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#Feminism Is A Collection of 34 "Nanogames" From Designers Around The World
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<blockquote data-quote="Celebrim" data-source="post: 7714782" data-attributes="member: 4937"><p>It's interesting you put these two thoughts together. My first inclination upon reading the post was to gas-light it by making a faux feminist attack on the document that it was sexist because none of the games presented women in STEM. </p><p></p><p>One of the main problems I have for what passes for 'feminism' these days is that it always seems to focus on women as victims and most often as victims that are in some way consenting to or participating in their own victimization. Too much of modern "feminism" invariably is male focused, with males as the actors and women as the one acted on. To much of it focuses on women as inherently sexual objects that occur only in sexual contexts, or on women being defined principally by their relationship (assumed to be largely negative) with men. In fact, what passes for "feminism" in some circles has all the central assumptions of male chauvinism, right down to the social role of women being civilizing men by nagging them and encouraging them to come and chivalricly protect them (from other men). To me it feels like so many of the above writers actually set out to reinforce highly negative stereotypes about women.</p><p></p><p>Consider the game "Flirt" (which we have something like the full text for and can actually work out the details) and its assumption, "Flirt is an attempt to deconstruct the game almost everyone is playing — the game of hook-ups, crushes, and scoring!" Really? So, by "everyone", I'm assuming the writer actually means single urban women of a particular social class and a particular ideology. My guess is that if one makes that assumption, the fundamental assumption is, "By women I mean me, and my experience is universal." Most men or women I know certainly aren't playing that 'game', didn't have 'hook--ups', weren't trying to 'score', and last had crushes in middle school. Is this game 'Flirt' supposed to be about empowered women, or women as a Frat boy might fantasize women are like or assume women are like because the only women in his current social circle are those that agree to play the game of 'hook-ups, crushes, and scoring'? Is this game really empowering women or is it perpetrating the highly negative stereotype that the presence of women automatically implies a highly sexual context and that women by their very presence make a situation sexually charged? Here we have a game that assumes that almost all women 'really want it' all the time? That doesn't bother anyone? Does taking a party game like 'Assassin' and sexualizing it really help the cause of women? Is this '#feminism'? </p><p></p><p>I mean, I fear sadly it is, but that's a good example of why so many successful women hesitate to identify with a cause that most of the time just seems off the rails at least in its most visible and public presentations. But, hard to talk about that without veering into politics. More to the point of a gaming forum, the (largely absent) mechanics and design on display in these games just perpetuates the stereotype that women aren't gamers and don't like games - quite unlike my daughter who just drew her first dungeon, is excited to meet a 'game designer' at her career day, and whose first response to the nonsense in this document would probably be, "There are not enough dragons in these games."</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7714782, member: 4937"] It's interesting you put these two thoughts together. My first inclination upon reading the post was to gas-light it by making a faux feminist attack on the document that it was sexist because none of the games presented women in STEM. One of the main problems I have for what passes for 'feminism' these days is that it always seems to focus on women as victims and most often as victims that are in some way consenting to or participating in their own victimization. Too much of modern "feminism" invariably is male focused, with males as the actors and women as the one acted on. To much of it focuses on women as inherently sexual objects that occur only in sexual contexts, or on women being defined principally by their relationship (assumed to be largely negative) with men. In fact, what passes for "feminism" in some circles has all the central assumptions of male chauvinism, right down to the social role of women being civilizing men by nagging them and encouraging them to come and chivalricly protect them (from other men). To me it feels like so many of the above writers actually set out to reinforce highly negative stereotypes about women. Consider the game "Flirt" (which we have something like the full text for and can actually work out the details) and its assumption, "Flirt is an attempt to deconstruct the game almost everyone is playing — the game of hook-ups, crushes, and scoring!" Really? So, by "everyone", I'm assuming the writer actually means single urban women of a particular social class and a particular ideology. My guess is that if one makes that assumption, the fundamental assumption is, "By women I mean me, and my experience is universal." Most men or women I know certainly aren't playing that 'game', didn't have 'hook--ups', weren't trying to 'score', and last had crushes in middle school. Is this game 'Flirt' supposed to be about empowered women, or women as a Frat boy might fantasize women are like or assume women are like because the only women in his current social circle are those that agree to play the game of 'hook-ups, crushes, and scoring'? Is this game really empowering women or is it perpetrating the highly negative stereotype that the presence of women automatically implies a highly sexual context and that women by their very presence make a situation sexually charged? Here we have a game that assumes that almost all women 'really want it' all the time? That doesn't bother anyone? Does taking a party game like 'Assassin' and sexualizing it really help the cause of women? Is this '#feminism'? I mean, I fear sadly it is, but that's a good example of why so many successful women hesitate to identify with a cause that most of the time just seems off the rails at least in its most visible and public presentations. But, hard to talk about that without veering into politics. More to the point of a gaming forum, the (largely absent) mechanics and design on display in these games just perpetuates the stereotype that women aren't gamers and don't like games - quite unlike my daughter who just drew her first dungeon, is excited to meet a 'game designer' at her career day, and whose first response to the nonsense in this document would probably be, "There are not enough dragons in these games." [/QUOTE]
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