are still cash cows for the industry.  For example, the recently released Call of Duty: Modern Warfare 2, arguably a traditionally masculine video game, earned an estimated $550 million in its first five days on sale (McElroy, 2009).  Just the same, Destructoid user Necrozen (2009) positions core gamers as a dying breed when he writes, “We are a minority now. We = Less Money than Them. So you know that it's a losing battle.”  Furthermore, as an imagined minority, core gamers believe their interests are no longer being taken into account by game developers and publishers.  More than anything, they “hate the fact that more immersive games are gonna disappear because everyone is into the casual games now of days [sic]” (Ambitious009, 2007).  Ultimately, their protest can be summed up in the words, “It's the attack of the killer casuals, and we need to make sure we're not lost in the noise” (Ketsuban, 2007).  Although casual gamers do not make much noise in gaming culture because they exist outside of it, the attention the mainstream press pays to them and the interest developers have taken in them are seen as signs of a very significant threat by core gamers.&lt;br /&gt;&lt;br /&gt;Another part of this protest rhetoric is the threat of violence if the casual “encroachment” and “oppression” continues.  Alexradl (2008) writes, “For now, I'm ‘ok’ with what Nintendo is doing because they are keeping it concentrated on one system. The day their system's shitty games and shitty gimmicks leak over to the PS360 is the day I'll begin to show my true feelings.”  Here Alexradl’s true feelings can be assumed to be aggressive and potentially violent.  As long as casual games stay confined to what Alexradl positions as the ghetto of the Wii market, he will restrain his violent tendencies.  However, if these casual games migrate from the controlled space of the Wii to the more “serious” PlayStation 3 and Xbox 360 consoles, Alexradl promises retaliation.   Even if this violence is metaphorical or discursive, the threat of it reveals the use of intimidation as catharsis for these hardcore gamers and continues a long history of the masculine degrading the feminine through physical abuse.&lt;br /&gt;&lt;br /&gt;&lt;object width="480" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/IdVYnn1CTVs?fs=1&amp;amp;hl=en_US"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/IdVYnn1CTVs?fs=1&amp;amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;Ultimately, this protest rhetoric resembles the rhetoric of war, reinforcing the notion of a taste war in gaming.  This language mirrors the war-like rhetoric central to most hardcore games popularly found recently in the Halo, Call of Duty, and Gears of War franchises, among others.  For example, upon learning that a Casual Games Association was forming, one commenter gleefully writes, “this is great news…this means eventually they will all be in one place at the same time…with a surgical strike we can take them all out with minor collateral damage. Personally i suggest poison apples but then the suspense would kill me...”  (SectionZ, 2007).  This commenter’s use of military language in “surgical strike” and “collateral damage” suggest hegemonic masculinity and the rhetoric of war, not just that of protest.  This language goes beyond vague threats of violence to specific militaristic methods to annihilate the threat of casual games.  Using the same language as the “serious” games he reveres, the hardcore gamer declares war on the casual gaming space.  There is a certain joy when the commenter suggests the use of poison apples to kill the members of the Casual Games Association, presumably so he can take pleasure in the slow and agonizing deaths of those he feels support the feminization of video games.  In the hardcore gaming discourse surrounding casual games, core gamers on Kotaku, Joystiq, and Destructoid utilize hegemonic conceptions of gender to denigrate casual video games, exploit post-feminist sarcasm within the discourse of casual games, and evoke a protest and war-like rhetoric of victimization by positioning the casual games movement as a dominating, oppressive force bent on destroying and replacing traditional, masculine games.&lt;br /&gt;&lt;br /&gt;I do not mean to imply here that all hardcore gamers share these discursive sentiments and actively support the kind of gendered hierarchy I propose exists in this culture.  Some core gamers are not necessarily anti-fans of casual games, even if they are complicit in the gendering of those games.  Some core gamers fall closer to the developers discussed earlier; though they accept, even love, casual games, they still perpetuate their feminization.  For example, Kotaku user indiemike freely admits to playing casual games but also connects these games to the preferences of his girlfriend and her female friends: “I find that my girlfriend, and all of her friends that I've played games with prefer the casual games I have on hand, and don't want to get wrapped up in a story within the game” (indiemike, 2007).  In fact, many commenters on the blogs I analyzed openly support casual games and admit to playing and enjoying them, but just as many also reproduce the feminine gendering of the category.  Even when core gamers make an effort to embrace casual games, as Kotaku writer Luke Plunkett (2010) did in the article, “Instead of Laughing at ‘Casual’ Gamers, Try Helping Them,” they still inadvertently reproduce the effect of otherness by maintaining the stereotypes and assumptions of the casual audience and the casual game experience as feminized.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.unscripted360.com/wp-content/uploads/2009/12/sp-wow-gamer.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 299px;" src="http://www.unscripted360.com/wp-content/uploads/2009/12/sp-wow-gamer.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Why does this core gamer feel so threatened by this new genre of casual gaming, even if it has been culturally feminized?  Other media, such as literature and film, allow for a duel existence of masculinized and femininized genres without one or the other being accused of spelling the downfall of the medium.  Granted, there still exist cultural perceptions that treat masculine summer blockbuster films with more legitimacy than the “chick-flick” romantic comedy genre, for instance, but film enthusiasts do not see romantic comedies as a sign of the end of films as they know them.  This intense reaction to casual video games and casual game players by the core gaming community suggests a vulnerability in the specific masculinity of core gaming culture.&lt;br /&gt;&lt;br /&gt;This vulnerability may stem from the low cultural position of the video game medium.  Like the medium of the graphic novel or comic book, video games historically have been infantilized and seen as immature.  Since video games stem from early computer culture which even today often gets conflated with geek culture, video games share that culture’s emasculated stereotypes.  Regardless of the fact that a whole generation of men have grown into adulthood while still playing video games, video games continue to be understood culturally as a childish distraction, at best, or a complete waste of time, at worst.  Michael Kimmel (2008) claims in the book Guyland that many men in their 20s and early 30s use video games as a form of escapism to put off growing up and taking on the responsibilities of male adulthood, including starting a family.  A myriad of online opinion pieces focus on whether games will ever grow up as a medium (Alexander, 2009).  Most notable within this larger discussion is the ongoing argument, fueled by the comments of famous film critic Roger Ebert (2010), of whether video games can ever be art.  Though this demeaning cultural position may be changing with the acceptance of casual games into the family entertainment sphere, this popular acceptance has only further irritated the masculine anxieties of core gamers.  &lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://librarianhot.com/wp-content/uploads/2010/03/guyland.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 280px; height: 438px;" src="http://librarianhot.com/wp-content/uploads/2010/03/guyland.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Gamers have traditionally been characterized by a marginalized masculinity, one that mimics but does not match real-world soldiers and athletes.  Being good at video games does not grant the same social and cultural benefits as being good at a sport or a traditionally masculine trade.  The masculinity associated with gaming is a fragile, defensive one that has relied repeatedly in its short history on extreme violence, the sexualization of women, and strong, male homosocial bonds for its sense of power and personal legitimacy.  The introduction of a feminized, popular category of video game to gaming culture might be seen as undermining the fragile masculinity that has had to continuously defend its cultural position for several decades.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.gainingweight.info/images/geeksmallright.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 167px; height: 136px;" src="http://www.gainingweight.info/images/geeksmallright.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;In this chapter I have argued that casual video games, epitomized by Nintendo’s Wii and DS consoles, have been discursively feminized in popular culture.  From the marketing to the press coverage to the design of the consoles themselves, the Wii and DS have come to represent a feminized form of the medium.  By discussing casual games in terms of a feminine audience, popular and industry discourses have also contributed to this gendering.  Although the reaction to this feminization may be approval for its profit-generating impact, it remains nonetheless troubling, especially given that this cultural labeling enables the core gamer to engage in sexist and misogynistic attacks on casual games and game players.  While some of this behavior can be found within the gaming industry, it is within core gaming culture where we can most see casual games treated as a threat to hardcore games.  Casual games have become linked with mainstream, popular culture.   Discursively feminized, they are positioned as a softer form of video game technology.  The core gaming community, invested as it is in hegemonic masculinity, rejects popular culture and its ties to femininity and therefore rejects casual games as a potential infection, rather than an extension, of the medium.  However, how does the discursive, gendered difference between hardcore and casual games manifest in the software itself?  Are there casual video games that reflect the values of the masculine core gamer?  And how might these examples trouble the culturally created distinction between the two categories of video games?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-6049271834518814065?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/6049271834518814065/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=6049271834518814065' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/6049271834518814065'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/6049271834518814065'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_14.html' title='Casual Threats: Gender and Video Game Culture: Part 10'/><author><name>John Vanderhoef</name><uri>http://www.blogger.com/profile/16140474128680887687</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-8204187379376391949</id><published>2010-09-01T14:15:00.000-07:00</published><updated>2010-09-21T10:34:21.185-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='seth schiesel'/><category scheme='http://www.blogger.com/atom/ns#' term='videogames and popular imagination'/><category scheme='http://www.blogger.com/atom/ns#' term='games and gender'/><category scheme='http://www.blogger.com/atom/ns#' term='new york times video games'/><title type='text'>Casual Threats: Gender and Video Game Culture: Part 9</title><content type='html'>This is one part of a much larger argument. I will ultimately be posting the entirety of my Master's thesis and will hopefully have all the parts interlinked by the end of it. You can see the full list of parts below:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_24.html"&gt;Part 1: Abstract&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game.html"&gt;Part 2: Project Description&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_8774.html"&gt;Part 3: Review of Literature&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_1883.html"&gt;Part 4: Methods&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_5715.html"&gt;Part 5: Chapter Breakdown&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game.html"&gt;Part 6: Feminizing the Casual: The Mom Test&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_01.html"&gt;Part 7: Feminized Design: Gender and Technology&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_1493.html"&gt;Part 8: "Sometimes I Play for Me": Advertising Casual Game Devices&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_9082.html"&gt;Part 9: That Means You, Soccer Mom: Casual Gaming in the Popular Press&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_14.html"&gt;Part 10: Because they aren't Us: Fear of the Feminine in Gaming Culture&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_20.html"&gt;Part 11: From Chainsaws to Guitars: Gendered Address and Video Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_1076.html"&gt;Part 12: Masculinities in Hardcore Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_300.html"&gt;Part 13: Femininities in Casual Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_9275.html"&gt;Part 14: Rockers and Mafioso: Extratexts&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_3576.html"&gt;Part 15: Representation and Game Design in Rock Band and Mafia Wars&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_21.html"&gt;Part 16: Conclusion&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;As a possible result of Nintendo’s success with gaining a broader video game audience, the past few years have seen mainstream press outlets covering the gaming industry more than ever; a good portion of this increased coverage is on the phenomenon of casual games and casual gamers. Writing for the New York Times’ Arts and Culture section since 2005, the paper’s dedicated games journalist Seth Schiesel has contributed greatly to this increase in mainstream attention on video games (Root Staff, 2009).   Starting in 2005, Schiesel brought gaming coverage to The Times’ readership at a time when the Wii hype was ramping up and three years after the casual, downloadable game Bejeweled arguably spearheaded the rise in casual games.  So Schiesel’s position at The Times corresponds to the historical period when the discourse on casual games was expanding monthly and various communities were actively negotiating the gendered nature of those games.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.dicesummit.org/images/speakers/Seth%20Schiesel.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 200px; height: 275px;" src="http://www.dicesummit.org/images/speakers/Seth%20Schiesel.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Schiesel in fact dedicates many of his feature articles on video games to the growing phenomenon of casual games, often perpetuating the gendered understanding of hardcore and casual gamers.  In one article, Schiesel (2007a) points out that “until recently, it seemed that the only way the games industry knew how to grow was to keep drilling deeper into its core demographic of tech-savvy young men who had few interests beyond cleavage, explosions and touchdowns” (p. Sec. E).  Schiesel here reveals the default identity of the typical gamer, one interested in sex, violence, and sports; simultaneously, Schiesel delineates the expectations this archetypal gamer has of the games he plays.  In other words, Schiesel reinforces the traditionally gendered and classed nature of the medium, even as he playfully mocks it.  Schiesel assumes the habitus of the gamer he describes differs from the habitus of the the Times reader he addresses.  The assumed reader addressed by the article is one with cultural interests beyond the base pleasures of sex and televised sport and presumably one not interested in video games as they currently exist.  However, Schiesel goes on to suggest a shift in what video games are when he comments that “over three successive autumns, true visionaries demonstrated a new way to conceive of video games -- not merely as a niche pastime for geeks but as the next mainstream entertainment medium, one that could appeal to women, families, older people and all the other demographic groups the industry had forgotten about” (p. Sec. E).  Schiesel’s suggestions in this article are not a minority voice.  In the past several years mainstream press coverage of video games has increased to reflect gaming’s shifting position in the popular imagination.  This increased coverage often focuses on the broadening of the gaming demographic and the rise of casual gaming, contributing to the feminization of casual games by linking the Nintendo Wii and DS to non-gaming females, with an emphasis on mothers, and to an emasculated elderly population.&lt;br /&gt;&lt;br /&gt;Popular press coverage repeatedly connects casual video games with non-gaming women.  In countless examples, when a journalist discusses the Wii, they do so by framing it as a console for the whole family and most notably the mother or mother-figure.  For instance, journalist Byron Acohido (2007) illuminates that, “Suddenly, Aunt Sally, with no previous gaming skills, could hold her own against little Billy, the family's gaming guru. All she had to do was swing the Wii controller; no furious button pressing or amazing hand-eye coordination needed” (p. 2B).  Like other journalists writing similar soft news, technology stories, Acohido writes of the ways the Wii’s gestural control empowers the traditionally non-gaming female.  Also present in articles like this is the implicit assumption that the Wii was designed for game players like “Aunt Sally,” that unlike other home console systems, the Wii is for a female player.  With the rise of Internet casual games and the Wii console in the living room, mainstream news coverage reflects casual video games finding their place in the domestic sphere.  By doing so, this coverage links casual games with the femininity of the tame, settled, living room environment.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://lh5.ggpht.com/_0r1c2K4ujzU/RiUa6Y-qF9I/AAAAAAAAAiE/5ybqndUeqXA/PICT0085.JPG"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 227px; height: 303px;" src="http://lh5.ggpht.com/_0r1c2K4ujzU/RiUa6Y-qF9I/AAAAAAAAAiE/5ybqndUeqXA/PICT0085.JPG" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Another aspect of the feminine gendering of casual games can be seen when articles hail the reader as a non-gamer and invite her or him to try games labeled as casual for her or himself.  When discussing the growth of the games industry in the article, “Anticipating the Obsolescence of Fast Thumbs,” Schiesel (2007b) discusses how John Riccitiello, the CEO of Electronic Arts, a major video game publisher, wants to seek out new and untapped game players.  Schiesel makes it abundantly clear that Riccitello does not want the “desensitized, caffeine-mainlining, virtual-gun-toting twitch artist” or the “high school Madden fiend or video basketball jock” (p. Sec. AR).  Instead, Schiesel calls out what has been until recently the “other” in the video game world.  Pointing a metaphorical index finger out to the reader, Schiesel commands, “That means you, soccer mom. That means you, cubicle-dwelling Dilbert clone. That means you, seventh-grade girl” (p. Sec. AR).  Here Schiesel sketches out the archetypes that the games industry wants to court through casual games.  He is helping to expand the acceptable audience for video games by linking them to these feminized caricatures.  Additionally, Schiesel also (re)produces the stereotype of the casual player as the mother or the office employee, sneaking in quick sessions of online casual games.  Along with others in the popular press, Schiesel hails the non-gamer as gamer even while he strengthens the strict divide between the two and carves out a position for a new, feminized type of gamer.  It is exactly this new feminized gamer category that leads to the aggressive backlash by the already established, masculine core gaming culture.&lt;br /&gt;&lt;br /&gt;Casual games are also discussed as a way of innocently introducing the often maligned medium of video games to the non-gaming skeptic, often characterized as the cautious and protective parent.  New York Times journalist Tara Parker-Pope (2007) speaks of her previous anxieties involving video games and her refusal to purchase a game console because of her fears that it would make her daughter a couch potato, a cultural notion that is still popular.  Here the issue is not so much the gendered associations of the technology, be they masculine or feminine, but the social perception of video games as an immobilizing technology.  This stance is notably connected to a “concerned mother.”  Parker-Pope’s concern about games is linked to the feminized position of the concerned mother and reinforces the idea of conventional gaming as that which is foreign to the mother-figure and aligned with frivolous boyhood.  It is also worth nothing here that Parker-Pope’s view of appropriate play echoes Chess’s finding that feminine play has been defined discursively as requiring some sort of productive element, preferably one that helps maintain youth, fitness, or beauty.  However, Parker-Pope has a change of heart when she informs the reader that, “I recently remembered this vow while waiting in line for two hours outside the Nintendo store in Manhattan. Like hundreds of other parents, I was trying to get my hands on the Nintendo Wii” (p. Sec. F).  Although Parker-Pope previously conceived of video games as non-productive and unsuitable for her daughter because of their tie to inactivity, boyhood, and a lifestyle of which she did not approve, her views changed regarding Nintendo’s Wii.  By conveying this personal shift in opinion, Parker-Pope implicitly invites others who may have been hesitant toward video games to give them a chance; with her narrative of conversion, she neutralizes the skeptic’s perspective and aligns the Wii technology with responsible parenting.  Through various articles and editorials, the press has highlighted, discussed, and invited more mothers and daughters into gaming; moreover, they have connected an older generation previously alienated by video games with the genre of casual games.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.weightlosscoach-shaira.info/wp-content/uploads/2010/04/lazy-couch-potato.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 373px; height: 353px;" src="http://www.weightlosscoach-shaira.info/wp-content/uploads/2010/04/lazy-couch-potato.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.happycynic.com/photos/wii-playing.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 406px; height: 270px;" src="http://www.happycynic.com/photos/wii-playing.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Popular press outlets have also underscored the fact that elderly men and women are exploring what has previously been an entertainment medium for their children and grandchildren (Brown, 2007; Lefferts, 2008).  Like the Parker-Pope narrative, these stories reveal a general acceptance of casual video games among non-gaming, elderly people.  Drug Week (2008) and USA Today (Baig, 2009) feature articles that replicate the newfound connection between the elderly, health, and the Wii and DS systems.  These articles tend to focus on the health and physical benefits from active video game play found in titles like Wii Sports.  While some older individuals shy away from computers, the Internet, and MP3 players, these articles suggest that the elderly have taken to the intuitive nature of the Wii.  As with the association with children, the association of Nintendo’s casual video games with the elderly also contributes to their feminization.  Just as children are positioned as existing in a temporality before traditionally ideal masculinity, the elderly exist in a time/space after the dissipation of ideal masculinity.  A large, powerful body either shrinks or bloats.  A sharp, serious mind loosens and begins to wander.  The independence and virility associated with ideal masculinity become dependence on caretakers and decreased sex drive.  Age shares youth’s associations with the non-masculine and as such, elderly populations are often feminized and positioned as weak.  By focusing on the broadening of the gaming demographic and the rise of casual gaming, by hailing non-gaming mothers and daughters, and by linking the Nintendo Wii and other casual games with the elderly population, popular press coverage of video games has reified and reflected the gendered position of casual games in the popular imagination and also helped feminize these technologies.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-8204187379376391949?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/8204187379376391949/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=8204187379376391949' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/8204187379376391949'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/8204187379376391949'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_9082.html' title='Casual Threats: Gender and Video Game Culture: Part 9'/><author><name>John Vanderhoef</name><uri>http://www.blogger.com/profile/16140474128680887687</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh5.ggpht.com/_0r1c2K4ujzU/RiUa6Y-qF9I/AAAAAAAAAiE/5ybqndUeqXA/s72-c/PICT0085.JPG' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-4208964275482186254</id><published>2010-09-01T14:00:00.000-07:00</published><updated>2010-09-21T10:34:44.440-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game studies'/><category scheme='http://www.blogger.com/atom/ns#' term='ds ad'/><category scheme='http://www.blogger.com/atom/ns#' term='gender and advertising'/><category scheme='http://www.blogger.com/atom/ns#' term='games advertising'/><category scheme='http://www.blogger.com/atom/ns#' term='game commercials'/><category scheme='http://www.blogger.com/atom/ns#' term='wii ad'/><category scheme='http://www.blogger.com/atom/ns#' term='casual games'/><title type='text'>Casual Threats: Gender and Video Game Culture: Part 8</title><content type='html'>This is one part of a much larger argument. I will ultimately be posting the entirety of my Master's thesis and will hopefully have all the parts interlinked by the end of it. You can see the full list of parts below:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_24.html"&gt;Part 1: Abstract&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game.html"&gt;Part 2: Project Description&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_8774.html"&gt;Part 3: Review of Literature&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_1883.html"&gt;Part 4: Methods&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_5715.html"&gt;Part 5: Chapter Breakdown&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game.html"&gt;Part 6: Feminizing the Casual: The Mom Test&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_01.html"&gt;Part 7: Feminized Design: Gender and Technology&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_1493.html"&gt;Part 8: "Sometimes I Play for Me": Advertising Casual Game Devices&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_9082.html"&gt;Part 9: That Means You, Soccer Mom: Casual Gaming in the Popular Press&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_14.html"&gt;Part 10: Because they aren't Us: Fear of the Feminine in Gaming Culture&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_20.html"&gt;Part 11: From Chainsaws to Guitars: Gendered Address and Video Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_1076.html"&gt;Part 12: Masculinities in Hardcore Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_300.html"&gt;Part 13: Femininities in Casual Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_9275.html"&gt;Part 14: Rockers and Mafioso: Extratexts&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_3576.html"&gt;Part 15: Representation and Game Design in Rock Band and Mafia Wars&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_21.html"&gt;Part 16: Conclusion&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;As two of the most popular examples of the casual games movement, the marketing of Nintendo’s Wii and DS has been instrumental in the gendering of casual gaming.  The gendering of Nintendo’s consoles, and the casual play associated with them, begins even in the color associated with their business strategy.  After the 2004 launch of the DS, the 2006 re-launch of the DS Lite, and leading up to the launch of the Wii, Nintendo began to describe its business strategy as a Blue Ocean approach, an approach that relies on creating a new audience rather than fighting for an existing one and allowing your consumer-base to stagnate.  Here already we have the dichotomy between the masculinized “fighting” and the feminized “creating” associated with the two business approaches.  At a November 2005 Harris Nesbitt Analysts investor conference, Nintendo's vice president of sales and marketing Reggie Fils-Aime spoke of the book Blue Ocean Strategy.  Fils-Aime claimed that the book “cites successful companies who've looked beyond the bloody, red waters of ruthless competition. Companies who pushed the accepted definition of their markets and found so-called blue oceans, where they were able to expand business while their competition remained behind” (Casamassina, 2005).  He then went on to describe the DS and Revolution (the code name for what would become the Wii) as adopting this approach, as seeking out new audiences, including women both young and old.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.pace.edu.vn/en/userfiles/image/BlueOceanStrategy.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 197px; height: 301px;" src="http://www.pace.edu.vn/en/userfiles/image/BlueOceanStrategy.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;The Blue Ocean metaphor participates in the gendering of casual games in a way that becomes clear when it is contrasted with the Red Ocean approach.  In a Palermo Business Review article, Patricio O’Gorman (2008) suggests, “The video game industry has been locked into what can best be described as a Red Ocean, where the focus is on beating the competition, winning market share, capturing consumers and outselling the competition” (p. 97).  Here, the verbs O’Gorman uses in relation to the Red Ocean business model - beating, winning, capturing, outselling - are aggressive, competitive ones, words married to traditional masculinity, as well as to free market capitalism and gaming culture itself.  Whether hunting for profit or “pwning” players online, the capitalist and the gamer share similar aspirations. Even though Nintendo has replaced the “bloody” Red Ocean approach with a more “serene” Blue Ocean tactic, the company is not anti-capitalist.  Nintendo is still competitive in its search for new markets; however, the company chooses to characterize its approach as peaceful and calm, juxtaposing its efforts with the aggressive, violent, and “doomed” approaches of Sony and Microsoft.&lt;br /&gt;&lt;br /&gt;When contrasted with the Red Ocean business approach, Nintendo can be seen as embracing a cultural feminization, a softening, of their game platforms.  Whereas the Red Ocean strategy of Sony and Microsoft is one characterized by fierce competition, struggle, the allusion to bloodied waters, and the intense loyalties and caprices of core gamers, the Blue Ocean strategy of Nintendo is tranquil, untainted, and characterized by an audience interested in cooperation, friendly family fun, and non-violent types of gameplay.  These qualities have been historically feminized in our culture and contribute to the feminization of the Wii.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://lh3.google.com/vincent.vanwylick/R7Kk8icidjI/AAAAAAAAAZk/LAz11oCZgCY/Blue%20Red%20Ocean%20strategy.jpg?imgmax=800"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 322px; height: 216px;" src="http://lh3.google.com/vincent.vanwylick/R7Kk8icidjI/AAAAAAAAAZk/LAz11oCZgCY/Blue%20Red%20Ocean%20strategy.jpg?imgmax=800" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;This feminization can be seen in the way these experiences were sold to consumers as well as in the company’s own market discourse.  Indeed, looking at the advertising surrounding these game systems is important to understanding the ways gender is constructed through them and how Nintendo welcomes a feminization of their technologies as a way to enhance the bottom line.  In “A 36-24-36 Cerebrum: Gendering Video Game Play through Advertising,” Shira Chess (2010) argues that Wii and DS magazine ads targeted toward women essentialize feminine play and restrict this play to productivity.  Chess suggests that advertisements for the Wii system and the games Brain Age , Wii Fit, and EA Sports Active  are “targeting a feminine readership, and suggesting a proper time and place for video game play” (p. 10).  In other words, Chess argues that Wii ads targeting women construct and limit feminine play as another form of productivity and self-improvement, either through sharpening an aging brain or tightening a sagging body.  While it is troubling that these ads construct productivity as a requirement of feminine play and also reproduce damaging feminine beauty standards, I offer Chess’s work primarily as evidence that Nintendo has actively sought out feminine players with the Wii and DS and aided in discursively feminizing their products in the process.  Moreover, other ads Chess does not consider for the Wii and DS strengthen the link between these systems and a female, or at least feminized, player.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://wiimedia.ign.com/wii/image/article/868/868833/wii-fit-20080423112202753-000.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 200px; height: 276px;" src="http://wiimedia.ign.com/wii/image/article/868/868833/wii-fit-20080423112202753-000.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;In 2008 Nintendo launched the celebrity-fueled campaign “I Play for Me,” a campaign that featured popular female stars America Ferrera, Carrie Underwood, and Liv Tyler playing Nintendo products.  Importantly, this campaign complicates Chess’s assumptions about the essentializing of feminine play in a few ways.  Rather than focusing on self-help or fitness in the form of Brain Age and Wii Fit, these ads highlight the independence of play the DS offers female players.  The ads do not necessarily suggest women play to maintain a youthful brain or culturally ideal body shape (although the use of successful, beautiful celebrities does not dispel these notions) but rather these ads suggest that women can play for themselves, for fun, as a way to further define their unique identity and create a personalized space.  The Carrie Underwood online ad shows her smiling while holding a white DS Lite, the ad copy reading, “I play for me.”   The viewer is also prompted to click on the online ad to see which game Underwood plays in her free time.  The linked video is a documentarian style commercial where Underwood plays her (now pink) DS as her tour bus barrels down an American interstate.   With its focus on Underwood’s amused expressions, her relaxed posture on her in-bus couch and her tactile interaction with the game Nintendogs , this ad is emblematic of the whole campaign.  The ads attempt to normalize the celebrities and thus emphasize “normal” women having fun and kicking back with video game software, something almost unheard of in the popular imagination prior to the rise of the “casual” genre.  In slight contrast, however, the America Ferrera series oddly includes the qualifier “Sometimes I play for me,” perhaps alluding to Ferrera’s job as an actress or player of roles, including Ugly Betty at the time.   Taken more critically, however, the ad may suggest that feminine play often revolves around the needs of others, and that occasionally, sometimes, feminine play can be individually focused, such as when playing the Nintendo DS alone.  Although Ferrera’s ads are the only ones that include the qualifier “sometimes,” they nonetheless reveal that these ads, just as much as those Chess analyzes, still characterize feminine play in a limiting way, contextually if not purposefully.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://flowtv.org/wp-content/uploads/2008/07/iplayforme.png"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 374px; height: 234px;" src="http://flowtv.org/wp-content/uploads/2008/07/iplayforme.png" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;object width="480" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/kgec97MfTKw?fs=1&amp;amp;hl=en_US"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/kgec97MfTKw?fs=1&amp;amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_gBfHIvxPBbw/TH7Aq8sQqFI/AAAAAAAAAD8/_O5G6yRFV7Q/s1600/nintendo.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 310px; height: 249px;" src="http://4.bp.blogspot.com/_gBfHIvxPBbw/TH7Aq8sQqFI/AAAAAAAAAD8/_O5G6yRFV7Q/s200/nintendo.jpg" alt="" id="BLOGGER_PHOTO_ID_5512054838026872914" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Along with other campaigns Nintendo has used, one way this campaign helps to feminize the game systems and software is through a softening of the hardware – a softening of the traditionally masculine technology.  For example, the “I play for me” campaign also includes a video spot that features actress Liv Tyler playing Brain Age at home in her pajamas, relaxing on her bed.   The commercial is one dominated by softness, in the luxurious bed Tyler rests on, in the fabric of her pajamas, and in her creamy skin tone and innocent giggles of enjoyment.  Moreover, starting in 2009 Nintendo also launched a campaign starring the R&amp;amp;B singer Beyoncé playing the games Rhythm Heaven and Style Savvy, a music game and fashion game respectively.  These commercials are similar to the “I play for me” campaign; one Rhythm Heaven ad even features Beyoncé curled up on a couch along with her nephew, sharing the game experience together.  In the ad Beyoncé is positioned as an “everyday” woman and aunt/mother-figure: her hair is flattened and unassuming, her makeup meant to be invisible, her clothing informal.   Like Tyler, Beyoncé and her nephew, as well as their environment, are soft; additionally, this softening involves a straightening of Beyoncé’s natural, African-American hair.  Here we can see that not only does Nintendo actively feminize its video game technology but it also works to link that technology to a certain socio-economic class and race: middle-class, white femininity.  In the Style Savvy ad, however, we see a slightly altered Beyoncé, still soft and elegant but this time backstage before a performance, trying to decide which outfit to wear for her concert.   Along with her feminized, male, dressing assistant, Beyoncé uses the Style Savvy game to pick out the perfect attire.  While these ads may not essentialize feminine play as necessarily productive like the ads Chess analyzes, they do support the cultural feminization of the DS handheld, metaphorically marrying the system with (ideal) femininity and softening the image of the technology by characterizing feminine play as “soft” play.&lt;br /&gt;&lt;br /&gt;&lt;object width="480" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/1L_BuzqN8jw?fs=1&amp;amp;hl=en_US"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/1L_BuzqN8jw?fs=1&amp;amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;object width="640" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/B-aIdHH1QSc?fs=1&amp;amp;hl=en_US"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/B-aIdHH1QSc?fs=1&amp;amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;object width="480" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/lCVhs2t1f0A?fs=1&amp;amp;hl=en_US"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/lCVhs2t1f0A?fs=1&amp;amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;However, not all ads connecting women with the DS have been targeted at female consumers.  In 2005, Stuff Magazine ran a set of ads targeted at men with the purpose of buying their girlfriends or wives a Nintendo DS.  The ads’ “good girl, bad girl” theme came in the form of two separate advertisements.  One features a brunette in a tight white tank top and shorts, positioned as an angel thanks to drawn-in wings and a halo, next to a list of reasons she likes the Nintendo DS.  Similarly, the companion ad features the same woman dressed in a tight black tank top and shorts, complete with drawn-in devil horns and tail, looking more sexually predatory next to a similar list of reasons she enjoys the DS.  The two ads feature the stereotypes of the sexual seductress or bad girl, and the innocent virgin or good girl.  The ad copy in both ads supports this contrast.  While the good girl’s ad suggests she “likes the soft, sensitive feeling of Touch-Screen technology,” the bad girl ad flips this by suggesting she “likes to touch as hard or as fast as she wants.”  The virgin/whore dichotomy encourages the ideal male viewer to associate the purchase of a DS for his girlfriend or wife with an inevitable sexual reward, guised either as innocent or seductive.  The ideal subject addressed in these ads may be men, even masculine men, but the ads also act to discursively link the DS system with the feminine stereotypes of both the tramp and the virgin.  These ads build on the cultural feminization of the DS technology but go beyond the traditional feminine tropes of pink hues and soft, domestic spaces.  The ads reveal a broader conception of femininity in contemporary culture, one that suggests a post-feminist view of gendered technology.  The feminized DS is not only about sharing family game time, as evidenced by Beyoncé and her nephew; the small handheld is also about self improvement, playing for yourself, doing what you want, and  achieving personal, even sexual, freedom.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_gBfHIvxPBbw/TH7BWsWEFaI/AAAAAAAAAEE/G2614xPIjGQ/s1600/ds_good.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 149px; height: 200px;" src="http://3.bp.blogspot.com/_gBfHIvxPBbw/TH7BWsWEFaI/AAAAAAAAAEE/G2614xPIjGQ/s200/ds_good.jpg" alt="" id="BLOGGER_PHOTO_ID_5512055589553051042" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_gBfHIvxPBbw/TH7Bb4sOE1I/AAAAAAAAAEM/s0EHN9ssIo4/s1600/ds_bad.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 140px; height: 200px;" src="http://2.bp.blogspot.com/_gBfHIvxPBbw/TH7Bb4sOE1I/AAAAAAAAAEM/s0EHN9ssIo4/s200/ds_bad.jpg" alt="" id="BLOGGER_PHOTO_ID_5512055678766551890" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Of course, Nintendo does not exclusively market its Wii and DS consoles toward women but instead reaches out to various markets, including children, the elderly, and the core male gamer that has grown up with Nintendo franchises.  Therefore, the ads for more “core” titles to be played on the casual gaming consoles, like Legend of Zelda: Twilight Princess and Metroid Prime 3 , tend to feature more “traditional” gamers seated alone in dark rooms in front of the television, heavily engaged with the action on screen.   While a few foreign versions of the Metroid 3 commercial feature a female Samus Aran lookalike (the protagonist of Metroid), these ads generally stick to solitary male players.   Just the same, these ads, like these “core” games themselves, tend to be marginalized in Wii marketing and in popular discourse concerned with the Wii in favor of more family-friendly titles.  Indeed, many of the Wii and DS ads target women and children and tend to promote software positioned as casual.  One commercial released in 2008 featuring the B.o.B song, “Created a Monster,” hails children by featuring young girls and boys playing the DS while surrounded by cartoonish manifestations of the gameworlds they explore.   The commercial is colorful and fantastic; it positions the games Nintendogs, Mario Kart DS , and Animal Crossing  as perfect software for the imaginations of children.  However, a different commercial advertising the same set of games takes a different form.  In the ad a young woman in her twenties sits in a laundromat, staring at her revolving laundry with ennui.  Suddenly, smiling with her epiphany, she pulls a pink DS out of her handbag and amuses herself with the same three games featured in the children-targeted commercial.  As in many of the commercials for the DS, the color of the device here is pink.  While dozens of these types of ads exist in various permutations, there is a clear and purposeful link throughout between the Wii and DS consoles and a feminized audience.  Even those ads targeted toward children still reproduce this feminization, as childhood is positioned as immature to masculinity’s maturity, frivolous to masculinity’s seriousness, and sexless and prepubescent to masculinity’s sexual potency and fertility.  Nintendo’s Blue Ocean marketing strategy has created a myriad of advertisements and commercials targeting females of all ages and children of both genders, emphasizing the DS as a tool for feminized pleasure and recreation.&lt;br /&gt;&lt;br /&gt;&lt;object width="480" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/OMK9Xa4ErLw?fs=1&amp;amp;hl=en_US"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/OMK9Xa4ErLw?fs=1&amp;amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;object width="480" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/_gWfSvGXdNg?fs=1&amp;amp;hl=en_US"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/_gWfSvGXdNg?fs=1&amp;amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-4208964275482186254?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/4208964275482186254/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=4208964275482186254' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/4208964275482186254'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/4208964275482186254'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_1493.html' title='Casual Threats: Gender and Video Game Culture: Part 8'/><author><name>John Vanderhoef</name><uri>http://www.blogger.com/profile/16140474128680887687</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_gBfHIvxPBbw/TH7Aq8sQqFI/AAAAAAAAAD8/_O5G6yRFV7Q/s72-c/nintendo.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-7993435070084243284</id><published>2010-09-01T13:53:00.000-07:00</published><updated>2010-09-21T10:35:05.873-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='pink ds'/><category scheme='http://www.blogger.com/atom/ns#' term='feminine games'/><category scheme='http://www.blogger.com/atom/ns#' term='wii'/><category scheme='http://www.blogger.com/atom/ns#' term='gender and technology'/><category scheme='http://www.blogger.com/atom/ns#' term='nintendo ds'/><category scheme='http://www.blogger.com/atom/ns#' term='consumerism and gender'/><title type='text'>Casual Threats: Gender and Video Game Culture: Part 7</title><content type='html'>This is one part of a much larger argument. I will ultimately be posting the entirety of my Master's thesis and will hopefully have all the parts interlinked by the end of it. You can see the full list of parts below:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_24.html"&gt;Part 1: Abstract&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game.html"&gt;Part 2: Project Description&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_8774.html"&gt;Part 3: Review of Literature&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_1883.html"&gt;Part 4: Methods&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_5715.html"&gt;Part 5: Chapter Breakdown&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game.html"&gt;Part 6: Feminizing the Casual: The Mom Test&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_01.html"&gt;Part 7: Feminized Design: Gender and Technology&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_1493.html"&gt;Part 8: "Sometimes I Play for Me": Advertising Casual Game Devices&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_9082.html"&gt;Part 9: That Means You, Soccer Mom: Casual Gaming in the Popular Press&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_14.html"&gt;Part 10: Because they aren't Us: Fear of the Feminine in Gaming Culture&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_20.html"&gt;Part 11: From Chainsaws to Guitars: Gendered Address and Video Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_1076.html"&gt;Part 12: Masculinities in Hardcore Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_300.html"&gt;Part 13: Femininities in Casual Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_9275.html"&gt;Part 14: Rockers and Mafioso: Extratexts&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_3576.html"&gt;Part 15: Representation and Game Design in Rock Band and Mafia Wars&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_21.html"&gt;Part 16: Conclusion&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Part of the feminization of casual video game systems, specifically the Nintendo Wii and DS, involves the video game console design and the gendered dimensions of hardware aesthetics.  Bernadette Flynn (2003) outlines the migration of video games from the video arcade to the home living room in her article, “Geography of the Digital Hearth,” but recognizes that at the time there was “little attempt by video console manufacturers and distributors to present the video-game console as a domesticated object” (p. 557).  This remains somewhat true for Microsoft’s Xbox 360 and Sony’s PlayStation 3 consoles, although recently they have both announced motion control peripherals for their systems after the success of Nintendo’s Wii.  Regardless, Nintendo has aggressively pursued the domestic sphere and the non-traditional gamers that inhabit that sphere for years now.  Moreover, Flynn proposes that “the design of the console has changed from a toy, to an entertainment unit, to a futuristic appliance” (p. 564).  Again, while Microsoft and Sony’s current consoles still fit with this assessment, the Nintendo Wii has reintroduced the console-as-toy concept, but rather than positioning it as just a masculinized toy, Nintendo has successfully created a (feminized) family toy, harkening back to early home console system marketing of the Atari 2600 (ed11576, 2006).&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.next-gen.biz/files/imagecache/article_content_360x270/consoles_19.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 360px; height: 270px;" src="http://www.next-gen.biz/files/imagecache/article_content_360x270/consoles_19.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Sony’s PlayStation 3 and Microsoft’s Xbox 360 can be seen as living room dynamos designed for masculine pleasure.  Both systems started out life as large, noisy, power-sucking, multimedia behemoths.  The first iteration of the PlayStation 3 came in chrome silver and slick black, featured a futuristic design, and weighed around 11 pounds.  The first Xbox 360s weighed in at around eight pounds with an installed hard drive and initially came in white with a chrome disc drive.  The weights, technological power, and chrome finish suggested luxury automobiles or Harley Davidson motorcycles, traditionally masculine products of pleasure.  Just as Flynn observed of the PlayStation 2 and original Xbox, these new, updated systems appeared to be “futuristic appliances,” designed to appeal to a masculine audience that appreciates size, presence, technological prowess, and power.  This reflects the findings of Ellen van Oost (2005) when examining the differences between electric shavers marketed to men and women.  She contends that male electric shavers evolved to highlight their own technology through the use of metallic surfaces and electronic displays, similar to the PS3 and 360 consoles.  Oost argues “that the bond between men and technological competence has been inscribed firmly in the design of consumer appliances” (p. 207).    This is the same in the case of the “futuristic appliances” that Sony and Microsoft’s consoles resemble.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.luxury-razors.co.uk/wp-content/foils-shaver.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 300px; height: 300px;" src="http://www.luxury-razors.co.uk/wp-content/foils-shaver.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;The masculine emphasis on technology and power in the design of these consoles has prevented them from blending in with the traditional feminized domestic space of the living room.  As of 2010 the PlayStation 3 has seen several different SKUs  released, including a 2009 slimmed down version that greatly reduced the size and removed the gloss and chrome but kept the console’s slightly unorthodox outward curves and thin front end ledge.  The 360 also saw many SKUs released since its launch in 2005, including the “Elite” black-colored model, and as of June 2010 saw its own slimmed down version of the console release.  Throughout the life cycles of both high definition consoles, “elite” or high-end bundles were continually offered to players who wanted the most “immersive” experience.  The use of the term “elite” in these packages also helped to differentiate the true gamer from the less dedicated or casual gamer.  Although Microsoft and Sony continue to court the core gamer, the shift from these large, bulky consoles to the newer, smaller ones reflects not only what many would suggest to be a result of advances in technology but also, more importantly, the shift in both Sony and Microsoft’s business strategies toward the casual audience Nintendo has been courting since the release of the Nintendo Wii and DS systems.   Like the Wii, these redesigns try harder to blend into the living room space more effectively than their previous incarnations.  With more efficient processors, better coolant systems, and smaller cases, these new models can be tucked away within entertainment centers, becoming almost invisible to the casual observer.  The previous, larger models required more room to “breathe” for cooling purposes so they would not overheat and malfunction.&lt;br /&gt;&lt;br /&gt;In contrast to the original PlayStation 3 and Xbox 360 models, the Wii is a mouse of a console.   Weighing in at a little less than four pounds, the Wii is a small white rectangle, about the size of three DVDs stacked.  In her examination of female electric shavers, Oost finds that “[m]asking the technology was a systematic element of the gender script of the Ladyshave” electric shaver (p. 206).  In other words, the shaver was feminized by covering up the technology involved in the process.  As a simple white rectangle, the Wii understates the technology behind it.  Additionally, rather than the hard-to-miss presence of the PS3 and the 360, the Wii could easily disappear into the domestic, living room setting.  The console can exist in the feminized space of the family room without clashing with the décor.  The emphasis for the Wii isn’t on the technological look, but in the gestural controls of the console.  With its minimalist design, similar to the aesthetics that have brought Apple such mainstream success, Nintendo’s Wii escaped the masculine constraints of Sony and Microsoft’s platforms.  Instead, the Wii opened itself up to a cultural re-gendering that has de-masculinzed the technology behind it.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.laptop-computers.cn/laptop/2009/08/pink_ibook.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 373px; height: 296px;" src="http://www.laptop-computers.cn/laptop/2009/08/pink_ibook.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Similarly, the Nintendo DS currently features an equally feminized design.  Although the first iteration of the DS released in 2004 was much bulkier and came in a more somber grey color, with the release of the DS Lite in 2006 Nintendo redesigned the handheld system to reflect their new business focus on non-gamers.  The new DS was a smaller clamshell design, initially available in glossy white.  Like the Wii, this system mimicked Apple’s successful, clean, almost antiseptic aesthetic.  Also like the Wii, the new DS appealed to a culturally feminine design sensibility.  The DS Lite was small, featured touch-screen controls that were as inviting as the gestural controls of the Wii, and offered the choice of a soft color palette.  Although an expanded color choice has been a staple of console and handheld manufacturers since the mid-‘90s, the idea of choosing a color, for caring so much about the way the handheld looks, is feminized in our culture.  Especially with the introduction of the pink DS Lite, the color masked the technology of the system and instead allowed it to pass as just another fashion accessory, one that might possibly fit with a cell phone outfitted with an equally feminized protective case.  In conjunction with the marketing and press coverage devoted to these consoles, the design of the Wii and DS has also contributed to their discursive feminizing.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.gizmodo.com/assets/resources/2006/10/3335-DSPink.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 455px; height: 294px;" src="http://www.gizmodo.com/assets/resources/2006/10/3335-DSPink.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;However, this seemingly fixed, feminized position for the Nintendo DS is misleading.  One reason Nintendo did so well at E3 2010 in the eyes of the gaming press was the unveiling of the newest DS model, the Nintendo 3DS (USA Newsweek, 2010).  Not only does the upcoming Nintendo handheld display games in 3D but it does so without the use of special glasses and an expensive, specifically designed television.  With this product, Nintendo has placed an emphasis once again on cutting edge technology, something the company has shied away from since their Gamecube home console.  Nonetheless, it is unclear if the newest version of the successful DS product line means a shift in the gendering of the technology.   Most likely, the 3DS will complicate the gendered negotiation over Nintendo’s technology all the more.  This reminds us that technologies are sites of negotiation over gender; their gender-coding is never fixed but always fluctuating based on discursive practices.  In Nintendo’s case, the purposeful design of their console and handheld reflect a desire to appeal to a non-masculine audience.  This is foremost a desire for profit, not a desire to delegitimize their product, however, the resulting gender coding can and does get taken up in ways that result in delegitimation.  Nonetheless, Nintendo’s gendering differs from the gendering of casual games that occurs in core gaming culture, a gendering meant to devalue and disparage, as I discuss later in this chapter.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-7993435070084243284?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/7993435070084243284/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=7993435070084243284' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/7993435070084243284'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/7993435070084243284'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_01.html' title='Casual Threats: Gender and Video Game Culture: Part 7'/><author><name>John Vanderhoef</name><uri>http://www.blogger.com/profile/16140474128680887687</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-9126074802707606692</id><published>2010-09-01T13:45:00.000-07:00</published><updated>2010-09-21T10:35:29.174-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='fortugno'/><category scheme='http://www.blogger.com/atom/ns#' term='mom gamers'/><category scheme='http://www.blogger.com/atom/ns#' term='lacan'/><category scheme='http://www.blogger.com/atom/ns#' term='juul'/><category scheme='http://www.blogger.com/atom/ns#' term='video games'/><category scheme='http://www.blogger.com/atom/ns#' term='mom test'/><category scheme='http://www.blogger.com/atom/ns#' term='casual games industry'/><category scheme='http://www.blogger.com/atom/ns#' term='casual games'/><title type='text'>Casual Threats: Gender and Video Game Culture: Part 6</title><content type='html'>This is one part of a much larger argument. I will ultimately be posting the entirety of my Master's thesis and will hopefully have all the parts interlinked by the end of it. You can see the full list of parts below:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_24.html"&gt;Part 1: Abstract&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game.html"&gt;Part 2: Project Description&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_8774.html"&gt;Part 3: Review of Literature&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_1883.html"&gt;Part 4: Methods&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_5715.html"&gt;Part 5: Chapter Breakdown&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game.html"&gt;Part 6: Feminizing the Casual: The Mom Test&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_01.html"&gt;Part 7: Feminized Design: Gender and Technology&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_1493.html"&gt;Part 8: "Sometimes I Play for Me": Advertising Casual Game Devices&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_9082.html"&gt;Part 9: That Means You, Soccer Mom: Casual Gaming in the Popular Press&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_14.html"&gt;Part 10: Because they aren't Us: Fear of the Feminine in Gaming Culture&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_20.html"&gt;Part 11: From Chainsaws to Guitars: Gendered Address and Video Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_1076.html"&gt;Part 12: Masculinities in Hardcore Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_300.html"&gt;Part 13: Femininities in Casual Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_9275.html"&gt;Part 14: Rockers and Mafioso: Extratexts&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_3576.html"&gt;Part 15: Representation and Game Design in Rock Band and Mafia Wars&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_21.html"&gt;Part 16: Conclusion&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;There has been a long history of linking mainstream or popular culture with the feminine for the purpose of denigrating both (Huyseen, 1986).  Casual games lend themselves well to mainstream or popular audiences because of their pick-up-and-play nature and easy-to-learn controls.  In fact, some developers even prefer the name mainstream or mass market games to casual games, although they fail to see the way those terms are equally devalued by certain sub-cultures, including core gaming culture (Juul, p. 214).  Once linked with popular culture, casual games become representations of passive consumption and femininity for hardcore gamers and as a result are treated to scorn and disapproval by many in the gaming community. The cultural opposite of casual games, hardcore games, are thus pared with masculinity and celebrated as the authentic and superior game experience.&lt;br /&gt;&lt;br /&gt;In this chapter I analyze the spectrum of gendered discourses surrounding so-called casual video games across popular culture, the video game industry, and in core gaming culture.  Through an analysis of advertisements, news articles, interviews, and features in mainstream and trade publications, I argue that journalists, developers, producers, marketers, and game designers have contributed to the cultural feminization of casual video games resulting in the recreation of a traditional cultural hierarchy in the medium of video games.  Troublingly, this broader cultural feminization supports the discursive sentiments of core gamers found on the Internet’s leading video game blogs, sentiments which continually delegitimize and marginalize the feminized genre of casual games.  Together, sectors of commercial culture and core gaming culture work to position casual games as first feminine and then, once the discursive gendering is understood, as inferior and lacking when compared to masculinized hardcore video games.  As a culture established upon a vulnerable masculinity with anxieties of infantilization and illegitimacy, hardcore gaming culture perceives these feminized, casual games as a threat.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.momlogic.com/cdn/images/lost56_pounds_wii_boxing3_pm-thumb-270x270.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 270px; height: 270px;" src="http://www.momlogic.com/cdn/images/lost56_pounds_wii_boxing3_pm-thumb-270x270.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;The video game industry treats the term “casual” as a beneficial target consumer, a potential profit, but this enthusiasm is tempered by the subtle devaluation and more blatant feminization of this same market.  The gaming industry helped coin the terms “hardcore” and “casual” in the first place and has used them historically for marketing and product differentiation purposes.  For industry professionals, the term casual has come to be associated with non-gamers, none more so than the proverbial mother-figure or Mom.  In addition, the term casual is understood by some industry folk to be defined by a lack of hardcore characteristics rather than the presence of any casual characteristics, much as the feminine is often defined by the absence or lack of masculine qualities.&lt;br /&gt;&lt;br /&gt;It is difficult to determine if the gaming industry was the first to connect mothers, non-gamers, and females to casual games, but it is evident that the discourse continues to reflect this connection.  For instance, at the 2007 Game Developers Conference, Steve Meretzky from the casual game company Bluegill stated that one way to define casual games is by describing them as games for casual gamers.  This definition means nothing when isolated, but when combined with articulations of the audience for these casual games, casual games can be described as games targeted toward and meant to interest a feminized audience.  This association began to emerge when Meretzky mentioned that casual games are games for people who would not define themselves as gamers, as he here was constructing a binary between the casual player and the gamer who would describe him or herself that way (GDC, 2007).  Casual game designer Dave Walls (GDC) expresses the sentiments of many people when he suggests, “You know it when you see it.”  For many developers, there is something about a casual game that announces itself as such to an audience. &lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.blogcdn.com/www.joystiq.com/media/2008/12/mom_daughter_playing_wii_lg.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 425px; height: 323px;" src="http://www.blogcdn.com/www.joystiq.com/media/2008/12/mom_daughter_playing_wii_lg.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;This casual gamer who would not describe herself as a gamer almost always eventually gets articulated as the mother-figure or Mom in industry discourse.  The game we know as casual when we see it is a game that has been created for Mom.  The woman represented by the moniker Mom might best be understood as white, middle-class, and over 30 years of age; one 2006 survey indicates 71 percent of the casual gaming audience is female and most of these players are over the age of 35 (Dobson, 2006).  Another survey that was a collaboration between Juul (2010) and Gamezebo indicates that as many as 93 percent of casual gamers might be female (p. 154).  Mom is also characterized by her adventurous and fun-loving attitude.  This is not a working class mother who spends eight hours a day in a menial labor position.  Along with gender, there is a class connection to casual video games.  Walls (GDC) perhaps best encapsulates how the industry views casual games when he articulates, “If my mom can play it, it’s a casual game.”  In fact, Popcap’s Jason Kapalka always gives the games he produces “the mom test,” meaning that if a mother can understand and take pleasure in the game, then he is producing a game that will sell to the casual market (Sheffield, 2009).  Game developers continuously generalize the audience of casual gamers as female, essentially equating the two.  Equating female players, articulated as Mom, with casual games not only feminizes the category but also connects it to middle-class luxuries of disposable income and devoted leisure time.&lt;br /&gt;&lt;br /&gt;Along with the link to mothers, the industry often speaks of casual games as those games which lack the qualities of core gaming titles.  Rebel Monkey’s Nick Fortugno (GDC, 2007) suggests casual game players are not familiar with gaming culture and gaming history; these players do not have those “desire structures.”  The desire structures Fortugno refers to are those that play off conventional gaming expectations, such as fighting, shooting, or anticipations of difficulty and complex level design.  Here casual players are defined by their lack of cultural gaming knowledge and literacy, their lack of desire for violence and sexuality in video games.  Fortugno implies that gaming culture and hardcore game design share similar values and expectations, but that casual game design and casual game players exist outside of this culture.  If hardcore games are defined by their adherence to these cultural expectations, Fortugno suggests casual games are defined by the absence of the traditions, tropes, and gameplay of hardcore titles.  This assumes that just as a casual gamer lacks the cultural knowledge a core gamer possesses, a casual game lacks the aesthetics, content, and interactions a core game allows.  In other words, the casual space is defined by a lack of hardcore gaming qualities.  The repeated association of casual gaming and “lack” echoes the state of the feminine as defined by Lacan, in other words a cultural feminine that lacks the ultimate, phallic expression of masculine power.   Owing to this lack, feminized casual games are positioned as inferior to hardcore games, existing in their shadow.  They are seen as deficient.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.videodigitallive.com/images/lacan_chart.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 351px; height: 298px;" src="http://www.videodigitallive.com/images/lacan_chart.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Despite the construction of the feminized casual gamer as deficient when compared to the proper, core gamer, the game industry still understands this new, feminized audience as a valuable market, at least in terms of profit.    To the industry, the rise in popularity of casual games, and the cultural feminization of these games, means a wider consuming audience and more money.  According to Popcap’s Dave Rohrl, casual games earned nearly half a billion dollars in 2007, and that is excluding mobile earnings, a market space which has greatly increased in recent years (Mobile Game Market, 2010).  Yet this enthusiasm for profit does not keep the gaming industry from positioning casual games as inferior to hardcore games.  Game executive Fortugno goes out of his way to distance himself from the casual gaming audience (Juul).  He quips, “I have a much higher tolerance for hardcore games. . . I don’t play games as a simple time-killing escapism, so a lot of types of casual games that are successful don’t really interest me that much. . .” (Juul, p. 193).  Although Fortugno makes his livelihood developing games such as Diner Dash  for a casual audience, he still patronizingly describes the majority of casual players as people with little “tolerance” for challenge and who primarily play games for “simple time-killing escapism.”  This is of course in contrast with hardcore players who, true to good masculine form, appreciate a good challenge and play games with an air of seriousness and competition, not just as a way to pass the time.  While the industry does not openly disparage the casual gamer – Fortugno’s comment notwithstanding – the casual audience is appreciated for the money it spends but somewhat dismissed for the style of gameplay and experience it prefers.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-9126074802707606692?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/9126074802707606692/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=9126074802707606692' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/9126074802707606692'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/9126074802707606692'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game.html' title='Casual Threats: Gender and Video Game Culture: Part 6'/><author><name>John Vanderhoef</name><uri>http://www.blogger.com/profile/16140474128680887687</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-2573662569991666078</id><published>2010-08-24T10:34:00.000-07:00</published><updated>2010-09-21T10:35:47.480-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='video game studies'/><category scheme='http://www.blogger.com/atom/ns#' term='games and culture'/><category scheme='http://www.blogger.com/atom/ns#' term='gender and video games'/><category scheme='http://www.blogger.com/atom/ns#' term='hardcore games'/><category scheme='http://www.blogger.com/atom/ns#' term='core gamer'/><category scheme='http://www.blogger.com/atom/ns#' term='casual games'/><title type='text'>Casual Threats: Gender and Video Game Culture: Part 5</title><content type='html'>This is one part of a much larger argument. I will ultimately be posting the entirety of my Master's thesis and will hopefully have all the parts interlinked by the end of it. You can see the full list of parts below:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_24.html"&gt;Part 1: Abstract&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game.html"&gt;Part 2: Project Description&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_8774.html"&gt;Part 3: Review of Literature&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_1883.html"&gt;Part 4: Methods&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_5715.html"&gt;Part 5: Chapter Breakdown&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game.html"&gt;Part 6: Feminizing the Casual: The Mom Test&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_01.html"&gt;Part 7: Feminized Design: Gender and Technology&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_1493.html"&gt;Part 8: "Sometimes I Play for Me": Advertising Casual Game Devices&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_9082.html"&gt;Part 9: That Means You, Soccer Mom: Casual Gaming in the Popular Press&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_14.html"&gt;Part 10: Because they aren't Us: Fear of the Feminine in Gaming Culture&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_20.html"&gt;Part 11: From Chainsaws to Guitars: Gendered Address and Video Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_1076.html"&gt;Part 12: Masculinities in Hardcore Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_300.html"&gt;Part 13: Femininities in Casual Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_9275.html"&gt;Part 14: Rockers and Mafioso: Extratexts&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_3576.html"&gt;Part 15: Representation and Game Design in Rock Band and Mafia Wars&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_21.html"&gt;Part 16: Conclusion&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;In chapter 2 I analyze the discourses surrounding casual games in popular culture, the video game industry, and in hardcore video game culture.  Through an analysis of marketing campaigns, product design, news articles, interviews, and features in mainstream publications, I argue that game developers, marketing departments, and journalists discursively feminize casual games and their appeal to a new audience; a consequence of this feminization is the creation of a gendered value hierarchy that positions casual games below hardcore games, the feminine below the masculine.  This gendered understanding of casual games is then perpetuated by the masculine culture of hardcore gamers who delegitimize, marginalize, and essentialize the genre of casual games and the femininity attached to it.  I suggest this misogynistic, aggressive reaction to feminized casual games reveals the instability and anxiety of the masculinity in core gaming culture.  This chapter concerns itself with the gender politics surrounding casual games and how the gendering of a product or technology is used to recreate traditional power hierarchies that always privilege the masculine over the feminine.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.penny-arcade.com/images/2004/20041108h.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 352px; height: 175px;" src="http://www.penny-arcade.com/images/2004/20041108h.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;In chapter 3 I analyze several video games, both core and casual, to show how video game culture continues to assert a hegemonic masculinity even in the feminized casual games space; additionally, I argue for a more fluid understanding of gender in video games by disrupting the gendered assumptions of the hardcore/casual binary.  One response to the casual revolution is a shift even farther toward masculine dominance, a shift which again reveals the potential crisis in gaming’s masculinity.  In an analysis of the Gears of War and No More Heroes games I argue that hyper-masculine games seek to maintain the hegemonic masculinity of video game culture through forms of address that are as far as possible from what the Wii and casual games offer, even when they do so reflectively or ironically as in No More Heroes.  By then shifting my focus to games understood as casual, I suggest that multiple gendered addresses can coexist in a single game; an analysis of the casual games Rock Band and Mafia Wars reveals casual games that pursue a hegemonic masculinized address even while their game design hails  a feminized subject.  This chapter is meant to disrupt conventional gendered perceptions of hardcore and casual games and to argue for a new way to understand the multiple and often contradictory ways gender operates in video games.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.blogcdn.com/www.joystiq.com/media/2007/11/rock_band_family2_group2_490.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 416px; height: 276px;" src="http://www.blogcdn.com/www.joystiq.com/media/2007/11/rock_band_family2_group2_490.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Finally, in a concluding chapter I consider the larger implications of my research and discuss suggestions for future research on the topic of video game culture.  Even in what many consider to be a post-feminist age, gender inequalities still exist across society, in every facet of our lives.  The linking of casual games to femininity and the subsequent degradation of these games is symptomatic of larger hegemonic gender politics at work.  As a compliment to my work in gender and gaming culture, I suggest that future studies explore how sexuality and race continue to be used in video games and how they are discussed in video game culture.  Currently, I see evidence that suggests a troubling stance toward non-heterosexual sexualities and an essentializing view of non-white races amongst core video game players.&lt;br /&gt;&lt;br /&gt;Over the last ten years, casual games have helped change the position of video games in popular culture.  Now almost everybody admits to playing video games in one form or another.  This shift in video games’ position in the popular imagination is not unproblematic, however.  The feminization of casual games by popular and industry discourses may seem innocuous but this feminization enables and gives credence to the way that core gaming culture, with its vulnerable masculinity, perpetuates this feminization and also deprecates and marginalizes these games and players because of it.  At stake here is the dominance of hegemonic masculinity in the discourses surrounding the medium of video games.  Casual games present a threat to this masculine culture because they offer alternative interactions, conventions, and interpellations.  In response to this feminized, casual threat, core gaming culture has deprecated these games and the same masculinized address of core video games has appeared in the casual space, suggesting a gendered tension in the medium.  My research examines the phenomenon of casual video games and reveals the ways discourses surrounding these games are intimately connected to gender, technology, and power.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-2573662569991666078?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/2573662569991666078/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=2573662569991666078' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/2573662569991666078'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/2573662569991666078'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_5715.html' title='Casual Threats: Gender and Video Game Culture: Part 5'/><author><name>John Vanderhoef</name><uri>http://www.blogger.com/profile/16140474128680887687</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-213798141390094105</id><published>2010-08-24T10:23:00.000-07:00</published><updated>2010-09-21T10:36:10.197-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='video game studies'/><category scheme='http://www.blogger.com/atom/ns#' term='games and culture'/><category scheme='http://www.blogger.com/atom/ns#' term='gender and video games'/><category scheme='http://www.blogger.com/atom/ns#' term='hardcore games'/><category scheme='http://www.blogger.com/atom/ns#' term='core gamer'/><category scheme='http://www.blogger.com/atom/ns#' term='casual games'/><title type='text'>Casual Threats: Gender and Video Game Culture: Part 4</title><content type='html'>This is one part of a much larger argument. I will ultimately be posting the entirety of my Master's thesis and will hopefully have all the parts interlinked by the end of it. You can see the full list of parts below:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_24.html"&gt;Part 1: Abstract&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game.html"&gt;Part 2: Project Description&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_8774.html"&gt;Part 3: Review of Literature&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_1883.html"&gt;Part 4: Methods&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_5715.html"&gt;Part 5: Chapter Breakdown&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game.html"&gt;Part 6: Feminizing the Casual: The Mom Test&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_01.html"&gt;Part 7: Feminized Design: Gender and Technology&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_1493.html"&gt;Part 8: "Sometimes I Play for Me": Advertising Casual Game Devices&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_9082.html"&gt;Part 9: That Means You, Soccer Mom: Casual Gaming in the Popular Press&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_14.html"&gt;Part 10: Because they aren't Us: Fear of the Feminine in Gaming Culture&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_20.html"&gt;Part 11: From Chainsaws to Guitars: Gendered Address and Video Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_1076.html"&gt;Part 12: Masculinities in Hardcore Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_300.html"&gt;Part 13: Femininities in Casual Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_9275.html"&gt;Part 14: Rockers and Mafioso: Extratexts&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_3576.html"&gt;Part 15: Representation and Game Design in Rock Band and Mafia Wars&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_21.html"&gt;Part 16: Conclusion&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;My thesis utilizes discourse analysis to study gender and video games.  More specifically, my project analyzes the gender politics surrounding the casual games movement and the rise of the casual video game in popular culture.  I examine three separate areas where these discourses play out.  First, I analyze how casual games are talked about in popular and industry discourses in regard to gender.  Second, I analyze the discourse surrounding casual games in the comments of core gaming blogs to show how the contemporary culture of core gamers position casual games as a feminine invasion of their masculine space and as inferior products.  Finally, I look at the discourses in and around actual video games, including the mainstream core titles Gears of War and No More Hereos and the mainstream casual titles Peggle, Cake Mania, Diner Dash, Rock Band, and Mafia Wars.   These analyses are meant to illustrate how these games perpetuate the kind of gendering that occurs in popular, industry, and fan cultures and also show how the same masculine address and identification found in hardcore titles is encouraged in some casual games, despite the supposed change to a feminized audience and game design.  All of these discourses are important to analyze as they each help to delineate the relationship between gender and video games in contemporary culture.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://flowtv.org/wp-content/uploads/2009/03/0816624631big.png"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 156px; height: 239px;" src="http://flowtv.org/wp-content/uploads/2009/03/0816624631big.png" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;When I use the term discourse I do so in the tradition of Michel Foucault and John Fiske.  Fiske (1994) gives an excellent description of discourse in the introduction to his book Media Matters. He describes discourse as “language in social use; language accented with its history of domination, subordination, and resistance; language marked by the social conditions of its use and its users: it is politicized, power-bearing language employed to extend or defend the interests of its discursive community” (p. 3).  Discourse for Fiske is the shared language by which we make sense of the world, by which reality comes to hold meaning for us.  Thus, discourse is what people say or have said to each other in order to share and perpetuate worldviews, values, beliefs, feelings, understandings, and ideologies.  Importantly, as Fiske points out, discourse is a way of exercising social power.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://blog.lib.umn.edu/puot0002/glbt4403/hist%20sex.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 160px; height: 247px;" src="http://blog.lib.umn.edu/puot0002/glbt4403/hist%20sex.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;In History of Sexuality Vol. 1, Foucault (1990) confirms the intimate connection between discourse and power by arguing, “Indeed, it is in discourse that power and knowledge are joined together” (p. 100).  So discourses are a way of sharing knowledge, a way of offering either a dominant or resistant knowledge.  In either case, the power comes from influencing what people know or believe.  For Foucault, we are created through discourses.  That is, if our reality or our view of reality is shaped by what we know, and what we know is found in discourse, then who we are, our identities, and how we know ourselves are also shaped by language in use, by discourse.  If discourse does really shape how we know and what we know, then analyzing discourse becomes important to understanding the way dominant ideologies, such as hegemonic patriarchy, maintain their naturalized positions in culture, even while they have to continually struggle against subversive counter-ideologies, such as, for example, those held by feminists.&lt;br /&gt;&lt;br /&gt;Thus, discourse is important to look at because it reveals the process by which dominant ideologies maintain their power.  Of course, Fiske argues we live in a multi-discursive society, a society where multiple, often contradictory, discourses of dominance and resistance circulate.  Counter hegemonic discourses are always struggling for power, which is why, Fiske suggests, “Dominant social formations and their discourses are constantly trying to control, restrain, minimize, and even destroy social, and therefore discursive, differences” (p. 4).  In order to understand the way the dominant masculinity in core gaming culture is trying to feminize, degrade, marginalize, and discredit casual games as illegitimate game experiences, it is vital that the discourses around gender and video games be examined.  This is why discourse analysis is an appropriate method for this thesis.  Moreover, the discourses surrounding gender and video games also speak toward larger cultural discourses around gender politics, and by examining those discursive practices playing out in the niche culture of video games, we can begin to understand the complex, discursive power structure that maintains masculine dominance over the feminine, and thus the dominance of men over women, in society.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://mauramc.files.wordpress.com/2009/04/np-00304-c1.jpg?w=300&amp;amp;h=208"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 300px; height: 208px;" src="http://mauramc.files.wordpress.com/2009/04/np-00304-c1.jpg?w=300&amp;amp;h=208" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;As of now, games studies has not generally used discourse analysis; however, a body of other literature has, a body of work dealing with the introduction of new media.  Williams (1974), Spigel (1992), Tichi (1991), and Gitelman (2003) use discourse analysis to discuss the adoption of new media by society and to explain the way the popular understanding of these new technologies shifted over time.  Lynn Spigel and Cecelia Tichi trace a cultural history of television as a medium and as an environment, respectively, in addition to touching on its social construction, and its rise as America’s most popular medium.  In Make Room for TV, Spigel looks at how the concept of television, its place within the home, and its relationship to masculinity and femininity was circulated to the public discursively through news stories, advertisements, films, and magazines, and also how those concepts were themselves influenced by the attitudes, anxieties, and aspirations of the public.  This body of scholarship argues that the shifts in the meaning of new technologies have been the result of discursive practices occurring across various media, in politics, between consumers, and through advertising and marketing campaigns.&lt;br /&gt;&lt;br /&gt;This thesis continues the trend of these studies by applying the method of discourse analysis to the subject of video games.  Until the last ten years, this is a medium which has been discursively understood as a masculine one, but with the rise of casual games and family-friendly experiences like Nintendo’s Wii and DS systems, along with increased attention on Internet browser games like FarmVille, the association between masculinity and video game technology has begun to give way, opening up whole new discourses around gender and video games, discourses which demand to be analyzed and understood.  My project aims to analyze these discourses across popular and gaming industry texts, the blog comments of core gamers, and in a select number of contemporary video games.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-213798141390094105?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/213798141390094105/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=213798141390094105' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/213798141390094105'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/213798141390094105'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_1883.html' title='Casual Threats: Gender and Video Game Culture: Part 4'/><author><name>John Vanderhoef</name><uri>http://www.blogger.com/profile/16140474128680887687</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-2169862095892137533</id><published>2010-08-24T10:00:00.001-07:00</published><updated>2010-09-21T10:36:34.139-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='video game studies'/><category scheme='http://www.blogger.com/atom/ns#' term='games and culture'/><category scheme='http://www.blogger.com/atom/ns#' term='gender and video games'/><category scheme='http://www.blogger.com/atom/ns#' term='hardcore games'/><category scheme='http://www.blogger.com/atom/ns#' term='core gamer'/><category scheme='http://www.blogger.com/atom/ns#' term='casual games'/><title type='text'>Casual Threats: Gender and Video Game Culture: Part 3</title><content type='html'>This is one part of a much larger argument. I will ultimately be posting the entirety of my Master's thesis and will hopefully have all the parts interlinked by the end of it. You can see the full list of parts below:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_24.html"&gt;Part 1: Abstract&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game.html"&gt;Part 2: Project Description&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_8774.html"&gt;Part 3: Review of Literature&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_1883.html"&gt;Part 4: Methods&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_5715.html"&gt;Part 5: Chapter Breakdown&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game.html"&gt;Part 6: Feminizing the Casual: The Mom Test&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_01.html"&gt;Part 7: Feminized Design: Gender and Technology&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_1493.html"&gt;Part 8: "Sometimes I Play for Me": Advertising Casual Game Devices&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_9082.html"&gt;Part 9: That Means You, Soccer Mom: Casual Gaming in the Popular Press&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_14.html"&gt;Part 10: Because they aren't Us: Fear of the Feminine in Gaming Culture&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_20.html"&gt;Part 11: From Chainsaws to Guitars: Gendered Address and Video Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_1076.html"&gt;Part 12: Masculinities in Hardcore Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_300.html"&gt;Part 13: Femininities in Casual Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_9275.html"&gt;Part 14: Rockers and Mafioso: Extratexts&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_3576.html"&gt;Part 15: Representation and Game Design in Rock Band and Mafia Wars&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_21.html"&gt;Part 16: Conclusion&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;In order to understand where video games are going and how this casual shift is affecting the masculine culture of core gamers, it is important to look at where games have been and how categories of gender, race, and sexuality have been discussed in regard to digital games.  Indeed, because of the “maleness” of video games, many scholars have been interested in what attracts women players, a base which has been growing steadily.  Few scholars, however, have analyzed casual games beyond design choices and audience.  Certainly, a litany of scholars have argued that core gaming culture is defined by a hegemonic masculinity that privileges white, straight, aggressive males, but few have sought to interrogate how casual games are affecting this specific masculine culture.&lt;br /&gt;&lt;br /&gt;Many scholars have discussed the “whiteness” of video games.  The first video game to feature a black avatar was Atari Basketball in 1979 (Edwards, 2009).  Since then, black characters occupied mostly stereotypical, token roles in video games, a fact that has not gone unnoticed by academics.  David Leonard (2003) argues that video games offer players a chance to consume the other, in this case meaning non-white characters, by visiting the virtual worlds they inhabit and literally embodying and controlling them as avatars.  Additionally, Leonard (2005) contends that extreme sports games have acted to annihilate people of color, commoditize in-game urban spaces, and sexualize female game characters.  In other words, Leonard believes that, just as other media, video games support the dominant ideologies responsible for systemic and institutional racism.  However, Leonard is solely interested in representation in video games.  My research looks more at a combination of representation, direct address, and the ways players interact with the game to analyze how video games, even some casual games such as Rock Band, hail the player as a masculine subject.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.vintagecomputing.com/wp-content/images/black_vg/bb_ss_large.png"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 306px; height: 218px;" src="http://www.vintagecomputing.com/wp-content/images/black_vg/bb_ss_large.png" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Other researchers have shared Leonard’s interest in the ways video games disproportionally represent gender and race.  When textually analyzing representations in the survival horror game series, Silent Hill, Ewan Kirkland (2005) argues that the games privilege whiteness and the masculine over non-white and feminine identities.  Unfortunately, Kirkland focuses only on representation in the Silent Hill games and fails to see how the underlying technological systems influence the representation of the game; he sees the fog in Silent Hill wrongly as a way of perpetuating white domination, but fails to realize the fog is actually a result of the technical limitations of the first PlayStation console. Additionally, James D. Ivory (2006) utilizes content analysis of video game reviews to determine that men are disproportionately represented in video games compared to women.  Again, though, these types of studies are more invested in the representation of race and gender than in how these games hail the player as a specifically masculine subject.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://fotos.trucoteca.com/fotos/368/silent-hill-1.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 322px; height: 241px;" src="http://fotos.trucoteca.com/fotos/368/silent-hill-1.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Beyond representation, Gonzalo Frasca (2003) outlines several other ways games/simulations can convey ideology, all of which surround the presence, manipulation or change in game rules and structures.  Frasca wants us to understand video games as simulation, and he also graciously, unlike Aarseth (2004), admits that video games can exist both as narratives and as simulations, not either/or.  In other words, Frasca allows for a bridging of both the representational and structural study of video games.  Therefore, I suggest both a representational and a structural analysis should be undertaken to better understand the complicated gendered address in the casual games in this project.  For instance, Mia Consalvo (2003) does this somewhat successfully in her paper, “Hot Dates and Fairy-Tale Romances,” where she looks at sexuality in both representation and gameplay in Final Fantasy IX and The Sims.  Moreover, there are some studies that begin to bridge the gap between analyses of representation and the gendered and racial address of video games and gaming-related texts.&lt;br /&gt;&lt;br /&gt;Anna Everett (2005) interrogates the problematic representation of race in video games but extends her argument to suggest that the issues with identity politics, racist ideologies, and hegemonies in video games can be equally leveled against the culture that produces and consumes them.  Everett’s most noteworthy contribution is her argument that suggests her “informal surveys of video game cover art and game descriptions, print and online game reviews, manufacturer strategy guides, and popular media coverage of expert gamers uncover not only an essential and privileged male gaming subject, but one who is ‘universalized’ under the sign of whiteness” (p. 312).  Everett shows that across multiple core video game texts, the same white, masculine subject is addressed.  My project is also interested in the address of video games.  However, I expand on this research by looking at if and how this address has changed in response to the popularity of the feminized casual game.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://mitpress.mit.edu/images/products/books/9780262032582-f30.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 179px; height: 206px;" src="http://mitpress.mit.edu/images/products/books/9780262032582-f30.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;The above scholars are part of a tradition of discussing video games in terms of gender, a tradition that burgeoned with Cassell and Jenkins’ (1999) monumental work, From Barbie to Mortal Kombat: Gender and Computer Games.  This book raises a number of important issues that deal with the place of gender in video games.  It explores gender stereotyping in games, the dearth of games made with girls in mind, the gameplay girls prefer, and the disproportionate number of men versus women in the games industry.  Nine years later, Kafai et al. (2008) released Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming in an attempt to continue where Cassell and Jenkins left off and speak to the changes in video game production and consumption.  They begin their collection of essays by arguing that while more girls than ever play games, the industry and culture remain fixated on a masculine audience.  While many scholars no longer believe gender is an important issue to explore in games, mostly because 40% of gamers are now women, Kafai et al. contend that the same issues that plagued video games ten years ago continue today, regardless of the increased female playerbase.  In addition to revisiting issues surrounding women and games, this book’s essays emphasize not the “boyness” of video games, as From Barbie to Mortal Kombat does, but also the masculinity that permeates the industry and culture surrounding video games.  Both of these books have an interest in the group that might be called girl gamers.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_dC7dhbYHDCE/SdxG0U56TbI/AAAAAAAAISw/qPPQTcwhP7s/s320/frpic.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 189px; height: 241px;" src="http://2.bp.blogspot.com/_dC7dhbYHDCE/SdxG0U56TbI/AAAAAAAAISw/qPPQTcwhP7s/s320/frpic.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Indeed, a lot of research has been and continues to be interested in why more girls do not play games despite recent survey data that suggests women make up 40% of the gaming population (ESA).  As many of the above scholars have argued, this is probably due in large part to the positioning of video games as masculine by popular and gaming cultures alike, as well as within the gaming industry.  Though dated and concerned with just adolescent girls rather than females of all ages, Kaveri Subrahmanyam and Patricia M. Greenfield’s (1998) article in From Barbie to Mortal Kombat argues that girls enjoy games with more storytelling and problem solving whereas boys enjoy more action-oriented experiences.  Other studies have also focused on the experience of gameplay for females and how it might differ from the male experience (Schott &amp;amp; Horrel, 2000; Hayes, 2005).  All of this scholarship concerns itself with why girls or women do not play more games, usually emphasizing the design of games as a major issue.  I do not necessarily agree with the design argument these authors present, but my aim is not to present a counterargument; I mention these scholars to show that academics have been interested in female gamers.&lt;br /&gt;&lt;br /&gt;While this body of work does express an interest in the broadening of the video game market, it focuses only on women and not non-gamer males, the elderly, or non-traditional gamers, and it does not explore what this broadening of the market might mean for the industry and the masculine core gaming culture that has formed around the hobby of digital games.  For example, mimetic games offered by the Wii and simple downloadable games on the computer are different experiences than the traditional core video games consisting of three dimensional worlds, complicated controls, and shooting and/or fighting mechanics - the shift away from these core gamer expectations in the industry toward more family-friendly or casual experiences has caused more than a few ruffled feathers in the core gaming community.  This thesis contains nods to “girl gamer” scholars, but it is concerned more with how casual games, aligned with the imaginary girl gamer, are feminized by the masculine core gamer, the games industry, and the culture at large.&lt;br /&gt;&lt;br /&gt;In addition to representation in games and girl gamers, scholars have also explored the relationship between gender and the video games industry.  In the book Understanding Digital Games, Bryce et al. (2006) note that the gaming industry and surrounding culture privilege the masculine, but the authors are hopeful that due to an expanding and shifting player base this condition is slowly changing.  However, they mention this change without considering the masculine core gaming culture this gendered shift might threaten.  This is especially salient because many game studies scholars, like Bryce et al., find masculinity continually championed in video game texts, including advertising and marketing (Dovey and Kennedy, 2006).  Additionally, official game websites have been found to feature males more than females, to sexualize females they do feature, and to under represent minority groups, such as Hispanics (Robinson et al., 2008).  This scholarship suggests that typical video game advertisements in gaming magazines and official game websites position the female and the feminine as other through sexualization and marginalization or ignore the presence of both entirely.  Other studies of video game advertisements, using content analysis rather than textual analysis, have agreed (Scharrer, 2004).  Unfortunately, much of this research has been focused on the marketing side of the industry and not on discourses of gender circulating within the industry itself.  Using the rise in casual game development as a historical period of interest, I examine some of the discussions surrounding gender and casual games within the games industry to analyze how game creators view this change in focus from core to casual.  In addition, I link the feminization of casual games in popular and industry discourses to the misogynistic positioning of casual games within hardcore gaming culture.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.cric.ac.uk/cric/images/book15.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 204px; height: 254px;" src="http://www.cric.ac.uk/cric/images/book15.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Approaching the games industry from a broader perspective, Fron et al. (2007) explore the ways technological, cultural, and commercial forces have influenced the evolution of the games industry, and how these forces have marginalized women and non-white players and catered to the masculinity of gaming culture.   Furthermore, Fron et al. argue that video games exclude certain demographics and if game creators want to expand the market, they need to change from an exclusionary masculine focus to an inclusionary gender-neutral focus.  Like Bryce et al., however, Fron et al. call for a change in development standards without considering the core gamer backlash such a shift will engender.  Indeed, over the last ten years, the period Jesper Juul calls the “casual revolution,” developers have been releasing more and more simple, “gender-neutral” games, which are often culturally feminized, but no scholarship has looked at how this trend is viewed by the core gaming culture used to “traditional games,” let alone how this trend can be seen as gendered in and of itself.  As these studies indicate, scholars have explored gender in the gaming industry, but they have largely focused on arguing, time and again, how masculinized that industry has become.  Taking the masculinity of gaming culture as a starting point, this thesis is interested in the impact on this gendered culture by the increased development and play of feminized casual video games, games with different aesthetics, different designs, different mechanics, and different goals.&lt;br /&gt;&lt;br /&gt;Along with studies on games as text and the gaming industry, a number of scholars have looked at the experience of gaming and how gender augments that experience.  In an ethnographic study of adult game players, Helen Thornham (2008) argues that video games are socially and culturally gendered male and that there is a hegemonic system of inclusion (men) and exclusion (women) in place.  According to Thornham’s observations, playing video games is considered to be part of the masculine gender role.  Consequently, women are often reluctant to divulge an interest or competency in certain games even when they possess them.  Moreover, in another study using the same ethnographic data, Thornham (2009) explores the ways male gamers rationalize and normalize gaming habits that have long been associated with children.  Thornham contends games “are claimed by adult [male] gamers as serious, rational and logical pastimes” (p. 142).  This is probably because of the stigma that video games are for children, although this bias should be obsolete, considering the average age of a game player is supposedly 35 now (ESA).  While Thornham’s study suggests an anxiety surrounding men’s consumption of video games, it also points to the ways games have become part of the masculine experience and have worked their way into the realm of “serious” masculinity, where cars, firearms, and sports more typically reside.  I am interested in how this “serious masculinity” views the rise in more feminized, casual games, and how these views reveal an unease or uncertainty in the masculine position of gaming culture.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.parentbooks.ca/images/tn_die%20tryin.JPG"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 119px; height: 170px;" src="http://www.parentbooks.ca/images/tn_die%20tryin.JPG" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Other studies argue that rather than being fully integrated into male adulthood, video games offer a childish escape for men from the anxieties of maturity.  Derek A. Burrill’s (2008) Die Tryin': Video games, Masculinity, Culture deals with how masculinity is (re)produced in, and produces, the digital imaginary, a concept that involves the perceptions of, and connections between, gender, technology, culture, and power.  Most importantly, Burrill conceives of masculinity in the digital imaginary as a perpetual boyhood, a place free of traditional adult male anxieties of powerlessness in the professional and domestic spheres.  Burrill is part of a large number of writers who have pigeonholed video games into the easily accessible category of pure escapism, even if he does complicate the reasons behind that escape.  Thus, I suggest Burrill falls victim to the popular, but increasingly dated, belief that digital games are intimately connected to childhood.  This is not an argument I support, but I do share Burrill’s interest in the intersection between gender, technology, and culture, and my project in many ways situates itself within these three discourses.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://downloadsource.net/img/a6d58f4d3ceb1cf94d4f2eb5cdedb665.jpg.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 330px; height: 246px;" src="http://downloadsource.net/img/a6d58f4d3ceb1cf94d4f2eb5cdedb665.jpg.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Outside of the escape games may or may not offer, other scholars focus on the aggressive experience of playing some of the more violent, competitive video games.  Avery Alix (2006) carefully dissects and analyzes the discursive communication between players in the competitive online first-person shooter Counter-Strike as they attempt to assert masculinity in a virtual space.  Alix contends that player conversations, largely infused with misogynistic, homophobic, and racist language, are constructed to support heteronormative, (white) masculine standards.  In this respect, his findings mimic those of the majority of scholars interested in gender and video games.  Moreover, what Alix and the other studies have in common is a focus on players rather than the design or content of the games.  However, none of these studies dealing with players seem particularly interested in the culture of the core gamer and what this culture has to say outside of specific games.  Granted, Thornham does ask her participants about the games they prefer, but none of them identify with the core gaming culture.  Indeed, these studies seem much more interested in the individual experience.  This thesis contributes to the scholarship on player experiences by focusing on the core gaming culture, a culture composed of passionate fans with opinions about what makes a “good” game, what makes a “bad” game, what a game should be, and how casual games are potentially changing the industry and the activity they love.&lt;br /&gt;&lt;br /&gt;Henry Jenkins’ (1992a) work in Textual Poachers legitimized fan communities and challenged the notion that fans are passive consumers of media without social ties or interpretive skills.  In Fans, Bloggers, and Gamers Jenkins (2006) continues this trend and expands his idea of participatory cultures to include bloggers and more significantly, gamers, who had been left out of discussions of fan communities for years.  Around this time, other scholars began to examine gamers as legitimate fan cultures, as well (Taylor, 2008).  Jenkins (1992b) suggests, “media fans are consumers who also produce, readers who also write, spectators who also participate” (p. 208).  Core gamers are actively involved in the production of a number of popular discourses around gaming.  They write FAQs.  They share gossip, inside news, complaints, and strategies.  They build websites honoring their favorite games.  They create mods or entirely new games in their spare time.  They mobilize and congregate online in a number of locations and build discourse communities.  Of course, it is important to realize that “hardcore gamer” or “core gamer” are loaded terms and cannot easily encapsulate the diversity of opinions, preferences, and attitudes of people who might identify as hardcore or core gamers.&lt;br /&gt;&lt;br /&gt;Therefore, it might be useful to identify the term hardcore gamer identity as existing along more of a continuum than in a fixed position.  Nicholas Abercrombie and Brian Longhurst (1998) create a useful continuum for understanding the various levels of engagement between people and mediated activities in their book Audiences.  This continuum ranges from consumer to enthusiast to petty producer, a fan that creates original texts.  An example of a petty producer in core gaming culture would be someone who regularly creates mods or small, independent games as part of their fandom.  Using this model, I would locate the hardcore gamer as hovering between the enthusiast and the petty producer.  However, the actual percentage of core gamers who create mods or design their own games is most likely very small.  Likewise, Janet Wasko (2001) offers another consumption continuum in her analysis of Disney’s audience.  For her, the continuum looks like this: fanatics - fans - consumers - cynics - uninterested resisters - straight up antagonists.  What is noteworthy about Wasko’s scale is her inclusion of antifans or antagonists, those people who are invested in the active hatred of the brand or product, a group Jonathon Gray (2005) has spent some time discussing. This thesis treats the core gamer as a position of fluidity that includes game enthusiasts, creators of video game paratexts, passionate fans, game creators, and those who like some genres while actively disparaging others.  Therefore, I suggest that a core gamer can be both a fan and an antifan depending on the game franchise or genre in question.  Owing to this, I examine the discourse of core gamers surrounding casual games and how it acts not only to perpetuate the feminization of casual games but to position core gamers as misogynistic antifans of casual games.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://images01.olx.ca/ui/5/90/40/1272576590_1219040_1-Pictures-of--514-844-2580-PS3-XBOX-360-Wii-XBOX-PS2-PSP-DS-GC-REPAIRSSALES-1272576590.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 288px; height: 216px;" src="http://images01.olx.ca/ui/5/90/40/1272576590_1219040_1-Pictures-of--514-844-2580-PS3-XBOX-360-Wii-XBOX-PS2-PSP-DS-GC-REPAIRSSALES-1272576590.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;This adoption of antifandom by the masculine core gaming culture can be seen as a response to the expansion of the games market in recent years to include the domestic family.  Some research on the adoption of video game technology by the family has already been done.  In “Geography of the Digital Hearth,” Bernadette Flynn (2003) traces the migration of the video game from the public space of the arcade to the private space of the domestic living room hearth.    Flynn makes a case that video games, like radio and television before them, are beginning to be the focus of the shared family living space, but she also recognizes that this same technology also acts to displace or attack what has made this domestic space feminine for so long.  Despite finding their way into living rooms across the country, video game consoles have never tried to fit a traditional domestic, feminine aesthetic.  The PlayStation 2 and Xbox consoles, Flynn notes, stand out in living rooms as masculine technologies, especially with their large sizes and black, angular cases.  Of course, Flynn writes before the introduction of Nintendo’s Wii in 2006, a sleek, simple, white rectangular console about the size of three DVDs stacked on top of each other.  Unlike the PlayStation 3 and the Xbox 360 (updates to the consoles Flynn writes about), the Wii fits a feminine aesthetic in that it is small, white, and can almost disappear in the living room setting.  My work builds on Flynn’s research by arguing that the Wii, unlike its competitors, has actively assimilated itself into the domestic space because of its feminized aesthetics and, moreover, because of the feminized casual games that make up the majority of its library.  Consequently, my thesis also explores how core gamers view the Wii and its mimetic games as one of the most dangerous threats to the contemporary, traditional video game.&lt;br /&gt;&lt;br /&gt;Jesper Juul continues to look at the domestication and popularization of video games in A Casual Revolution.  Unlike Flynn, Juul invests a lot of time in his book discussing how the Wii has changed the way people play video games.  In addition, Juul delineates what differentiates a casual game from a hardcore game, using a number of design choices as the basis for his criteria.  Juul’s work is intriguing because it shows that scholars are aware of the rise and the importance of casual games.  Unfortunately, Juul misses an opportunity to analyze the gendered nature of casual and hardcore games and gamers.  Also, while Juul mentions that some hardcore gamers feel like they will be left behind if the industry shifts completely toward the creation of casual games, he devotes less than a paragraph to this thought and does not explore the various ways these core gamers are positioning, feminizing, and disparaging the casual games movement.  My project will build on Juul’s research on casual games by adding this gendered element and by exploring the way casual games are affecting the masculine culture of games rather than the way they are affecting the design of the games themselves.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://ecx.images-amazon.com/images/I/41%2BTYW6vCAL._SL500_AA300_.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 300px; height: 300px;" src="http://ecx.images-amazon.com/images/I/41%2BTYW6vCAL._SL500_AA300_.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Being a medium which grew rapidly in popularity in the 1980s and 1990s, video games have existed within what some call a post-feminist culture for the latter half of their lifespan.  In “Post-Feminism and Popular Culture,” Angela McRobbie (2007) argues that contemporary culture produces a post-feminist mindset that announces the victory of feminism while marginalizing its current efforts and surreptitiously undoing all the advances in gender and sexual equality it helped achieve.  As a cultural phenomenon, post-feminism seeks to silence current feminist critiques, shunning them as the antiquated rumblings of a misandristic cult group.  It is a cultural voice that empowers women with choice: the choice to work or stay at home; the choice to change their identity through fashion, makeovers, and plastic surgery; the choice to take control of their sexuality.  In all of these choices, though, capitalism and consumerism are driving forces, as are fetishisms with youth, whiteness, affluence, and attractiveness.  In other words, post-feminism celebrates the freedoms women gained through the feminist movement while re-sexualizing women under the guise of choice and lifestyle and perpetuating an ideal femininity consisting of white, middle-class, sexually available women.  I adopt McRobbie’s understanding of a post-feminist culture and use it to critique some of the ways casual games are feminized.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_PC1QjzF2Cp8/TCkrR7iZg5I/AAAAAAAAAbk/UV-D2eXrU7M/s320/man_show.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 255px; height: 255px;" src="http://4.bp.blogspot.com/_PC1QjzF2Cp8/TCkrR7iZg5I/AAAAAAAAAbk/UV-D2eXrU7M/s320/man_show.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Concurrent with a post-feminist culture is the phenomenon of feminist backlash by an imagined disenfranchised masculine populace.  Part of my project will look at the core gamer backlash to the rise of casual games in popular culture.  I view this backlash as analogous to other masculine backlashes that have appeared in popular culture in the last 30 years because of the successes of feminism. In “The Subtleties of Blatant Sexism,” Ann Johnson (2007) argues that The Man Show, a masculine comedy program that gains laughs through largely sexist humor, utilizes protest rhetoric and “depicts women as the dominant group in society and addresses viewers as potential agitators in a struggle against women’s dominance” (p. 167).  Johnson argues that even while patriarchy continues to operate relatively unopposed in society, The Man Show creates a reality where men are relegated to subordinate positions in both the public and private spheres, always at the mercy of dominant women in their lives.  A similar angle is taken by Susan J. Douglas (2002) in, “Letting the Boys be Boys: Talk Radio, Male Hysteria, and Political Discourse in the 1980s,” where she argues that white, male shock jocks employ minority protest arguments, often in strong, emotional ways, when defending what they feel are attacks from all sides on the societal position of the white, straight, male.  Johnson and Douglas are both concerned with the ways the dominant social group – in this case, masculine, white, straight men – rhetorically place themselves in a subordinated position in order to gain sympathy for their perceived lost status in society.  This thesis continues these arguments; the masculine culture of core gamers employs similar tactics when talking about feminized, casual games.  They see casual games as subverting the “traditional” games they are used to and replacing their complex, narrative, and graphically robust games with “silly” mini game collections, Wii “waggle fests,” or simple, computer puzzle games.  Core gamers view themselves as the subjugated minority voice despite the fact that “traditional,” masculinized games are still being developed and marketed to the same degree as they have ever been.&lt;br /&gt;&lt;br /&gt;Up to this point, gaming scholarship has engaged with games on a representational, structural, demographic, or production level.  Few scholars exploring gender and video games have gone beyond calling video games a masculine medium or engaging in questions of why females do or do not play games.  More recently, scholars have taken an interest in the production of games and specifically in the lack of females in the video game industry.  Ultimately, I contend it does not matter what the sex is of the player or the producer.  What matters is the gendering that occurs at the level of discourse.  Little scholarship appears to investigate the specific masculinity of video game culture or how the popularization of the feminized casual games genre has impacted this masculine culture.  Moreover, little scholarship has used discourse analysis to explore the myriad ways these technologies and games are gendered in commercial and gaming culture or how the cultural and gendered hierarchy of masculine and feminine has been recreated in the medium of videogames along largely arbitrary lines.  Ultimately, these are the contributions of this thesis.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-2169862095892137533?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/2169862095892137533/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=2169862095892137533' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/2169862095892137533'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/2169862095892137533'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_8774.html' title='Casual Threats: Gender and Video Game Culture: Part 3'/><author><name>John Vanderhoef</name><uri>http://www.blogger.com/profile/16140474128680887687</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_dC7dhbYHDCE/SdxG0U56TbI/AAAAAAAAISw/qPPQTcwhP7s/s72-c/frpic.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-4339425497383622219</id><published>2010-08-24T09:51:00.000-07:00</published><updated>2010-09-21T10:36:58.500-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game studies'/><category scheme='http://www.blogger.com/atom/ns#' term='core games'/><category scheme='http://www.blogger.com/atom/ns#' term='wii'/><category scheme='http://www.blogger.com/atom/ns#' term='juul'/><category scheme='http://www.blogger.com/atom/ns#' term='hardcore'/><category scheme='http://www.blogger.com/atom/ns#' term='casual revolution'/><category scheme='http://www.blogger.com/atom/ns#' term='casual games'/><title type='text'>Casual Threats: Gender and Video Game Culture: Part 2</title><content type='html'>This is one part of a much larger argument. I will ultimately be posting the entirety of my Master's thesis and will hopefully have all the parts interlinked by the end of it. You can see the full list of parts below:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_24.html"&gt;Part 1: Abstract&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game.html"&gt;Part 2: Project Description&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_8774.html"&gt;Part 3: Review of Literature&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_1883.html"&gt;Part 4: Methods&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_5715.html"&gt;Part 5: Chapter Breakdown&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game.html"&gt;Part 6: Feminizing the Casual: The Mom Test&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_01.html"&gt;Part 7: Feminized Design: Gender and Technology&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_1493.html"&gt;Part 8: "Sometimes I Play for Me": Advertising Casual Game Devices&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_9082.html"&gt;Part 9: That Means You, Soccer Mom: Casual Gaming in the Popular Press&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_14.html"&gt;Part 10: Because they aren't Us: Fear of the Feminine in Gaming Culture&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_20.html"&gt;Part 11: From Chainsaws to Guitars: Gendered Address and Video Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_1076.html"&gt;Part 12: Masculinities in Hardcore Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_300.html"&gt;Part 13: Femininities in Casual Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_9275.html"&gt;Part 14: Rockers and Mafioso: Extratexts&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_3576.html"&gt;Part 15: Representation and Game Design in Rock Band and Mafia Wars&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_21.html"&gt;Part 16: Conclusion&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;It’s a Thanksgiving afternoon.  A family gathers around the television: parents, grandparents, and children.  Oddly, they are not there to watch football.  Instead, they play Nintendo’s Wii Sports, a popular pack-in with the Wii video game console, mimicking the motions of actual tennis players, baseball stars, and bowlers.  This is not just the young boys playing.  Their sisters play.  Dad has a go.  Mom and Grandma even take a turn.  In fact, they fight over who gets to play first.  There is friendly banter.  Along with their wild, exaggerated gestures, laughter fills the living room.  The entire family has gathered around a video game console, and each finds something fun in the experience.  Later they might assemble again to enjoy Wii Fit Plus , Just Dance , or the music games Guitar Hero and Rock Band.  Mom will discover Bejeweled and play it secretly on the office computer or at home at the end of the day to unwind.  Her daughter will play FarmVille  on Facebook for hours, along with 80 million other people.    All of them will boot up Peggle on their iPhones when they have a few extra minutes at the doctor’s or dentist’s office.  These are all examples of casual video games.  Sure, the father who grew up on video games and his son who has played them since he was four still enjoy the newest Call of Duty or Halo , but now they have to share screen time with their wives, their mothers, their sisters, and their grandparents.  The audience for video games is changing.  To quote Jesper Juul (2010), there has been a “casual revolution.”&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.superhighresolution.net/wpress/wp-content/uploads/Wii-Advertising.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 402px; height: 267px;" src="http://www.superhighresolution.net/wpress/wp-content/uploads/Wii-Advertising.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Although debated, many contend that video games were first invented in 1962 with Spacewar!, a primitive design featuring two geometrically simple spaceships dueling around a gravity well in the center of the screen.  Essentially, Spacewar! was a science fiction version of a modern fighter jet dogfight where each “space ship” attempted to fire upon the other until only one remained.  Since these early days, popular culture has repeatedly designated video games as a male pastime, a social construction perpetuated through various cultural texts, ranging from media coverage to advertisements, from public discourse to films.  When first introduced, video games such as Pong and Pacman were popular with both sexes, but the subsequent decline of the video game market in the early 1980s forced the gaming industry to cater to its core male audience; as a result, video games were positioned in the industry and in the popular imagination as a masculine technology inhabiting a masculine cultural sphere.  This positioning led to the format of traditional video games, also known as hardcore or core games, marked by an attention to graphical fidelity, complex controls that require a certain gaming literacy to grasp immediately, attempts at narrative, and a significant length of time needed to complete the game (Juul).  Contemporary examples of hardcore games might include Activision’s Call of Duty, Epic’s Gears of War, and Rockstar’s Grand Theft Auto franchises.&lt;br /&gt;&lt;br /&gt;However, recently video games have seen a shift away from this exclusive association with masculinity both within the gaming industry and more broadly within the popular imagination.  In the last ten years the female player base for video games has grown to what some contend is nearly half the gaming population (ESA, 2010).  This is largely due to the rise in what are called “casual games.”  In A Casual Revolution, Jesper Juul starts to explore casual games, choosing to focus on design, the casual audience, and the increased attention both are receiving from the gaming industry and from popular culture.  In his analysis of casual game design, Juul outlines a number of common characteristics casual games seem to share.  In contrast to hardcore games, Juul suggests that casual games feature simple, cartoon-like graphics, intuitive controls, and a lack of complex narratives.  They can be enjoyed for short periods of time, and they reward players for successes rather than punishing them for failures (Juul).  Examples Juul points to include Popcap’s Bejeweled and Peggle games, Gamelab’s Diner Dash, and Harmonix’s Rock Band franchise.  Juul compiles these common qualities from a number of game developer attempts at defining casual games.&lt;br /&gt;&lt;br /&gt;The casual games panels from the 2007 Game Developers Conference included multiple efforts at nailing down exactly what demarcates a casual game; many developers employed lists like the one Juul produces (GDC, 2007).  Across a number of developer talks, this list of traits included: 1) intuitive interfaces that do not require tutorials, 2) reward over punishment, 3) the ability to play for short amounts of time, 4) high replay-ability, 5) quick loading and starting, 6) mostly non-violent themes, and 7) a low price point (GDC).  Indeed, it is not easy to define a casual game with several different game categories falling under the definitional umbrella. These categories include but are not limited to time management games, hidden object games, mimetic games, and puzzle games.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://t2.gstatic.com/images?q=tbn:Z5lKabZx4dl7WM:http://i43.tinypic.com/tao2z8.jpg&amp;amp;t=1"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 183px; height: 275px;" src="http://t2.gstatic.com/images?q=tbn:Z5lKabZx4dl7WM:http://i43.tinypic.com/tao2z8.jpg&amp;amp;t=1" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Owing to the problematic nature of the term, a true definition for “casual” is difficult to secure.  Instead, in this thesis I assert that a casual game is defined not only by its design, as Juul suggests, but by its relationship to the discursively produced hardcore video game, a relationship that is constructed largely in gendered terms.  My research explores the impact of casual games on the gendered position of video games in popular discourse, the video game industry, and the fan culture of video games.  I refer to this fan culture as the hardcore or core gaming culture, those enthusiasts that consider video games as part of their identities and have a lot invested in the medium.  Core gaming culture views the rise in casual games as a potential threat to the traditional games and gaming franchises they love.  I argue that the struggle between traditional and casual games is being played out along gendered lines, with traditional games being seen as masculinized and authentic while casual games are constructed as femininized and artificial.  Popular culture problematically contributes to this gendered construction of casual games and the recreation of a gendered hierarchy in video games, while hardcore gaming culture has responded to the feminized casual games category in even more misogynistic and sexist ways.  Indeed, the contemporary core gaming community represents itself as conspicuously non- and anti-feminine and distances itself from the feminized category of casual games.  My thesis both explores this cultural opposition and critiques its inherent limits and exclusions.&lt;br /&gt;&lt;br /&gt;Hardcore gaming culture’s emphasis on distancing itself from any semblance of femininity can be seen as a sign of its own instability and anxiety surrounding its place as a legitimate masculinity.  In other words, hardcore gamers are afraid of being seen as less than true men.  This anxiety surrounds the masculinity of gaming culture likely due to the strong association between computer culture and video games.  Early computer users were gendered in two opposing ways. On one hand, computer technology was equated with the masculine because of the technical knowledge and expertise needed to operate them.  On the other hand, computer users were positioned as emasculated, even feminine men with soft bodies due to too much time spent immobile, glued to computer screens.  The same two gendered positions apply to video game users today.  In some ways this explains the anxiety core gamers have of being perceived as feminine and why this culture insists on the reproduction of hegemonic masculinity through language and cultural knowledge.  As I discuss in this thesis, this masculine anxiety in gaming culture may explain the overwhelmingly negative reaction to the feminized casual video game.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://360gamercast.com/wp/wp-content/uploads/2009/11/hardcore-gamer1.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 420px; height: 367px;" src="http://360gamercast.com/wp/wp-content/uploads/2009/11/hardcore-gamer1.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;This analysis focuses on the discussions surrounding gender and video games across popular, industry and core gamer discourses.  By looking at news articles, websites, blogs, and interviews, I argue that even as popular and industry discourses recognize the rise in casual games and the expanded, diverse audience that plays them, they also contribute to the feminization of these games and the creation of a cultural hierarchy in gaming.  This broader discourse enables core gaming culture to feminize, marginalize, delegitimize, and disparage the games, players, and experiences marked as casual. Additionally, this thesis attempts to trouble the discursive binary between core and casual games by examining the gendered address and gendered tension in games across both categories to show how the games perpetuate the same gendering practices as popular, industry, and core gamer discourses.  The gendered tension in some casual titles suggests that the masculinity of core gaming culture persists even in the feminized space of casual games and again points to the efforts of that culture to maintain masculine dominance in the medium.  As a technology, video games are a social construction; games obtain meaning or are gendered through two primary ways.  A certain amount of gendering is built in to the design of the hardware and software even though these aesthetics are themselves social constructions.   Yet games also get gendered through their use and through discourse.  In this thesis I examine both of these levels.  Fitting games into narrow gender categories limits our understanding of the complexity of games, the player experience, and gender.  By combining evidence from these discursive sites, I reveal how gender struggles are playing out in and around the medium of video games at a time when the position of games are changing and new types of gaming experiences are being offered.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-4339425497383622219?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/4339425497383622219/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=4339425497383622219' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/4339425497383622219'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/4339425497383622219'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game.html' title='Casual Threats: Gender and Video Game Culture: Part 2'/><author><name>John Vanderhoef</name><uri>http://www.blogger.com/profile/16140474128680887687</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-8352880501465230820</id><published>2010-08-24T09:43:00.000-07:00</published><updated>2010-09-21T10:37:20.590-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='video game studies'/><category scheme='http://www.blogger.com/atom/ns#' term='games and culture'/><category scheme='http://www.blogger.com/atom/ns#' term='gender and video games'/><category scheme='http://www.blogger.com/atom/ns#' term='hardcore games'/><category scheme='http://www.blogger.com/atom/ns#' term='core gamer'/><category scheme='http://www.blogger.com/atom/ns#' term='casual games'/><title type='text'>Casual Threats: Gender and Video Game Culture: Part 1</title><content type='html'>This is one part of a much larger argument. I will ultimately be posting the entirety of my Master's thesis and will hopefully have all the parts interlinked by the end of it. You can see the full list of parts below:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_24.html"&gt;Part 1: Abstract&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game.html"&gt;Part 2: Project Description&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_8774.html"&gt;Part 3: Review of Literature&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_1883.html"&gt;Part 4: Methods&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_5715.html"&gt;Part 5: Chapter Breakdown&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game.html"&gt;Part 6: Feminizing the Casual: The Mom Test&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_01.html"&gt;Part 7: Feminized Design: Gender and Technology&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_1493.html"&gt;Part 8: "Sometimes I Play for Me": Advertising Casual Game Devices&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_9082.html"&gt;Part 9: That Means You, Soccer Mom: Casual Gaming in the Popular Press&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_14.html"&gt;Part 10: Because they aren't Us: Fear of the Feminine in Gaming Culture&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_20.html"&gt;Part 11: From Chainsaws to Guitars: Gendered Address and Video Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_1076.html"&gt;Part 12: Masculinities in Hardcore Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_300.html"&gt;Part 13: Femininities in Casual Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_9275.html"&gt;Part 14: Rockers and Mafioso: Extratexts&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_3576.html"&gt;Part 15: Representation and Game Design in Rock Band and Mafia Wars&lt;/a&gt;&lt;br /&gt;&lt;a href="http://pressstarttodrink.blogspot.com/2010/09/casual-threats-gender-and-video-game_21.html"&gt;Part 16: Conclusion&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Video game culture is a masculinized culture and the hardcore video game is the product of this culture.  The introduction of the feminized casual games category circa the year 2000 acted to disrupt the masculinity of video game culture. &lt;br /&gt;&lt;br /&gt;The purpose of this study is to investigate the gendered implications of casual games on hardcore gaming culture.  Another aim is to identify the ways that the gendering of technology and entertainment works to either raise or diminish cultural status.  Finally, this thesis also seeks to argue that the hegemonic masculinity of video game culture is a dominating force that resists the introduction of femininity in the video game space. &lt;br /&gt;&lt;br /&gt;Using discourse analysis, I examine advertisements and news articles in popular culture, conference discussions and marketing in the video game industry, and gamers’ comments on hardcore video game blogs.  Additionally, I analyze the discourses surrounding contemporary video games across the casual and hardcore spectrum, including game reviews, commercials, and the games themselves. &lt;br /&gt;&lt;br /&gt;I argue that the commercial, industrial, and mainstream discourses on casual games enable the more overtly sexist treatment of casual games by hardcore video game culture.  Moreover, my examination of the casual games Rock Band and Mafia Wars indicates that the dual gendered address in some casual games creates a site of gendered tension that suggests the persistence of hardcore gaming culture in perpetuating a masculinized view of video games, even in the discursively feminized casual games space.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://cdn.themis-media.com/media/global/images/articles/article/7622/Kaiser_i256-pull1.png"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 240px; height: 161px;" src="http://cdn.themis-media.com/media/global/images/articles/article/7622/Kaiser_i256-pull1.png" alt="" border="0" /&gt;&lt;/a&gt; &lt;br /&gt;When casual games are denigrated as feminine, and therefore “trivial,” and traditional video games are celebrated for their seriousness and authenticity, a power hierarchy is created that places the masculine in the superior position and the feminine in the inferior position.  The result is the reproduction and perpetuation of gender inequalities in the medium of video games.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-8352880501465230820?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/8352880501465230820/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=8352880501465230820' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/8352880501465230820'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/8352880501465230820'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2010/08/casual-threats-gender-and-video-game_24.html' title='Casual Threats: Gender and Video Game Culture: Part 1'/><author><name>John Vanderhoef</name><uri>http://www.blogger.com/profile/16140474128680887687</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-2189650996280360967</id><published>2010-08-23T07:29:00.000-07:00</published><updated>2010-08-23T08:03:27.747-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='XBL indie games'/><category scheme='http://www.blogger.com/atom/ns#' term='Decay part 2'/><category scheme='http://www.blogger.com/atom/ns#' term='decay doll'/><category scheme='http://www.blogger.com/atom/ns#' term='Shining Gate Software'/><category scheme='http://www.blogger.com/atom/ns#' term='Decay part 1'/><category scheme='http://www.blogger.com/atom/ns#' term='indie devs'/><category scheme='http://www.blogger.com/atom/ns#' term='indy games'/><category scheme='http://www.blogger.com/atom/ns#' term='indie games'/><title type='text'>Everybody Should Buy Decay Part 1 &amp; 2</title><content type='html'>The &lt;a href="http://www.xbox.com/en-US/games/community/default.htm"&gt;Xbox Live Indie Games marketplace&lt;/a&gt; has been around for a while now and I haven't seen much come out of it that holds any interest to me.  Just a lot of basic activities that use the Avatar and incredibly cheap attempts at getting 80 msp ($1) from you.  Of course, there have been a few notable exceptions.  The dual-stick shooter &lt;a href="http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d802585502a6/"&gt;I MAED A GAM3 W1TH Z0MB1ES 1N IT!!!1&lt;/a&gt; has sold incredibly well.  I picked it up myself.  No, it doesn't offer complexity or even provide evidence that it took long to dream up and develop, but it has character, an excellent theme song, and also provides a tongue-in-cheek critique of gaming culture's obsession with zombies.  Another game I haven't played but gets a lot of praise is &lt;a href="http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d802585504bd/"&gt;Breath of Death vii&lt;/a&gt;, an old-school RPG parody.&lt;br /&gt;&lt;br /&gt;But there is one game that I discovered on my own that needs to get more attention from the gaming community.  That game (or games, as it were)is the &lt;a href="http://www.xblaratings.com/component/content/article/54-action-a-adventure/2295-decay-part-1"&gt;Decay&lt;/a&gt; series from &lt;a href="http://www.shining-gate.se/100418/"&gt;Shining Gate Software&lt;/a&gt;, an indie developer out of Sweden.&lt;br /&gt;&lt;br /&gt;&lt;object width="480" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/VDvyJPCWBEM?fs=1&amp;amp;hl=en_US"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/VDvyJPCWBEM?fs=1&amp;amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;In Decay the player wakes up hanging from a noose in a bathroom, miraculously cognizant after an apparent suicide attempt.  Using classic static-screen, point-and-click mechanics, you navigate the lonely apartment, eventually working your way out into an equally morbid and isolating apartment complex.  The atmosphere conjures memories of the Silent Hill franchise while the gameplay smacks of Myst and SCUMM adventure games.&lt;br /&gt;&lt;br /&gt;Picking up a photograph, the player can choose to manipulate it in 3D and discover a hidden message scrawled on the back.  This might reveal a vital clue or a number essential in solving a nearby puzzle.  While the locations available to the player are few, they are all haunted by an eerie presence, a dread that keeps you on the edge of your seat while playing.  This anxiety or fear is a strange feeling considering the lack of animations and general low fidelity of the visuals, but it proves the developers at Shining Gate have a knack for horror in games and begs the question of what they could accomplish if properly funded by a publisher.&lt;br /&gt;&lt;br /&gt;&lt;object width="480" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/RbyTicIURHc?fs=1&amp;amp;hl=en_US"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/RbyTicIURHc?fs=1&amp;amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;Right now the first two parts of Decay are available on the XBL Indie Games marketplace.  Decay Part 1 and Part 2 are 340 msp ($3) each.  This shouldn't be a case of how long the games are or whether they are collectively worth the $6 for the experience so far; instead, this is about supporting an indie dev who has created something compelling, artistic, and atmospheric with little to no budget.  This is about supporting the art of indie gaming.&lt;br /&gt;&lt;br /&gt;With so much shovelware appearing on the indie marketplace, the gaming community should support efforts like the Decay games and reward devs like Shining Gate Software for using the venue appropriately, not just to make a quick buck.  &lt;br /&gt;&lt;br /&gt;Follow them on twitter &lt;a href="http://twitter.com/DecayGame"&gt;here&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-2189650996280360967?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/2189650996280360967/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=2189650996280360967' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/2189650996280360967'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/2189650996280360967'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2010/08/everybody-should-buy-decay-part-1-2.html' title='Everybody Should Buy Decay Part 1 &amp; 2'/><author><name>John Vanderhoef</name><uri>http://www.blogger.com/profile/16140474128680887687</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-4101211395934200671</id><published>2010-08-04T22:10:00.000-07:00</published><updated>2010-08-04T22:13:48.528-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hardest games'/><category scheme='http://www.blogger.com/atom/ns#' term='difficult games'/><category scheme='http://www.blogger.com/atom/ns#' term='demon&apos;s souls'/><category scheme='http://www.blogger.com/atom/ns#' term='ps3 rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='best ps3 games'/><title type='text'>Sadomasochism and Gaming (Demon's Souls)</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://t3.gstatic.com/images?q=tbn:ANd9GcQTTROKgadGBepXP6y1J1Vt_fXEC8uS665VZg4V7PGgB28aSfI&amp;t=1&amp;usg=__hg-BnQ8WLp96IqyLZfq0WHZUGgc="&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 299px; height: 168px;" src="http://t3.gstatic.com/images?q=tbn:ANd9GcQTTROKgadGBepXP6y1J1Vt_fXEC8uS665VZg4V7PGgB28aSfI&amp;t=1&amp;usg=__hg-BnQ8WLp96IqyLZfq0WHZUGgc=" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;Demon's Souls.  That's right, I've finally went down that jagged, booby-trapped road.  &lt;br /&gt;&lt;br /&gt;If I had to sum up my experience it would be this: Demon's Souls is the definition of "hardcore" for this console generation.&lt;br /&gt;&lt;br /&gt;The game is punishing, unwieldy, and seems to hate the player with glee, but because of these qualities, it is the most rewarding game I've played in a while.  It's not survival horror, but I feel fear while playing it.  The most rudimentary enemy can kill you.  Even after leveling up, thanks to hard work, determination, and a few "soul farming strategies" gleaned from the Internet, I still die on a regular basis.  &lt;br /&gt;&lt;br /&gt;If you ever find yourself in possession of a PS3 one day and if you want an experience that harkens back to the frustrating difficulty (yet blissful rewards) of a classic NES game, then pick up Demon's Souls and play it.  You won't be disappointed.  &lt;br /&gt;&lt;br /&gt;Crushed maybe, but not disappointed.&lt;br /&gt;&lt;br /&gt;*This is basically the what I wrote to a friend in an email in a rush.  It sounded like a good enough summary of my experience with Demon's Souls so far, so I decided to post it.&lt;br /&gt;&lt;br /&gt;Here is a montage video to give you an idea of how the game plays, and no, the player doesn't die, but normal people do, all the time:&lt;br /&gt;&lt;br /&gt;&lt;object width="640" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/EbUJvYIj1nA&amp;amp;hl=en_US&amp;amp;fs=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/EbUJvYIj1nA&amp;amp;hl=en_US&amp;amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-4101211395934200671?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/4101211395934200671/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=4101211395934200671' title='7 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/4101211395934200671'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/4101211395934200671'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2010/08/sadomasochism-and-gaming-demons-souls.html' title='Sadomasochism and Gaming (Demon&apos;s Souls)'/><author><name>John Vanderhoef</name><uri>http://www.blogger.com/profile/16140474128680887687</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>7</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-4510527195343882380</id><published>2010-07-22T16:12:00.000-07:00</published><updated>2010-07-22T16:31:37.859-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='limbo'/><category scheme='http://www.blogger.com/atom/ns#' term='game poems'/><category scheme='http://www.blogger.com/atom/ns#' term='limbo xbla'/><category scheme='http://www.blogger.com/atom/ns#' term='video game poetry'/><title type='text'>Video Game Poetry Volume 4</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.joeyinteractive.com/blog/wp-content/uploads/2006/10/http://www.joeyinteractive.com/blog/limbo-game-art.jpg"&gt;&lt;img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 450px; height: 225px;" src="http://www.joeyinteractive.com/blog/wp-content/uploads/2006/10/http://www.joeyinteractive.com/blog/limbo-game-art.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Among the Mists&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;It is funny, the fake mechanical legs&lt;br /&gt;that hang from steel thread as thick as a boy’s forearm&lt;br /&gt;the way they raise in awful menace&lt;br /&gt;pinpoint sharp and deadly&lt;br /&gt;only to fall to the ashen ground again, harmless.&lt;br /&gt;&lt;br /&gt;The young ones giggle at the mimicry&lt;br /&gt;but they have never met&lt;br /&gt;the monstrous thing the steel legs mimic.&lt;br /&gt;It is fangs and shadow and silence.&lt;br /&gt;&lt;br /&gt;Incandescent moths linger on empty branches.&lt;br /&gt;Bottomless puddles whisper Siren songs.&lt;br /&gt;The faint glow of worms dot the canopy&lt;br /&gt;like dying stars behind the last great fog.&lt;br /&gt;&lt;br /&gt;They say a small boy wanders alone&lt;br /&gt;out among the mists and cragged paths.&lt;br /&gt;They say he is lost.  Like all of us here.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-4510527195343882380?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/4510527195343882380/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=4510527195343882380' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/4510527195343882380'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/4510527195343882380'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2010/07/video-game-poetry-volume-4.html' title='Video Game Poetry Volume 4'/><author><name>John Vanderhoef</name><uri>http://www.blogger.com/profile/16140474128680887687</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-5875108134195892928</id><published>2010-07-20T09:11:00.000-07:00</published><updated>2010-07-20T09:33:45.896-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='family games'/><category scheme='http://www.blogger.com/atom/ns#' term='wii'/><category scheme='http://www.blogger.com/atom/ns#' term='Atari'/><category scheme='http://www.blogger.com/atom/ns#' term='nintendo'/><category scheme='http://www.blogger.com/atom/ns#' term='game commercials'/><category scheme='http://www.blogger.com/atom/ns#' term='casual games'/><title type='text'>Ata(Wii) Would Like to Play</title><content type='html'>Thanks to the helpful memory of a certain thesis adviser, I looked into old Atari ads and discovered an eerie connection between the past and the present.  Few have really discussed how modern Wii marketing echoes so closely these early attempts at selling video games to the whole family.  Enjoy.&lt;br /&gt;&lt;br /&gt;Atari Commercial&lt;br /&gt;&lt;br /&gt;&lt;object width="480" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/cvec8Jvxq34&amp;amp;hl=en_US&amp;amp;fs=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/cvec8Jvxq34&amp;amp;hl=en_US&amp;amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;Nintendo "Wii Would Like to Play" Commercial.&lt;br /&gt;&lt;br /&gt;&lt;object width="480" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/UP-THj03Zk4&amp;amp;hl=en_US&amp;amp;fs=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/UP-THj03Zk4&amp;amp;hl=en_US&amp;amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-5875108134195892928?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/5875108134195892928/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=5875108134195892928' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/5875108134195892928'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/5875108134195892928'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2010/07/atawii-would-like-to-play.html' title='Ata(Wii) Would Like to Play'/><author><name>John Vanderhoef</name><uri>http://www.blogger.com/profile/16140474128680887687</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-2094170839971281034</id><published>2010-06-25T16:03:00.000-07:00</published><updated>2010-06-25T16:20:43.166-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Valve Software'/><category scheme='http://www.blogger.com/atom/ns#' term='Beyond Good and Evil 2'/><category scheme='http://www.blogger.com/atom/ns#' term='Portal 2'/><category scheme='http://www.blogger.com/atom/ns#' term='last guardian'/><category scheme='http://www.blogger.com/atom/ns#' term='Sony Move'/><category scheme='http://www.blogger.com/atom/ns#' term='Best of E3'/><category scheme='http://www.blogger.com/atom/ns#' term='3DS'/><category scheme='http://www.blogger.com/atom/ns#' term='Microsoft Kinect'/><category scheme='http://www.blogger.com/atom/ns#' term='E3 2010'/><category scheme='http://www.blogger.com/atom/ns#' term='Half-Life'/><title type='text'>Best Game at E3 2010: Portal 2</title><content type='html'>I should have multiple posts up concerning my impressions of the games and technology at this year's Electronic Entertainment Expo.  I should, but I don't.  Now I dislike excuses, especially those that begin with, "Well, I've been really busy so...."&lt;br /&gt;&lt;br /&gt;Yes, I've been busy: camping, finishing thesis, teaching a few summer courses, but not so busy that I can't sit for an hour or two and organize my thoughts on the most important video game convention in North America.&lt;br /&gt;&lt;br /&gt;There was a lot to like at this year's E3.  Harmonix's Dance Central was the one good thing I took away from Microsoft's upcoming Kinect (formerly Project Natal).  Sony's Move controller (the Wii HD, more or less) did little to excite me.  It's like the Wii but without Nintendo's history and universe of characters to draw from.  Both Kinect and Move will likely sell well, or at least well enough.  It still remains to be seen whether the Wii audience will make the (not so pricey anymore) jump to high definition consoles or whether they are even interested in adopting "upgrades" to their already paid for motion-controlled gaming experience.&lt;br /&gt;&lt;br /&gt;Speaking of Nintendo, they pretty much tapped directly into the nostalgic core of my being, pumping it with some kind of pure light native to the heavens of gaming.  A new Zelda, a new Donkey Kong Country, a new Kirby, and on top of all of that fan-service, they announced what we all knew was coming: the Nintendo 3DS, the next iteration of their handheld that features the now famous 3D screen that works - and here's the kicker - sans ridiculous glasses.  With already announced titles including a new Kid Icarus and a remake of Ocarina of Time and Starfox 64, I can't imagine a tech product more targeted at me.&lt;br /&gt;&lt;br /&gt;But if there was one game that put all others to shame at E3 2010, it was Valve's Portal 2.&lt;br /&gt;&lt;br /&gt;Just take a look at the gameplay footage below.  There's no analysis needed.  You can see the story elements coming together, the game mechanics, even in their early state, already stacking to epic proportions, and the excellent Valve-ness of the game, which takes place in the Half-Life universe.&lt;br /&gt;&lt;br /&gt;If Sony would have had the heart to show Last Guardian (wait for TGS) or Ubisoft the good grace to give us a glimpse of Beyond Good and Evil 2, I might have come to a different conclusion.  As the situation stands, Portal 2 was the best game software at E3 this year.&lt;br /&gt;&lt;br /&gt;&lt;object width="640" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/5THiN8szSKM&amp;hl=en_US&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/5THiN8szSKM&amp;hl=en_US&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;object width="640" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/Bq2mZoKkqMw&amp;hl=en_US&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/Bq2mZoKkqMw&amp;hl=en_US&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;object width="640" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/mGlyQmmvj0w&amp;hl=en_US&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/mGlyQmmvj0w&amp;hl=en_US&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-2094170839971281034?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/2094170839971281034/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=2094170839971281034' title='8 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/2094170839971281034'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/2094170839971281034'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2010/06/best-game-at-e3-2010-portal-2.html' title='Best Game at E3 2010: Portal 2'/><author><name>John Vanderhoef</name><uri>http://www.blogger.com/profile/16140474128680887687</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-4678510885484949327</id><published>2010-04-27T19:40:00.000-07:00</published><updated>2010-04-27T20:06:30.081-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='collecting games'/><category scheme='http://www.blogger.com/atom/ns#' term='video game collection'/><category scheme='http://www.blogger.com/atom/ns#' term='nes collection'/><category scheme='http://www.blogger.com/atom/ns#' term='nintendo entertainment system'/><category scheme='http://www.blogger.com/atom/ns#' term='game collectors'/><category scheme='http://www.blogger.com/atom/ns#' term='retro games'/><category scheme='http://www.blogger.com/atom/ns#' term='old games'/><title type='text'>My friend's NES Collection</title><content type='html'>I have a friend named Matt.&lt;br /&gt;&lt;br /&gt;He has an awesome collection of Nintendo Entertainment System (NES) games.  Here's a picture.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_qIG4IReLKUQ/SuT1EYlZS7I/AAAAAAAABYY/rPDJH9B5Ijw/s400/Nes_collection.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 275px; height: 400px;" src="http://1.bp.blogspot.com/_qIG4IReLKUQ/SuT1EYlZS7I/AAAAAAAABYY/rPDJH9B5Ijw/s400/Nes_collection.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Right now, Matt's in Antarctica.  So all those games, yeah, they're just sitting there.  Being pretty.&lt;br /&gt;&lt;br /&gt;Matt has two great sites.  Check them out &lt;a href="http://www.matthewwarrenlee.blogspot.com"&gt;here&lt;/a&gt; and &lt;a href="http://www.mattsotherblog.blogspot.com"&gt;here&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;It's strange how old "junk" can make you jealous, isn't it?  I mean, would I actually want this pile of gray plastic, ancient chip sets, and pixelated time sinks?&lt;br /&gt;&lt;br /&gt;(yes)&lt;br /&gt;&lt;br /&gt;Of course not.  It's still cool, though.&lt;br /&gt;&lt;br /&gt;Here's a zoomed in shot of the &lt;a href="http://1.bp.blogspot.com/_qIG4IReLKUQ/SuT1EYlZS7I/AAAAAAAABYY/rPDJH9B5Ijw/s1600-h/Nes_collection.jpg"&gt;collection&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Is a book shelf still a book shelf if it holds dvds or games?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-4678510885484949327?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/4678510885484949327/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=4678510885484949327' title='8 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/4678510885484949327'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/4678510885484949327'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2010/04/my-friends-nes-collection.html' title='My friend&apos;s NES Collection'/><author><name>John Vanderhoef</name><uri>http://www.blogger.com/profile/16140474128680887687</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_qIG4IReLKUQ/SuT1EYlZS7I/AAAAAAAABYY/rPDJH9B5Ijw/s72-c/Nes_collection.jpg' height='72' width='72'/><thr:total>8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-1658795106452471122</id><published>2010-04-26T14:22:00.000-07:00</published><updated>2010-04-26T14:43:23.045-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='fans of dead franchises'/><category scheme='http://www.blogger.com/atom/ns#' term='oddworld heroes'/><category scheme='http://www.blogger.com/atom/ns#' term='abe&apos;s exoddus'/><category scheme='http://www.blogger.com/atom/ns#' term='browncoat'/><category scheme='http://www.blogger.com/atom/ns#' term='oddworld fan'/><category scheme='http://www.blogger.com/atom/ns#' term='munch&apos;s oddysee'/><category scheme='http://www.blogger.com/atom/ns#' term='stranger&apos;s wrath'/><category scheme='http://www.blogger.com/atom/ns#' term='oddcoat'/><category scheme='http://www.blogger.com/atom/ns#' term='new oddworld game'/><title type='text'>Odd Heroes</title><content type='html'>Today it was confirmed by Lorne Lanning that the oddworld series has once again been shelved.  Of course, that's not what I &lt;a href="http://pressstarttodrink.blogspot.com/2010/04/new-oddworld-project-confirmed-for-xbla.html"&gt;heard&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Joking aside, it's sad &lt;a href="http://www.joystiq.com/2010/04/25/new-oddworld-on-hold-old-oddworlds-coming-to-steam-this-year/"&gt;news&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Back in 2005 I was really into the &lt;a href="http://www.oddworld.com/"&gt;Oddworld&lt;/a&gt; universe.  Not much has changed.  But like every &lt;a href="http://en.wikipedia.org/wiki/Browncoat"&gt;browncoat&lt;/a&gt; knows, there's not enough new material to keep me satisfied.  In fact, unlike the Serenity verse, which at least has been getting updates via the comic medium, oddworld has been shut down since the Janurary 2005 release of &lt;span style="font-style: italic;"&gt;Stranger's Wrath&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;Anyway, five years ago I made this.  This thing.  It's going to waste on my computer's HDD, so I offer it up to the Internets.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_gBfHIvxPBbw/S9YIzDSBYMI/AAAAAAAAADs/cRVToPuUS-E/s1600/Heroes.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 363px;" src="http://2.bp.blogspot.com/_gBfHIvxPBbw/S9YIzDSBYMI/AAAAAAAAADs/cRVToPuUS-E/s400/Heroes.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5464564871007920322" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;What is the Oddworld equivalent of a browncoat anyway?&lt;br /&gt;&lt;br /&gt;An oddcoat?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8707111506272490940-1658795106452471122?l=pressstarttodrink.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pressstarttodrink.blogspot.com/feeds/1658795106452471122/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8707111506272490940&amp;postID=1658795106452471122' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/1658795106452471122'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8707111506272490940/posts/default/1658795106452471122'/><link rel='alternate' type='text/html' href='http://pressstarttodrink.blogspot.com/2010/04/odd-heroes.html' title='Odd Heroes'/><author><name>John Vanderhoef</name><uri>http://www.blogger.com/profile/16140474128680887687</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_gBfHIvxPBbw/S9YIzDSBYMI/AAAAAAAAADs/cRVToPuUS-E/s72-c/Heroes.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8707111506272490940.post-4107863437230597263</id><published>2010-04-20T13:54:00.000-07:00</published><updated>2010-04-20T14:29:44.609-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='protest culture'/><category scheme='http://www.blogger.com/atom/ns#' term='gender and casual games'/><category scheme='http://www.blogger.com/atom/ns#' term='video game culture'/><category scheme='http://www.blogger.com/atom/ns#' term='hardcore'/><category scheme='http://www.blogger.com/atom/ns#' term='console-ing passions 2010'/><category scheme='http://www.blogger.com/atom/ns#' term='gender and video games'/><title type='text'>Console-ing my Passion for Video Games</title><content type='html'>I'll be leaving for the &lt;a href="http://www.cp.commarts.wisc.edu/"&gt;Console-ing Passions International Conference on Feminism&lt;/a&gt; tomorrow morning.  It's in Eugene, Oregon this year.  I have my DS and a fresh copy of Chrono Trigger in hand.  I'm all set.&lt;br /&gt;&lt;br /&gt;Here's the paper I will be presenting Saturday, April 23 for the Gender and Game Studies panel.&lt;br /&gt;&lt;br /&gt;For those (way too) familiar with this blog, you'll recognize the material as part of a seminar paper I wrote about a year ago.  I've gone through and tinkered with it a bit, re-writing this or that, but the core argument remains the same.  Enjoy:&lt;br /&gt;&lt;br /&gt;That's Not a Real Game: Gender and Videogame Culture&lt;br /&gt;&lt;br /&gt;&lt;meta equiv="Content-Type" content="text/html; charset=utf-8"&gt;&lt;meta name="ProgId" content="Word.Document"&gt;&lt;meta name="Generator" content="Microsoft Word 12"&gt;&lt;meta name="Originator" content="Microsoft Word 12"&gt;&lt;link rel="File-List" href="file:///C:%5CDOCUME%7E1%5Cjrv3%5CLOCALS%7E1%5CTemp%5Cmsohtmlclip1%5C01%5Cclip_filelist.xml"&gt;&lt;link rel="themeData" href="file:///C:%5CDOCUME%7E1%5Cjrv3%5CLOCALS%7E1%5CTemp%5Cmsohtmlclip1%5C01%5Cclip_themedata.thmx"&gt;&lt;link rel="colorSchemeMapping" href="file:///C:%5CDOCUME%7E1%5Cjrv3%5CLOCALS%7E1%5CTemp%5Cmsohtmlclip1%5C01%5Cclip_colorschememapping.xml"&gt;&lt;!--[if gte mso 9]&gt;&lt;xml&gt;  &lt;w:worddocument&gt;   &lt;w:view&gt;Normal&lt;/w:View&gt;   &lt;w:zoom&gt;0&lt;/w:Zoom&gt;   &lt;w:trackmoves/&gt;   &lt;w:trackformatting/&gt;   &lt;w:punctuationkerning/&gt;   &lt;w:validateagainstschemas/&gt;   &lt;w:saveifxmlinvalid&gt;false&lt;/w:SaveIfXMLInvalid&gt; 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  &lt;w:lsdexception locked="false" priority="62" semihidden="false" unhidewhenused="false" name="Light Grid Accent 3"&gt;   &lt;w:lsdexception locked="false" priority="63" semihidden="false" unhidewhenused="false" name="Medium Shading 1 Accent 3"&gt;   &lt;w:lsdexception locked="false" priority="64" semihidden="false" unhidewhenused="false" name="Medium Shading 2 Accent 3"&gt;   &lt;w:lsdexception locked="false" priority="65" semihidden="false" unhidewhenused="false" name="Medium List 1 Accent 3"&gt;   &lt;w:lsdexception locked="false" priority="66" semihidden="false" unhidewhenused="false" name="Medium List 2 Accent 3"&gt;   &lt;w:lsdexception locked="false" priority="67" semihidden="false" unhidewhenused="false" name="Medium Grid 1 Accent 3"&gt;   &lt;w:lsdexception locked="false" priority="68" semihidden="false" unhidewhenused="false" name="Medium Grid 2 Accent 3"&gt;   &lt;w:lsdexception locked="false" priority="69" semihidden="false" unhidewhenused="false" name="Medium Grid 3 Accent 3"&gt;   &lt;w:lsdexception locked="false" priority="70" semihidden="false" unhidewhenused="false" name="Dark List Accent 3"&gt;   &lt;w:lsdexception locked="false" priority="71" semihidden="false" unhidewhenused="false" name="Colorful Shading Accent 3"&gt;   &lt;w:lsdexception locked="false" priority="72" semihidden="false" unhidewhenused="false" name="Colorful List Accent 3"&gt;   &lt;w:lsdexception locked="false" priority="73" semihid
