Gamer Girls, Gold Farmers, and Activism In Real Life
- 586 Downloads
Abstract
This essay analyzes the graphic novel In Real Life as an example of Cory Doctorow and Jen Wang’s intention to raise young people’s awareness about gender and economic disparities within the gaming industry. Broadly, In Real Life combats the pervasive cultural anxiety that Jane McGonigal challenges in her book Reality is Broken–namely that young people’s growing connection to technology, and specifically to gaming, will cause them to spend their lives “wasting time, tuning out, and losing out on real life” (2011, p. 11). Specifically, it provides a realistic, accessible example of digital citizenship for twenty-first century youth. The innovative notions of digital citizenship Doctorow and Wang present in the text call for an end to gender and economic marginalization as facilitated by a gaming industry in which many young adults participate. By connecting gaming to activism, In Real Life offers a new avenue by which to use young adult literature to inspire civic engagement on the part of young people. The aim is to show that the imaginary activism depicted in literature not only has the potential to, but is actually designed to engage young people as active users, consumers, and shapers of technology.
Keywords
Graphic novel Cory Doctorow Jen Wang Video games Gaming Young adult Activism Digital citizenshipReferences
- Bhabha, Jacqueline. (2004). The “Mere Fortuity” of Birth? Are Children Citizens? Differences: A Journal of Feminist Cultural Studies, 15(2), 91–117.CrossRefGoogle Scholar
- Bogost, Ian. (2007). Persuasive Games: The Expressive Power of Videogames. Cambridge: MIT Press.Google Scholar
- Brunner, Cornelia. (2008). Games and Technological Desire: Another Decade. In Yasmin B. Kafai, Carrie Heeter, Jill Denner and Jennifer Y. Sun (Eds.), Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming (pp. 33–46). Cambridge: MIT Press.Google Scholar
- Chute, Hilary and DeKoven, Marianne. (2006). Introduction: Graphic Narrative. Modern Fiction Studies, 52(4), 767–782.CrossRefGoogle Scholar
- Collins, Sean T. (2014, October 17). Anita Sarkeesian on GamerGate: “We Have a Problem and We’re Going to Fix This”. Rolling Stone. Accessed May 20, 2015 from http://www.rollingstone.com/culture/features/anita-sarkeesian-gamergate-interview-20141017.
- Dewey, Caitlin. (2014, November 14). The Only Guide to Gamergate You Will Ever Need to Read. The Washington Post. Accessed May 20, 2015 from http://www.washingtonpost.com/news/the-intersect/wp/2014/10/14/the-only-guide-to-gamergate-you-will-ever-need-to-read/.
- Dibbell, Julian. (2003, January). Serfing the Web: Black Snow Interactive and the World’s First Virtual Sweat Shop. Wired. Accessed December 1, 2014 from http://www.juliandibbell.com/texts/blacksnow.html.
- Dobrowlsky, Alexandra and Jensen, Jane. (2004). Shifting Representations of Citizenship: Canadian Politics of “Women” and “Children”. Social Politics, 11(2), 154–180.CrossRefGoogle Scholar
- Doctorow, Cory. (2015). About Cory Doctorow. Craphound.com. Accessed May 20, 2015 from http://craphound.com/bio/.
- Doctorow, Cory and Wang, Jen. (2014). In Real Life. New York: First Second.Google Scholar
- Doctorow, Cory. (2007). Anda’s Game. Craphound.com. Accessed October 15, 2014 from http://craphound.com/overclocked/Cory_Doctorow_-_Overclocked_-_Andas_Game.html.
- Entertainment Software Association (ESA). (2014). Essential Facts About the Computer and Video Game Industry: 2014 Sales, Demographic and Usage Data. Entertainment Software Association. Accessed December 10, 2014 from http://www.theesa.com/wp-content/uploads/2014/10/ESA_EF_2014.pdf.
- Flanagan, Victoria. (2014). Technology and Identity in Young Adult Fiction: The Posthuman Subject. Basingstoke: Palgrave Macmillan.CrossRefGoogle Scholar
- Gee, James Paul and Hayes, Elizabeth R. (2010). Women and Gaming: The Sims and 21st Century Learning. Basingstoke: Palgrave Macmillan.CrossRefGoogle Scholar
- Hanniver, Jenny. (2013, September 1). Aftermath. Not in the Kitchen Anymore. Accessed May 20, 2015 from http://www.notinthekitchenanymore.com/aftermath/.
- Harris, Anita. (2004). Future Girl: Young Women in the Twenty-First Century. London: Routledge.Google Scholar
- Heeks, Richard. (2009). Current Analysis and Future Research Agenda on “Gold Farming”: Real-World Production in Developing Countries for the Virtual Economies of Online Games. Development Informatics Working Paper Series. University of Manchester. Accessed November 28, 2014 from http://www.sed.manchester.ac.uk/idpm/research/publications/wp/di/documents/di_wp32.pdf.
- Heeks, Richard. (2010). Understanding “Gold Farming” and Real Money Trading as the Intersection of Real and Virtual Economies. Journal of Virtual Worlds Research, 2(4), 3–27.Google Scholar
- Huntemann, Nina (2013). Introduction: Feminist Game Studies. Ada: A Journal of New Media & Technology, 2. Accessed March 15, 2015 from http://adanewmedia.org/2013/06/issue2-huntemann/.
- Jenkins, Henry. (2006). Fans, Bloggers, and Gamers: Exploring Participatory Culture. New York: NYU Press.Google Scholar
- Jenkins, Henry. (2009). Confronting the Challenges of Participatory Culture. Cambridge: MIT Press.Google Scholar
- Jenkins, Henry and Cassell, Justine. (2008). From Quake Girls to Desperate Housewives: A Decade of Gender and Computer Games. In Yasmin B. Kafai, Carrie Heeter, Jill Denner and Jennifer Y. Sun (Eds.), Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming (pp. 5–20). Cambridge: MIT Press.Google Scholar
- McCloud, Scott. (1993). Understanding Comics: The Invisible Art. New York: Harper Perennial.Google Scholar
- McDonald, Soraya Nadia. (2014, October 15). “Gamergate”: Feminist Video Game Critic Anita Sarkeesian Cancels Utah Lecture After Threat. The Washington Post. Accessed May 20, 2015 from http://www.washingtonpost.com/news/morning-mix/wp/2014/10/15/gamergate-feminist-video-game-critic-anita-sarkeesian-cancels-utah-lecture-after-threat-citing-police-inability-to-prevent-concealed-weapons-at-event/.
- McEwan, Melissa. (2014, October 15). This is Misogynist Terrorism. Shakesville. Accessed April 17, 2015 from http://www.shakesville.com/2014/10/this-is-misogynist-terrorism.html.
- McGonigal, Jane. (2011). Reality Is Broken: Why Games Make Us Better and How They Can Change the World. New York:Penguin.Google Scholar
- McGrath, Ben. (2014, November 24). Good Game: The Rise of the Professional Cyber Athlete. The New Yorker. Accessed May 20, 2015 from http://www.newyorker.com/magazine/2014/11/24/good-game.
- Reynolds, Kimberley. (2007). Radical Children’s Literature: Future Visions and Aesthetic Transformations in Juvenile Fiction. Basingstoke: Palgrave Macmillan.CrossRefGoogle Scholar
- Sarkeesian, Anita. Tropes vs. Women in Video Games. Feminist Frequency. Accessed December 14, 2014, from http://www.feministfrequency.com/.
- Shaw, Adrienne. (2015). Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture. Minneapolis: University of Minnesota Press.CrossRefGoogle Scholar
- Superdata Digital Goods Management. (2015a). U.S. Digital Games Market: April 2015. Superdata Digital Goods Management. May 13, 2015. Accessed May 16, 2015 from http://www.superdataresearch.com/blog/us-digital-games-market/.
- Superdata Digital Goods Management. (2015b). MMO Market Report 2015. Superdata Digital Goods Management. n.d. Accessed May 16, 2015 from http://www.superdataresearch.com/market-data/mmo-market/.
- Taylor, T.L. (2008). Becoming a Player: Networks, Structure, and Imagined Futures. In Yasmin B. Kafai, Carrie Heeter, Jill Denner and Jennifer Y. Sun (Eds.), Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming (pp. 51–66). Cambridge: MIT Press.Google Scholar
- Wang, Jen. (2010). Koko Be Good. New York: First Second.Google Scholar
- Yee, Nick. (2008). Maps of Digital Desires: Exploring the Topography of Gender and Play in Online Games. In Yasmin B. Kafai, Carrie Heeter, Jill Denner and Jennifer Y. Sun (Eds.), Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming (pp. 82–96). Cambridge: MIT Press.Google Scholar