At a time when the board game community has become gradually
aware of the unique experiences of women in the hobby, the gently feminist Girls on Games, an anthology on gender
perspective in gaming particularly and in geekdom more generally, successfully
Kickstarted in 2014 with over 900 backers. Elisa Teague - designer of games, events, costumes, and props - compiled 15 essays by women
and a foreword (by a man) and herself wrote six more plus an afterword. She also interleaved “Share My Story
Spotlight” anecdotes by two women, three men, and a girl, plus a poem – or
perhaps a song lyric – by “The Doubleclicks.”
And to read and hear women tell it, despite a consistently optimistic
tone throughout their essays, they experience some ugly behavior in our gaming hobby
– from condescension, to scorn, to challenges to their bona fides as game lovers. After
reading of these experiences, frankly,
I don’t know how they put up with it.
I suppose not all women do put up with it. We hear from the passionate gamer women who
share their stories with an enduring hope to make future experiences better,
more welcoming, more inclusive, more accepting, and less judgmental. We don’t, on the other hand, hear much
first-hand or in social media from the women who
gave up after the first confrontation, who were intrigued by Catan among friends but were put off by
their first unwelcome visit to a game store and so turned their backs on gaming
as a hobby thereafter. In this
discourse, those voices are silent.
Is it an exaggeration
to say that if the gaming community were aware of the women who have walked
away, we would mourn them – or at least mourn the opportunity to share games
with them and to grow the hobby that much further? Every one of us brings something to the
hobby. Some of us design, some publish,
some review and constructively criticize, some volunteer, some write, some
podcast, but most of us simply play. We
all bring something to the table – except for those of us who don’t feel
welcome at the table and stop coming altogether. Those self-ostracized bring nothing, and we
miss what they might have brought.
I should mention that this anthology’s fascinating perspective
and insight suffer, regrettably, as a roughly hewn text in need of professional
attention from both an editor and a formatter.
In the Kickstarter reward edition on my Kindle, the atrociously laid-out
Table of Contents – with each page number appearing at the end of a ridiculous
string of periods – did not get the same convenient, nicely hyperlinked
treatment that the end notes did. Headers
and footers appear in the middle of pages of text. I lost count of spelling and grammatical
errors. Page breaks do not separate
chapters, which instead begin in the middle of a page. A series of Dork Tower comic strips interleaved among the chapters appear too
small on the screen to read and do not respond to magnification attempts. Many paragraphs intended to lead with an
over-sized capital letter instead appear as simply a word with its first letter
separated from the rest of the word by two spaces. These formatting and editorial issues make
the book read like a first draft and distract from the collection’s otherwise
compelling thesis.
Kristin Looney Source: Looney Labs |
Source: Girls on Games |
The women contributors consistently describe having to prove
themselves qualified to participate in the gaming community, whether as
creators, businesspeople, or even players. In numerous random encounters, men dismissed women’s
gaming experience or challenged their “geek credentials” by quizzing them as if
their commitment to the hobby were on trial and men were the gatekeepers. These challenges undermine – perhaps
deliberately – women’s confidence and sense of acceptance in a community that
ostensibly enjoys games with such like-minded fellow hobbyists.
Women feel targeted by these credibility challenges, but
they may not realize that male gamers – particularly wargamers, in my opinion –
cred-check each other continually in a kind of knowledge one-upmanship. The most egregious example I can recall was
at a War of 1812 re-enactment event, where one uniformed expert insisted that
someone had pronounced “huzzah” incorrectly. The self-identified expert
informed everyone in earshot of the correct 19th-century celebratory
exclamation. His elucidation of an
obscure historical fact served a tacit but painfully obvious effort to
establish a position in a geek
knowledge pecking order. Male geeks test
each other in their command of obscura the same way that boys race to see who
is fastest or arm-wrestle to prove superior strength. Wargame geeks read avidly, remember
voluminously, and expound proudly, sometimes obnoxiously and ostentatiously,
for the sake of credibility and superiority among their peers.
Trin Garritano Source: Kickstarter.com |
Elisa Teague Source: elisateague.com |
Except, that is, for the fact that the whole social construct
of geek hierarchy undermines the hobby in the first place. “The Desiderata” warns us against comparing
ourselves to others, lest we become both vain and bitter, because there will
always be those greater and lesser than we.
We male geeks risk vanity and bitterness in seeking validation through
mutual comparison, but the male beast by nature seeks to challenge others to
prove ourselves. To fulfill our
potential as intelligent, morally aware, enlightened beings, however, we need
to transcend our primal tendency to push ourselves up by pushing others down and
instead protect the dignity of every member of the community that would join us
in our mutually enjoyable hobby, male and female alike. Games, after all, constitute a fundamentally
social activity. We compete not to test ourselves
against each other but to enjoy the company and the competition. We embrace a social contract in the rules of
the game and in entering the magic circle that envelopes our experience and structures
our personal interactions.
This reviewer backed
Teague’s Kickstarter project to fund publication of Girls on Games. This
review addresses the .mobi-formatted
ebook reward copy from that crowd-funding campaign.
Well, you've convinced me to read it! Hopefully, I'll find an edition without all the typos.
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