KOUT, YACINE, Ph.D. Breaking Down the Enchantment: A Critical Autoethnography
of Video Gaming (2019)
Directed by Dr. Leila Villaverde. 298 pages.
Video games are flooding our everyday lives from our phones to our schools. Our
understanding of this medium is still developing as it shapes players’ sense of self and
their view of the world. This study contributes to bridging that gap by questioning the
educative power of video games and their impact on our society through an
autoethnographic lens. I analyze my video gaming experiences by journaling, field
noting, and crafting epiphanies that represent my history with this medium. I use critical
pedagogy as a theoretical framework to unpack and dismantle my experiences as a long
standing member of the video gaming community. I use critical themes such as identity
building, meaning making, and oppression to make sense of my data. Through these
themes, I answer my two central research questions: How did I navigate the video
gaming culture as a student of critical pedagogy and in what ways do video games lend
themselves to the teaching of critical pedagogy.
Using a critical lens allows this study to deconstruct unexamined experiences that
shape player identities. To answer my research questions, I use the concept of
enchantment to capture the complexity of the stories I have grown up with, both the
power I have drawn from them to build a sense of identity and my naïveté in overlooking,
minimizing, or ignoring problematic and oppressive behaviors tied to these stories. I
share how the wording of my experiences pushed me into adopting a new identity that
reconciled my history as a video game player and my identity as a student of critical
pedagogy. Through the deconstruction of my experiences, I also identified video gaming
tools that lend themselves to the teaching of critical pedagogy. I share how these tools
can be used in the classroom to help players/students question their own thinking, name
their prejudice, and identify oppressive social systems. My study echoes Bochner’s
concept of a story of “two selves,” a space that allowed me to better understand the
culture I am part of and my role in it. My moving from an enchanted understanding to a
continuous questioning of my engagement with a medium that holds a central place in my
life constitutes an invitation to examine the stories we have all grown up with. In
identifying both the power they have given us and the power they have over us, we can
assess their impact and meaning, and therefore better understand ourselves.
BREAKING DOWN THE ENCHANTMENT:
A CRITICAL AUTOETHNOGRAPHY
OF VIDEO GAMING
by
Yacine Kout
A Dissertation Submitted to
the Faculty of The Graduate School at
The University of North Carolina at Greensboro
in Partial Fulfillment
of the Requirements for the Degree
Doctor of Philosophy
Greensboro
2019
Approved by
____________________
Committee Chair
©2019 Yacine Kout
ii
APPROVAL PAGE
This dissertation written by Yacine Kout has been approved by the following
committee of the Faculty of The Graduate School at The University of North Carolina at
Greensboro.
Committee Chair ___________________________
Leila Villaverde
Committee Members ___________________________
Kathy Hytten
___________________________
Spoma Jovanovic
___________________________
Gregory Price-Grieve
___________________________
Date of Acceptance by Committee
_________________________
Date of Final Oral Examination
iii
ACKNOWLEDGEMENTS
Merci à Yessica - Gracias a ti por tu amor y apoyo. I could have never done this
without you. You were there day in and day out. No one else knows the depths of my
struggles, joys, and accomplishments. You helped me lift myself up and reach this goal
when I was in the darkest pits. I am forever thankful to have you as a partner and friend.
Merci à Ulysse - You were the first to write and sketch me as “Dr. Kout.” Your
drawing has inspired me and given me courage throughout this journey. You amaze me
every day. Continue to be you, Captain Awesome.
Merci à papa et maman - Vous avez nourri un rêve d’enfant quand vous m’avez
acheté cet Amstrad CPC 464. Aujourd’hui, ce cadeau prend une tournure que je n’aurais
jamais imaginé quand j’y jouais. La graine que vous avez planté continue de porter ses
fruits.
Merci à Sabrina, Farouk, et Nabil - Je sais que je n’ai pas toujours été présent
dans votre vie à la façon dont un grand frère aurait dû l'être mais j'espère que vous verrez
dans ce projet une certaine satisfaction et peut être même une fierté.
Merci à Pierre, Vincent, Benoît, William, Johan, Vincent, Laetitia, et Moujik -
Pour ces samedis plein de possibilités, de camaraderie, de joie, et maintenant de
nostalgie. Ce sont nos amitiés que j’ai cherché à retrouver où répliquer dans les jeux en
ligne. Rien ne remplacera les histoires que nous avons créées ensemble.
Merci à tous de ne pas m’avoir inonder d’amertume quand je suis parti. J’ai mis
un océan entre nous. Il a changé nos relations et nos amitiés à jamais. Pardon. Vous me
manquez tou(te)s.
iv
To Dr. Villaverde - Thank you for guiding me on this journey. Your patience and
vigor made me a more thoughtful/mindful person and student.
To Dr. Hytten, Dr. Price-Grieve, Dr. Jovanovic - Thank you for serving on my
committee. Your feedback and encouragement helped me build myself as a more
complex scholar.
To Revital - Thank you for listening and giving an ear and heart to my immigrant
scholar dilemmas. You helped me till the very last stretch. I hope I can be as good a
friend to you as you have been to me.
To Caitlin, Oliver, Elizabeth, Cristina, Amara - Thank you my friends for
supporting me when I was stuck, for listening to my ramblings as I was making sense of
my work. I hope I was able to support you the same you did.
To Dr. Shapiro, Dr. Casey, Dr. Peck - Thank you for pushing me and supporting
me in this endeavour, whether it was by listening to my complaints, offering me
possibilities, or challenging me to write something I did not think I could do.
To Anna, Leslie - Thank you my friends for showing me that there was a joyful
end to this journey.
To Dr. Blaisdell - Thank you for showing me that I had something valuable to
bring to this world. Your genuineness and sincerity helped me start this journey.
To Kathleen - Thank you for your kindness, guidance, and support. I learned
about ELC thanks to you. You also gave me the final push I needed to get my dissertation
done in time.
v
To Stephen - Thank you for re-introducing me to philosophy and showing me that
I could be a gadfly.
To my pilot projects participants - Thank you for sharing your time and stories.
To Juan, Troy, Dawn, Emily, Chris - Your work guided me when I was incapable
of imagining my next sentence. I heard your voices as I read your introductions and
conclusions.
To my raidmates - Thank you for slaying internet dragons with me. The space we
created saved me. Looking into my experiences helped me better know myself.
vi
TABLE OF CONTENTS
Page
LIST OF TABLES ........................................................................................................... viii
LIST OF FIGURES ........................................................................................................... ix
CHAPTER
I. INTRODUCTION .................................................................................................1
A Thirty-Year-Old Relationship ..................................................................1
A Cultural Phenomenon ...............................................................................3
My ActRaiser Story .....................................................................................6
From Curiosity to Fury ..............................................................................10
A Culture Shaped by Social Issues, A Force Shaping Players ..................13
Statement of the Research Problem ...........................................................15
Research Questions ....................................................................................20
Overview of the Chapters ..........................................................................21
II. BECOMING A STUDENT OF CRITICAL PEDAGOGY:
A REVIEW OF THE LITERATURE ON
CRITICAL PEDAGOGY .............................................................................24
Introduction ................................................................................................24
The Social World .......................................................................................26
The Question of Power ..............................................................................29
What is Knowledge? ..................................................................................32
Critical Pedagogy as Democratic Imagination: Enacting
New Futures ...........................................................................................53
Conclusion .................................................................................................58
III. AUTOETHNOGRAPHY AS METHODOLOGY ..............................................61
Introduction ................................................................................................61
Ellis’ Approaches to Autoethnographic Work ...........................................62
Doing Autoethnography: Methods and Processes in
Data Collection, Analysis, and Presentation .........................................66
Conclusion .................................................................................................90
vii
IV. BREAKING DOWN THE ENCHANTMENT:
DECONSTRUCTING A CHILDHOOD PASSION ......................................92
Introduction ................................................................................................92
Chasm Between Identities: How the Enchantment Enabled
Oppressive Forms of Play ....................................................................102
Enchanted Resistance...............................................................................143
Addressing the Enchantment ...................................................................157
Conclusion ...............................................................................................167
V. ASSEMBLING THE CRITICAL CLOCK .......................................................171
Introduction ..............................................................................................171
Identifying the Four Cogwheels...............................................................174
Conclusion ...............................................................................................201
VI. CONCLUSION ..................................................................................................203
Summary of Findings ...............................................................................203
Recommendations for Future Research ...................................................205
Implications for Practice ..........................................................................207
Limits of My Research.............................................................................209
Closing Thoughts and Questions .............................................................211
REFERENCES ................................................................................................................214
APPENDIX A. EPIPHANIES .........................................................................................239
viii
LIST OF TABLES
Page
Table 1. Key Points of Anyon’s Study on Social Class and
School Knowledge ..........................................................................................43
Table 2. Coding Data Template .........................................................................................76
Table 3. Evaluation Criteria for Qualitative Work ............................................................89
Table 4. Organization of the Chapter into Metathemes and
Subthemes ......................................................................................................100
Table 5. The Thinking/Entertainment Dichotomy ...........................................................104
ix
LIST OF FIGURES
Page
Figure 1. A Screenshot of the Epilogue ...............................................................................8
Figure 2. Mr. Charles Class ...............................................................................................34
Figure 3. Cropped Screenshot of My Steam Library Highlights the
Categories I Had Created ..............................................................................106
Figure 4. Wildstar was a Mmorpg Set in a Futuristic Universe .......................................110
Figure 5. The Looking for a Dungeon Interface, also Known as Dungeon
Finder ............................................................................................................116
Figure 6, A Screenshot of the Recount Addon ................................................................120
Figure 7. An In-game Menu Allows Players to See All the Mounts
Available in the Game (cropped screenshot by author, 2018) ......................125
Figure 8. A Graphic Explanation of the Hextech Crafting Loot
System in LoL (Jarettjawn, 2016) ................................................................128
Figure 9. A Side by Side Comparison of the Default Brand Champion
on the Left (Plesi, 2016) and the Zombie Brand Skin on the
Right (leaguesales.com, n.d.) .......................................................................129
Figure 10. The SWL Daily Rewards Interface ................................................................131
Figure 11. A Screenshot of the “About” Section of the Official Discord
Website (Discord,2015) ..............................................................................141
Figure 12. Mysogynic Insults ..........................................................................................154
Figure 13. Braid- a Puzzle Game with 2D Platformer Elements .....................................173
Figure 14. No Pineapple Left Behind ..............................................................................179
Figure 15. A Troubling Consequence of Monika’s Game Hacking
(Joshiball, 2017) ..........................................................................................183
Figure 16. On the Left, a Seemingly Bugged Version of Monika
Stands in Sayori’s Place (Joshiball, 2017) ..................................................184
x
Figure 17. A Memo Including Reflections on Creating Monsters
from Local Animals (69quato 2018)...........................................................187
Figure 18. A Boy Named Jung on an Empty Playground................................................188
Figure 19. This War of Mine a Survival Strategy Game ..............................................192
Figure 20. Night of the Living Debt ................................................................................199
1
CHAPTER I
INTRODUCTION
My project is a critical autoethnographic study on the meaning of video gaming in
my life. This project examines over thirty years of video gaming experiences through the
power of stories. My goal is to gain a better understanding of video gaming by examining
my lived experiences as a student of critical pedagogy. This project was born out of a rift
between the research on video gaming and my experiences as someone who grew up with
video games and sees in them the possibility to address injustice in our world.
A Thirty-Year-Old Relationship
Video games have been a part of my life since I was a boy. Some of my earliest
memories take me back to my vacation in my uncle’s house in Algeria. There, I would
skip trips to the beaches of Algiers to play dinosauric games with rectangles and squares
for graphics. In my middle school years in my native France, I remember staring at the
clock eager to rush to my local arcade. Sometimes I would bring a bag of chips
bolognaises to munch on in between ‘game overs.’ There, my friends and I would team
up in Double Dragon (Technos Japan, 1987) to karate kick and baseball bat our way
through waves of ‘bad guys.’ When I did not have money to play, I would head there
anyway and watch strangers play to learn from them or offer them all the wisdom an 11-
year-old player could muster. In that circle, some of my friends started calling me YAC
2
as there were only three spaces available on the high scores list. Video gaming became an
identity.
In the mid 1980’s, my parents surprised me with a gift that to this day I consider
the best present I ever received: an Amstrad CPC464. This European machine played
games by loading cassettes, a process that lasted several minutes and produced a horrible
screeching sound. It took years of saving for my parents to afford that computer. Even
though I received this cassette computer when 3½ floppy disks machines were out and
cassettes were becoming a technology of the past, this computer is one the fondest and
most significant memories of my childhood. I knew this was a financial sacrifice for them
then. This gesture is all the more meaningful now, that I too am a parent.
In my high school years, my younger brother Farouk and I created our own
competition format in Street Fighter 2 (Capcom, 1994). I had to pick every single
character available once, whereas he was free to pick whoever he wanted however many
times he wanted. That format created a handicap for me as my skill level was above his.
These days are long gone. Today, he plays in national competitions and destroys me in
every version of that game.
More than thirty years after I first slid a five franc coin into an arcade machine, I
still play video games. For example, I am a member of a megaguild, a community that
counts thousands of players who mainly play World of Warcraft (Activision Blizzard,
2004). I am also a gold ranked player in League of Legends (Riot Games, 2009) for the
second season in a row. That rank places me in the 11.66% to 37.73% percentile of
ranked accounts. I also own over 100 games in Steam (Valve Corporation, 2003), a
3
popular online “entertainment platform” where players buy games, form communities,
and share creations such as player-created levels. Many of these games I binge bought
during sales and have not had time to play. Today, some of my favorite games embed
social commentary in their narrative or gameplay. In that category, the games that
marked me include Soldats Inconnus: Mémoires de la grande guerre (Ubisoft, 2014)
which critiques war by offering different perspectives on World War I, Papo y yo
(Minority Media, 2013) which deals with child abuse, or Tacoma (Fulbright, 2017) which
addresses labor issues among many others. Video games are a passion of mine. I play
them. I make friends through them. Playing games is an important part of who I am.
A Cultural Phenomenon
At the beginning of my video gaming life, video games used to be confined to
specific spaces such as arcades, living rooms, or recess discussions. Over the last ten
years or so, video games have sprung out of these spaces. They have merged into our
everyday life. They have become a cultural phenomenon. People play on computers, cell
phones, and through Facebook. Video games have also expanded to other media,
markets, and cultural spheres. Minecraft (Mojang AB, 2011) has its own line of toys. The
Tomb Raider series has a duo of high caliber Hollywood movies starring Angelina Jolie
(Baird & West, 2001; Heath-Smith & de Bont, 2003) and another Tomb Raider movie
released in 2018 (Crevello & Uthoag). The Angry Birds series has an animated feature
movie (Hed, Maisel, Kaytis & Reilly, 2016) and a TV series focusing on The Secret
World Legends is in development (Fahey, 2017). Players of every age wear clothing
4
emblazoned with video game characters or logos such as Link (Nintendo, 1987) or
Freddy Fazbear (Cawthon, 2013).
In addition to the sprawl of video games into other media and markets, the video
gaming culture has also provided a conduit for other enterprises to make money and
increase their visibility. Toys like Barbie and comic book heroes such as Spiderman have
their own video games or video game series. The military, both the US Army (United
States Army, 2002) and the British army (Publicis, 2009), have developed video games
for military recruitment. Corporations have introduced advertisements within games,
such as Chevrolet ads on the sidelines of the FIFA 17 soccer game (EA Vancouver,
2017). Many industries and enterprises have taken advantage of the video game
phenomenon and thus they have further contributed to its expansion and normalization.
The sphere of e-sports, video game competitions, is also on the rise. In 2014,
more viewers watched the world finals of the League of Legends championship than the
NBA finals (Dorsey, 2014). In Asia, e-sports have been popular for years. There, some
players make a living out of winning. Faker, one of the most famous League of Legends
competitor, has earned over $1 million dollar in 4 years (Grubb, 2017). In the USA,
e-sports is still catching up to this level of popularity, but collegiate e-sports is gaining
steam. Several game companies have created collegiate championships. My very own
school, UNCG, placed second nationally in the World of Warcraft Great Collegiate
Dungeon Race (Blizzard Entertainment, 2017). Some schools, such as Robert Morris
University, even offer scholarships to attract video game players (Touchberry, 2017).
5
Video games have become unavoidable. The video game culture has spread to
many facets of our lives. It continues to sprawl. Video games are played by people of all
ages, 27% of all players are over 50 years old, and the distribution by gender shows a
quasi-even number of male and female players, 56% for the former and 44% for the latter
(Entertainment Software Association, 2015). In a world where video games have had
such a cultural impact, studying them and their impact is primordial. As someone who
has grown up with this medium, I feel a responsibility to make a contribution in regard to
the study and understanding of what Giroux (2013) calls the “screen culture” (p.179).
After a few years in my doctoral program, I dedicated myself to the study of video
games through critical pedagogy. Apple, Au & Godin (2011) summarize the goals of
critical pedagogy as broadly seeking “to expose how relations of power and inequality
(social, cultural, economic) in their myriad forms of combinations, and complexities are
manifest and are challenged in the formal and informal education of children and adults”
(p.3). Critical pedagogy has provided me with a theory to make sense of my life,
including video games, in a new and empowering way. It gave me a sense of agency and
the desire to study a culture I am a member of. I saw in the questioning and analysis of
my experiences the possibility to use video games to question power and make our world
a better place. I now share a thirty-year-old story that embodies the power video games
have had in my life and how I reinterpreted that story a couple of years ago through
critical questioning.
6
My ActRaiser Story
We’re in 1990 at my parents’ house. I am in my room ready to roll. I put the
cartridge in. The game loads quickly. Control pad in hand. I am set for a challenge.
“Ok, let’s play this.” I press start. “Alright, what’s this one about?” I speed read
through the scrolling introductory text eager to start hacking and slashing: This world is
in disarray. Bla bla bla. Monsters and demons roam these lands. Bla bla bla. humans
need a savior. They call upon ‘you’, a minor deity to rescue them.
“A minor deity? I guess that’s all they could muster. Sure, I can do that.” And so
it started. Hours of fighting followed. As I took the minor deity through the levels, it grew
in power. After the first city was founded, I was able to call upon magical fires, then
came thunder bolts and fire breath. The stage was set. I needed more victories, more
believers, and more power ups to defeat the Evil forces that plagued these lands. With
each freed region, more humans believed. With each new temple, more worshippers sang
the praises of their savior.
ActRaiser (Quintet Co., Ltd, 1990) was a good game. It was entertaining without
being a blockbuster. It offered a mix of genres. One level was about hacking and
slashing, imagine Mario with a sword and spells. The next level was a city managing
game, think about simcity, a simulation in which you can place buildings and create a
town. Basically, I spent one level dispatching demons clearing a piece of land, and then
the next level was about managing that land in order to grow a city and help humans
settle.
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Towards the end of the game, my character had become a powerful deity. Many
humans believed in it. All along they had erected statues in its image and built kingdoms
in its name. After hours of play the time for the final fight had come. That boss, the
scourge of humanity, did not leave a particular mark on me. Defeating it was no
challenge. I had finally saved humans. Their world was free of all they feared. My
character headed back to the capital, head high, chest out, ready for glory. I thought I
had won.
As in many games of the early 90's, the ending sequence offered a series of
scrolling texts and short scenes during which I, the player, was limited to reading and
watching the epilogue.
My character triumphantly marched back to his city. I thought I knew what was
coming. I imagined lines of radiant people dancing throughout the streets. Joyful kids on
the shoulders of their celebrating parents. Colorful petals falling from the bluest sky.
Well, the deity was not ready for what was coming and neither was I.
Deserted streets. No song. No praises. Not a soul. Nothing. The deity wandered
through the streets. He entered the main temple where humans had placed a colossal
statue in His name. That space was now empty. The statue was gone.
The narrator, who was wrapping up the story, explained that because their world
was now empty of evil, humans no longer had a reason to worship. Therefore,
my character who had become a powerful god found himself abandoned. Forgotten, he
became dormant.
8
Figure 1. A Screenshot of the Epilogue
A screenshot
of the epilogue. The
space where
worshippers had
built a statue
of my character is now
empty. I interpreted it
as a symbol of human’s
extinct faith.
This epilogue shattered what I used to think of as "winning the game." While the
concepts of gold and glory had never appealed to me, they constituted what I had learned
to expect from completing video games. From Super Mario Bros. (Nintendo, 1985) to
Sonic (Sega, 1991), the narrative was pretty much the same: triumph and
prestige await the player at the end of the endeavor. ActRaiser's ending was not about
that. ActRaiser's ending had a message about the meaning of faith and believing. That
message shook me. It sent my head spinning. It made me question my understanding
of religion, worship, believers, god, and gods. Questions swirled in my brain "do people
only believe when they are scared of something? If they are not afraid, do they stop
worshipping and believing? In what other ways have people used gods or religions for
their own ends? Where do gods go when they are forgotten? Who holds power in
religion?" Growing up Muslim in my native France in the 1990’s, I had just a few people
to ask these questions to, namely my parents. None of their answers satisfied my thirst.
9
I was only a teenager when I played this game but this moment has stayed with
me. The game and the reflections it triggered have impacted the ways in
which I think about religion. As a matter of fact, my playing the game, amongst many
other factors and events, has played a role - even if minor - in my decision not to follow a
religious path. ActRaiser played a role in forming my identity as a non-religious person.
After that experience, I saw myself as skeptical, which I understood as someone who had
an eye for questioning cemented truths.
Interpretation Through Torpefication: Stung by the Torpedo Fish
Decades later, as I started taking classes in my doctoral program and became
exposed to different possibilities regarding education, I asked myself another layer of
questions about the meaning and impact of my video gaming experiences. I connected
one text in particular to my ActRaiser memory. Reading Ann Diller’s concept of
torpefication helped me gain a new understanding of that memory. Diller (1998) defines
torpefication as “the shock of realizing we did not know what we thought we knew”
(1998). Torpefication is a physical reaction to the realization of our own ignorance. She
derives this term from Plato’s image of being shocked by a torpedo fish, commonly
referred to as a stingray (Plato, n.d.). Beyond the shock, being torpified “bears close
family resemblances to the ability to be awed, to be surprised, to be astonished, to be
moved in a deeply moral, or ethical, or aesthetic, or epistemological, or ontological way”
(p. 8). Diller writes that through torpefication individuals will “almost inevitably
experience perspectival shifts” (p. 8). I made sense of torpefication through my ActRaiser
experience. Back then the swirling questions in my head had disoriented me, they
10
affected me to the point where I had to seek answers. Diller qualifies this search as
becoming a “philosopher of one’s own education” (p.1). The new meaning I made of this
experience fueled my research interest. Interpreting my ActRaiser through torpefication
opened up possibilities. I want to dive deeper into the study of my video gaming
experiences to better understand that medium. I want to explore video games and their
culture to improve players’ and people’s lives. Making connections between video games
and questioning power, culture, and society brought together two of my interests and
passions. At that point, I weaved my journey into academia with video games, stories,
and critical pedagogy.
From Curiosity to Fury
Early in my research I read different theories about video gaming. While they all
contributed to a better understanding of the medium, I found that a crucial aspect of the
discussion on video gaming was absent: the core of the research did not include players’
voices. The behemoth theory of gamification exemplifies this absence. Proponents of
gamification define this theory as the use of video game elements in non-gaming
systems to improve user experience (UX) and user engagement” (Deterding, Dixon,
Nacke, O’Hara, and Sicart, 2011, p.1). Such video game elements include points, badges,
and animations. The problem with gamification is that it reduces video games to an
appeal factor, to a shiny ‘game layer’ (McBride & Nolan, 2014, p. 596), on top of
perpetuating unexamined processes of play. Bogost captures the superficial aspect of
gamification through his own definition of the term, “gamification is marketing bullshit,
invented by consultants as a means to capture the wild, coveted beast that is videogames
11
and to domesticate it for use in the grey, hopeless wasteland of big business, where
bullshit already reigns anyway” (para.5). Bogost’s definition offers a critical perspective
on gamification. It shines light on the fact that those in power, big businesses, syphon the
image of video games to use it for their own benefit without regard for the video game
medium and its community. Gamification is not about understanding the experiences of
players in a critical way in order to rethink the world outside of gaming or imagine
different possibilities for our society. Gamification is about updating already-existing
systems without concerns for justice or the video gaming culture. Gamification is about
using games as lures to continue doing what has always been done. For example,
gamifying the classroom may mean replacing bubbling right answers on a worksheet with
clicking right answers on a colorful screen. There are no meaningful changes involved.
Through gamification, “tomorrow becomes the perpetuation of today” (Freire, 1998,
p.103). Gamification translates to a surface study of video games. It ignores social,
historical, political, and cultural forces that shape all media. In ignoring these forces,
proponents of gamification silence the experiences and voices of players. My enthusiasm
for video gaming research gave way to rage.
Duncan Andrade (2009), a scholar and high school teacher, writes about righteous
rage, a rage fueled by injustice. He explains that his students, many of whom are
underprivileged, come to his classroom angry. Rage is their emotional response to an
unjust system. As a teacher, Duncan Andrade sees his role as connecting that moral
outrage to “action aimed at resolving undeserved suffering” (p.181). Stryker (1994) sees
rage as a transformative energy. She explains that “through the operation of rage, the
12
stigma itself becomes the source of transformative power” (p.249). While rage is
commonly thought about as a fire or a burning, Stryker offers a different image to capture
rage:
I am not the water-
I am the wave,
And rage
Is the force that moves me (p.247).
I make sense of my rage as a reaction to injustice. Proponents of gamification
were discarding thought provoking aspects of video games such as torpefication. By
using buzzwords such as technology, globalism, and 21st century, proponents of
gamification push for a superficial definition of education. Rather than engaging with the
electrifying power of video games, they use video games for their own ends. In throwing
away the critical power of video gaming, they were throwing away my experiences and
any other that did not fit theirs. My rage was a sign of injustice toward schooling
practices that remained unchanged, toward the portrayal of video games as mere
entertainment, and toward the discarding of my experiences. My rage moved me and
pushed me deeper into my research. Rather than a fire that spreads and consumes
everything in its wake, the wave is a movement that can’t be put out. My rage moves me
to act in the world. This project is an action against the forces that work to drain video
games out of their critical potential and demean my experiences and the experiences of
other players who have grown up with video games. This project is the wave moved by
righteous rage crashing against these forces. Through this autoethnographic study, I aim
13
to show that there are other possibilities for video gaming and education. In doing so, I
also open the door for the expression of other accounts.
A Culture Shaped by Social Issues, A Force Shaping Players
While I cherish my video gaming experiences and advocate for the use of video
gaming in teaching critical pedagogy, my project does not aim to hide or diminish major
issues in the video gaming culture. Such issues are well documented. Video games
perpetuate oppressive messages in many ways. I share a few examples below that depict
the widespread issues in the video gaming culture: the content of video games, video
gaming communities, and treating video game workers as disposable.
Oppressive Content
The 1982 video game Custer’s Revenge (Mystique) places the player in the shoes
of General Custer. General Custer, an actual historical figure, is famous for having lost a
resounding battle against Native Americans, the battle of Little Bighorn (History.com
Editors, 2009). The game, in some twisted way, aims to correct that. The goal of Custer’s
Revenge is to “navigate a battlefield to have sex with an Indian maiden (...) tied to a
post,” (Cassidy, 2002, para.1) in other words, to rape her. The 2015 game Hatred
(Destructive Creations) showcases another set of connected issues present in and
perpetuated through video games. Hatred invites players to take on the role of a mass
shooter. Creative director Jarosław Zieliński (Campbell, 2014) explains the rationale
behind the game:
The answer is simple really. We wanted to create something contrary to
prevailing standards of forcing games to be more polite or nice than they really
are or even should be. (...) Yes, putting things simply, we are developing a game
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about killing people. But what's more important is the fact that we are honest in
our approach. Our game doesn't pretend to be anything else than what it is.
(para.7),
Through their content, Custer’s Revenge and Hatred reinforce settler colonialism, sexism,
and white supremacy. The slew of issues banalized and trivialized in these two games is
not an accident. As cultural products, video games are imbued with problematic values
that plague our world.
Oppressive Communities of Players
A set of video game players have embraced sexism and white supremacy. This
vocal group claims video gaming as their sole property and opposes any other individual
or group that claims belonging to the video gaming community. One of the most glaring
examples is #gamergate (Griggs, 2014), an internet movement which started with
targeting one female video game developer, Zoe Quinn, for what the oppressive group
referred to as the corruption of video gaming by female developers (Heron, Belford &
Goker, 2014). This movement and its actions then spread to harassing or doxxing any
woman defending or connected to Quinn.
Oppressive Companies
Issues in the video gaming culture also affect video game workers. They are
treated as a disposable workforce, who is overworked (Fuller, 2017), and for whom
overtime is not always paid (Weinberger, 2016). Issues in the culture of these companies
do not stop there. A recent report on the culture of Riot Games (D’Anastasio, 2018),
developer of League of Legends, one of the most popular games in the world, shows that
sexism is an integral part of the company’s “bro-culture” (para. 5) One of Riot games’
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values and motto is “default to trust”—in other words, assume that your colleagues
always have good intentions” (para. 61). A former Riot Games employee shared that she
was met with criticism when explaining to male coworkers “why words like “bitch” and
“pussy” were gendered insults” (para. 60). She was told she was not abiding by the
company’s motto and culture of “defaulting to trust.” She was expected to trust that her
co-workers were not using these words as insults. Sexism and neoliberalism are alive and
well in the video gaming culture.
My goal is not to demean or ignore these issues. By looking for video gaming
elements that lend themselves to teaching critical pedagogy, I do not mean to reduce
video games to that aspect. However, as someone who has grown up with this medium, I
have experienced questioning and shifts in my thinking that I want to investigate because
they are seldom represented in the literature in education and video gaming. This does
not erase the multitude of issues tied to video gaming. Moreover, I account for these
issues in my findings chapter where I question and weigh my role in perpetuating these
forms of oppression.
Statement of the Research Problem
(...) for me, someone who the world viewed as male, World of Warcraft provided
a space to discover that I felt more comfortable when treated as female. (Dale,
2014, para 1)
People play video games for diverse reasons. Players such as Dale see in video
games, and World of Warcraft in particular, a space in which she can be herself. Making
sense of what video games bring to their players is intimately linked to their identities,
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and to their lives outside of the games they play. Golub (2010) writes that to fully grasp
the reach and power of video games we must, as first suggested by Dibbell and Schutz,
study video games, not as an isolated space, but as an integrant part of players’ lives
(p.40). One of his main suggestions in order to conduct anthropological studies of video
gaming is to “follow participants (...) across all segments of their life-worlds that are
central to their biographies, not merely those that are virtual“ (p.40). Golub shatters the
cliché of online and offline lives as fragmented worlds by demonstrating that these spaces
are intertwined; they inform and influence each other. Gaming does not exist in a
vacuum. Video games cannot be understood as geographical spaces, to be fully
understood they must be studied as cultural spaces (p.41).
Early sociological and anthropological studies of video gaming focused on
ethnographic studies of players’ in-game experiences (Chen, 2009; Nardi, 2010). Golub’s
call highlights the necessity to study players across all facets of their lives to better
understand the meaning they draw from video gaming. To achieve this, we need to
explore the diversity of stories behind players’ gaming experiences. We need to ask who
the players are, why they choose to play the games they play, and what they get from
them. We can only achieve this by diving into players’ intimacy. The goal is not to define
the video gaming experience as a monochrome monolith, but rather to explore its
complexity and meaning by studying diverse players across gender, race, ability, and
other identity markers. My study is one slice of that larger project.
Some scholars have recently started this work by studying video gaming through
the lens of feminism (Chess & Shaw, 2015; Lavigne, 2015; Shaw, 2015) and race (Gray,
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2014). One of their findings is that, like “any identity, being a gamer intersects with other
identities and is experienced in relation to different social contexts” (Shaw, 2012, p.29).
This statement further stresses the importance of studying video gaming beyond the
pixels on the screen. My study takes up Chess and Shaw’s (2015) call ”for other gaming
cultures and increased diversity” (p.217) by examining my lived video gaming
experiences as a student of critical pedagogy who has grown up with video games.
Hock-Koon (2011) writes that we stand at a new time in video game scholarship,
a time in which people who have grown up with video games are now entering academia.
There is indeed a growing number of video game players in academia who have
conducted research in their culture (Blackmon & Terrell, 2007; Braithwaite, 2015;
Campbell & Grieve, 2014; Chen, 2009; Gray, 2014). However, video game
players/scholars have seldom written about their own lived experiences.
Autoethnographies are rare. I have found a mere three texts that are referred to as
autoethnographies. In the earliest one, Sudnow (1983) writes about his experiences of
coming to video gaming as an adult. Throughout his work, he draws on his background
and identity as piano player to make sense of his video gaming experiences. My project
builds on his work by bringing in a different perspective on video gaming through my
identities as an immigrant, a non-Muslim Arab, and other factors that vary from
Sudnow’s identities. For example, there was no internet at the time of Sudnow’s study
and therefore no online video games. Video gaming then is not video gaming now. That
difference alone is worthy of prompting another autoethnographic study on video
gaming.
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Bissell (2011) also wrote about his own experiences playing video games. He
describes his experiences playing video games through two interlocked entry points. The
first is his own lived experiences playing video games. The second entry point is his
interviewing of game designers such as Cliff Bleszinski of Epic Games and Jonathan
Blow, an independent designer. He uses these interviews to voice his own experiences
and reflect on them.
My project differs from Bissell’s in many ways. While I grew up on a mix of
computer and console games, I have not owned a console in over twenty years. Bissell
solely plays console games. He is not a PC gamer. While some games are available on
both format, PC and console platforms offer different possibilities for players such as
modding, the possibility for PC players to modify components of their game. My study
will add another layer of complexity to the scholarship on video gaming by bringing an
autoethnographic account of PC games, especially World of Warcraft. This is also
another major difference with Bissell’s experience. He describes WoW as “less a video
game than a digital board game” and a game he “very much dislikes” (p.40). WoW has
rhythmed my life since I started playing it in 2007. WoW has been the main game I have
played for over 10 years. While WoW is my main game, it is not the only one I play. Like
Bissell who describes GTA IV (Rockstar North, 2008) as his favorite game, having a
main game does not necessarily mean we do not play other ones. My study will cover
several games, many of which I played decades before the release of WoW and others
during the time I played WoW.
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Chen’s (2012) study is the third piece that is referred to as an autoethnography of
video gaming. While Chen’s work revolves around his experience as a WoW player, he
centered his research on his raiding team and set the scope of his study to in-game
interactions solely within WoW. While some see his work as autoethnographic, Chen
instead describes it as “following the tradition of online games ethnography” (p.159). As
a matter of fact, he dedicates a mere seven page “mini chapter” (p.159) to the tensions
between his identities as a researcher, gamer, and educator. He discusses these tensions
within the boundaries of in-game interactions with his raidmates and does not extend his
reflections beyond this scope. The confinement of his identities to this short section
shows that, while his experiences as a raider played a role in his study, they did not
constitute the core of it. I do not label his work as autoethnographic, this does not
undercut in any ways the value of his study. As a matter of fact, his work has served to
inspire mine.
The specificities and intersections of my identities (immigrant, father, and all
other facets of my being) will be central to my work. These identities are either not
shared or not foregrounded in Sudnow’s, Bissell’s, or Chen’s work. Moreover, the scope
of my work in terms of time length (I cover the thirty plus years I have been playing) and
reach of the observation field (my lived experiences expand beyond the pixels on the
screen) are unique to my study. Therefore, my methodology for this project adds another
layer of complexity to the video gaming scholarship.
The goal of my research is to better understand the video game culture and tap
into it to offer critical possibilities for our world. I have found in my experiences ways to
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make our world a more just place. I was also mindful that my relationship with video
games put me in a position where I had to account for problems and critiques of a
medium that contains and propagates a multitude of messages, some, if not many,
harmful. The chronological component in my study was important. I investigated how my
becoming a student of critical pedagogy shaped my lived video gaming experiences. I
wanted to know to which extent my lived video gaming experiences were informed by
critical pedagogy. I wanted to investigate my reflections, actions, and silences as I played
and navigated video gaming in and off the screen. This study represents an important
contribution to a larger whole, one voice in a larger discussion. My study is also cathartic
as I told and analyzed my stories of video gaming. By examining my stories, I am giving
them visibility, in doing so I worked to legitimize and validate my experiences.
Research Questions
In this study, I used autoethnographic research methods to explore what video
games mean to me and what they have contributed to in my life. I researched my own
experiences as a video gamer player whose identity as a student of critical pedagogy has
triggered questions and inquiries. As a student of critical pedagogy, I understand that the
relationship between players and video games is dynamic, fluid, and reciprocal. The
following questions guided my research:
1. How do I navigate the video gaming culture as a student of critical pedagogy?
2. In what ways do video games lend themselves to the teaching of critical pedagogy?
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Overview of the Chapters
Chapter one is an introduction to this study. In chapter two, I show how gaining
the identity of student of critical pedagogy has helped me examine my schooling and
educational experiences. I did so by reviewing the literature on critical pedagogy and
drawing on my own stories of schooling. I use Freire’s (2009) concept of the ‘banking
system,’ a concept of education in which “knowledge is a gift bestowed by those who
consider themselves knowledgeable upon those whom they consider to know nothing”
(p.72). These stories rely on my experiences as an Arab student in the French public
school system, the country where I grew up. I used the lens of critical pedagogy to move
from a naïve understanding (Freire, 2009), of my schooling and educational experiences
to a more complex and systemic understanding of these experiences. This chapter also
acts as a blueprint for the examination of my video gaming experiences through the lens
of critical pedagogy.
In chapter three, I go over the methodology I employed for this project:
autoethnography. I start by describing the different types of autoethnography and
explaining the specificities of personal narrative and reflexive ethnography, the two types
I employed. I then described my methods of data collection, the writing of epiphanies by
using writing as a form of inquiry, and a documentation of my current video gaming
experiences through field notes and journaling. I close this chapter by writing about the
validity of my methodology, a method that is still controversial for proponents of
canonical research.
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Chapter four answers my first research question: How do I navigate the video
gaming culture as a student of critical pedagogy. I drew on the analysis of my epiphanies,
field notes, and journaling to establish meaningful themes. I had initially thought of
presenting my findings in two themes: the ways I consent to oppressive forces in the
video gaming culture and the ways I resist these forces. However, this study exposed a
rift in how I thought of myself and how I acted in my video gaming experiences. I
unveiled a chasm between my identity as a video game player and that of student of
critical pedagogy during my journaling and field noting. I use the concept of enchantment
to describe how my previously unexamined experiences worked to blind me to the
multiple issues I engaged with. To do justice to the movement triggered by this study, I
present my findings to my first research question in a dynamic format. I first share the
ways in which I consented to the oppressive culture of video gaming. I then expose the
ways in which I thought I resisted these forces. I conclude this chapter by wording how,
after exposing the enchantment, I worked to reconcile the two identities at the core of this
project: student of critical pedagogy and video game player.
In chapter five, I answer my second research question: In what ways do video
games lend themselves to the teaching of critical pedagogy. I use the concept of
dismantling the clock to explain how this study worked as the careful examination of my
experiences. Through the work of clockmaker, I identified four cogwheels that lend
themselves to the teaching of critical pedagogy. This chapter is my re-assemblage of
these cogwheels in alignment with critical pedagogy.
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I conclude this dissertation in my sixth chapter. I start by summarizing my findings. I
include recommendations for future research and implications for practice. I end this
chapter and my work by sharing the limits of this study and my closing thoughts.
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CHAPTER II
BECOMING A STUDENT OF CRITICAL PEDAGOGY:A REVIEW OF THE
LITERATURE ON CRITICAL PEDAGOGY
Introduction
Becoming a student of critical pedagogy has triggered, informed, and shaped the
questioning of my life starting with my schooling experiences and expanding to other
experiences such as my video gaming. This process has introduced questions that have
troubled my identities, experiences, and ways of seeing and being in the world. In this
chapter I write about becoming a student of critical pedagogy through the review of the
literature on critical pedagogy. Kincheloe (2008) writes that “all descriptions of critical
pedagogylike knowledge in generalare shaped by those who devise them and the
values they hold” (p.5). Drawing a cemented picture of critical pedagogy is impossible.
Definitions are imprinted with the author’s experiences. Therefore, my understanding of
critical pedagogy will share common points with my readers’ understanding. It may also
differ on other points.
I write about my becoming a student of critical pedagogy by weaving scholarship
and my stories of schooling. My goal is to translate my journey into critical pedagogy
through pivotal stories that I interpret or reinterpret through scholarship. My stories serve
two purposes. The first is to “infuse writing with an intimacy that often is not there when
there is just plain theory” (hooks, 2010, p.50). I create this intimacy by crafting stories of
25
my schooling experience. I invite you into my world by wording it (Rose as cited in
Denzin & Lincoln, 2003).
The second purpose in using stories is to use storytelling and critical pedagogy as
a form of healing. Some of the stories I share translate difficult moments that have hurt
and shaped me as a child and continue to influence me as an adult. I use stories to show
how the critical writing of these stories serves as a therapeutic tool (Poulos, 2010,
p.76). I write these stories by relying on the works of critical pedagogues who have
influenced me in this critical journey. These include Paulo Freire, Henry Giroux, and bell
hooks. I braid their work around my stories. Doing so has allowed me to become a
student of critical scholarship. It helped me move from understanding my experiences as
solely saying something about me and my worth or unworthiness to understanding the
social, cultural, and political backdrop that shaped these experiences. This critical
understanding has empowered me to address these issues.
Through this chapter, I am laying the ground for writing and reinterpreting my
stories of video gaming through the lens of critical pedagogy. This chapter shows how
gaining the identity of student of critical pedagogy has helped me examine important
moments of my schooling and education. In this review of critical pedagogy, I show how
making sense of these experiences through critical pedagogy has opened a space for me
to act in the name of creating a more just world. By making sense of critical pedagogy
through my schooling experiences and describing the ensuing movements in my thinking,
I set the grounds for examining my video gaming experience and exposing the
movements that resulted from this study.
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The Social World
Left. Right. Left. Right. Left. Right.
Shining black shoes stomp their path in flawless rhythm.
Left. Right. Left. Right. Left. Right.
The military parade is on. The symbol, the blazon of a country.
Left. Right. Left. Right. Left. Right.
Stop.
Uniformed and perfectly groomed, they swing their weapons to their other flank.
Go.
Left. Right. Left. Right. Left. Right.
Wooden weapons. Real pride. ROTC teenagers. Real military hunger.
I was an ESOL teacher when I first set foot on the campus of an American high
school. I was shocked to see a group of fourteen-year-olds in military uniforms ordered
around by a slightly less young leader in that space. This was an aberration. Military
education in a high school does not exist in France. I asked my fellow teachers about
what I was witnessing. It took a discussion for me to understand that ROTC was an actual
school program, that it was present in most high schools across the country, that
militarizing youth minds was a state sponsored goal. This moment sent me in a spin. The
only countries I knew of with such programs were totalitarian regimes which
indoctrinated youths. There, the young were portrayed as disposable. A strong sense of
honor shaped by powerful autocrats was instilled in these young minds in order to
legitimize sending their bodies to war. The message I had learned in France was that
youth in the military is an antidemocratic sign.
The surprise did not stop there. What I understood as a clash between democratic
ideals and military presence in schools was seen as ‘normal’ by my coworkers. It made
sense to them. “This is just how we do things” (p.19). Schwalbe (2007) uses this sentence
27
to translate how decisions made by those shape our society become invisible. With time
these decisions become habits. In turn, these habits become norms and part of our belief
system. We accept them without questioning them. This “consent” is “given by the great
masses of the population to the general direction imposed on social life by the dominant
fundamental group” (Gramsci, 1971, p.12). My coworkers saw state sponsored military
education as ‘natural’ as the air they breathe. This is what Schwalbe describes as the
social world. A world shaped by people in power. A social construction in which the
builders and their intent disappear from public sight, from public debate, for public
thought. ROTC programs do more than normalize the presence of the military in schools,
they play a part in normalizing militarization in all facets of American society. I came to
recognize that students in the ROTC program do learn about leadership and a certain idea
of service. But this program cannot be detached from the impact the normalization of
militarization does on a national and international level.
For me, a French citizen, someone who has been socialized differently, aspects of
the American culture that clash with my own stand out. I noticed other instances of the
normalization of the military in the US. Take the case of November 11th. In the United
States, this holiday celebrates veterans, people who have risked their lives in wars. In
France, on that same day, France commemorates the end of World War I. While subtle,
the differences between these two messages are meaningful. Celebrating the people who
fought contributes to honoring and elevating the image of warriors in terms of honor,
pride, and sacrifice. Commemorating the end of a war sends a different message about
war: that it needs to stop. Such educational messages, whether they take place in schools
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or not helped me understand why the US military budget is larger than that of China,
Saudi Arabia, Russia, United Kingdom, India, France, Germany, and Japan combined
(U.S. defense spending compared to other countries, 2017). All these messages contribute
and reinforce the will of those in power, their desire to have a military force handy to
serve their purpose.
Writing about the ROTC experience helped me identify the invisible messages
that establish the place of the military in American culture. By reflecting on these
experiences, I came to understand essential social rules that regimented the country
where I now live and the one I grew up in. Witnessing the marching of youth in schools
was not the result of purchasing uniforms and slapping them on teenagers. The overlap
between public schooling and the military is the result of shared beliefs (Schwalbe, 2007,
p.15). The world we inhabit is not merely made of atoms and molecules. Rules that made
possible the presence of the military in schools and therefore the importance of the
military in US society correspond to the ideas and ideals of people who can make such
rules. In turn, these systems and rules come to shape the beliefs of the larger public. The
power to shape the rules gives the possibility of those who hold such power to create
schools and societies that reinforce their ideas and ideals. With time, these decisions
become shared belief, become the norm, and become invisible even to those who did not
play a role or have a voice in bringing these rules into existence. This is the case even
when these rules and systems go against the interests of those who believe in them.
Gramsci (1971) uses the term “hegemony” (p.12) to describe the domination of one
group above others. Dominant groups achieve hegemony through either consent or
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coercion to legitimate ‘common sense,’ a social, cultural, and economic order of the
world that benefits the dominant group. What holds this social construction together is
not the asphalt of our roads or the cement of our buildings. It is the invisibility of the
ideas that compose it. All societies are built on ideas that become norms. No social
system can exist without them (Johnson, 2014). Because I was brought up in a different
country with different norms and habits, American norms and habits that differ from
mine stand out like a sore thumb. My ROTC experience triggered questions. Learning
about critical pedagogy gave me vocabulary to identify power and question its use in
shaping schools, education, and our world.
The Question of Power
Neutral, objective education is an oxymoron. Education cannot exist outside of
relations of power, values, and politic (Giroux, 2013, p.192)
My journey into critical pedagogy has exposed many of the messages I grew up
with as mirages. “There is no place for politics in schools” is a message I heard from
teachers, parents, administrators, friends, and media. Education was presented to me as a
golden ticket to lift myself up, the guarantee of a bright future. My parents, immigrants
from Algeria, taught me that degrees would allow me to access a stable life. They talked
about schools, grades, and diplomas as noble, essential, and a representation of my
intelligence, of my worth. While degrees offer many advantages, such as better chances
of finding a job and ensuring a stable economic future, this message is incomplete and
works to hide the power and politics behind schools and education. My parents
participated in spreading this message, not because they were in on it, but because this is
30
how the world, the social world had been presented to them. Without critical ways of
seeing the world they were not able to challenge that message.
Through becoming a student of critical pedagogy, I have reinterpreted my stories
of schooling and education to expose themes of domination that run through the history
of schooling such as “school as managers of public thought” or “schools as engines of a
consumer society” (Spring, 2011). Giroux writes that there is no such thing as neutral
education, that the decisions that shape schools are a reflection of politics, values, and
power. Critical pedagogy gave me the language to understand school and the world as a
social construction, as shaped by people with power. Becoming a student of critical
pedagogy has granted me knowledge, language, and questions to expose incomplete
and/or hurtful surface messages I had been bombarded with. The questioning of the social
world has helped me understand that my schooling experiences were not neutral, that
they were shaped by many unseen forces (Kincheloe, 2008, p.71). This questioning
should not be understood as the demonizing of schools. As a student of critical pedagogy,
I see in education and schools a tool to promote democratic values and democratization,
that is to create a society that is fair and just and that allows everyone to live free, full,
and dignified life (Schwalbe, 2007; Shapiro, 2005). As my ROTC story highlights,
questioning power is essential in assessing whether schooling is indeed contributing to
the creation of a more just world. As a student of critical pedagogy, I want to ensure that
the rules and systems in place are working for the benefit of all, not only for the few
shaping the social world.
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Education plays a major role in shaping our shared beliefs, in shaping the social
world. One of the ways schools shape students’ understanding of the world and place in it
is through its portrayal of knowledge, the way schools teach what it means to know
something. There are two critical questions that revolve around knowledge which I will
use to anchor my becoming a student of critical pedagogy. The first is ‘what is
knowledge?’ or what does it mean to know something. The second is ‘whose knowledge
is valued and deemed valid’ and therefore whose knowledge is devalued and demeaned. I
tackle these questions separately in the next section by relying on Freire’s (2009) concept
of the ‘banking system’ (p.72), a system Freire exposes as harmful to democratic values
in which knowledge is depicted as passive, detached, and hermetic. Through the banking
process, the world is presented as static, a world in which students have no say, instead of
a social construction, a world in which students have power. Through the banking
process, the social construction of the world is hidden. Ideas and systems that are harmful
become difficult to see, challenge, and change. Therefore, the social world and any
injustice it harbors continue to exist. It is in the democratic hope of exposing these
injustices that I take on these questions of knowledge. I do so by sharing stories of my
schooling experiences that conveyed harmful messages and hurt my sense of agency and
identity. I show how critical pedagogy has helped me reinterpret these stories in the
larger context of power and politics.
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What is Knowledge?
What It Means to Learn in Mr. Charles 7th Grade History Class
Mr. Charles: “Title in red. Centered. Write bla bla bla.”
As instructed, I take my red pen and write that exact title as neatly as possible. A
perfectly written B, then comes an L, and an A. I write the next two words with the same
attention. Mr. Charles will pick up our textbooks and check colors and formats as he does
every week. I know my parents will get mad if any teacher says anything negative about
my work. And so I pen the title with great focus and a tint of fear.
Mr. Charles: “Now, green pen for the first level subheading. No indentation.
Write bla bla bla.” I switch pens and continue working. I want to take my time to write
clearly. My sixth grade French teacher had told me that my handwriting was poor. She
instructed me to stop writing in cursive and only write in print. This, she said, would help
me form better looking letters even if it took me longer to write. I look around to make
sure that I am not falling behind. The other students might be faster than me. Writing in
cursive is the norm in French schools. I am the only one person I know who writes in
print.
Mr. Charles: “Now, black pen for the second level subheading. It must be
indented by 3 centimeters. Write bla bla bla.” The monotony of copying titles is
rhythmed? by the mechanical act of switching of pens. This pseudo-physical activity is
the only thing that keeps me and many of my classmates from falling asleep in this
history/geography combo class. Cemented behind his desk, Mr. Charles moves on to
dictating his notes for that subsection. Blue. Copying notes has to be done in blue. I focus
33
on Mr. Charles’ voice and write the words as I hear them. I stay silent. No one ever says a
word in history/geography class. In between our note copying, one of us may be called to
the board to point at an answer on the giant map. Stepping up to the front of the class was
terrifying. We preferred to stay invisible.
I did not think of Mr. Charles as a mean teacher and despite the rigor and
extensiveness of the note copying, I did not think of him as a strict teacher either. During
recess, the words we used to describe him and his class were boring, low energy,
annoying, and soporific. On test days, these words echoed with bitterness and irritation…
----------------------------------------
What was the second subheading again? Why can’t I remember? I did study
yesterday. I always learn these lessons by heart. I am a good student. I make very good
grades no matter the class. Why doesn’t that subheading come back to me? I read over
the first subsection of notes I spat back out word for word hoping it will lead me to
figuring out what that second subheading is.
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Figure 2. Mr. Charles Class
Yacine Kout
19 septembre 1989
Contrôle d’histoire
Question: What is Bla bla bla?
Bla bla bla
Bla bla bla bla bla bla
Bla bla bla bla bla bla
Bla bla bla bla bla bla. Bla bla bla bla bla bla Bla. bla bla bla bla bla.
Bla bla bla bla bla bla. Bla bla bla bla bla bla. Bla bla bla bla bla bla.
Bla bla bla bla bla bla.
??? ??? ??? ??? ??? ???
No. It’s not coming back. What’s going to happen if I don’t make a good grade? I
better not think about that. Just read it again Yacine. It’s bound to come back... eventually
*gulp.* I look around. Everybody else has their nose buried in their sheet of paper.
What’s happening? Slimane had told me that sooner or later the streak of great grades
would end. “20/20’s belong in elementary school,” he said. Seventh grade is a different
story. The words and sentences I cannot remember, those I was to write on my test, are
now goosebumps on my skin. If I get a bad grade the glasses on my nose will no longer
be seen as the mark of my so-called intelligence. Instead, they will paint me as a good for
35
nothing, someone who can’t play sports and who isn’t even good at school. I am
overwhelmed with shame and fear. There is no room for bad grades at home.
Making Sense of Mr. Charles’ Teaching: Banking System and Schooling.
My experience in Mr. Charles’ class is not an anomaly. This experience
represents what many have come to think of as learning: absorbing facts detached from
our lives and spitting them back out in the same way they were thrown at us. In the USA,
this is usually done by finding and bubbling the right answer. While I never had to bubble
answers on a test (multiple choice tests did not exist when I was schooled in my native
France), many of my tests required me to write word for word or paraphrase what I was
dictated in class. Like hooks (2010), I found that many of my classes were “a
dehumanizing space” (p.34), a space where my thoughts and questions were not
welcome. This model of learning constitutes the norm in the USA. People in and out of
schools have come to see this way of learning as the only way of learning. Freire (2009)
coins that system the ‘banking system’ (p.72).
The banking system. In my middle school, Mr. Charles’ class and other classes
like his were notorious for the pain they inflicted on their students. We, the students, were
seen as empty objects who had nothing to bring to the class. We were treated as ignorant,
knowledgeable only if we followed directions, applied the colored template mindlessly,
copied notes religiously, and regurgitated them verbatim. Mr. Charles’ class stood out
among other classes in which the teacher adopted the banking concept of education
because it was the first one in which the entire 55 minutes were spent on listening to his
words and copying them according to a strict color coding. Another telling memory of
36
that class is that of my friend Jérôme. He would secretly record Mr. Charles’ lecture on
his mini-cassette recorder. On test days, he would slyly run the earphone cable through
his sleeve right before class. During the test, he would play the recorder in his pocket and
find the portion of the recording that corresponded to that test’s lesson. In banking,
learning is synonymous with repeating. Students’ thoughts, experiences, and questions
are erased from the learning process. Jérôme’s body was a mere conduit for Mr. Charles’
words. Jérôme was absent from his test as we were absent from that class. Getting good
grades in Mr. Charles’ class and in the banking system is a reward for complying with a
system that objectifies and silences students.
In the banking system, schools are modeled after the factory model. The teacher is
the factory worker. The students are the inanimate products built by the teacher. The
setup of the classroom, lines of desks facing the all-knowing teacher, reinforces the
centrality of the teacher’s knowledge and reciprocally the ignorance of the students. In
Mr. Charles’ classroom, all the desks were facing him. He was the center of the attention,
the center of teaching. This layout reinforced the idea that learning was a transaction that
originates from the teacher and goes toward the students. Freire (2009) states that “in the
banking concept of education, knowledge is a gift bestowed by those who consider
themselves knowledgeable upon those whom they consider to know nothing” (p.72).
Through this idea, students adopt an inanimate state which equates them to empty
inanimate vessels. The act of teaching translates to the teacher “depositing” their
knowledge into “depositories,” passive students who are reduced to objects (Freire, 2009,
p.72). The finalization of the learning transaction in Mr. Charles’ class occurred during
37
tests when students were to present him with his own words, organized in the same way
he introduced them to us, using the same color coding he ruled his class through. In
schooling, conforming is key. Students are labeled as ‘educated’ only after they can
replicate what they are told and shown. As Freire (1998) writes, “there is no education
here. Only domestication” (p.57).
Invisible messages such as the place of students in the classroom, the
unworthiness of their experiences, and their absence in the learning process are referred
to as the “hidden curriculum.’ Vallance (2006) writes that the “the functions of this
hidden curriculum have been variously identified as the inculcation of values, political
socialization, training in obedience and docility, the perpetuation of traditional class
structure - functions that may be characterized generally as social control” (p.79). These
are teachings that are not written in lesson plans. They correspond to teachings that
students receive through less visible or obvious means. Dewey shows how the layout of a
classroom and the positioning of desks sends messages about the place of students in
their learning. After having visited a few furniture dealers looking for desks at which
students could work together, one of these dealers made the following comments "I am
afraid we have not what you want. You want something at which the children may work;
these are all for listening" (Dewey, 1900, p.32). The listening of students referred to here
is not one in which interlocutors listen to one another in order to communicate. The
listening the furniture dealer was referring to is a listening which situates students as
subordinates, incapable of producing anything of value. Dewey (1900) continues:
38
with its rows of ugly desks placed in geometrical order, crowded together so that
there shall be as little moving room as possible, desks almost all of the same size,
with just space enough to hold books, pencils and paper, and add a table, some
chairs, the bare walls, and possibly a few pictures, we can reconstruct the only
educational activity that can possibly go on in such a place. It is all made "for
listening"--because simply studying lessons out of a book is only another kind of
listening; it marks the dependency of one mind upon another. The attitude of
listening means, comparatively speaking, passivity, absorption; that there are
certain ready-made materials which are there, which have been prepared by the
school superintendent, the board, the teacher, and of which the child is to take in
as much as possible in the least possible time. (p.32)
Through a critical questioning of the classroom space, the concepts of the banking
system and hidden curriculum expose educational elements that stretch further than tests
and teaching strategies. They include elements such as space, furniture design, classroom
layout, and many more. A critical analysis of space shows that in the traditional layout of
the classroom, students are more likely to see themselves as powerless in the classroom
and to become powerless out of schools. An educational system that rewards students for
silencing themselves will produce citizens who have difficulties seeing themselves as
people who can bring value, who can bring something new to our world. Such citizens
will be less likely to challenge power in society and bring about a more just world to
existence. By presenting knowledge as oriented from the teacher to the student, the
banking system and the hidden curriculum are more likely to create obedient students.
These youths will be highly unlikely to ask critical questions, highly unlikely to see the
world as a social construct, highly unlikely to address issues of power in the world, and
therefore highly unlikely to work to make this world a better place for all.
Systems not people. Students are not the only people suffering from this
dehumanizing system of learning. The following story showcases the reach of the
39
banking system and its objectifying of teachers. Due to the impossibility of translating a
specific French pun into English, I decided to write the first paragraph of my story in
French and translate it in English. I underlined the pun to help my readers see the
connection.
----------------------------------------
Vous savez ce que je fais ce soir? Je dîne à Meaux. Oui, je dynamo. Un ange
passe. Vous comprenez? Il y a Dynamo Kiev contre Paris Saint Germain ce soir.
Je vais regarder le match.
Do you know what I am doing tonight? I dine in Meaux . Yes, I dynamo. An
awkward silence settles in. Do you understand? Paris Saint Germain is playing
against Dynamo Kiev tonight. I am going to watch the game.
He laughs. Never mind that he is the only one. He loved his pun. One of the
lamest puns I have heard in a while. I do not say anything though. I started this job a few
days ago. It is not my place to say something. But boy! Did HE just say that? Did Mr.
Charles just crack a joke? And laugh? Eight years ago, I spent two straight years in his
classroom. I cannot remember him smile once. Today I am his co-worker and I am
confused about who this person is.
His eyes shine as he forks a few of his carrottes vichyssoises. Where was this
teacher when I was in the 7th grade? Who is that person? That question burns my lips but
I cannot ask it. I never ask him. Mrs. Benamou rolls her eyes as she puts her spoon down.
She taught me French and Latin in middle school. She is sitting next to me. She asks me
to excuse Mr. Charles and his poor, poor sense of humor. “He has always been like that,”
she says.
40
----------------------------------------
Working in the same space as Mr. Charles was a troubling experience. Having
lunch with him shattered the image I had of him. He was not funny but he was joyous.
His sense of humour revolved around crafting puns that never quite hit the mark with his
audience. This experience made me see him in a different light. I understood that his
voice was not present in his teaching. When he was my teacher, he was absent from his
very own classroom. In many ways, he was similar to my friend Jérôme. His tied-to-the-
desk-body was a conduit for the system. However, people are not robots. Working within
a dehumanizing system does not make robots out of people. Even in the most debilitating
tasks, we strive to reclaim our humanity by making meaning out of them. Mr. Charles
was the only teacher I had that used color coding with such precision and thoroughness.
Maybe that was his way of reclaiming ownership or agency in his work, of reclaiming
some aspect of himself in his teaching. That coding was a creative touch and I did find
beauty in using colors to convey meaning. I see in my quasi-fascination with this color
coding a sign of the “quintessential human need to make or find meaning” (Shapiro,
2005, p.7). My capacity to find something meaningful in such a mindless class speaks to
the human capacity to find meaning in situations that do not lend themselves to it. There
was nothing in that class that invited student input. Even when reduced to an object by
these pedagogical practices, I found something meaningful. I found an escape. This
meaning making was a form of resistance to the situation I was placed. I resisted my
objectification. This was a sign of criticality.
41
The banking system hurts students by reducing them to objects, by negating their
voice and treating them and their lives as worthless, but as this story shows, it also
impacts teachers. Freire (1998) writes that the banking system impacts the learner and the
teacher (p.79). hooks (2010) further tells us that “no blame can be attributed to the huge
body of educators who simply taught as they were taught” (p.29). The responsibility does
not lie with the teachers for whom the schooling factory is the only model they know.
These teachers cannot implement another model of learning if they only know one model
of teaching. For teachers who have not been taught to question power in education,
teaching only makes sense as the act of replicating what they have known. Kincheloe
(2008) writes that teachers involved in the banking system do not intentionally hurt
students; instead, they merely follow the directions of their administrators and “the rules
of the system” (p.8). Giroux gives the example of Florida state legislators who in 2006
“outlawed historical interpretation in public schools, arguing that American history must
be taught as a series of facts, rather than as a matter of interpretation, reasoned debate,
and accumulation of evidence” (Giroux, 2013, p.32). Governor Bush who signed that
education bill into law declared that “American history shall be viewed as factual, not as
constructed (Jensen, 2006, para.4). Moreover, the law states that “factual history shall be
viewed as knowable, teachable and testable” (HB7087e3, 2006, p.44). This example
shows that people in power define knowledge in schools by making laws regarding its
teaching and representations. They also create systems which assess knowledge
according to their interpretation of it. If knowledge is a series of facts, then assessing
learning is about spitting these facts out as they were taught. In creating such systems,
42
they validate certain ways of knowing and outlaw others. This decision made by state
legislators reinforces the idea that students have nothing to bring to the classroom, that
they should stay silent and learn facts by heart in order to regurgitate them for a test. This
law translates the grip of powerful people on schools and their hold through that
institution on creating and perpetuating a social world that preserves their views and
interests. Through that decision, Florida state legislators reaffirmed that in their view,
knowledge is not to be debated or discussed. It is to be passed down from textbooks to
students through teachers. Via such a system, young people are to understand that their
place in the classroom and in the world is to adapt to norms they had no say in creating
and that the best future they can aim for is attainable by complying to that system.
To add to the injustice of such a system, a critical analysis of knowledge
construction in schools reveals that this view of knowledge and schooling is not present
across all layers of society. Anyon (table 1) conducted a study that shows the impact of
class on how students understand knowledge and see themselves in relationship to
knowledge.
43
Table 1. Key Points of Anyon’s Study on Social Class and School Knowledge
Question
Working-class schools
Middle-class school
Affluent professional school
What is
knowledge?
“You gain facts, like.”
Some children answer they
didn’t know
“The three R… Miss [P]
said if we don’t have the
three Rs, we can’t do
anything… Say if you
work in a store you gotta
add up prices.”
“It means you’re
intelligent.”
“When you study.”
“To know things.:
“The way you think. Yes, the way
you think.”
“It’s when you know something-
you can be a great scientist.”
“You think up ideas and then find
things wrong with those ideas.”
Where does
knowledge
come from?
“Teachers.”
“Dictionary.”
“From the old times.”
“From libraries.”
“From reading and learning.”
“Anybody, if they’re really
willing to learn something, can
really go far in that subject(...)”
“From going places.”
Could you
make
knowledge?
75% of children answered
no.
20% answered they did not
know.
5% answered yes.
55% answered yes.
45% of children
answered no.
80% of children answered no.
20% answered no.
Note: Adapted from Social class and school knowledge, by Anyon 1981.
Anyon’s findings are troubling because they show us that the voices and stories
which are the most needed to understand and address inequalities of wealth in our society
come from students who are taught not to see themselves as knowledge producers, not to
see themselves as capable of bringing something to our world. On the other hand,
students from affluent neighborhoods are taught in a way through which they see
themselves as worthy and capable of bringing something new to this world. These
students, who are most likely to be distant from issues tied to poverty, see themselves as
knowledge producers and are most likely to aim for and reach positions of power as
youths and adults, as students and professionals. This rift contributes to wealth inequities
in American society as the class of people who have power continue making decisions
44
and shaping society without the input of people who are most hurt by unjust systems.
This critical analysis of knowledge shows us that instead of working as “the great
equalizer” (Mann as cited in Martinez-Blanco & Waldo, 2011, para. 4), a ‘common
sense’ understanding of education, schools are spaces which reproduce and perpetuate
inequalities.
The banking system is a complex cogwheel in a larger system. It works to rob
lower and middle class students of their stories and agency. By doing so, it keeps a socio-
political economic order that is unjust to the youths it hurts. That system does nothing to
nurture young people’s power and energy to impact the world and make it a more just
place. The banking system limits our understanding of education and prevents youths
from seeing value in their perspectives and in their stories. This system values one way of
knowing the world, one voice, as determined by people in power. In that process this
system demeans and negates every other way of being or interpreting the world. In the
next section, I explore the question of whose knowledge is conveyed through the banking
system and analyze how it devalues other knowledges.
Whose Knowledge?
Whether one is teaching in Bangladesh or Bensonhurst, Senegal or Shreveport,
East Timor or West New York, education is a political activity (Kincheloe, 2008,
p.8),
My K-12 schooling experience took place in France. As Kincheloe writes, no
matter where a student is schooled, education is always a political activity and project.
Since education is a political activity, we need to question whose politics and whose
45
knowledge are implemented through the educational system. In the next story, I tackle
the critical question of whose knowledge is taught in schools by sharing an experience
that impacted me more than twenty years ago. While it touches on a wide range of issues
such as power, politics, knowledge, silencing, and identity, I foreground my analysis
around the question of whose knowledge I was taught.
----------------------------------------
September 1993. Twelfth grade history, finally. Since sixth grade, year after year,
we had studied history chronologically as a series of dates and events that inched closer
to modern times. At the end of 11th grade, I realized that my senior history class would
cover the 1960’s. I would learn about Algeria, the country of my parents. At last, I was to
learn something about me.
I did not know much about Algeria. Conversations on that topic with my parents
were few and short lived. My mother would tell me with sparks in her eyes that out of all
French colonies, Algeria was the one place France tried the hardest to keep under its
control. Algerians fought ruthlessly for their independence. There was a sense of
Algeria’s worth in my mother’s eyes when she spoke about this. Her pride rang in her
voice. For her, France’s clinging to Algeria was testimony to how important her country
is. Our conversations never went further. I did receive other messages about that war
though.
----------------------------------------
Summer 1988. The Imam’s call to prayer reaches the whole neighborhood. It’s
Friday. Almost everyone is heading to the mosque. I stay at my aunt’s house. I speak
46
Arabic, the sacred language of Islam, but I did not grow up with religious rigor. My
father put some distance between him and the faith he grew up in since he moved to
France. I am alone in front of the TV while my cousins, uncles, and aunts are praying.
Some of them are in the mosque. Others are in the prayer room of my aunt’s house, a
place decorated with golden Arabic calligraphy and layered with beautiful red prayer
rugs. The prayer is echoed on the TV as precious Arabic letters slowly form on the
screen. The fully shaped words give way to a night scene. The images of a military man
painfully crawling in the mud with a rifle on his back appear on the screen and engrave
my memory. I am perplexed. I do not understand the connection. I feel weird. I look
away.
Later that day, I ask my uncle Omar about it. He is friendlier than my father and
more knowledgeable than my mother. Speaking of religion was not welcome in my family
nucleus. In Algeria, the core family core grew to include cousins, uncles, and aunts. This
was an opportunity to ask.
“Uncle Omar, why are there images of a military man mixed with the call to
prayer on TV? Is that normal?”
He smiles, “This was not a military man, Yacine. That was a mujahidin, a
freedom fighter, someone who fought to free Algeria from the French, to free Algeria
from your country.” He laughs.
I am confused. My parents are Algerian. My family members are Algerian. I am
French. What does that mean about me? I don’t know what to say. I don’t know what to
think. I don’t know what to ask. I do not want to keep talking. I do not think I can handle
47
more singling out, more shame and fear. Moreover, the discussion could send ripples to
my parents. I would get an earful for asking about this, if not worse. My parents had
moved to France because “il y a plus d'opportunités en France qu’en Algérie pour nous
et nos futurs enfants.” That was the story. A one sentence story. More of a way to silence
than to tell.
----------------------------------------
June 1994. My senior year is about to end. Next year, I will head to la Sorbonne
Nouvelle to major in English. All my classes will deal with English literature, civilization,
and language. No more history classes. But June. It’s June. The year is over. We
addressed “les trentes glorieuses.” We looked at pictures of politicians to understand the
cold war. We drew arrows on maps to cover the trade shifts after decolonization. That
was it for the K-12 history curriculum. No trace of the sparks in my mother’s eyes.
Nothing to help me understand my father's silences. Nothing to clear up my uncle’s
laugh. Where was the Algerian War of Independence in my class? Where was I? I could
go to the library and check out a book about it but what would people think?
“What is this Arab boy doing?” Mumbles the suspicious librarian from behind
her desk.
“Doesn’t he know about his history already?” Thinks the person who sees me
check out the book.
“An 18-year-old that does not know about himself. What a shame!” Says the eyes
of the patron as he catches me reading in a corner of the library.
48
I could imagine this but I did not want to hear it. I could not face this. I do not go
to the library.
A few weeks later, I graduate from high school. I receive my baccalauréat degree.
According to the French department of education, I now know something. I guess I do but
I don’t know about me.
----------------------------------------
Making Sense of the Silence on the Algerian War of Independence
Becoming a student of critical pedagogy has helped me understand the
complexities of this part of my life in a way that was not possible without considering
issues of power and politics and how they shape knowledge and education. As a teenager,
I felt a sense of shame for not knowing the history of Algeria’s decolonization, for not
knowing this part of my history. I individualized this lack of knowledge. It defined my
teenager self. I walked the world as someone who knew he did not know a part of
himself. There was a hole in my soul. I felt like a lesser being. I dodged discussions on
that topic with my friends, most of them white. I did not want them to know that I did not
know. Worse, I did not want to find out they knew more than I did. I was ashamed of
what they may think about me. I had a naïve consciousness (Kincheloe, 2008, p.72).
Incapable of questioning power, I could only blame myself.
Through critical pedagogy, I understand that the silence in schools around
Algeria’s War of Independence was a decision made by people in power. That silence
was a deliberate omission. Giroux refers to this type of erasing as the “history of
forgetting” (Giroux, 2013, p.134) and Paulo Freire calls it a “culture of silence” (in
49
Giroux, 2013, p.169). Not knowing about my parents’ country was not the mere
reflection of potential issues or trauma in my family. My ignorance was in part
engineered by people in power who silenced this part of French history from public
school history books. This story highlights a second important point about the banking
system. In addition to stifling students’ imagination and potential to change the world,
this system presents learning as adopting and conforming to a single way of seeing and
understanding the world. I will unpack this single view of the world in American schools.
I will share the drastic consequences this view of the world, masquerading as the only
view of the world, has on youth.
The One View of Seeing the World
The machinery of permanent education and the public pedagogical relationships
these create have become the main framing mechanisms in determining what
information gets included, who speaks, what stories are told, what representations
translate into reality, and what is considered normal or subversive (Giroux, 2013,
p.31)
Schwalbe (2007) writes that it is only “when we try to pull away, to break from
the pattern” of the social world that we experience the tangible force of the threads
(p.19). This is what happened when in 1998 a Raza studies program was implemented in
the Tucson Unified School District (Rao, 2017). This program was created to address the
alarming Latinx students drop out rate. Through this program, students of any
background could take classes that presented a Latinx perspective on the history of the
US. Romero reports that through this program Mexican-American students closed the
achievement gap (Romero, 2014) therefore getting closer to fulfilling the promise of
50
compulsory public education. Despite its obvious success, state legislators and Tom
Horne, then superintendent of TUSD, launched a hatred filled multiyear campaign to
close the program. By passing House Bill 2281 in 2011, their relentless efforts killed the
Raza program citing what Horne saw as “propagandizing,” “brainwashing,” (Lacey,
2011, para.3) and “separatist” (Associated Press, 2017, para.13). Legislators and other
people in power have shown that “achievement is irrelevant” to schooling if it does not
serve their worldview (Duncan-Andrade, 2014, p.163).
I find three main takeaways from the history and ban of this program. First, they
“pulled away” from the hegemonic idea of education, they imagined and implemented
another way of doing education by foregrounding a Latinx perspective on the history of
this country. Second, by “pulling away” they suffered the hateful backlash of those who
held power. Third, in doing so they exposed the power structures that created and held
together the current educational system, an educational system that created, supported,
and enforced a single view of the world. A view of the world no one was supposed to
deviate from. Critical pedagogues have used several terms to describe this politically
elevated view of the world such as “Anglo-Eurocentric” (Duncan-Andrade, 2014, p.161)
and “white supremacist” (Sensoy and DiAngelo, 2017, p.143). I choose to use the term
white supremacist as it evokes the racist history of this country and carries a sense of
superiority towards other races.
One of the ways this white supremacist view persist is through its invisibility.
People who hide behind a supposed neutral way of teaching history do so either because
their political and cultural identity is perfectly aligned with it or because they consent to
51
it. Neutrality is a mirage. Since that perspective is presented as the norm, anything that
varies from it is perceived as deviation, as transgression. No matter the successes in
improving student graduation, in the eyes of legislators this program was not aligned with
what they saw, consciously or not, as the one way of seeing and understanding the world.
The message they sent when they outlawed this program was that, no matter how many
minoritized students drop out, schools should only teach through the white supremacist
lens. This is what I faced when I expected to learn about the Algerian War of
Independence. No matter if the silences hurt me and hurt my future, I was to be taught
through that lens. The consequences of teaching through this worldview are drastic. They
affect students’ identity and sense of self-worth. They erase people’s histories from
textbooks and contribute to their devaluing. I explore these consequences next.
Consequences of the “White SupremacistLens on Students
The closing of the Raza studies program prevented all students from learning
about the Latinx and indigenous stories of the Americas. These include stories of
oppression such as the genocide of indigenous people’s stories of resistance such as the
courage of Oscar Arnulfo Romero y Galdamez who spoke against poverty. In a district
that was serving 61% of Hispanic students (TUSDStats, n.d.) at the time the program was
closed, this means that students were deprived of knowledge that represented their culture
and their view of seeing the world. Their knowledge was erased. This whitewashing of
schooling prevented public school students from being exposed to a critical analysis of
history. It prevented youths and adults from engaging with injustices, naming them, and
seeking just possibilities. Identity wise, it also prevented them from knowing who their
52
peoples were, where they came from, what their history was, and understand how they
were positioned in the world. These students are more likely to feel and be alienated in
schools. Dropping out becomes an option. Doing well in school for students whose
history is erased and devalued becomes a debilitating process. Students must adopt and
conform to a view of seeing the world that ignores and silences them. Failure to comply
and succeed to this system is individualized. It is portrayed as a lack of intelligence by
teachers, administrators, and classmates. It can also be lived as a lack of intelligence by
the students themselves. Freire (1998) writes that “the role of the dominant ideology is to
inculcate in the oppressed a sense of blame and culpability about their situation of
oppression” (p.78). Without critical pedagogy, without a questioning of “who has control
over the conditions for the production of knowledge, values, and classroom practices”
(Giroux, 2011, p.5), the blame is centered on individual students. Their failure is
portrayed as the result of their unworthiness. This is the source of the shame I felt when
the Algerian War of Independence did not appear in my senior history books. Without
critical knowledge, I had individualized a political and social issue. This had damaged
my sense of identity and self-worth. Becoming a student of critical pedagogy freed me
from the pain. It has granted me access to a questioning of power. In doing so, it has
allowed me to start healing.
The critical analysis of my experiences has opened possibilities for educating.
Possibilities that are not grounded in domestication and white supremacist ways of seeing
the world. Becoming a student of critical pedagogy has reawakened and nourished my
imagination. This sense of possibility and imagination is necessary to continue the
53
process of democratization in the US and beyond, that is to include voices and people in
society and address the needs of those who have historically been deprived of access to
living a full and dignified life. Without a critical understanding of the powers that shape
our world, without a critical assessment of the health of democracies, without a push to
address the injustice and oppression the most vulnerable members of our society endure,
“tomorrow becomes the perpetuation of today” (Freire, 1998, p.103). We can only
replicate what we see as ‘normal.’ It is only if we understand the inequities of today that
we can challenge, imagine, and enact more just futures. In the next section, I explore this
reawakened sense of possibility nurtured by critical pedagogy.
Critical Pedagogy as Democratic Imagination: Enacting New Futures
Imagining different futures is a key component of critical pedagogy. The last
scene of the movie Arizona Dream (Gurian & Kusturica, 1992) provides a good metaphor
to explain this idea. That scene has stayed with me since I first saw it in the mid 1990’s.
It intrigued me. I never quite understood it but it spoke to me on some mystic level. The
scene depicts a dream in which a younger and an older Inuit character ice fish
(regrettably and problematically these indigenous characters are played by white actors
Johnny Depp and Jerry Lewis). As they get ready to fish, the two characters chat about
halibuts and the fact that, unlike young halibuts, adult halibuts have two eyes on the same
side of their head.
Young fisherman: Do the eyes start on either side of the head?
Older fisherman: Yes, it's a very strange fish. When it becomes an adult, one eye
moves across, joins the other.
Young fisherman: Why do they do that?
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Older fisherman: Maybe it's like a... a badge of maturity. They passed through the
nightmare.
Young fisherman: Nightmare?
Older fisherman: The nightmare that separates children from adults.
Years later while being introduced to the writings of Giroux and Freire, this
scene, as eerily as it imprinted my memory, came back to me. I draw two connected
lessons from that tale. The first is that all children are born with the capacity to see the
world through different perspectives. Imagination is therefore a human capacity we are
all born with. The second is that becoming an adult means losing the capacity to see the
world in different ways, losing the capacity to imagine other possibilities. Becoming an
adult is about conforming to a unique predetermined view of seeing the world. For that
harmful process to be complete, young people must lose their innate capacity to imagine.
This scene helped me make sense of critical pedagogy and of the damage the
current school system causes to our youths. Through schooling, students’ innate
capacities are diminished. Their sight is restrained, they are less likely to see differently,
ask questions, and imagine. In schools, imagination is demonized, damaged, and at times
annihilated. By taking away their capacity to imagine, students are rendered voiceless and
powerless. This tale also shows that the young are capable of seeing what adults can’t.
Adults, whose sight is shaped and restrained by the invisible rules and laws of the social
world, have difficulty seeing beyond it, have difficulty imagining other possibilities.
Children whose sight has not been restricted and damaged by the rules of the social world
can bring something new to this world. As hooks (2010) writes “children are organically
predisposed to be critical thinkers” (p.7). This capacity for imagination is a tenet of
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critical pedagogy. Shapiro (2005) writes, “each generation can and must find new layers
of significance and insight into the purpose and quality of our lives” (p.192). Through its
nurturing of imagination, critical pedagogy can achieve this goal.
An education anchored in critical pedagogy is a democratic project in which the
grasp of power on the social world is made visible. A vision of society in which
education is a foundation of democratization. Through it, students’ capacity to see other
possibilities is nurtured. Understanding the world as a social construction is a call to
question rather than to conform, comply, and replicate. Critical pedagogy is about
understanding that rules and laws are not natural but created by people, and about
reshaping the social world into a more just place. Realizing that our world is a social
construct grants us the possibility, the responsibility, and the emotional push to shape our
world. The knowledge exposed through critical pedagogy is not an abstract concept
detached from the world. Giroux (2013) writes that “education is not simply about the
transmission of knowledge: it is more accurately about the production of subjects,
identities, and desires” (p.200). Freire’s concept of praxis best represents this production
of subjects, identities, and desires.
Praxis
Critical knowledge is a force, a push to end suffering and oppression in all its
forms. Freire’s concept of praxis is the embodiment of informed action in the name of
justice. He defines praxis as “reflection and action upon the world in order to transform
it” (1970, p.79). In praxis, reflection and action are linked. Freire does not see reflection
and action as two separate entities as if someone could either be a theorist solely
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preoccupied by reflection or an activist solely dedicated to action. Reflection and action
are not placed in opposition. What Freire tells us is that reflection and action must be
connected in order for any type of meaningful change to occur. Through praxis students
enact their agency in the world, bring into existence more just possibilities. Freire (2009)
uses the term conscientizaçao to describe the process of leaving “behind the status of
objects to assume the status of historical Subjects” (p.160). Conscientizaçao moves
students of critical pedagogy in two ways. First, it moves us emotionally as we become
conscious that the plagues of the planet are manmade before lifting us with hope as we
understand that all human beings have the potential to end oppression in our world
(Purpel, 1999). Second, it moves us physically. It moves us into action. Because we
understand that all people hold power, students of critical pedagogy bear the
responsibility to act and bring our world closer to a just place. Inaction is no longer an
option once we realize we possess the tools to end oppression and injustice.
Intervention
Freire (1998) writes about education as being a form of intervention in the world
(p.91). This intervention is grounded in the lived experiences of the critical actors. Giroux
uses the example of the Occupy movement to illustrate this intervention. The Occupy
Movement consisted in protesting “against economic inequality and corporate greed”
(Walters, 2011, para. 1). This movement was mostly, but not only, led, generated,
populated, and animated by young people. They saw their role as “fighting back against
the corrosive power of major banks and multinational corporations over the democratic
process (..) and fight(ing) back against the richest 1% of people that are writing the rules
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of an unfair global economy that is foreclosing on our future.” (Occupy Wall Street, n.d.).
While the movement encountered many challenges, such as governmental repression and
use of force to remove protesters, their demand for justice introduced to the American
public and to the world the concept of the 1%. That term represents the critical fact that
almost 40% of US wealth is held in the hands of 1% of the population, who are taxed
more lightly than the majority of Americans” (Walters, 2011, para.4). By introducing this
critical term, the Occupy movement has brought into the common consciousness the
concept of wealth inequality and exploitation on a scale that did not exist before the
movement. This language is a way to name and make visible power and those hold it
(Giroux, 2013, p.148). Today this idea is weaved into the social world. People make
sense of inequities through this term. Obviously, we are still working at translating these
now popular ideas into rules and laws.
Another achievement of these actions is that they bring about a sense of hope to
those who experience these struggles. Giroux (2013) defines hope as “the outcome of
those pedagogical practices and struggles that tap into memory and lived experiences,
while linking individual responsibility with a progressive sense of social change” (p.153).
These movements, whether they take place on a local or global scale can replenish our
sense of hope and possibilities. They can help us feel connected to the struggles of others.
As a child of colonization, I feel a connection with the Latinx students, teachers, and
communities whose Ethnic studies program was banned by legislators. Even if we are
separated by place and time, I feel I “share a journey” with the advocates of this Ethnic
studies program (Shapiro, 2005, p.77). In that ban, I saw the oppressive power and the
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culture of silencing that affected me as a teenager. My identity as a student of critical
pedagogy pushes me to listen to the stories of those who aim to bring about justice in our
world. Critical knowledge connects us to those who experience and fight oppression in all
its forms. Critical pedagogy echoes Dr. King’s words “injustice anywhere is a threat to
justice everywhere” (King, 1963, para. 4). I also feel that injustice to anyone is an
injustice to everyone. Critical knowledge enables us to see that the net of oppression is
cast over all those who do not fit the “white supremacist” social, cultural, political, and
economic project. Critical pedagogy connects us. Compassion, solidarity, and love are
foundational in the struggles for justice.
Conclusion
Becoming a student of critical pedagogy helped me put my experiences in a
socio-cultural and political context. This ongoing process has helped me see the then-
invisible power and forces that shaped my experiences. It gave me language to identify
power, how it works, who holds it, who benefits from it, and who is hurt by it. Having
that language helped me challenge power when it worked against justice, against people
who are the most vulnerable. Critical pedagogy helped me imagine different possibilities
to make this world a better place.
hooks (1994) writes that she “came to Freire thirsty, dying of thirst (in that way
that the colonized, marginalized subject who is still unsure of how to break the hold of
the status quo, who longs for change, is needy, is thirsty)” (p.50). I was not thirsty when I
first encountered critical pedagogy. I was angry as hell. “Despite all my rage, I felt like a
rat in a cage” (Corgan, 1995), a prisoner in my own body. In my youth, without critical
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questions in regard to power in society and education I could only understand my
ignorance about Algeria as a sign of my own failures. Without critical language I only
blamed myself. After moving to the USA, I was able to question society as an outsider.
The brushing off of my questions about ROTC and other elements of schooling upset me.
Coworkers refused to see what was glaring to me. I could not pretend this was “normal”
and stay still. I had to do something. It started with questioning. I had to move. The anger
was rising. I was becoming the wave (Stryker, 1994). Coming from a different country
enabled me to see American norms. The strings of the American social world could not
be invisible to me, at least, the ones that differed from the French strings. When speaking
to people around me about what I saw as problematic messages and practices, they would
shrug their shoulders. To them, I was an ignorant alien. Someone who did not know. I
wonder if this is what Cassandra, the mythic Greek princess, felt. In her story, Cassandra
was gifted with the power of prophecy and afflicted with the curse that no one would
believe her. As a foreign parent, teacher, and student, I felt I could see problems in
schools and beyond but everyone dismissed me.
Becoming a student of critical pedagogy has been liberating. It gave me language
to understand my world and the social, cultural, and political forces I was up against. I
am still angry but I am hoping that this doctoral journey, these three letters after my name
will break or alleviate Cassandra’s curse, that the journey to adding them to my name will
work as a hopeful path (Duncan Andrade, 2009). I hope that my rage will move me into
just actions. Becoming a student of critical has become part of my identity. Freire (2009)
writes that we, as human beings, are “unfinished”, always in the process of becoming
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(p.84). Becoming a student of critical pedagogy is a process. It cannot end. I gain new
questions and new insights about the meaning of this new identity. I continue to be a
student of critical pedagogy by questioning my experiences, the world, and my position
in it. I continue on this critical path by questioning my participation in systems of
oppression. I continue on this path by revisiting my stories and listening to the stories of
people who do not share my experiences. Through these stories I am exposed to different
“different ways of seeing and knowing” (hooks, 2010, p.46). Stories that are different
than our own “are a way of knowing. Therefore, they contain both power and the art of
possibility. we need more stories” (hooks, 2010, p.53).
When I decided to focus on video games as a research interest, I interviewed other
players. It was difficult for me to hear their stories. Difficult because they did not
correspond to my experiences. I found myself pushing back. I could not step back
because I felt that my experiences were not present in the literature or in my
interviewees’ life. Researching other players’ experiences was working to silence my
own experiences. I was not ready for these projects. In order to be a better listener, I first
needed to know myself. I could not do justice to other players’ experiences if mine were
not clear to me. Interrogating one’s own experiences is an essential and continuous
process in becoming a student of critical pedagogy. In this chapter, I have examined and
re-interpreted my schooling and education experiences through critical pedagogy. I
shared how this examination has brought me healing and empowerment. In the next
chapter, I detail the methodology and process I have employed to examine, interrogate,
and make meaning of my video gaming experiences through critical pedagogy.
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CHAPTER III
AUTOETHNOGRAPHY AS METHODOLOGY
Introduction
Writing was a personal quest, a way into myself, and into my culture (Goodall,
2000, p.39)
In this chapter I discuss autoethnography as a methodology. I anchor my decision
to adopt an autoethnographic method in the fact that there are no first-person accounts of
video gaming experiences. Researchers such as Gee (2003) or Nardi (2010) studied video
games as newcomers to the video gaming sphere. Braithwaite (2015), Gray (2014), and
Chen (2009) are video game players but their research did not focus on their own
experiences. They conducted ethnographic projects through which they studied specific
games or players other than themselves. I have not found any studies in which
researchers focused on their own lived video gaming experience as a member of that
community. Using autoethnography constitutes a new angle in the study of video games.
This project will therefore constitute another significant step in video game studies. My
study adds an original account to a much more complex whole. More stories and more
accounts of video gaming experiences are needed in order to better understand the video
gaming culture. This project is also a call for other scholars/players to question and
analyze their lived experiences of video gaming. I start the detail of my methodology by
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reviewing Ellis’ approaches to autoethnographic work (2004). I then proceed with
explaining the approach that fits my study and detail the methods I employed to collect
and analyze my data. In the last section of this chapter, I address the criteria of evaluation
for my work.
Ellis’ Approaches to Autoethnographic Work
The word autoethnography is composed of three terms. Auto refers to the self.
Ethno refers to culture. Graphy refers to writing. The overarching definition of
autoethnography refers to the writing of the self in relation to a specific cultural context.
There are nuances to this definition. Reed-Danahay (1997) writes that “the word
“autoethnography” has been used for at least two decades by literary critics as well as by
anthropologists and sociologists and can have multiple meanings” (p.4). Ellis (2004)
identifies six approaches to autoethnographic work. I briefly review them here, and then
focus on the approaches I have adopted for this study.
The first approach is personal narrative. Ellis (2004) describes it as an approach
through which researchers “view themselves as the phenomenon” (p.45). They write
“evocative stories specifically focused on their academic as well as their personal lives”
(p.45). Researchers write about “topics that matter and may make a difference” (p.46).
The second approach is indigenous or native autoethnography. Here, researchers
write from the positionality of colonial object or economic subordinate. Hayano (1979)
made this approach to autoethnography by emphasizing the importance of studying one’s
own people, the idea of natives as ethnographers. This contrasted with the histories of
ethnographic and anthropological work which are tied to colonialism. Indeed, the early
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focus of ethnographic work was the study of the other (Hayano, 1979; Reed-Danahay,
1997; Anderson, 2006). In other words, ethnography has its roots in the colonial history
of Europeans studying peoples they colonized. The concept of “going native” coined by
Malinowski (1922) translated the idea that researchers would adopt the ways of their
research subjects. That term shows that there was a clear separation between those doing
the studying and those being studied. Through this epistemology the perspectives and
understandings of the natives were, at best, absent in this research model.
Hayano describes that over time Western colonizers invaded many spaces of our
planet. Fewer and fewer peoples were left untouched by the hunger of the colons. While
regulated by colonizers, frontiers and barriers became porous. As colonizers penetrated
the lands of indigenous peoples, indigenous people entered the colonizers’ societies. With
time and struggle for justice, the colonized made their way into academia and some
became anthropologists (Fahim, 1977). These newly trained scholars wanted to do
ethnographic work among their own people. Indigenous or native autoethnography was a
way for natives to reclaim ownership of their culture and provide a perspective that was
absent from scholarship.
The third approach is reflexive or narrative ethnography. Through this approach,
authors work through their own stories within a specific culture or subculture. They aim
to shed light on these cultures through these accounts. Ellis (2004) writes that reflexive
ethnographies “exist along a continuum” (p.46). They range from “starting research from
one’s own biography” (p.47) to studying one’s life along with other community
members’ life, to confessional tales where the researcher’s struggles in that study take
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center stage. In reflexive ethnography, “researchers incorporate their personal experience
and standpoint (...) by starting with a story about themselves, explaining their personal
connection to the project, or using personal knowledge to help them in the research
project” (p.48).
The fourth approach is that of complete member researchers. This approach
focuses on the researcher converting to the culture or group they study. They go through
the process of becoming a member and study their “conversion” experience.
The fifth approach is ethnographic memoir. This approach refers to the personal
tale of what took place ‘backstage’ during a research project. This approach is also
known as confessional tale or “confessional ethnography” (Van Maanen, 1995, p.8).
However, Ellis denotes that the latter term is problematic because it is connoted with sin,
the idea of having done something wrong, and “telling them to someone more powerful
than we are” (p.50). Ethnographic memoirs used to be published separately from what
was considered the body of the study. The reflections, experiences, and questions
associated with research were seen as potentially detrimental to the original project.
Ethnographic memoirs used to be seen as taints to the research project.
The sixth approach is contingent autoethnography. Here, the author’s plans
consisted in studying others. In the process of doing so, the researcher comes to
understand themselves in a new way. This experience compels the author to write about it
in addition to or instead of their original project.
Despite these nuances, all autoethnographic approaches share a common aspect.
They revolve around the writing of culture through the assumed lens of the researcher as
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well as the relationship between the writer and the culture they are immersed in. Rather
than hiding their perspective behind the mirage of the neutral observer,
autoethnographers assume their presence in their research in order to hold themselves
accountable for it (Richardson, 2000). The stories autoethnographers render through their
lived experiences help readers better understand their own experience and the world we
share.
Studying my Video Gaming Experiences Through Reflexive Personal Narrative
For this study I have adopted an autoethnographic approach that combines
personal narrative and reflexive ethnography. My research fits the personal narrative
approach since I will focus on an aspect of my personal life through which I am entering
the academic field: video gaming. Moreover, I included “sensory and emotional
experience” (Ellis, 2004, p.46) which is an important aspect of writing a personal
narrative. I have also used elements of reflexive autoethnography as I focused on a
specific subculture that has become a cultural phenomenon: the video gaming culture. In
that process, I use my own stories and analyze them in a larger socio-cultural context to
open myself up to new understandings. Autoethnographers identify this essential process
as reflexivity. They describe it through different images such as “bending back” (Ellis,
2004, p.37), “looking inward and outward” (Ellis, 2004, p.37)”, or “look[ing] in (at
themselves) and out (at the world)” (Boylorn, 2008, p.413). These images define
reflexivity as the capacity to question one’s experiences and translate a process through
which personal stories are reflected through and upon in order to validate them. The
process of reflexivity allows writers to draw meanings that go beyond personal accounts
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and towards an understanding of culture and of our world. Because an essential part of
my work constitutes in crafting personal evocative stories through which I reflected on
my lived experiences, my approach reads as a combination between personal narrative
and reflexive ethnography. In the next section, I detail the methods and processes of my
autoethnographic research: collecting data, analyzing it, and presenting it.
Doing Autoethnography: Methods and Processes in Data Collection, Analysis,
and Presentation
There is a wide variety of methods in terms of conducting autoethnographic work.
Some autoethnographers have crafted epiphanies to recollect and make sense of
childhood experiences (Boylorn, 2013; Rambo Ronai, 1995) or in order to make sense of
a single event (Richardson, 2013). Other projects have relied on prolonged periods of
observation (Goodall, 1994; Geertz, 2005). Others have combined the crafting of
epiphanies in addition to a period of investigation and interviewing (Poulos, 2009).
Chang (2007) writes that “Autoethnographers are commended to develop their own
techniques of data collection to meet their research goals” (p.210). To study my video
gaming experiences, I have used two sets of data. The first set consists of written
memories of my video gaming experience. These range from my earliest video gaming
moments to recent games I have played. I have crafted this set of data as epiphanies
through Richardson’s (2003) concept of writing as a form of inquiry (p.499). I call this
set of data my memory set.
The second set consists of an observation of my current video gaming experience:
my observation set. I needed this latter set because as a thirty-year member of the culture
I am studying there were many aspects of my experiences that I took for granted. There
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were many aspects of what I do when I play that had become invisible. Some of these
choices and decisions became mechanical. They constituted the ‘normal’ way I play, I
am, I see in that community. To bring these then-invisible facets of my experience to
light, I adopted in this second set a more traditional aspect of data collection through the
use of a journal and diary. I detail in the next sections the methods and techniques I
employed to collect each set of data. After having done so, I go over the process I used to
analyze that data.
My Memory Set: Crafting Video Gaming Epiphanies Through Writing as a Form of
Inquiry
I write because I want to find something out (Richardson, 2003, p.501)
I, like Richardson (2003), have been taught that I was “not to write until I knew
what I wanted to say, until my points were organized and outlined” (p.501). Writing was
for me and many others a tool to use only when my plan had been set and established.
Writing was taught to me as one of the final steps in the writing process, a step that came
after the outline, the backbone of my thoughts and thinking process was cemented.
Writing then became an activity induced with fear and finality. If I did not have a clear
idea of what I wanted to write and how I was going to get there I would not allow myself
to write sentences. This particular idea of writing prevented me from writing freely. It
prevented me from seeing myself as a writer. It prevented me from seeing writing and
language as a way to inquire, investigate, as a way to make sense of myself, of my
experiences, and of my world. I was taught that the writing process starts with thinking
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and organizing ideas as opposed to toying with language and exploring through words,
rhymes, metaphors, and other meaning making crafts.
Richardson (2003) writes that language is the centerpiece of writing. She states
that “language does not “reflect” social reality, but produces meaning, creates social
reality” (p.508). She adds that language is a tool that helps construct “the individual’s
subjectivity in ways that are historically and locally specific” (p.508). Language and
therefore writing are tools we use and experiment with to bring our world into existence,
what Rose describes as to “word the world” (as cited in Denzin & Lincoln, 2003, p.500).
Writing, one of the ways we use language, is more than the mechanical act of inking
letters down or pressing keys. Writing is a process through which we make sense of our
experiences, our world, and our position in it by bringing ideas to life on paper.
Writers/researchers bring experiences to consciousness through articulating thoughts and
feelings. Writing is a series of trials and attempts at making sense of our experiences.
Autoethnography is partial and incomplete. Writing as a form of inquiry allows us
to make claims about the world through our experiences and to recognize that these
claims represent a partial and incomplete account, not a universal Truth. It is about
““getting it” differently contoured and nuanced”; It is not about “getting it right”
(Richardson, 2003, p.511). Crafting epiphanies is about finding my voice by penciling it
on paper, by experimenting with it until I flesh out my experiences and therefore flesh out
my world. Writing as a form of inquiry is about finding our subjectivity rather than
playing God. Through it, we can claim to “know “something” without claiming to know
everything” (Richardson, 2003, p.508). Through the writing of my experiences, I have
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shed light on the meaning I made of video gaming. I claim these stories as an important
part of a much larger whole.
Richardson (2003) encourages writers to experiment with various styles and
forms of writing in order to hone their skill, find and nurture their voice. She adds that
through this experimentation, writers can get to new findings about their topics and
relationship to them. In my first data set, I follow Richardson’s advice and draw
inspiration from a long line of autoethnographers who have crafted epiphanies from
distant and close memories (Boylorn, 2013; Metta, 2013; Poulos, 2009; Tillman-Healy,
1996; Rambo Ronai, 1995). My epiphanies highlight and retrace over thirty years of
video gaming experiences. I wrote twenty video gaming epiphanies, some of which I had
already drafted for pilot studies or conference papers. These memories date back as far as
the early 90’s. The most recent ones are as close as 2017. I had more than twenty stories
to tell about my video gaming experiences. I had to make choices in the selection of these
epiphanies. My process for selecting these stories was tied to the rage I felt when reading
the literature on video gaming and education and noticing the absence of a variety of
players’ voices in these discussions. Addressing this silence served as a guide in selecting
my stories. As a student of critical pedagogy, the stories I chose were tied to critical
themes I explored in my literature review, such as community, identity, hegemony, social
world, praxis, meaning, and oppression.
I have experimented with various forms of writing in crafting my epiphanies.
These forms include first person narratives, a poem, a letter, dialogues, internal
dialogues, and an ABC story. I have used pictures, screenshots, French language,
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passages from an actual email, quotes, two piano partitions, and other tools to tell my
stories. My epiphanies were between two and eight pages long. These twenty epiphanies
crafted through the writing as inquiry method constitute my first data set, my memory set.
While selected fragments of these epiphanies are used in my findings chapters, I include
all of them in their entirety as index items (Appendix A).
My Observation Set
To structure the observation of my video gaming experience, I asked myself
questions in regard to the overall length of the observation period, the length of my play
sessions, and the scope of what constitutes my video gaming experiences. I address each
of these points by relying on qualitative research that focuses on video gaming worlds.
After having addressed these points, I share the methods I have employed to collect data
for my observation set, namely journaling and field notes. I also explain the purpose and
rationale behind the use of these two tools.
The question of time: length of observation period and playing session
length. To determine the length of time of my observation, I drew on the work of
Boellstorff, Nardi, Pearce, and Taylor (2010). They created a guide for the study of
virtual worlds and video games. While their guide is helpful for my study, their
recommendations focus on ethnographic work, the observation of players other than the
researcher. Some of their guidelines and vocabulary such as ‘interviewing’ or ‘participant
observer’ do not apply to my study. Therefore, I selected recommendations that can be
helpful to my study and adapted others.
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Boellstorff, Nardi, Pearce, and Taylor (2010) explain that three factors
considerably reduce the length of the observation period. They list that having conducted
preliminary fieldwork, being familiar with the language (which I interpret here as being
familiar with the culture), or returning to a well-known field site can impact the overall
length of the study. They argue that “if an ethnographer has already engaged in research,
follow up studies of one to three months may be possible if the research question is
sufficiently focused” (p.89). In addition to being familiar with the culture and site of
research, I have already conducted two pilot researches in this field through classwork. I
have also presented six papers at national conferences on my research and experiences in
video gaming (Kout, 2016a; Kout, 2016b, Kout, 2017a; Kout, 2017b; Kout, 2018a; Kout,
2018b). Moreover, my being a member of the video gaming community for over 30 years
gives me familiarity with the culture I have studied. For these reasons, I have chosen a
time frame of two months for the observation phase of my study.
In regard to length of play session, Boellstorff, Nardi, Pearce, and Taylor (2010)
state that “the times we choose to log in should reflect the patterns of our participants”
(p.89). I interpret their statement as the need to adapt observations to the play schedule of
participants. In the case of my study, this means that I did not modify my play schedule
for the purpose of this study. I adapted my observation to my current play schedule rather
than modify my play schedule to fit a generic or arbitrary observation frame. As it stands,
I usually played between five and seven days a week. On these days, I played between
one and three hours, rarely in a continuous manner. My observation consisted of
collecting data within that schedule.
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Scope of the field. Projects on the study of video games historically revolved
around studying one game or players within a single game (Bartle, 1996; Chen, 2009;
Nardi, 2010). However, video gaming is not an isolated island. Like any other space,
video gaming is a socially constructed space (Schwalbe, 2007). Their experiences are
linked to their lives outside the game (Dale, 2014). Golub (2010) writes that to fully
grasp the reach and power of games such as World of Warcraft we must study online
games not as an isolated space but as an integrant part of players’ lives:
By expanding my scope to include the technical and cultural systems which
ramify out of in-game activities, I hope to have at least suggested an analysis of
raider culture as one of proliferating, overlapping domains of experience:
although boss fights can only occur in World of Warcraft, this is a world that is
curiously laminated. (p.42)
Golub shatters the cliché of online and offline lives as secluded worlds by
demonstrating that the offline and online spaces are intertwined: they inform and
influence each other. Video gaming does not exist in a vacuum. Dichotomies and binaries
such as offline/online or real/virtual represented by terms such as ‘in real-life’ (IRL) or
virtual worlds are “imperfect and misleading” (Dengah, Fagan, Lacy & Snodgrass, 2011,
p.1211). The experiences of players must be studied as integrant part of the player’s lives.
Taylor (2009) further illustrates the need to study video games beyond the screen by
stating that:
Games, and their play, are constituted by the interrelations between (to name just
a few) technological systems and software (including the imagined player
embedded in them), the material world (including our bodies at the keyboard), the
online space of the game (if any), game genre, and its histories, the social worlds
that infuse the game and situate us outside of it, the emergent practices of
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communities, our interior lives, personal histories, and aesthetic experience,
institutional structures that shape the game and our activity as players, legal
structures, and indeed the broader culture around us with its conceptual frames
and tropes. (p.332)
In my study, the scope of the field reaches beyond the pixels on the screen. It
includes a broad range of experiences such as out of game experiences with friends I
have made in game and discussions with my son in regard to the games he plays, or we
play.
Data collection. In order to capture my video gaming experience, I developed my
own techniques of data collection by drawing and expanding on Goodall’s (2000)
recommendations. Goodall (2000) used two journals to conduct what he coined “new
ethnography” (p.9): a set of field notes and a diary. The purpose of the field notes is to
collect information about those he observed. In my study, I dedicated the set of field
notes to collect data about my actions in and around my video gaming experience. I used
my field notes to keep track of my playing time by recording start and end times. I
recorded the title of the games I play. I described the actions I took in game and what I
accomplished. I also recorded actions and events tied to video gaming experiences that
occurred outside of screen time. For example, I kept track of video gaming ads I saw
when surfing the web or discussions I had with acquaintances about the video games we
play.
One of my purposes in writing field notes was to address a potential pitfall of
doing research in my own “backyard” (Glesne, 2011, p.41). Glesne describes “backyard”
research as conducting projects in an environment the researcher is familiar with. One of
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the risks of doing work in such an environment is that many aspects of that culture may
have become “natural” or “invisible” to the researcher. Therefore, I may have not
perceived some of my actions as meaningful because they became mechanical and
normalized. Using field notes to keep track of these actions became an important tool in
helping me make my familiar strange, visible, and noticeable. I kept my field notes in
notebooks I carried with me wherever I went during these two months. The notebooks
were small enough to slide in my back pocket.
The second tool Goodall (2000) recommends in conducting observations is the
use of a diary. The purpose of this diary is to record feelings, thoughts, reflections, and
questions that may occur during the observation. I used a google doc to write up this facet
of my research. Here too, I recorded dates. Initially, I had envisioned writing after every
playing session. However, it became more convenient and efficient for me to dedicate a
minimum of fifteen minutes per day to record my feelings, thoughts, reflections, and
questions. In order to respect my dedication to not altering my play patterns, there were a
few evenings when I was too exhausted to fully journal, I could barely stay up to play.
On these few days, I jotted down bullet points and expanded on them the next day.
Field notes and diary constituted the two pieces I used to collect data for the
observation phase of my study. With my memory set, these documents constituted my
data for this project. In the next section, I explain how I analyzed this data. I detail the
process of coding the data, grouping these codes in themes, and presenting these themes
in a meaningful way. I relied on the work of Saldaña (2009) to describe what I did and
why I did it (p.31).
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Analyzing Data: Making Meaning Out of Memories and Observation
The amount of data in any research project is considerable. After gathering it,
researchers need to make sense of it. There are different approaches to analyzing data.
Hsieh and Shannon (2005) list three such approaches: conventional content analysis,
directed content analysis, and summative content analysis (p.1278). The approach that
fits my study is the conventional content analysis since it is the only approach through
which codes are derived from the data itself instead of being derived from theory or the
literature review (p.1286). In my content analysis, I drew on two major processes to make
sense of my data: coding and patterning. I explain these processes in my next section.
Coding. Coding data is the first step in helping researchers “summarize,
condense, or reduce data” (Saldaña, 2009, p.4). Coding consists in reading data and
assigning a “word or short phrase that symbolically assigns a summative, salient,
essence-capturing, and/or evocative attribute for a portion of language based or visual
data” (Saldaña, 2009. p.3).
While Hsieh and Shannon (2005) write about coding as occurring during data
analysis (p.1286), Saldaña (2009) advises researchers to start coding as they collect data
and not after all the fieldwork is completed (p.17). This is supported by Miles and
Huberman (1984) who wrote that “late coding enfeebles the analysis. Coding is not just
something one does to “get the data ready” for analysis, but something that drives
ongoing data collection” (p.63). This ongoing coding is not final but creates a space for
“analytic consideration while the study progresses” (Saldaña, 2009, p.17). Saldaña
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recommends the use of three columns in coding (table 2). The first column is for the raw
data, the second column for the preliminary code, and the third column for the final code.
Table 2. Coding Data Template
Column 1
Column 2
Column 3
Raw data
Preliminary code
Final code
The closer I get to retirement age,
the faster I want it to happen. Im
not even 55 yet and I would give
anything to retire now. But there’s
a mortgage to pay off and still a
lot more to sock away in savings
before I can even think of it. I
keep playing the lottery, though,
in hopes of winning those
millions. No luck yet.
"Retirement age"
Financial obligations
Dreams of early retirement
Retirement anxiety
Note: Adapted from The Coding manual for qualitative researchers, by Saldaña, 2009.
As implied by the use of columns, coding is more complex than reading a set of
data once and adding a code to capture a pertinent point. There is more to it than
highlighting an important point and moving on. Coding cannot be finalized in one
reading. It is a cyclical action (Glesne, 2011; Saldaña, 2009). It must include at least one
revision process (Saldaña, 2009, p.10). Codes also send researchers back to the data and
with each reading they introduce more nuances and complexities. I used this three-
column method in coding my data to reflect this cyclical process.
On ongoing analysis in autoethnographic work. The recommendations from
Saldaña, Miles, and Huberman are made in the context of ethnographic work. They focus
on ongoing coding as the source of the ongoing analysis. In this autoethnographic study,
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daily journaling was the place for me to reflect on my ongoing work. This daily
documentation acted as an analysis tool. I made sense of my experiences for that day. But
I also reflected on the meaning and place of that day’s experiences within the context of
what I had field noted, journaled, and the epiphanies I had crafted since the beginning of
the study. For my project, daily journaling was more than a “good device for forcing that
analysis” (Miles & Huberman, 1984, p.64). It was an essential and mandatory component
for forcing reflection and analysis.
Coding concepts. Summarizing an idea is just one of several coding concepts.
Saldaña (2009) lists the following as the main coding concepts (p.3-6):
Descriptive coding: summarizes the primary topic of the excerpt
Process coding: a word or phrase that captures an action
In vivo coding: using the participants’ own language
Pattern coding: coding for patterns in the data
Simultaneous coding: applying multiple codes to the same text
I used all of these coding concepts in my work in order to help me make sense of my
data. Since I foregrounded critical pedagogy in this project, I coded my data according to
principles I shared in my second chapter. These principles revolved around questions of
power and meaning. They also include the ideas of community, hegemony, meaning,
social world, praxis, and oppression. Data that echoed, elevated, or silenced these
principles were the most important in my study.
Coding by hand and alone. While several coding software such as Codebooks,
CAQDAS, Atlas.ti, Maxqda, or NVivo exist, I have decided to code by hand. My stories
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are personal. I am attached to them. Coding them via a software would break this
intimacy. I completed this work by hand to preserve this bond.
Some researchers hire help for coding data. For example, researchers may work in
teams to code together and save time in that process. I made the decision to code on my
own. My decision was anchored in my will to be immersed in this experience, in my
stories from beginning to end. It was also a financial decision. Hiring people to do this
type of work is costly. Even if I wanted to, I could not afford this expense.
One of the challenges inherent to coding alone is the isolation. Coding alone strips
away the opportunity to make meaning out of the data through conversing with people
involved in a project. Being able to verbalize questions, findings, and challenges provides
an opportunity to clarify thoughts and make new insights (Saldaña, 2009, p.28). To
address this drawback, Saldaña recommends speaking with a colleague or mentor about
our research throughout the coding process. I followed this advice. I had built in several
avenues to speak about my research. I had joined two graduate writing groups that met on
Friday afternoons and Saturday mornings. In these groups, I had the opportunity to share
what I was working on and what I was struggling with. Moreover, I also had the
opportunity to sit with Dr. Villaverde, my dissertation chair, and voice my progress as
well as my challenges. A few months before the end of my project, the writing groups
stopped meeting regularly. I contacted one of my friends, Chuck, who was working on a
dissertation of his own in another field. We supported each other by sharing our progress
and questions. This helped counter balance the end of the writing groups. These
opportunities helped me address the challenges of coding in isolation.
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Analyzing data through patterning: from codes to categories. I organized my
codes in themes. This process facilitated the analysis of their connections (Saldaña, 2009,
p.8). Organizing codes into themes is not merely about grouping codes that are exactly
alike. Hatch (2002) lists six categories for establishing patterns (p.155):
Similarity (things happen the same way)
Difference (they happen in predictably different ways)
Frequency (they happen often or seldom)
Sequence (they appear in a certain order)
Correspondence (they happen in relation to other activities or events)
Causation (one appears to cause another)
Hatch’s categories of patterns offered me mindful tools to make sense of codes. I used
them to organize my codes and make meaning out of my data.
Presenting findings. Autoethnographic findings have been presented in a myriad
of ways, some are controversial, but all are creative in their own ways. Rambo Ronai
(1995) has weaved scholarship through her story of incest to compare and contrast her
lived experiences with the current scholarship on child abuse. Matte (2013) has
investigated her story of domestic abuse by anchoring it in scholarship and using
powerful illustrations she designed with the assistance of an artist. Tillman-Healy (1996)
presented her work on bulimia through a series of poems without any references to
literature by using stories as theories to convey their meaning and experiences (Bochner,
1997). The latter presentation style usually receives a lot of pushback for a multitude of
reasons. One of them is the idea that new research must be anchored in existing
scholarship.
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For my project, I used a rather conventional presentation. I drew out major themes
from my codes and used passages from journal, field notes, and epiphanies to illustrate
these themes. I used theories from critical pedagogy and psychology to anchor my
findings. In the end, my findings loosely resemble Rambo Ronai’s work. She weaves
scholarship and personal stories to present her findings. She uses that format to either
reinforce, challenge, or add new perspectives on scholarship. I found that format creative
and insightful. While Rambo Ronai’s experiences are horrifying, her writing is
captivating and drew me in. My findings are presented in the same style. My readers will
be the judges of the literary quality of my work. Richardson (2003) labels this weaving as
a “layered text” (p.530). She describes it as “putting yourself into your text and putting
your text into the literatures and traditions of social science” (p.530).
No matter the presentation style, autoethnography as a methodology has been
challenged in academia and even perceived as invalid. In the next section, I address and
rebuke these perceived issues of canonical validity, especially the idea that researchers
should be distant and invisible in their study. I will build on this argument to set criteria
for the validity and evaluation of my autoethnographic study.
Rebuking the mirage of the invisible researcher. Proponents of canonical
research (Atkinson, 1997; King, Keohane & Verba, 1994) have criticized
autoethnography because it does not meet standards of objectivity and detachment. The
argument here is that autoethnography is “biased, navel-gazing, self-absorbed, or
emotionally incontinent” (Mogadime, 2010, p.45). However, other scholars have shown
that research cannot be done from a “neutral, impersonal, and objective stance” (Ellis,
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Adams & Bochner, 2011, p.274) many of the critics argue for. Indeed, the way we see the
world is informed by the cultural lenses we have acquired (DiAngelo & Sensoy, 2017).
Our perspectives are never neutral. Goodall (2000) writes that “descriptions of the
outward world come from deep inside of us (p.95). Villaverde (2008) explains that
traditional paradigms separate logic and emotion and isolate social factors from the
object of study” (p.106). In doing so, she argues that traditional research hides power and
silences various truths to present one Truth as all-encompassing in the name of certainty
and objectivity. Anyone who claims to be certain or objective is, consciously or not,
portraying their lens and way of viewing the world as the norm, a norm that may be
invisible to them. In academia, proponents of objectivity apply a normative lens that has
dominated research standards for decades. This lens represents a “white, masculine,
heterosexual, middle/upper classed, Christian, able-bodied perspective” (Ellis, Adams &
Bochner, 2011, p.275). Humphreys (2004) describes proponents of objectivity and
neutrality as scholars who “teach, research, publish, and often conceal their presence
within third-person research accounts” (p.843). Rambo Ronai (1995) writes that “the
traditional narrative form in science force-feeds the reader a particular understanding of
the world masquerading as the understanding of the world” (p.396). Becoming objective
is therefore not about reaching some elevated objective or neutral point of view as
canonical researchers claim. Instead it deals with hiding the researcher’s positionality,
normalizing a perspective, interpretations, and findings. Ellis and Bochner (1996) write
that “instead of masking our presence, leaving it at the margins, we should make
ourselves more personally accountable for our perspective” (p.15). Autoethnographers do
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not mask their subjectivity as proponents of canonical research do, nor do they blindly
embrace it. Autoethnographers are aware that what they research, see, write, and report is
informed by their cultural lenses, by their subjectivity. By acknowledging this, they are
more likely to address potential issues arising from placing themselves at the center of
their study rather than normalizing their findings and passing them as objective and
universal. This is all the more striking for researchers who do not fit the white,
masculine, heterosexual, middle/upper classed, Christian, able-bodied” norm. Standing
outside of this normalized lens makes that lens all the more visible, palpable, and painful.
For such researchers, the turn to “creative analytic practices” is lived as liberating
(Richardson, 2003, p.523). Autoethnography is one such creative analytic practice.
Making myself accountable for my positionality. There are two major chapters
that frame my video gaming story. The first is a chapter that seems typical of an
immigrant child’s journey into a new world of possibilities. It is a story that blends
fascination, discovery, playfulness, and sacrifice. As a child, video games enabled me to
connect with other young people to make friends and to find a sense of fulfillment when
defeating bosses or finishing games. It also gave me and my friends a basis on which to
build a community. As teenagers, we would gather at my friends’ Daniel or Chien’s
house to play, laugh, and be together. On two occasions, we organized neighborhood
Street Fighter 2 tournaments. This was e-sports in the making.
My background as the child of struggling immigrants also influenced this first
chapter of my video gaming story. My parents’ sacrifice to purchase a computer was a
financial possibility for them. However large that sacrifice was, however long they had to
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save to make it happen, they were in a position where they could make it happen. By this
I mean that some families might have never been able to save that much money or save
any money. I was privileged in the sense that my parents valued my desire and could
make that desire a reality through financial literacy.
The second chapter of my video gaming story took place in my mid-twenties after
I moved to the United States and, ironically enough, became an immigrant. This new
chapter is best represented by my sister’s reaction when I told her that I was writing my
dissertation about my video gaming experiences. “Why not role playing games?” she
replied. My most visible passion before moving to the United States was pen and paper
role playing games. As a thirteen year old, every Saturday afternoon, I would gather with
my friends around a table, dice, character sheets, and snacks to fulfill heroic prophecies
and defeat evil wizards entrenched in their dark towers. Over the years, our characters
and scenarios became more complex. My friends and I played human street samurais and
cybernetic orc shamans hired by oligarchist corporations and dragons to do their bidding
across a futuristic techno-magical world. In high school, Saturday afternoons turned into
Saturday nights. We then took on the roles of gothic-punk vampires trying to find our
place in a London ruled by creatures of the night. The weekdays between our gaming
sessions were filled with plotting our next moves and discussing the political
ramifications of our decisions on the geopolitical vampire map of London. One summer,
I visited London with Benoît, my friend and Vampire storyteller. We stopped by St
Paul’s Cathedral. Benoît could not help himself and pointed out with a hellish smile that
this was the location where I had lost my beloved vampire character, Mike Powell. This
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threw me back to that dreaded Saturday night. I had uncovered who the grey eminence of
the main story was. This ancient and obscure vampire had made St Paul’s his haven.
Unfortunately, he noticed me as I was conducting a reconnaissance mission. I remember
running to the upper level thinking I could use one of my powers to sink through the floor
and escape through the main entrance (it was highly unlikely the grey eminence had that
power and could follow me). Once upstairs, I told Benoît I was using my sinking power
called “earth meld.” He replied that this power only worked to sink in the soil of the
earth, not building floors. I froze. I had done this before. He had let me do this before.
Why change the rules now? Asking him that question would make me look like I was
begging or even worse, cheating. There was nothing I could do if he did not remember.
Benoît described the following scene. The grey eminence grabbed Mike and sunk its
fangs in his jugular draining the life out of him and turning my love for my music
composing vampire character into ashes of melancholy and nostalgia... I forgive you Ben.
I forgive you.
In these days, video gaming did have a place in my life, but it was less
pronounced than it is today. Role playing games were probably more visible to my sister
and family members. I had to leave for many hours to play. Moreover, the fact that none
of the friends I played role playing games with were Arabic must have stood out to my
sister. My relationship with video gaming did exist in these early years, it was less
obvious and less important than it is now.
I lost my role playing game identity when I moved to the United States. The
characters. The stories. The Saturday nights. The Saturday evenings. The weekdays in
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between. The childhood friends. The hole was considerable. I had not anticipated the hurt
this would cause me. I spent years looking for role playing groups after coming to North
Carolina. I did find a few groups but their role playing habits were not the ones I valued.
They were all too worried about the number of dice they were rolling and how high the
resulting score was. In my group, we never let a dice roll get in the way of a good story.
These new groups did not work for me. Confronted with a growing sense of isolation and
loneliness, I overcame the stigma around dressing up and tried Live Action Role Playing
(LARP), an activity I had never dared venturing into while in France. While the depth of
the scenarios and political intrigues were captivating and reminiscent of my experience in
France, I realized that this sixty people group worked in cliques, cliques I was not part of
and never would be. One night, I overheard a specific clique speaking about World of
Warcraft. I knew of the game. My computer was not powerful enough to run it and
paying that monthly $15 subscription fee had been a deterrent. However, in the name of
forging bonds I decided to buy the game and try to make friends with them. As we say in
French “la mayonnaise n’a pas pris,” literally, the mayonnaise did not take. Despite my
efforts at fitting in (I even served as one of the storytellers for that LARP group), I did
not find what I was looking for. I was not able to make friends with any of them through
the LARP or through WoW. After about two years, I left the LARP but stayed in WoW.
There, I joined a guild and started playing with other people. I thought that maybe, in
WoW, I could find the community, friendships, camaraderie, and sense of wonder I had
lost and had been longing for. For the first time in many years, I felt hopeful.
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I had played video games in the seven years between my move to the USA and
my finding WoW. Some of these games had online components but did not include
community building elements. Through guilds, WoW gives players a platform to take on
challenges that, by design, cannot be overcome alone. WoW deepened and enriched my
connection with video games in many ways. It gave me the possibility to regain what I
had lost.
My identities in the video gaming community. Even if I am member of the video
gaming community, I do not fit the “dominant white, heterosexual, male, teen gamer
image” (Shaw, 2012, p.29). My identities as an immigrant, son of immigrant, French
citizen, non-Muslim Arab, father, critical pedagogue, educator, teacher, and husband, to
name a few, set me apart from the perceived normative identities of the stereotypical
video game player. On the other hand, my identities as a heterosexual cisgender man and
able-bodied person fit the normative identities of the stereotype. The identities that set me
apart put me in a position where I am most likely to experience, feel, and see difference
and dynamics tied to the dominant identities of the video gaming culture. However, the
identities that place me in the dominant group play a role in blinding me to matters of
gender, sexuality, and ability. When it comes to sexism, heterosexism, and ableism, being
a member of the dominant groups puts me in a position where I have the “most narrow or
limited view of society” (Sensoy & DiAngelo, 2017, p.64). For example, as a man, I am
much less likely to notice sexism than a woman and will never experience it. To account
for this potential pitfall, I was mindful of my dominant identities in my findings, theming,
and coding to the best of my abilities. I held myself accountable to these identities by
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looking for the absences of these facets of oppression in my findings, coding, and
theming. My intent in doing so was bifold. First, I wanted to bring more complexity to
my analysis. Second, as a student of critical pedagogy, I wanted to interrogate the ways in
which my experiences might perpetuate sexism, heterosexism, and ableism so that I could
reflect on and propose alternatives in order to stop or minimize my participation in these
oppressive systems.
Most video games, especially commercial ones, are designed for people of my
gender. Revisiting my findings, themes, and codes through the lenses of sexism,
heterosexism, and ableism is a method I employed to help me account for my gender,
sexuality, and ability. I asked myself the following questions as I revised my work. These
questions were:
1. How did my gender, sexuality, and ability inform this finding, theme, or code?
2. Where in my work are my gender, sexuality, and ability present?
These questions were not an afterthought or an artificial last step. I intended to account
for gender, sexuality, and ability throughout all of my work, but knowing that these facets
of oppression might be invisible to me, I added an additional layer of accountability. As a
student of critical pedagogy, I understand that these questions went against my
socialization, therefore they were all the more important. This was a difficult process. It
was not foolproof. However, it was an important step in accounting for my positionality
in dominant groups.
My privilege in video gaming. My playing video games was and is made possible
by several privileges. Having access to video games in my childhood and today is a
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financial privilege. I have the finances that allow me to purchase video gaming systems
(even if I only play on the PC, I could afford more), games, and sustain a monthly
subscription to a game like WoW. This is a privilege not everyone holds. Computers are
not present in every household. I played with people who had to quit WoW because at
some point they could no longer afford the $15 monthly subscription.
Playing video games is not a passion my wife and I share. My playing privilege,
in terms of time spent in front of the computer, is also the result of a negotiation with her.
Most of the video games I play require dedicated attention, some for periods of time that
go beyond an hour. Being able to engage in these activities meaningfully demands that I
ignore my surroundings. This is especially true when I raid in WoW for an intense 3
hours. This absence from my family while we are physically under the same roof is only
possible through negotiations with my loved ones. I am thankful for the opportunity they
give me to engage in an activity that I enjoy.
Evaluating autoethnographic work. The evaluation of autoethnographic work
cannot and does not abide by the rigid and exclusive formulas of canonical research.
Autoethnographic work does not function according to a set of immutable norms in a
quest for certainty and Truth (Villaverde, 2008). Peer reviewers of qualitative work such
as autoethnography use different criteria. To craft and evaluate my work, I relied on the
combination of two sets of criteria. Those two evaluation sets (table 2) are those of two
prominent reviewers of qualitative work: Laurel Richardson (2000) and Art Bochner
(2000).
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Table 3. Evaluation Criteria for Qualitative Work
Richardson’s Criteria
Bochner’s Criteria
Substantive contribution: whether the
piece contributes to our understanding
of social life
Aesthetic merit: whether the author has
crafted a complex aesthetic piece that
invites interpretive responses
Reflexivity: whether the author’s
subjectivity has been accounted for as a
producer and product of the piece
Impact: whether the piece moves the
reader
Expression of a reality: whether the
piece carries an embodied sense of
lived-experience
Abundant concrete detail: trivial
routines of everyday life and flesh
and blood of emotions
Structurally complex narratives:
rotates between past and present
Judgment about the author’s
emotional credibility, vulnerability
and honesty
Tale of two selves: a believable
journey from who the author was to
who the author is
Standard of ethical consciousness
A story that moves the reader
Bochner and Richardson acknowledge that their lists constitute only two of many
others in evaluating qualitative research. I have chosen to use their criteria because their
work has been crucial to my understanding of autoethnography and the crafting of my
methodology. Rather than use one or the other, I opted to delineate my own criteria based
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on theirs. In their lists, I see three main themes: reflexivity, aesthetic merit, and the
expression of lived experiences. Through reflexivity, I opened the possibility for my
study to change me and my understanding of the medium that has been part of my life for
many decades. Through aesthetic merit, I aimed to use vibrant details to evoke emotions
and move my readers. Through the expression of my lived experiences, I aimed to share
my memories in an honest and gripping manner. This means that I included memories,
actions, and thoughts that did not depict me in the best light. These standards informed
my work as I worked through this project.
Conclusion
Autoethnographies of video game players/scholars are rare. In this chapter, I have
drawn on the works of autoethnographers and video game ethnographers to describe my
methodology. Through this reflexive personal narrative, I present my findings in two
chapters. The first of my findings chapter addresses my first research question: How do I
navigate the video gaming culture as a student of critical pedagogy. That chapter tells the
tale of who I was and who I am becoming. This chapter’s focus is on reflexivity. Thanks
to the ongoing journaling and field noting, I identified a considerable gap between how I
was perceiving myself as a student of critical pedagogy and I was acting as a video game
player. The two identities I foregrounded in this study were at odds. Through the ongoing
analysis of my data, I surfaced concerning patterns. I refer to these patterns as enchanted,
unexamined patterns of play with a medium that gave me power and had power over me.
I detail these problematic patterns of behaviors and how I started addressing them
throughout my observation period.
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In my second findings chapter, I answer my second research question: In what
ways do video games lend themselves to the teaching of critical pedagogy. This chapter
focuses on the expression of my lived experiences. I use the concept of dismantling the
clock to make sense of the careful examination of my experiences. Through their
analysis, I share four elements of video gaming that lend themselves to the teaching of
critical pedagogy. While each chapter works to elevate one of the evaluation criteria, I
did use each of the three criteria in evaluating my findings.
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CHAPTER IV
BREAKING DOWN THE ENCHANTMENT: DECONSTRUCTING A CHILDHOOD
PASSION
Introduction
As a student of critical pedagogy, I strive to identify my assumptions, interrogate
the surface messages I grew up with, and unpack my experiences to ensure that my
actions are socially just. In chapter 2, I used the literature on critical pedagogy to question
my experiences as a student and educator. I showed how gaining literacy in critical
pedagogy helped me reframe important events of my life in a liberating way. I moved
from a naïve consciousness to a critical consciousness (Freire, 2009). Through this
process I saw my responsibility to act and do my part to bring this world closer to a just
one. As an educator, classrooms and schools were the first spaces in which I worked to
implement and nurture principles of critical pedagogy. In this chapter, I question my
experiences in another area of my life, one that has played a role in my education and
socialization: video gaming. As a member of the video gaming community and someone
who now has critical language and knowledge to question that culture and my position in
it, I wanted to know how I navigated this culture. As a student of critical pedagogy, I
wanted to better understand my experiences with oppressive forces and look for new
ways to implement critical pedagogy in my video gaming. I built this chapter on two
interlocked concepts. The first is the concept of enchantment. It corresponds to exposing
the naïve and unexamined aspect of video gaming in my life. The second is the concept
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of dismantling the clock. It corresponds to the critical analysis of the then-naïve and then-
unexamined aspect of my video gaming. Dismantling the clock consists in breaking down
the enchantment into critical parts or cogwheels, both work to foster consent to
oppressive forces and work toward resistance. I detail these two concepts and then
explain how I use them as a rationale to organize this chapter.
The Concept of Enchantment
My roles as a teacher and immigrant advocate in and out of schools made it easier
for me to implement and embody critical principles in schools and other institutional
settings. While school is important to me, it does not have the same place as video
gaming in my life. Video gaming gave me experiences that helped me question the world
and make sense of my life. I found power and meaning in video gaming that helped me
forge my identity in a way that schools, especially K12, did not. Therefore, this study
brings in an additional layer of complexity to the study of critical pedagogy in my life.
However, while video gaming gave me the power to question, it also had power over me,
power that remained unexamined and therefore problematic until this study. It is this
relationship of power that I coin enchantment:
The power it gave me to build myself.
The power it had over me in terms of my consent to problematic forces of the
video gaming culture as well as its power in making me overlook, minimize, or
ignore that consent.
The term enchantment has a history in academia (Saler, 2012), but it is always described
as an external layer on people’s understanding of the world. In other words, these
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definitions speak to the power of the enchantment on one’s understanding of the world,
but they do not acknowledge or recognize the power it gives to enchanted people.
Enchantment without an acknowledgment of the critical aspect of identity formation is
therefore painted as a nefarious spell clouding and distorting judgment.
I hate that champion. He fights like a whore!” types one of the players just
dispatched by the assassin.
(...)
Unfortunately, I wrote this story because I am the one who used the sexist and
misogynistic slur. I am the one who was dumbfounded, incapable of explaining
the words I was using. I had read them online. They made no sense to me. And
somehow, in the heat of defeat, I typed them. I am not sure why I succumbed to
using that language. Maybe I thought that doing so would make me a full member
of the DOTA community. Maybe I thought this was just a new saying players were
using and that I somehow had to conform. No matter what, I ended up using them
without understanding them. Excerpt from the DOTA epiphany.
An analysis of this story that limits enchantment to a nefarious spell would
prescribe that I leave altogether a culture that normalizes sexism in my understanding of
the world. Defining enchantment in such a narrow way fails to account for the identity
building I found in video gaming such as through my ActRaiser story.
The Concept of Dismantling the Clock
Removing myself from this space is more complex than dispelling a nefarious
spell and thereby restoring my understanding and views of the world to some original
pristine understanding. The critical aspect of enchantment I stress in this study is not an
alien layer we can get rid of. Enchantment is a process that becomes part of us. It imbues
us. It does have power over us in that it shapes how we understand the world. It also
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grants us the means through which we can construct our identity and build ourselves.
This is not a foreign layer added to our thinking. There is no dispelling it and going back
to some original or before state. There is no washing off this supposedly dirty layer on
our thinking and coming out clean. Therefore, the examination of our enchantment is not
a process of elimination.
In this movement from naïveté to critical pedagogy individuals grasp the social,
political, economic, and cultural contradictions that subvert learning. Teachers and
students with a critical consciousness conceptually pull back from their lived reality so as
to gain a new vantage point on who they are and how they came to be this way. With
these insights in mind, they return to the complex processes of living critically and
engaging the world in the ways such a consciousness requires. (Kincheloe, 2008, p.73).
Video gaming used to represent a naïve aspect of my life. I had never examined or
questioned my experiences with it. While I knew there were issues within that culture, I
somehow thought that the positive outweighed the negative. My thinking was superficial
and therefore problematic. In this study, I went beyond this simplistic good/bad binary,
what Kincheloe (2008) described as avoiding “reductionism” (p.37). I explored the
depths and complexities of video gaming. I engaged in a process that consisted in taking
an enchanted part of my life and putting it through a thorough and sustained analysis for
several purposes. I wanted to understand how I engaged with it and how it operated in my
life. I wanted to explore new ways in which critical pedagogy could be implemented in
video gaming spaces. I also wanted to show the necessity for other students of critical
pedagogy to examine their own forms of enchantment. I took something that I saw as
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magical in my life and treated it as something mechanical in order to identify the
multitudes of components that constitute it. I use the concept of dismantling the clock to
refer to this critical process. I liken my work to that of the clockmaker who opens a clock
to study its different parts and mechanisms. The clockmaker carefully identifies and
examines each cogwheel to understand their role, how they work together, and how they
enable the whole to function as a single unit. The process of dismantling a clock relates to
this study in that I opened my experiences up to examination. I wrote my experiences
down, materialized them on paper, and analyzed them through critical principles. This
process allowed me to make the enchantment tangible. I broke it down in two main sets
of cogwheels. The first set helped me better understand how I have used the power of
enchantment in my life. The second set of cogwheels helped me better understand how
the enchantment worked on me. This process of dismantling the clock triggered a process
of self-actualization. Indeed, the latter aspect of enchantment, the questioning of how I
have consented to oppressive forces and overlooked, minimized, and ignored that
consent, showed me that the person I built did not correspond to the person I thought I
was. This dismantling involved the troubling of a foundational part of my being because I
was able for the first time in my life to place the globality and complexity of my
experiences in broader social, political, cultural, and philosophical contexts. The
dismantling of the clock required that I question and rebuild myself to account for the
contexts I had overlooked, minimized, or ignored. This was a difficult and strenuous
process, as it should be.
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That said, the enchantment is not something we need to be wary about, avoid, or
fight off as if we could ward off any degree of enchantment. Being enchanted is an
essential part of our growth as human beings even with all the problems it carries. The
enchantment testifies to our “quintessential human need to make or finding meaning
(Shapiro, 2006, p.7) and to develop our own identity. While the enchantment inherently
bears problematic elements due to its naïve and unexamined nature, it also affords
essential critical elements such as identity formation or belonging in that it connects us to
other people who share the same enchantment. While video gaming was a powerful form
of enchantment in my life, the enchantment is not limited to video games. I argue that any
form of naïve and unexamined storytelling we build ourselves through is likely to carry
forms of consent to oppressive forces. This is especially true for stories we are exposed to
during our youth when we are most likely to be “unprotected by intellectual armor
(Christensen, 1991, p.4). Disney is a powerful example of childhood enchantment and
how difficult it is for some adults to see past the stories of their youth (Sandlin & Garlen,
2016). But the enchantment can take less obvious forms of storytelling. Unexamined and
naïve stories such as Thanksgiving or the idea that statues of the confederacy stand as
proud testimonies of Southern heritage show how the stories that make up the
enchantment are more than a foreign layer added to one’s view of the world. Dismantling
these stories involves the questioning of one’s own identity, family, communities, and
place in the world. Therefore, while my project deals with examining my video gaming
experiences, the range and meaning of questioning the enchantment reaches further than
the pixels on my screen and further than the video gaming culture. This study connects to
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an exploration of culture and community in which “our identities are anything but
permanent and immutable” (Shapiro, 2006, p.169). We are indeed always in the “process
of becoming” (Freire, 2009, p.84). It is in this unfinishedness and in our ongoing
education that we realize our humanity.
Rationale for Chapter Structure
As I drafted the outline of this project, I had initially foreseen my study as a
snapshot of my video gaming experiences: a frozen image of the ways in which I
consented to and resisted problematic messages in the video gaming culture. The first
part of my findings would list the few ways in which I consented and participated in an
oppressive culture, the second one would show how I resisted oppressive messages of the
video gaming culture. Somehow, I had envisioned that my resistance would outweigh my
consent. However, many questions and movements were triggered over the course of my
study. A synergy between autoethnography, critical pedagogy, and qualitative research
took shape. Wording my experiences in different formats and analyzing these experiences
in the contexts of that day and of my history with video gaming triggered reflections and
a troubling. The ongoing analysis advised by Saldaña (2009), Miles, and Huberman
(1984) moved me into meaning making through my two months observation period. As I
wrote my epiphanies, documented my play, and recorded my feelings and thoughts, I
noticed problematic patterns in my experiences especially in the ways I understood my
resistance. Surfacing these patterns made me question my play and how I existed in the
video gaming community. These patterns were problematic because they did not translate
a critical consciousness. They showed a gap between the two identities at the core of this
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project. Through the wording of my experiences, I identified a chasm between my
identities as a video game player and student of critical pedagogy. My understanding of
my own experiences was troubled as I collected my data. The concepts of writing as a
form of inquiry (Richardson, 2003), ongoing analysis of qualitative data (Saldaña, 2009),
and “self-actualization” (hooks, 1994, p.14) synergized. One led to another, informed the
other, and opened the way for a tale of two selves: the journey of reconciling two
identities at odds. As a result of this troubling, I chose a different organization for my
findings, one that is grounded in principles of resistance and consent but also accounts for
change and becoming, a shifting space which was opened by this study and through
which I propose ways of resisting oppressive forces in the video gaming culture. I moved
away from my envisioned presentation of the frozen consent/resistance binary which
could not do justice to the criticality of this project. Instead, I have opted for an
organization that represents dynamism, complexity, and troubling rather than stillness. I
organized this chapter into three metathemes.
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Table 4. Organization of the Chapter into Metathemes and Subthemes
1. Chasm between
identities: how the
enchantment enabled
oppressive forms of
play
2. Enchanted resistance
3. Addressing the
enchantment
The
thinking/entertainment
dichotomy
Consenting to neoliberal
forms of play
The gap of captology
Alien in my own world
Still born actions
Non-actions
The blind support of
others’ social justice
work
Bridging the identity
gap: the gadfly
o Making sense of
the gadfly
o The praxis of
stinging: learning
to arouse,
persuade, and
reproach
Under Chasm between identities: how the enchantment enabled oppressive forms
of play, I list the problematic gaps between the two identities I placed at the core of this
project: my video gaming identity and my student of critical pedagogy identity. I
identified four themes that show a dissonance between the two. In the
thinking/entertainment dichotomy, I show how I segregated my critical analysis of video
gaming to a subset of games that tackle social issues. However, I seldom engaged in the
critical analysis of the games I played for fun. There were games I played to critique and
others were games I played to have fun. This dichotomy set the tone for my consent in
the games I played to have fun with. In consenting to neoliberal forms of play, I show
that I engaged in forms of play that devalue the humanity of people I played with. I
engaged in individualistic forms of play and valued numbers over people. In the gap of
captology, I write about the influence of capitalism on video gaming through captology
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(Fogg, 1999), the study of computers as persuasive technologies. The intersection of
captology and capitalism works to create game mechanisms that trap players in. The goal
is to make them spend time and money in these games. Whereas I was aware of
captology before this study, I still fell for many of these mechanisms. In an alien in my
own world, I write about how learning about racism and white supremacy in video
gaming pushed me to silence myself in the games I played and with the people I played .
As a student of critical pedagogy, I spoke out and acted against these forces in schools
and other institutions. However, I felt paralyzed and powerless in video gaming.
Under enchanted resistance, I detail a form of resistance in which I engaged
before and early in my observation period. I labelled this form of resistance “enchanted”
because it corresponds to a form of resistance which was naïve, not examined. This
resistance was not anchored in a critical analysis of my own actions. These were surface
acts of resistance which I believed to be in line with critical pedagogy. This enchanted
resistance contributed to the enchantment by leading me to think I was acting critically
when I was not. Satisfied, I never considered examining this enchanted resistance or find
additional ways to resist. In still born actions, I regroup actions I initiated but never
followed through with. I envisioned critical actions but stopped at the first barrier. In non-
actions, I write about acts I had perceived as meaningful and aligned with critical
pedagogy. However, through this study, I show that these clicks and likes required little
to nothing of me. They did not constitute praxis but worked to make me feel fulfilled. In
the blind support of others’ social justice work, I write about the shallowness of the
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support I gave to people and organization that claimed to tackle injustice and oppression
in video game space.
In the last section of this chapter, addressing the enchantment, I write about self-
actualization by reconciling my identities as a student of critical pedagogy and video
game player. In the first part of this section, I describe how Plato’s (2014) concept of the
gadfly helped me envision new meanings for the intersection of my identities as a student
of critical pedagogy and video game player. I describe how I saw myself as powerful and
critical when I was in charge of my raid team. I understood leadership as a position rather
than a process. Upon giving up the leadership of my team, I saw myself as giving up all
power and legitimacy to implement any aspect of criticality in the community I used to
lead. I saw myself as pushed to the margin and silent when faced with questionable
changes in my community. Plato’s concept of the gadfly gave me a blueprint for realizing
my power from the margin. In the praxis of stinging: learning to arouse, persuade, and
reproach, I show how this blueprint enabled me to see possibilities for stinging my
community into consciousness and action. I give concrete examples of the meaningful
changes I adopted through this new identity such as abandoning two of the main games I
played.
Chasm Between Identities: How the Enchantment Enabled Oppressive Forms of
Play
I have identified four themes that constitute the dissonance between my two
identities. The first one corresponds to a dichotomy I created between playing for fun and
playing to critique. The second theme is entitled consenting to neoliberal forms of play.
Through this theme, I describe how in my video gaming habits and experiences I engaged
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in ways of playing that perpetuated neoliberal ways of relating to one another. The third
theme is the captology gap. Through this theme, I show that I fell victim to psychological
and monetary traps in gaming mechanisms while I was aware of their existence. The last
theme is confining myself to being an alien in my own world. There, I unveil how even if
I saw myself as a member of the video gaming community, I restricted my interactions
with others and hid myself. Knowing the place of racism and white supremacy in the
video gaming culture, I was afraid that unveiling my minoritized identities would make
me a target or make me lose the people I played with. Rather than being present in my
community, I suppressed myself. I detailed each theme below. In doing so, I exposed
how an important part of my video gaming experiences revolved around habits that were
in direct opposition with my identity as a student of critical pedagogy.
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Table 5. The Thinking/Entertainment Dichotomy
Thinking
Entertainment
What is this game telling me? Passage from May 29th field notes on
the Housewife.
The major element in g jousting is the storyline about toxic
masculinity. The fact that John thinks of himself as a victim, as being
bullied, and the only answer he has is violence, virility, and an idea of
success that taps into patriarchy. This game does a good job at
portraying the complexity of toxic masculinity/patriarchy:
Swallowed by corporate system (and think deserves more)
High school reunion
Buffing up/exercising
Pressure to show success:
o Material
o Bringing girlfriend
Claiming ownership of women (picking them up at bars)
Everybody is a penis (men and women)
I still have some questions though:
Why does a womanly voice narrate the game?
Graphics of the game are so much better than TH. Is it easier
to achieve better graphic quality with symbolism?
Nobody will ever love you. Troubling memory. Apparently,
John is a sexual predator. He does not remember what he
did. Which means it is not normal to him? He does not do it
all the time? Or this is something available to him on the
palette of responses to women saying no?
What class could I use such a game in? Passage from May
25
th
journal entry about Genital Jousting.
Illidan’s quest is something
bateau (banal in French)
about sacrifices and more to
make… bla bla. Lore… falls
flat again. Passage from June
4
th
field notes on WoW
My blood was boiling. We
ended dominating bot lane.
Towards the end of the game I
was 5/0/4. This is a big score
for playing supp.” Passage
from May 9
th
journal on LoL
That was great. Two different
scenarios. A game we should
have never won and somehow
pulled through. The other one
was huge steamroll. I dont
think it's adrenaline but it is a
great feeling to walk away
having achieved wins,
performed well, and
contributed to the team’s win.
Passage from April 24
th
journal entry about LoL
This theme sets the tone for the split between my two identities. I had forged a
dichotomy in my playing and in my thinking about video games. I had indeed created two
then-invisible sets of video games. One set consisted of games I played to have fun,
entertain myself, and escape my daily routine. The other set consisted of games anchored
in social commentary. I played these games to critique and analyze them. This dichotomy
worked to heighten my critique of video games which openly engaged with social issues
and lessen my critique of video games I saw as mere entertainment. The two sets of
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quotes I use in the opening of this section show that for the games that tackle social
issues such as domestic abuse for The Housewife (Colossal Wreck, 2016) or toxic
masculinity for Genital Jousting (Devolver Digital, 2018), I engaged in a complex
questioning of the design decisions made about the game and its meaning. I purchased
these games because they tackled social issues. I wanted to know how these themes
would transpire in a video game. My journaling and field notes showed that I engaged in
questioning the meaning of the possible actions within the game, the meaning behind the
size of the house, the meaning behind the sounds, animations, the choice of camera
angles… whereas, I seldom questioned the messages of the games I played for fun. My
field notes and journaling focused on descriptions of what I was reading, or commentary
on my accomplishments in LoL. In WoW, I rarely took the time to read quest texts, and
was never fully aware of what I was tasked with. I understood from the little I knew
about the quest that I was engaging in a superficial story about honor and necessary
deaths.
The way I thought and documented these two games, these two distinct forms of
thinking about my play testify to the dichotomy between how I engaged with the games I
play based on what I aimed to experience from them. This dichotomy between what I
played to enjoy and what I played to critique corresponds to a segregation of my identity
as a student of critical pedagogy to games that are advertised as socially engaged. Rather
than engage in a continuous and seamless critique. I abandoned my identity as a student
of critical pedagogy when playing games that may be the most problematic since they do
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not foreground a social responsibility in educating their players. The most glaring aspect
of this dichotomy is my Steam library.
Figure 3. Cropped Screenshot of My Steam Library Highlights the Categories I Had
Created
Note: The games in the Pedagogy category are the only ones I systematically
and consistently critiqued (screenshot by author, 2018),
Steam is an online platform through which players can buy games and organize
them in a digital library. An overwhelming majority of the games I play are launchable
through Steam (only WoW and LoL are not). Players can create categories of their own
making. I had named one of these categories “pedagogy” (figure 3). Under this heading, I
placed games which were advertised as taking on social justice topics such as No
Pineapple Left Behind (Subaltern Games, 2016) which is a critique of No Child Left
Behind or Soldats Inconnus: Mémoires de la Grande Guerre (Ubisoft, 2014) which
critiques war. Other categories in my digital library include “histoire” (for games with the
“rich story” tag in Steam), “coop” (for games I can play with my son), “finis” (for games
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I finished and would not touch again), “bla” (for games I found uninteresting or not
worthy of my time), and games (for games I found potentially fun and entertaining and
have not played yet or am in the process of playing). Through this categorizing, I show
that there are games in which I see potential for addressing social justice topics and
others for which I do not. This dichotomy created a setting in which I was most likely to
critique the games I placed in the “pedagogy” category. This setting also worked to
minimize my critique in all other games I played.
This idea is further exemplified by the way in which I took my field notes. For
example, when I played The Housewife (Colossal Wreck, 2016), a game that tackles
domestic abuse and which I had placed in my “pedagogy” category, I wrote about how
the graphics, animations, mechanics, sounds, and music weighed against the theme that
game aimed to tackle. I paid attention to and documented the decor, the landscape, the
mechanics instilled in completing levels, the main screen animations, and other details of
the game. However, when I played League of Legends (Riot Games Inc., 2009), a game I
perceived as simple entertainment, my field notes focused on the type of competitive
game I played (ranked or normal), which position I selected to play (similar to choosing
to be a striker or goalie on a soccer team), whether I played well, if I executed good
plays, and whether my team won the game or not. The ways in which I documented my
engagement with video games depended on how I perceived them. If I played a video
game that foregrounded social commentary, I would center social commentary in my
documenting. If a video game did not foreground social commentary, I would center how
I played the game for entertainment. This is all the more striking because LoL and other
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games I play to have fun do have stories, graphics, sounds, animations, and a social
message. For example, LoL does have a rich story. LoL takes place in a world named
Runeterra. It has a lore, comic book style stories, character backgrounds, and other
elements that bring life to the game beyond the typical matchmaking and competition at
the heart of its gameplay. However, I never engaged with the background story and rarely
made notes of the game’s sexism, violence, and other social systems of oppression LoL
echoed and reinforced. Shapiro (2006) writes that “we are, in some way, compelled to
take the separate and nominally unrelated fragments we encounter in our world, and find
ways to connect them together so that they can be understood as whole and related
phenomena” (p.78). I engaged in bringing the two fragments that are video gaming and
critical pedagogy solely in the context of socially conscious games. I enacted critical
principles in only one subset of games. Therefore, I consented to the oppressive systems
in the video gaming culture by focusing my criticism on a minute set of games, those
which dedicate themselves to social commentary. In that process, I minimized or blinded
myself to the toxicity and problems in all the other video games I played. The dichotomy
worked to numb my identity as a student of critical pedagogy.
The problematic categorization of my Steam library showcased the segregation of
my critique, of my student of critical pedagogy identity, to a minority of video games.
This dichotomy between what I have fun with and what I critique shows a naïve and
enchanted posture toward the problematic messages of video games that are not
advertised as social justice oriented. This is all the more concerning since video games
that tackle social issues are usually independent games that are played by few players and
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the games I play for fun are more likely tied to mass markets and work to socialize a
much larger number of players. There was what I played and what I critiqued. I rarely did
both. I kept the enchantment strong by minimizing or making invisible the messages of
entertaining games. However, some games I played to have fun did trigger critical
reactions. Wildstar (NC Soft, 2014) is one such game.
The Case of the Colonizing Heroes
Wild Star was a mmorpg (the same genre as WoW) in which players could choose
a role, level up, and take on challenges on their own or as a team. Wildstar brought
uncommon and new features to the mmorpg genre. Some of them included player
housing, the possibility for players to design their own house, and a vibrant cartoonish
style (figure 4). The game’s story focuses on Nexus, a “newly discovered” planet. Nexus
contains vestiges and secrets of a lost civilization. Fahey (2011) summarizes the story and
possibilities behind the exploration of this “new” planet.
Players can choose different paths to take in order to exploit the richness and
mystery of the planet Nexus. Explorers conquer the world by climbing its highest
peaks and penetrating its hidden inner recesses. Soldiers conquer the land by
force, taking on the native creatures left agitated by the Eldan's passage. Scientists
comb the planet for secrets, attempting to unravel the mystery behind the
powerful race's sudden absence. And Settlers just want to make a new life for
themselves. (para. 5)
Two opposing factions venture to Nexus. Players are to pick one of these two
factions as they create a character: Dominion, portrayed as evil, and Exiles, portrayed as
good. I read the background story as an invitation to colonize a planet. I was given the
choice between playing a bad colonizer or a good one. That message was difficult to
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swallow for me, a child of colonization. I had hoped that somehow that backbone story
would become more elaborate, complex, or nuanced. I enjoyed the cartoonish graphics
and the opportunity to play a different mmorpg, a genre I enjoyed. I thought that playing
something different from WoW might bring something fresh to my video gaming. I
wanted this game to work for me.
Figure 4. Wildstar was a Mmorpg Set in a Futuristic Universe.
It shut down in November 2018 (McWerthor, 2018).
I did not go far in Wildstar. My history, my identity as a child of colonization flared up.
While I wanted this game to work, the normalization of colonization was impossible for
me to overlook. I tried both factions. One of the first Dominion quests involved torturing
an NPC. I could not do that. I could not engage with what I perceived as gratuitous
violence. I deleted that character. Playing an Exile was not much better. Early in the
game I was tasked with killing native beasts. What may have been a casual quest for
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some players was a mark of colonialism for me. While my intent was to play WildStar
for fun, the messages it sent trivialized an identity that defines me. The game banalized
colonization at best. The analysis of this moment brought more complexity to the
dichotomy. It showed that I deemed intolerable games that targeted my minoritized
identities. Therefore, it unveiled that I deemed tolerable and playable games that did not
target and hurt my identities. This allowed me to play and support problematic video
games that did not target or attack me directly. While an aspect of my video gaming
experiences is to escape my mundane life, video games that demeaned my oppressed
identities were impossible to enjoy and play.
Escapism, Self-suppression and Their Limits
I launch WoW. I can’t focus on my writing. Hoping to find some sense of
satisfaction and come back to it refreshed. Passage from April 16
th
field notes.
M+ not to gouge my eyes out cos of Jenny’s paper and request. Passage from
May 2
nd
field notes
Horrible paper to grade. Need mental break and distance. No new posts on
Discord. Log in Wow to do Maw M+ to cooldown. (...). Dungeon done. (...) log
out. I think about Jenny’s paper with less anger. Passage from May 3
rd
field
notes.
Stenseng, Rise & Kraft (2012) provide a helpful theory to ground one aspect of
my “play to have fun” experiences. They describe self-suppression as one of two escapist
types of play. In self-suppression playing games is interpreted as “an instrument to avoid
apprehension of negative aspects of the self and to temporarily direct one’s attention
away from disturbing memories, current stressors, or future obstacles” (Kraft, Rise, &
Stenseng, 2012, p.22). In other words, self-suppression consists of playing to avoid
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“unpleasant thoughts, perceptions, emotions” (Kollar, 2013, para. 3). Players who engage
in self suppression play to escape their life difficulties and realities. One aspect of my
playing video games is to unwind. I play to have fun and entertain myself at the end of a
day. I also play to take a break during the day. For example, I may take a 30mns break
while grading papers to play a game of LoL. After that game, I go back to my duties and
work refreshed and re-energized. While my stories of escapism are rather soft, other
players have engaged with video gaming in ways that have been labelled as signs of
addiction. Stories of players preferring video games rather than tending to their family or
professional responsibilities make the news regularly. Parents have left their children
unfed to die (Thompson, 2011), others have played themselves to death (Ruddick, 2015;
Sieczkowski, 2012; Spencer, 2007). My play is the result of a negotiation with Yessica,
my wife. These discussions serve as a safeguard against extreme gaming and escapism.
I build on the theory of escapism to explain that in order for the play experience to
provide an escape, whether rejuvenating or harmful, two factors must be at play. The first
is perceiving a video game as neutral. If the messages a video game sends are aligned
with the player’s identities, that player is likely not to see these messages. They are
perceived as normal. For example, someone who has no understanding or experience
with colonization is unlikely to find a game like Wildstar problematic. The second factor
is dismissing the problematic messages of video games by not understanding or
minimizing their impact and role in the socialization of its players. Stating that games are
not serious, that they are mere entertainment, that they are “just” games ignores the role
of media as the “third educator” alongside family and schools (Spring, 2011, p.7). Video
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games are an important and growing part of the socialization of players. In both cases, the
denial of the problems tied to video games involves some degree of positive emotional
and historical relationship between the player and video gaming. We cannot escape to
and through video games if they send us back to our minoritized identities, if they remind
us that our places in society is on the margin.
The enchantment hid the dichotomy. Isolating the critique of video games to
socially engaged games has worked to segregate my identity as a student of critical
pedagogy. I saw myself as doing good work with games that tackled social justice issues
all the while abandoning my critique of video games I played to have fun (unless they
clashed with my minoritized identities). When games fed into my dominant identities, the
identities that correspond to dominant groups in society (Sensoy & DiAngelo, 2017),
escapism worked like a charm. Escapism and my dominant identities contributed to the
gap between my student of critical pedagogy identity and my video game player identity.
This gap, and more importantly its invisibility, made it more likely for me to consent to
oppressive messages in the video games I played. Wording my experiences brought this
dichotomy to the surface. The dissonance became visible.
Consenting To Neoliberal Forms Of Play
It does bother me though that there is no community, that they made the game
neoliberal in its mechanics. WoWing alone. I do that. I do it so I can save time
and do in the game what I find meaningful. Journal entry, Thursday April 10
th
Community, a sense of belonging, and realizing our connectedness are important
elements of critical pedagogy. Every semester, I show the movie “Precious Knowledge”
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(McGinnis & Palos, 2011) to my students. It retraces the battle of Tucson Unified School
District school students and teachers to keep their Raza studies program alive. They
fought to raise awareness of their demand. One of their initiatives was to jog 110 miles
from Tucson to the Arizona state capitol in Phoenix. Their run involved crossing the land
of Native Americans. The students and teachers asked the local tribal council for
permission to run on their land. Not only did Natives grant them permission, they also ran
with the students and teachers. They connected with the students’ protest. They saw in it
their fight to keep the stories of their people alive, the fight for minoritized people to
learn about themselves. Every semester, I fight back tears when I see this moment of
togetherness. While I strive to find and form such connections and community in my
video gaming experiences, I have found that despite my commitment to my guild and
raid team I engage in neoliberal playing practices that stress individualism,
dehumanization, and meritocracy. My play experiences contradict my identity as a
student of critical pedagogy. In this section, I use two examples that show how I engaged
in such neoliberal forms of play. First, I use Braithwaite’s (2018) concept of WoWing
alone to make sense of my using the “looking for dungeon” tool (Dungeon Finder, n.d.)
or LFD. Second, I use the example of Recount (Resike, 2007), a WoW addon that gives
numerical data to players regarding their performance and the performance of those they
are grouped with.
LFDing alone. One of my favorite activities in WoW is taking on challenges with
other players. Dungeons constitute such a challenge. Dungeons are instances that require
five players to coordinate their actions to defeat bosses. These dungeon groups are
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composed of one tank, a character who attracts the attention and the attacks of
surrounding enemies, a healer, that heals the tank allowing them to more easily survive
the attacks of the enemies, and three dps (damage per second), characters who deal a
significant amount of damage and are tasked with defeating enemies. This trio of roles is
sometimes referred to as the “holy trinity.” Years ago, WoW players had to communicate
with one another to group up and form dungeon groups. For me, this meant spending
time in Orgrimmar, the capital city of my faction, to chat with other players of the same
level and lead a group to take on dungeons. Organizing such groups required
communication and time. It also provided the grounds to forge relationships with other
players as building in-game friendships made the game more enjoyable and sped up the
process of finding dungeon partners. Rather than spending time looking for new players
to group up with every time, I would start by contacting players I had grouped with in the
past and ask them if they wanted to group up again. This system provided the basis for
meeting players, and nurturing relationships.
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Figure 5. The Looking for a Dungeon Interface, also Known as Dungeon Finder
Allows players to be matched by a piece of software rather than communicate
with one another (cropped screenshot by author, 2018).
On October 14th 2014, Blizzard implemented the Looking For Dungeon tool
(Dungeon Finder, n.d.). This tool is an interface through which players can select their
role (tank, healer, and/or dps) and choose the dungeon(s) they wish to queue for (figure
5). LFD will then look for other players in the system and automatically match them to
form a group of five random players. This tool saves players the time and responsibility
to communicate with one another. The implementation of this tool has hurt an important
aspect of the game. It replaced communication and engagement with other players with
an automated matchmaking tool.
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LFD is one of the elements Braithwaite (2018) qualifies as having “drastically
altered WoW as a multiplayer experience and environment” (p.120). Braithwaite
identified trends in WoW’s game design that moved the game away from “its early
emphasis on small- and large-scale group effort and social encounters”, Braithwaite
continues and states that today “WoW is less of a sociable space—there are fewer
opportunities or incentives to work toward the same virtual goal with others” (p.120).
Over time, game developers added incentives to use the LFD tool. They implemented
rewards such as gold, experience points, and random item rewards for roles that are in
high demand (usually healers or tanks). The prime reason for the creation of such tools
was to eliminate the time required for players to build a social structure to play the game,
therefore bypassing an essential element of the MMORPG genre. The rationale was to
allow a category of players who did not have time to form groups to access game content
for which communication, time, and community was required. Dungeon groups used to
be composed of players who were working together to accomplish a common goal
(defeating bosses) and possibly create in-game relationships for future dungeons. LFD
erased the requirements and benefits of forming community. In LFD, it is highly unlikely
that players will want to communicate with one another and work as a team. WoW counts
millions of players. It is therefore highly unlikely that they will ever be matched again by
this tool. This has created a shift in the running of dungeons and the WoW community.
Forming relationships is no longer an aspect of running dungeons. Because players are
grouped together by a software, they tend to work toward individual goals without
consideration for communication and community. This system makes it more likely that
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players run dungeons in order to collect loot, that is to benefit themselves. This is what
Braithwaite (2018) refers to as “WoW-ing alone” (p.123), the experience of engaging in a
group activity for individual rewards.
While every Thursday night I raid from 8:30 to 11:30 with my team, using the
LFD tool was also part of my WoW play. I regularly ran dungeons through LFD. I did
not communicate with the players I was matched with. I usually stayed silent. No “hi,
how are you doing?” No “good job” or “thank you for the group.” I did not acknowledge
being grouped with other human beings. Even worse, there were times during which I
behaved out of spite and resentment toward LFD players.
When on the last boss, I was blamed for not tanking a tentacle. I became furious. I
had never seen 2 tentacles on that fight. Not because it is a rarity or a bug, it’s
because they took so long to kill the first one that a second popped in (…).
I stayed in the group nevertheless because it was the last boss and I could have
used a +13 reward and weekly reward. On the next pull, they took tons of dmg. I
also fell in a hole on the ship and died. I minimized and closed the game from the
taskbar. I did that because I did not want to read potential hateful words or blame
from them. I also thought “bien fait pour eux. J ai ruiné leur clé. Ça leur
apprendra.” These aren’t the words of a loving critical pedagogue. Extract from
April 20
th
2018 journal.
Here is how I made sense of my LFD experiences: I played the game with people
I did not know and whom I would never see again after that dungeon. Why bother with
being polite or friendly? My intent was to get in and out, smash buttons and keys to
release stress, find quick loot and reward, and be out. I could have been playing with
artificial intelligence and would not have noticed. This neoliberal view of group work and
relationships is described by Turkle (2011) as “expecting more from technology and less
from each other” (p.xii). Turkle describes the many ways technology is enabling us and
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driving us to be “alone together” (p.1). She writes that robot pets are introduced in
nursing homes to counterbalance the fact that we are spending less time with our aging
loved ones. Robots who respond to a name and show affection become a substitution for
family members. Teenagers grow up with the idea that a Facebook friendship status or
like is the equivalent of a meaningful face to face friendship. Humanoid robots are
designed and programmed for the purpose of offering meaningful romantic relationships.
WoW is following the same trend. It is moving away from a focus on community to a
neoliberal model of play. It fosters a view of community that foregrounds personal
benefits at the expense of meaningful connections. I contributed to this dehumanizing
trend by embracing a “"thing"-oriented” tool rather than engaging with a “"person"-
oriented community (King, 1967).
While I belong to a mega guild and could have found players to run dungeons and
quests with through this social structure, I have fallen prey to the convenience of LFD. I
have consistently ignored guildmates and guild chat outside of raid time to run dungeons
and other game content. I wanted to save myself the time to type and find players to
group up with. I casually engaged with individual play in a game that has a history of
meaningful social structures. I relied and sought my raidmates for challenges I found
engaging and challenging only once a week. My belief in community was enacted
punctually. The six other days of the week, I engaged and perpetuated neoliberal ways of
playing and being, therefore adding to the rift between my beliefs and values as a student
of critical pedagogy and my actions as a video game player.
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Recount
I am thrown off the platform (by the boss). Dead. (...). I do not dare looking at
recount. Passage from April 12
th
field notes.
Another marker of my engagement in neoliberal play is my use and interpretation
of the Recount addon (Resike, 2007). Addons are community created tools that players
can download and install to compliment the default game interface. Curse (Curse LLC.,
2006), a popular addon website, lists over 6,500 WoW addons. These addons add various
functionalities to the game. TomTom (Cladhaire, 2009), among other things, shows one’s
character's coordinates on the map. Deadly Boss Mods (Mysticalos, 2008) gives visual
and/or audio warnings when a boss is about to use a powerful ability signaling to the
player that they need to dodge it. Recount records the damage, heals, and other numerical
values generated by characters. One of its most popular features is measuring the damage
per second of each member in the group (figure 6). This number can be used for several
purposes. It can be used as a self-evaluation tool. Players can also use it to see how much
or how little each player is contributing to the efforts of the group in downing a boss.
Figure 6. A Screenshot of the Recount Addon
This shows that Crucix is doing by far
the most damage in their group. The
players at the bottom of the list are
also listed (Wowace, n.d.).
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I have used Recount to judge my value as well as other players’ value in LFD
runs and in my own raid team. Using recount this way presents two issues. The first is
that it constrains a player’s performance to their damage output. Through this addon, I
have reduced a player’s worth to a numerical value produced by a piece of software. In
my opening quote, I show how knowing that by dying early in the fight, I could not do a
lot of damage on the boss. I was not going to be able to contribute to the team’s effort.
The bar associated to my name became a mark of shame. There are other factors in the
game that comprise a player’s performance beside the numerical value indicated by
Recount. For example, the ability to execute a boss’ mechanics, that is dodging deadly
abilities or switching from damaging the boss to targeting minor enemies that may buff
the boss. The second issue with using recount to judge a player’s value is that it erases
that player’s identity. Their name is washed from existence. They become a number.
Their contribution to a group, their relationships with other players, what they can bring
to that community is reduced to a numerical value that cannot account for who they are.
You think it was that easy. You think that I did not struggle with that decision. It’s
all good to speak from where you are. You have no pressure. You face no
consequences. I coached that kid for weeks. We play the same class. We both play
warriors. I quested with him to strengthen a bond. I know what he should be
pulling in Heart of fear. I gave him advice. I researched his rotation. I gave him
resources. I pointed out gently that he needed to up his DPS. But how many times
did we wipe on Wind Lord Mel’jarak because of his low DPS? Enough for
raidmates to start whispering me about him. They wanted him out. He is
consistently at the bottom of the DPS charts. Everyone noticed. No one can hide
from recount. We had reached a wall. The team was not progressing anymore. We
were in danger of collapsing. I had to make a decision.
Oh. I see what you are pulling. “It’s not me. It’s the DPS numbers.” That sounds
like what administrators say when they ignore their own values. Or maybe the
DPS meter is your value. You see, you are not so different than these behind-the-
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desk people you despise. It’s when situations get tough that we find out what we
are made of. You showed who you are. Numbers over people.” Passage from the
‘You kicked him’ epiphany.
This way of thinking is aligned with a neoliberal view of relationships. Identities
and the sense of community are replaced with numbers produced by software. I
contributed to that neoliberal/numerical way of seeing worth in people. I have reduced
players I have been matched with through LFD as well as raidmates to their damage
output. This reducing of relationships to numbers contributes to the gap between my
identity as a video game player and my identity as a student of critical pedagogy.
The enchantment hid neoliberal forms of play. By engaging with neoliberal
forms of play, I supported ways of dehumanizing WoW and the players I played with. I
reinforced the harmful idea that playing WoW and video games is about in game rewards,
numbers, and charts. My use of tools provided by Blizzard Entertainment and the WoW
community has revolved around values that are not in harmony with my identity as a
student of critical pedagogy. I consented to neoliberal forms of play and therefore I
consented to neoliberalism.
The Gap of Captology
As a student of critical pedagogy, I am aware that, online or not, we are constantly
engaged with problematic and oppressive systems. Capitalism is one such system. It
elevates profit above people. Some major video game companies have foregrounded
revenue generation in the design of their games through the theory of captology. Fogg
(1999) explains that captology is about using computers as persuasive technologies. He
defines this type of technology as:
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a computing system, device, or application intentionally designed to change a
person’s attitudes or behavior in a predetermined way. (...). Intentionality
distinguishes between a technology’s side effect and its planned effect. Captology
focuses on the planned persuasive effects of computer technologies. (p.27)
While in some cases, captology has been harnessed to foster positive behavior
change such as in health-related matters (Albert, 2004), most the theory of captology has
been implemented to orient player behavior toward spending money. Through this
theory, video game developers have included mechanisms that keep players tethered to
the games they play. I was well aware of captology and its mechanics in the games I
played before this project. However, I had failed to question my gaming experiences
through the lens of this theory. As a result of this study, I have identified three ways
through which I succumbed to captology, three ways that as a student of critical
pedagogy, I should have identified and stayed away from or engaged with in a different
manner. My non-questioning of my behavior in light of this knowledge contributed to the
gap between my identity as a video game player and student of critical pedagogy. The
first of these three ways is the gambling aspect of reward mechanics in video games. No
matter how low the odds of receiving certain rewards, I kept engaging with specific video
gaming activities in hope of receiving these rewards. I entitled this aspect of my playing
experiences “Doing it again and again no matter the odds.” The second of these three
ways is my engagement in activities I did not enjoy for the sole purpose of scoring a
reward. I named this aspect “doing it again and again even if I do not like it.” The last of
these three ways corresponds to the time I would spend seeking rewards obtainable
through dull or unchallenging play. I named this “doing it again and again no matter how
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dull.” I detail my succumbing to captology in the next section by sharing an example for
each of these three ways.
Doing it again and again no matter the odds.
Cracked fel-spotted egg ready. I get an aged yolk :(Passage from June 9th field
notes.)
The cracked fel-spotted egg is a WoW item obtainable by defeating rare monsters.
Only four such monsters exist. Once the egg is obtained, I, like any other player, have to
wait seven actual days before it hatches. Once the wait is over, the egg has a minute
chance of containing a valuable item. The most prized item for me was a mount. After
having obtained an egg early June, I was able to click it to hatch it on June 9th. My prize,
like many other times, eluded me. The egg cracked to reveal a useless aged yolk. There
are many such items in the game that present players with opportunities to try their luck.
The most emblematic is the mount of the Lich King, arguably the most epic character of
WoW lore: Invincible (figure 7).
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Figure 7. An In-game Menu Allows Players to See All the Mounts Available in the Game
(cropped screenshot by author, 2018)
This bat winged undead horse mount was a reward for defeating the Lich King on
25 player Heroic difficulty when that encounter was current, that is between December 8
2009 and December 7 2010. Blizzard released other expansions after that date. Players
were then able to outlevel the encounter. The Lich King fight became obsolete. To
account for this change, Blizzard drastically reduced the drop rate of this mount. When it
was current, defeating the Lich King on 25 player heroic difficulty had a 100% chance of
dropping one Invincible. The team of raiders would have to decide which of the 25
players was to keep the mount that week (like any other raid encounters, the Lich king
and his loot resets weekly). With the release of further expansions, defeating the Lich
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King on 25 player heroic difficulty now bears a 1% chance of dropping the Invincible
mount but the fight is now doable by one character, a team of 25 players is no longer
needed.
I tried obtaining that mount once during my observation period. However, I have
tried obtaining that mount twenty times since the encounter has become obsolete. The
ludicrousness of these attempts is highlighted by the fact that in order to face the Lich
King all other bosses of that instance had to be defeated. The Lich King is located in the
Icecrown Citadel instance. It counts twelve bosses. Timewise, this represents an
investment of roughly thirty minutes of dull boss fighting before reaching the Lich King.
I spent thirty minutes dispatching unchallenging enemies before reaching the Lich King
and trying my luck at this one arm bandit. That is thirty minutes to get a chance at a 1%
gamble.
Invincible is not the only 1% mount run I have engaged in. I attempted such 1%
mount runs for Deathcharger’s reins (three times), Swift Zulian tiger (one time),
Mimiron’s head (three times), Onyxian Drake (sixty nine times), ... Most of these mount
runs involve less than twelve bosses before reaching the one arm bandit. However, they
all culminate to a 1% lottery. All these attempts, all this time spent on trying to obtain
these 1% mounts attest of the power captology had on me.
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I also fell into the captology trap when I incessantly chased ranked wins in LoL:
I raged! I could not get over the fact that this adc ruined our game. 1mn in the
game and he steals red and leaves. I was so pissed. I could not help but chat and
complain. I don’t like doing this but I had to vent. I had to let it out. I typed and
hated on that guy. I dropped the f bomb… a few times. I played to get some air
and to resource in order to go back to my work refreshed. I ended up getting so
upset I could not focus. It was a ranked game. I was in my promos. There was a
lot of pressure. I exploded. At the end of the game I was so upset that I could not
get back to work. I had to play another game. Extract from May 9
th
2018 journal.
Ranked games constitute the end game of LoL. Each season, players can climb the ladder
ranging from bronze to challenger by amassing wins. Each season, players are assigned a
starting rank based on last year’s performance and a series of ten placement games. Once
they are assigned a rank, the goal is to move up. Games can be tense as the stakes are
high. Moving up is always a rush. Moving down on the ladder is infuriating and
discouraging. Every season, my goal was to reach the gold rank because of its associated
reward. In the journal entry above, the pull of that reward was so great that even after I
nerd raged (a common gaming term used to note a video game player’s anger) I felt
compelled to play again. My goal in playing another game and seeking a victory were to
quell the anger, fill me with feelings of accomplishment, and take a step toward gold rank
season rewards. I succumbed to captology even when playing enraged me and triggered
feelings that were not aligned with how I perceive myself.
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Doing it again and again even if I do not like it.
Figure 8. A Graphic Explanation of the Hextech Crafting Loot System in LoL
(Jarettjawn, 2016)
On March 15, 2016, LoL introduced Hextech crafting (Hextech Crafting, n.d.).
Through this system (figure 9), LoL offers the possibility to earn chests by earning an S
rank in a match against other players. Ranks correspond to grades players earn after a
match. This rank is determined by an algorithm which translates a player’s performance
into a letter grade such as A, B, C, or S. S is the highest letter grade possible. While there
is no official meaning, S is understood as Super or Special. Players can earn one chest per
champion per season, roughly a year. The content of these chests is random. They can
contain cosmetic rewards and game currency. Skins are a cosmetic reward that is
particularly interesting to me because even if LoL is a free game to play, skins cost actual
dollars. Their price ranges from $4 to $25 (Friedman, 2016). Skins have no influence on
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gameplay. They provide a variety of aesthetic choices. In LoL, their main purpose is to
offer different themes for champions. Cheaper skins change the appearance of a
champion. More expensive skins change the appearance, animations, voices, and sound
effects of a champion.
Figure 9. A Side by Side Comparison of the Default Brand Champion on the Left (Plesi,
2016) and the Zombie Brand Skin on the Right (leaguesales.com, n.d.)
Zombie Brand is a skin that includes, among other features, unique sounds such as
zombie grunts and unique animations such as a dance choreographed after Michael
Jackson’s iconic Thriller video (Jackson, 2009).
I catered to that system. Earning S’s on champions I played rather well granted
me a sense of gratification and recognition. Through these chests I also got a taste of the
rewards: I won a few skins. Based on these successes I took the next step and decided to
spend time playing with champions I did not like or did not master hoping that I would
somehow earn an S. My hope was that I would either be matched against lower skilled
opponents or that my teammates would carry me towards that S. I did not obtain an S in
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that manner but, lured by the reward, I kept playing (and failing) in such a way. I invested
time in playing champions I did not enjoy for that reward. More concerning is the idea
that these rewards are totally random. I was likely to win skins for champions I did not
play or enjoy. Moreover, these skins were temporary. They lasted a few days. To obtain a
random permanent skin, I had to combine three temporary skins. I had to obtain three S’s,
each with a different champion, to obtain a permanent random skin. Each one of these S’s
gave me a 50% chance of obtaining a skin shard (Chiptek, 2018). The work of learning to
play champions I did not enjoy, the time spent underperforming in games, and the
unlikelihood of obtaining these rewards made this whole endeavor unrealistic and a waste
of my time. I had to document my actions to see their repetitions and understand how far
down the captology hole I was.
Doing it again no matter how dull. Another form of my succumbing to
captology was my chasing rewards through disinterested and dull actions. For example,
The Secret World Legends (Funcom, 2017) offers daily login rewards. Through the mere
act of logging in to the game, I gained rewards such as skill points and random items
(figure 10). Every morning, I would get up, get my breakfast, walk to my computer,
launch a youtube Late Show video, eat as I listened to Stephen Colbert, and logged into
SWL to collect my daily reward. Most of the time, I would not do anything else in that
game. I would log off as soon as I had clicked my reward on the screen. It took me longer
to load the game than it did validating the reward.
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Figure 10. The SWL Daily Rewards Interface
The SWL Daily
Rewards interface
pops up as soon a
character is
loaded for the
first time of that
day. While SWL is
free, players who
pay a monthly fee,
known as patrons,
obtain an
additional Daily
Reward (u/Elrigh,
2017).
As I documented my experience, such routines became more and more dull.
Engaging with these tasks felt normal or ok as long as I did not word them. However, my
field notes highlighted this mind numbing repetition. As a matter of fact, I used the term
“morning routine” in my field notes as a shortcut to write about morning activities such
as the SWL Daily Reward. “Morning routine” became an in vivo code. Below is a list of
the activities my “morning routine” referred to:
In SWL:
o Logging in to SWL
o Confirming the daily reward
o logging out of SWL
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In WoW:
o Logging in to WoW
o Completing missions
o Recruiting troops
o Starting new missions
o Using Blessing of Mjolnir
o Starting the preparation of next Blessing of Mjolnir
o Logging out of WoW
Describing all these actions would be tedious. The main point I wish to make here
is that all these actions were accomplished from one location. These actions barely
required me to move my character. They were all doable from the location I logged in. At
most, I would have to move my character from one NPC to a neighboring one. All I did
was to click maps and menus. I stress this aspect because it differs widely from the
gameplay I enjoy which involves communicating with my raidmates, strategizing,
engaging enemies through action packed gameplay, executing said strategy, and
restrategizing in case of failure.
I also engaged in what I referred to as “weekly routines.” These actions and their
respective rewards reset every Tuesday at 10:00am EST. These were actions I would take
on Tuesday night or Wednesday morning, depending on how much time I had available
on Tuesday night. These weekly routines were all tied to WoW and included:
Checking pvp chest
Defeating the world boss
Opening Mythic+ cache
Purchasing two tokens
Picking up weekly quest
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I found myself checking these routines multiple times a week because there is no
way in the game to track the completion of these weekly actions. I was afraid I would
miss them. The behavior triggered by these rewards was robotic. It was scripted in two
ways. First, I followed a set of actions that I repeated from day to day and week to week.
Second, my behavior was scripted in the sense that it was coded into the games I played.
These mechanics were scripted into the codes of these games. These game mechanics
were meant to keep me playing. I knew they were. I followed the script nevertheless
because I had not scrutinized my play. I engaged with video games without questioning
my behaviors and therefore I acted in ways that did not align with my identity as a
student of critical pedagogy.
The enchantment hid captology. Knowing about captology and failing to
recognize when I succumbed to it shows that the enchantment numbed my critical
consciousness. The knowledge I had was not enough to stop or prevent me from
engaging in these problematic behaviors. I allowed these game mechanics to own my
time and shape my play. However, captology was not the only element informing my
play. Captology was connected and interlocked with other aspects of my play. I had come
back to WoW after a four month break. Four months without loot put me behind my
raidmates. My outdated equipment placed me among the last players on Recount. I did
not want to hinder my team’s progress. I wanted to be an asset to my team. I did not want
to be looked at the same way I viewed rock bottom LFD players on Recount. Completing
my routine was linked to the progress of my character, which in turn played a role in
maintaining my spot on the raid team, which was also linked to playing with my friends.
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This made my relationship with WoW and my succumbing to captology more complex.
However, this was not the case for SWL and LoL. I had no friends to come back to in
SWL, no community to be and play with. LoL was not much different. I only had two
friends and we were rarely online at the same time. When my captology-infused
behaviors were linked to critical aspects of my video gaming such as friendship and
community, there was a complexity I needed to entangle. I could not justify these
behaviors when they were not connected to critical aspects of my video gaming
experiences. I could no longer engage in these behaviors and therefore could no longer
engage with these games. I have indeed stopped playing SWL and LoL as a result of this
research during my two month observation period. Later in this chapter, I detail this
decision and other actions I have taken to reconcile my identities as a student of critical
pedagogy and video game player.
Alien in My Own World
In that podcast, Kevin Roose shared how he joined a discord server to investigate
the American white supremacist movement. Discord. They fucking use discord.
Passage from the Unite the Right epiphany."
Being present in the world is an important aspect of critical pedagogy. I believe in
affirming one’s presence in order to live fully and maintain our humanity (Freire, 2009).
While I work to embody this principle in my life, I have identified ways in which I
silenced myself in my video gaming experiences. For the purpose of this section, I define
silence as recognizing oppressive dynamics at play, knowing that I could and should
intervene in some way, choosing not to do or say anything to remain invisible, and
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therefore allowing oppression to go on unchallenged and spread. To make this point, I
focus on one aspect of the video gaming culture: it perpetuates oppression. Like
schooling, video gaming is shaped by the same social forces that are present in society.
Video gaming does not exist in a vacuum. Racism, sexism, and white supremacy in the
video gaming world are well documented. Gray (2014) wrote about the racist attacks
against black women players on Xbox live and their fight against it. Massanari (2017)
wrote about the ways in which technologies promote, defend, and allow video game
toxicity, such as racism, sexism and white supremacy to exist, subsist, and thrive online.
Mukherjee (2018) wrote about the racism and imperialism of video gaming through the
lens of Indian players playing games that privilege a colonial view of the world and their
country. Once again, I knew about these issues in video gaming but the enchantment, the
abandonment of my critical consciousness, worked to numb me and shield me from the
realities of my very culture. As a student of critical pedagogy, I tackle many of these
issues outside of my video gaming life. I do it through my work as a teacher and
immigrant advocate. However, my video gaming behavior is totally different. Silencing
myself in the face of oppression is a dominant theme in my video gaming experience. My
silence was a sign of my “fear of denouncing injustice;” I was washing my hands in the
face of oppression (Freire, 1998, p.101). I identified two main types of such silences.
Silences in online games with LoL matched players.
DOMINATING WIN + Hextech chest. I click on Twitch and go to my ADC’s
channel. He shows his desktop. His background is that of anime girls wearing
mini shorts and flaunting their backside. I could use his help to get my gold rank
though. He sends me a friend request. I wait till he is in game to accept. I did not
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want to play another. I add a note to his name on my friend list: great adc-Jhin.
Passage from May 9
th
field notes
I silenced myself when matched with random LoL players who made sexist, ableist, or
racist comments in the chat interface and their Twitch.tv channels, a popular streaming
website. I felt it was not useful for me to challenge this casual sexism, racism, and
ableism with online strangers. I thought that my words and actions would be futile
because I did not have any connections with these randomly matched players. To them, I
was most likely a nobody they had been randomly grouped with. Someone who would be
forever gone after the game. However, in the case of the event I refer to in the excerpt, I
saw myself as benefitting from associating with such players. I accepted the friend
request from someone who had no issue with being sexist. I even noted on my interface
that he was indeed a great player. This shows that I was willing to play with him again
because he could help me win games. The pull of the reward annihilated any sense of
injustice or obvious dissonance between my identity as a video game player and student
of critical pedagogy. My naïveté was a testimony of the internalization of oppressive
forces in the video gaming culture (Sensoy & DiAngelo, 2017). As a cis-gender man and
someone who is aware of my position of power in the gender and sexuality binary, I
should have better embodied the principles I value. I should have questioned my actions
and decisions.
Another reason for silencing myself during the game deals with LoL’s gameplay.
Lol is fast paced and unforgiving. The gameplay presents a barrier to chatting and
confronting hateful language. The structure of the game makes it difficult to report
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players during the action therefore allowing racist comments and other oppressive
comments to exist and flourish. I had to make a choice between playing for a win and
enacting principles of critical pedagogy. I chose the former. Kincheloe (2008) writes that
critical pedagogy is dedicated to resisting the harmful effects of dominant power.
Advocates of critical pedagogy work to expose and to contest oppressive forms of power
as expressed in socioeconomic class elitism, Eurocentric ways of viewing the world,
patriarchal oppression, and imperialism around the world” (p.34). Rather than work to
resist, expose, and contest oppressive forms of power in video gaming, I chose to silence
myself and allow them to go unchallenged. I also benefitted from them. I told myself
stories about not being connected to the random players I was matched up with to justify
my silences. However, I stayed silent in the face of oppression even when playing with
people in my immediate video gaming community. I tell these stories next.
Silences with raidmates.
Don’t look there.
Yes, that tiny highlighted “2” tells you exactly how many new messages are in
that channel. Don’t Look.
Yes, it’s your raiding group. Yes, it’s the team you created. Yes, a few of them are
still your friends.
Don’t look.
You got VERY upset the last time you looked in that channel. Maybe this time, if
someone put a racist or sexist meme or link, you will find what it takes to call it
out.
Don’t look. Passage from the “Don’t look there” epiphany.
I silenced myself when my own raid mates made sexist and racist comments. I saw my
position in the raid team as that of an unknowledgeable and undergeared DPS. This
means that in my eyes, because I did not pull big numbers on Recount and was not
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knowledgeable about the encounters we faced, I had little influence, social capital, and
power in the team. This is all the more disconcerting because I am the founder of this
team, which I understood as being responsible for the group’s values and reputation. I
saw myself as the guardian and enforcer of norms I had worked on implementing from
the beginning of this team. I chose the team’s name, recruited players, and organized
everything from our website to our schedule when the team was officially formed several
years ago. Because of work and school, I had to step away from this leadership role and
had named a new leader to succeed me. Over the years, the composition of the team
changed. New players flooded in and original ones left. I no longer recognized the team I
had founded, a team in which casual racist and sexist comments would have been
addressed. This statement is not about trying to identify who my teammates are and how
they think. The scope of this project is autoethnographic and not ethnographic. I am
focusing on my experiences and perspectives, in this case my silences, to make sense of
my experiences. These comments presented an opportunity to engage with my raidmates
and explore the “unstated ideologies hidden between the sentences” (Kincheloe, 2008,
p.16). I could have communicated with them in order to help them expose the roots of
their words and thinking. Instead, I repeatedly failed to honor my identity as a student of
critical pedagogy.
Don’t look.
Just yesterday someone mentioned the Pewdiepie story in raid chat, one of these
youtubers who makes money by insulting his viewers and making racist jokes. “I
really don’t care for this. We are here to down bosses and make progress. Your
discussion has no place here. Focus!” That is how one of our leaders shut that
conversation down, in the name of ‘playing.’ How do you think they would react
once you point out their racism and sexism? How do you think they would react if
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you actually engage with what they are saying and laughing about. Don’t look.
Passage from the “Don’t look there” epiphany.
The identity of the team had shifted and with it mine. I went from an official
position of leadership to feeling like an expendable player. Many of the newer players on
the team were unknown to me as I was to them. I felt powerless in addressing these issues
and therefore did not take action. I silenced myself. The quote I opened this section with
captures this alienation and silence, this refusal to face my responsibilities as a student of
critical pedagogy. It is taken from a story I wrote about a specific channel on our discord
server. This channel is dedicated to posts that are deemed silly and funny. It is an
amalgam of posts that include jokes and memes on all kinds of topics, quite a few on
questionable topics. My refusal to consult this channel was grounded in my impossibility
to imagine power from anything else but the position of leader. I made the conscious
decision never to click on that channel. I did everything I could to stay away from it,
especially when I would see notifications about new content posted there. Freire (1998)
writes that “women and men are capable of being educated only to the extent that they
are capable of recognizing themselves as unfinished” (p.58). I played in a space where I
saw myself stuck and incapable of movement and action. My identity became a ball and
chain. I had failed to recognize my power and the possibilities I had to change and to act
in a more socially conscious way.
These silences contributed to my feeling as the “other” in my own video gaming
community. The more I read and learned about the oppressive facets of video gaming the
more I felt like an outlier. Instead of feeling enraged and moved to act as I was in my
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advocacy work, I felt overwhelmed, paralyzed, and impotent. I had internalized power
and its exercise in terms of position. I saw possibilities for speaking up and shaping my
team’s values only when I was the leader, only when I held an official position. While my
actions might have not always been aligned with my identity as a student of critical
pedagogy then, I saw my rank as powerful and exercised the power I saw in it. Because
of this view of power, leaving the leadership of the team also meant abandoning all
power and possibility to act. I locked myself in a space where I could no longer envision
possibilities for action. As I continued researching video gaming, any new information
that deepened my understanding of the imperialist white supremacist capitalist patriarchal
grip on video gaming worked to feed my impossibility to envision just actions in my raid
team. Such was the case when I heard about the connection between video games and the
Unite the Right Rally in Charlottesville.
Discord and Charlottesville. On August 12, 2017, white nationalists gathered in
Charlottesville, VA to protest the removal of a confederate statue by local officials
(Astor, Caron, & Victor, 2017). Members of the Proud Boys, Identity Evropa,
Traditionalist Worker Party, Ku Klux Klan, and Vanguard America marched on
Charlottesville to protest this removal (Southern Poverty Law Center, 2017). Their chants
included “blood and soil,” “Jews will not replace us,” and “white lives matter” (Heim,
2017). This protest was organized through an application named Discord (Roose, 2017).
Discord is described on its official website as an application that aims to “bring gamers
together” (Discord, 2015; figure 11). It is a platform that resembles a combination of
Facebook, Twitter, and Skype.
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Figure 11. A Screenshot of the “About” Section of the Official Discord Website
(Discord,2015)
Available on smartphones and computers, Discord is a platform for players to
communicate in and out of the video games they play. My raid team has a server, a home,
in Discord. We use it to talk strategy and coordination when we take on challenging
content. Outside of raid, we post comments about the latest WoW features. We share
videos and songs. We also organize events similar to Secret Santa.
Organizers of the Unite the Right rally created such a server. They used it to
discuss their plans. They posted pictures during the rally for those who were unable to
attend. After the killing of Heather Heyer by one of their members, they gathered to
brainstorm future rallies. My finding out about the connection between Discord and the
Unite the Right rally shocked me. It should not have. I knew that white supremacy was
sheltered in my culture, that the tools put in place to address it were inadequate and
inefficient. My emotions are a testimony of my naïveté. My identities, as an immigrant,
an Arab, a student of critical pedagogy placed me on the margin of world, video gaming
or not. While I felt these were identities of action outside of video gaming, I saw these
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same identities as powerless in video gaming. My margin identities became heavy, static,
passive, and shackling in front of my screen. The more I learned about the video gaming
culture, the more paralyzed I was. I somehow was not influenced by my knowledge of
critical pedagogy. It took a back seat. I proceeded to seeing myself as an alien in my own
world. I realized my place on the margin and stayed there. I accepted it quietly and
meekly. Part of me was afraid of losing the team I had created. I was longing for a group
which I mistakenly thought I had shaped as an island of justice in an ocean of oppression.
However, it took this examination of my experiences to understand that in many ways, I
had been leading from a pyramidal view of power. I understood power starting from the
top and ending at the top. I was longing for that, a group in which I had held power and
could fight back against comments made by my teammates. It is only through the critical
examination of my experiences that I was able to name this longing for what it was: a
longing for power based on a failure to see and implement leadership from a critical
model. Writing about my actions in my video gaming experiences has forced me to
reflect on my silences in this culture, in my guild, and in my own raid team.
At the onset of my study, I did expect to find problematic behaviors in my
experiences. The gap between my identities as a student of critical pedagogy and video
game player is the first set of problematic cogwheels at play in my enchantment. While I
did not expect to expose such a chasm between two of my core identities, the second set
of cogwheels is the one that surprised me the most. Through the scrutiny of this study, I
found that the ways through which I thought I enacted critical principles were a mirage. I
detail this supposed praxis, another facet of my enchantment, in the next section.
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Enchanted Resistance
Through this study, I have examined my video gaming experiences and therefore
the ways in which I enacted critical principles in this hobby. I have found that there is a
disconnect between the way I perceived these actions and their actual alignment with
critical pedagogy. These enchanted ways of enacting critical pedagogy were clouded by
the unexamined memories and joys this medium had provided me with. I have identified
three themes that compose this enchanted resistance: still born actions for actions I
initiated but did not support long term, non-actions for being content with refusing to
engage in oppressive behavior and doing nothing more, and the blind support of others’
social justice work for finding solace when supporting questionable so-called social
justice initiatives. For each of these forms of enchanted resistance I share one example of
that resistance and show how disconnected it is from praxis.
Still Born Actions
Hey
I know that there is a "no politics policy" in our rules but I would like to know if
there have been any talks among officer or members regarding an initiative about
the decisions made by the current administration. Our guild is US based but we
count people who are not American and who may want some support or simply
hear a message of compassion. Is that off the table? Passage from the Softbear
epiphany.
On January 27th, 2017, President Donald Trump signed what is commonly known
as the Muslim ban. The ACLU (2017) describes it as “an Executive Order that banned
foreign nationals from seven predominantly Muslim countries from visiting the country
for 90 days, suspended entry to the country of all Syrian refugees indefinitely, and
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prohibited any other refugees from coming into the country for 120 days” (para. 1).
Protests erupted as many opposed this Islamophobic and demagogic act. I too felt I
needed to do something. As an immigrant, as the son of Muslims, as the father of a child
who is connected to Islam, and in view of the storm of hate that was being unleashed
since the involvement of candidate Trump in the political and social landscape of this
country, I felt it was my duty to intervene. The national stage was out of reach, but I
could do something locally. The core of my actions was done through advocacy groups I
was already a member of. I spoke at community meetings and pointed out the
shortcomings of local school leaders in addressing the rise of racist language and attacks
in their schools. I had not thought about acting through video gaming when one evening,
as I was surfing the web, I ran into online posts about Muslim players acting in a game to
bring awareness and resistance to the Muslim ban. A player had decided to dress their
character with a hijab, an option allowed by the game they played. These actions made
me want to act online, to act within my guild to bring awareness to this ban and to
Islamophobia. I felt that my guild was the most meaningful space to act in because it
connected me to my guildmates. My guild counts thousands of players mainly located in
the US. Acting through my guild could therefore reach many people.
My guild, like many others, has a set of policies that members must abide by. One
of them includes leaving politics out of game chat, Discord, and other ways of
communication. I knew that any intervention regarding the Muslim ban would break
these policies. To avoid being kicked out of my guild and no longer be able to act as an
agent of change in my community, I contacted Sharphammer through a private message.
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Sharphammer was an officer, someone with high standing in our guild, but he was also a
member of my very own raid team. He was someone I had a gaming relationship with. I
was not an anonymous member of the guild for him. By reaching out to a powerful
member of the guild who knew me, I hoped to alleviate the chances of forceful feedback.
The private message I sent him asked about possibilities for addressing the creeping of
hate in the USA. I asked how the guild could show support for our guildmates who are
immigrants and/or Muslims. I crafted that message stressing the importance of nurturing
a supportive environment, one of our shared guild values. I sent this private message on
March 12, 2017. Sharphammer never answered it and never mentioned it in our weekly
raids. Scared of being banned, I never followed up. The rules of our guild muzzled me. I
risked being kicked out by sending a public message or reaching out to other officers.
This was not something I took lightly. The only content I enjoy in WoW requires team
work and skill, also known as end-game content. A team of dedicated players is therefore
necessary. To gauge player commitment and skill, many end-game guilds have developed
complex procedures to test and recruit members. These range from online applications to
trial runs. Moreover, I have been part of two guilds that counted just enough members to
put together one raid team. In each case, the raid leader left WoW and the guild fell apart.
I found myself guildless and having to start the application process again. Being part of a
megaguild eliminates this issue. When players leave the game, there is still a large pool
of guild members to tap into. This goes further than video games though. Video games in
general and WoW in particular have given a platform in which to find people to play
with. WoW has become a space which has come the closest to filling the hole of losing
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my friends in France. Leaving this megaguild involves more than having to redo the work
of finding other people to play with. Leaving this megaguild would send me back into a
space of loneliness and isolation I suffered from for several years before finding WoW.
As imperfect as my video gaming relationships are, I see myself as needing them in order
to continue working toward filling that hole.
Cider is ok but not that sweet.
It tastes of apples and defeat.
Trying to drink my way to friends.
Trying to drink my way back to France.
Nerd screams are good.
Give me a sense of brotherhood.
They just aren’t enough.
Nothing like Pierre’s laugh.
--Passage from the “Stuck with songs and cider” epiphany.
An important aspect of my playing WoW is the endless pursuit of home, the
fleeing of a country where I became the other as I entered it. I long for a sense of
belonging. WoW and my megaguild have brought me closer to that goal even if they may
never help me reach it. This epiphany captures this longing and the inevitable failure of
looking for the replication of connections I lost when I left my friends in France. I was
trying to recreate the same sense of belonging I had with pen and paper role playing
friends through video gaming. While these two activities share similarities such as
fantasy world and character building, they also involve starch differences such as not
being in the same space together, and the possibility to hide behind an interface or refuse
to share certain aspects of our identities that can’t be hidden in face to face interactions.
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I am stunned. How long has it been? We journeyed together from the mountains
of Icecrown citadel to the green hills of Pandaria for close to three years. Here is
someone I have called a friend for that long. I realize now that I had never heard
his voice before. No, not exactly. It is not his voice that stuns me. It is what his
voice says about him. How much his voice says about my prejudice and
ignorance. Orzul. The troll hunter. The tamer of wolves. Orzul. One of our
Canadian players. Orzul. The one who occasionally misses raid night to attend
his girls’ school plays.
Three years without a word in vent or mumble. Three years of listening and
typing. And then, after what looked to be a usual Thursday night, while we were
casually debriefing and talking, he unloaded a bomb on us all. Was it an Indian
accent? I thought he was Canadian? Well, now I know I thought this meant White
straight “flawless” English speaking Canadian. Really all I knew was that he
lived in Canada, my prejudiced story about him flowed from that. I was so
ignorant. In what other ways am prejudiced? How much do I actually know about
those I play with? How much are they holding back? I am not telling them
everything about myself, why am I expecting them to? Passage from “The
Accent” epiphany.
The assumptions I made in my connections with the players in my team served to
give me a naïve sense of connection with them. This also played a role in making me
think that I had created a community aligned with critical principles. Through this study,
I understand that the connections I had worked to forge were not as ideal as I had thought
them to be. Nevertheless, because, we as people, need connections and one another to be
fully human, I engaged in the pursuit of meaningful relationships because my happiness
and sanity depended on it.
Beyond my raid team, our guild policies are designed to keep players shielded
from politics, to create a blissful bubble. However, in light of this silence, our guild
values of support and community do not extend to those under political attack, those who
are rejected to the margins of society. Our guild policies work to keep privileged players
shielded from the struggles of our most vulnerable guildmates. They shield those
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unaffected by oppression from the stories and lived experiences of minoritized
guildmates. I never pushed further. I felt restrained by the community I called my own
and have been part of for seven years. Under the guise of an apolitical community, my
guild keeps certain players safe and ignorant while reminding those on the margin that,
whether in or out of game, they are outliers. This action, like others that fall under this
theme, were still born. I stopped at the first barrier. I felt I could not do more. These
unaccomplished plans contributed to my enchanted resistance: the illusion that I was
doing something critical and meaningful.
Non-Actions
After the game, the adc friended me. I accepted. He linked his twitch channel. I
went there and saw that he had his desktop up… a drawn girl laying down on her
side wearing tiny shorts. Nvm. I did not follow the channel but the guy is still on
my friend list. Journal entry, Wednesday May 9th.
Sexism is rampant in the video gaming culture. One of the most glaring examples
of sexism in the video gaming culture is #gamergate. I use the # in #gamergate to mark
its social media origin as the toxicity of anonymity in social media played a role in the
aggressivity and propagation of this movement. # is a tool used on Twitter to highlight a
keyword. It allows for posts about that keyword to be searched and found easily. # allows
for discussions about that keyword to spread widely and rapidly.
#gamergate started in 2014 when Zoë Quinn, a female game developer, was
accused over social media of trading sex with a game reviewer for positive reviews about
her video game “Depression Quest” (2013). Even if the reviewer had never actually
reviewed the game (Morano, 2014), the accusations took a life of their own. They turned
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into a “harassment campaign” on websites such as 4chan and Reddit (Johnston, para. 2,
2014). The campaign included “detailed discussions and investigations into her sexual
history, the leaking of nude photographs, ‘doxxing’ to find out her real life details, death
and rape threats, and attempts to bully her and her supporters out of the industry” (Heron,
Belford & Goker, p.23, 2014). The perpetrators of #gamergate claimed their efforts were
about “retaining the ethics in game journalism” (Heron, Belford & Goker, p.23, 2014).
Indeed, members of the #gamergate movement “allege that there is corruption in video
games journalism and that feminists are actively working to undermine the video game
industry” (Chess & Shaw, p.210, 2015). There are many issues with this statement. One
of them is the prejudice that feminists are not part of the video gaming community, that
they are outsiders. Through this statement, #gamergate proponents are affirming that the
video gaming culture belongs to players who do not identify as feminists.
I have seen many elements of sexism in my own video gaming experiences. I
myself even engaged and perpetuated sexism in the video game culture. One of my
epiphanies retraces how, some fifteen years ago, I used to use the word “whore” to
tentatively demean an opposing player’s dominance in a team match. At that time, I used
the term without understanding its connotations and ramifications. I used it because I had
heard it. I acted like a parrot replicating what other players had typed. That term did not
make sense to me in that context. I did not understand how qualifying someone as a
“whore” was connected to their dominating performance. However, my exposition to its
constant use and my wanting to fit in led me to see that term as normal. It took the
intervention of an unknown player to make me question this insult and my using it.
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Because I was incapable of justifying my use of the term to them, because I was forced to
face my own ignorance (Diller, 1998), I decided to stop using it. In doing so, I saw
myself as cleansed. By no longer typing sexist insults and comments, I saw myself as
resisting sexism in video games, never mind that I played video games like Shank 2
(Klei, 2012), WoW (Activision Blizzard, 2004), LoL (Riot Games Inc., 2009), The
Witcher (CD Projekt Red, 2008), Castle Crashers (The Behemoth, 2012) and others that
depict women as sexual objects or damsels in distress and men as brutal warriors guided
by fame and/or lust. I use the term “non-actions” to qualify this non perpetuation of overt
oppressive messages while tacitly engaging in others. Schwalbe (2007) writes that
“choosing not to support arrangements that are harmful or unjust” (p.27) is a way to resist
oppressive facets of the social world. He sees in this choice a conscious act. While this is
indeed a form of resistance, it is individual. It does not accomplish much in terms of
impacting the culture I am part of. “Non-actions” do not constitute praxis.
I have found many other forms of non-actions in my field notes. For example,
when surfing Twitch.tv (the most popular website for video gamers to stream their play),
I refused to watch or click the “follow” button on video game streams that use sexist
terms or include degrading or sexualized depiction of women. Of course, “follows,”
“likes,” and “dislikes” can play a role in a culture where the accumulation of such clicks
can generate revenue, visibility, prestige, and influence. However, identifying as a
student of critical pedagogy implies the understanding of one’s responsibility to enact just
change, the responsibility to enact praxis. While supporting social justice work can be
aligned with critical pedagogy, the context in which I did so was problematic. “Not
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clicking” is superficial. Seeing praxis in the continuous practice of not engaging with
problematic behaviors is not representative of acting for just change. Even more
problematic is that these non-actions reinforced the illusion that I was enacting principles
of critical pedagogy in my video gaming experiences when I was doing close to nothing
to implement meaningful change. These non-actions worked to make me feel fulfilled.
Through non-actions, I navigated my culture gleefully and content with this illusory
praxis. This contributed to my enchantment. I thought of myself as doing good work and
therefore made actual significant actions impossible. Through non-actions I kept the
enchantment strong and vibrant.
The Blind Support of Others’ Social Justice Work
I did find this bully hunter website. These women are on a mission. I will do what
I can to support them. Journal entry, Thursday April 12th
This type of action, the blind support of other people’s social justice work, is the
third component of my enchanted resistance. This type of then-perceived critical action
required little of me. These actions were punctual and isolated. I did not have to follow
up with them and never did. A few clicks here and there and my ‘work’ was done. I detail
one such example below.
The case of bullyhunters.
I read the Polygon.com article ‘bullyhunters.org.’ I go to Twitch and subscribe to
that channel. Passage from April 12th field notes.
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Bullyhunters.org was formed in the middle of 2018 to intervene and address toxicity in
Counter Strike: Global Offensive (Valve & Hidden Path Entertainment, 2012) also
known as CS:GO. This game is a first-person shooter in which two teams of players face
each other in different scenarios. No matter the scenario, the game involves killing the
opponents either because that is the only goal of that specific scenario or because
opposing players stand in the way of the goal, such as capturing their flag. CS:GO is
referred to as a Players Versus Players game (PvP). Harassment is rampant in games that
pit players against one another. The stress on competition and winning coupled with the
anonymity of online gaming exacerbates feelings of domination and failure especially
toward minoritized people. Bullyhunters.org aimed to curb this harassment. Any player
who was being harassed could signal members of bullyhunters.org through that website.
The report would then be assessed and upon validation of the complaint a member of the
bullyhunters.org team would be sent to the harassed player’s game in order to “take out
an offending player if the case is determined to be severe enough“ (Alexander, 2018,
para. 7). I decided to support that initiative because it took harassment head on. I did have
some concern over how they would determine what consisted in a “severe enough”
offense, but I had understood their goal as similar to that of the black women players
Gray (2014) had written about. After reading the article, I followed their social media and
twitch accounts to give them more visibility and to contribute to their mission. I felt I was
doing something meaningful and helpful. I relied on Twitch.tv to notify me when their
stream would go live. I wanted to see how this initiative would unfold. At that time, I saw
this as a connection between critical pedagogy and video gaming. I believed this was
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critical work. Using in game violence to address in game bullying was problematic but
something was being done about toxicity in video gaming and this was enough for me. I
thought that whatever was wrong with bullyhunter.org could eventually be fixed.
Bullyhunters.org could work as the foundations of a socially just action or movement. I
had blindly liked the few social media sites I was present on to help this initiative.
There are many issues with this blind support. The first is that it relies on “likes”
and “follows”, mechanics Massanari (2014) has shown are promoting a toxic culture. I
was using the master’s tools in a futile hope of dismantling the master’s house (Lorde,
1984). My clicks bore no potential for dismantling the systems I was actually
participating in and complicit with. The second is that I found fulfillment in a quasi-
meaningless series of empty clicks. The third is that this action required no follow up, no
continuous engagement. The emptiness and meaninglessness of this blind support was
highlighted months after my social media clicks.
When analyzing my data, I researched bullyhunters.org and found out that the
website and initiative had been shut down just 72 hours after it had started. Concerns
were raised around the methods used to evaluate and address the bullying (Grayson,
2018). Taking down bullies was perceived as a way to inflame a situation rather than to
address it. Moreover, social media posts of Nati Casanova, a member of the
bullyhunters.org team, were dug up and shared (Alexander, 2018). Casanova had used
misogynic insults in her social media accounts (figure 12). The anti-bullying initiative
was then portrayed as disingenuous and illegitimate. Sponsors fled the organization.
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Within a few days, the initiative’s website and social media accounts were taken down.
Bullyhunters.org went nowhere.
Figure 12. Mysogynic Insults
Nati Casanova posted
misogynic insults a few
months before
bullyhunters.org went
live (Alexander, 2018).
Learning about the failure of bullyhunters.org months after its death adds to the
ineffectiveness of my support and to the shallowness of my actions. I had then interpreted
my liking and following as critical actions. The comforting thoughts and feelings of these
blind actions colored me happy. The questioning, an essential characteristic of critical
pedagogy and social justice (Hytten, 2006), of my feelings and thoughts was absent. I
was in a stagnant and unproductive space. The enchantment worked to anesthetize my
capacity to question my actions. I was oblivious to the realities and emptiness of these
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clicks. After the sparkles of the clicks faded, I still had a colorful and false memory to
latch on. The enchantment worked like glitterdust in my eyes.
Other examples of my blind support include my clicking video gaming articles
that tackled topics such as racism and sexism in the video gaming world, following social
justice oriented Twitch channels, and adding social justice games to my Steam wishlist
for the purpose of supporting them by giving them visibility. In the end, all these actions
share a sense of shallowness in regard to their impact on the video gaming culture. They
also worked to keep me blissfully ignorant. They kept me naïve. They kept me
enchanted. Video gaming as enchantment provided me with a space to build my identity,
it gave me powerful moments that helped me find myself. I was aware of these aspects
throughout my life. The questioning of religion through ActRaiser helped me build an
identity as a non-religious person. Other epiphanies along the way gave me powerful
experiences in terms of identity building. Video games like Soldats Inconnus: Mémoires
de la grande guerre (Ubisoft, 2014) have given me a space to question and develop my
identity as an immigrant father:
Through that game, I talked to Ulysse about France and Algeria. Beyond the
geography, I also shared the story of his great grandfather, an Algerian man who
fought under the French flag during World War two. I wanted him to know about
this now, not in his late thirties like me. I wanted him to understand the
complexity of his identities. I found in a medium we both enjoy a way to connect
to one another and to our stories. As father and son, I want us to spend time
together, to build bonds. Tonight, as I play that song, I see that he is shaken. His
eyes are red.
“What’s happening? I thought you liked this song. I thought you liked piano.”
“I do but it is sad. It’s a sad game. It reminds me of it.”
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I stop the song and find another more cheerful tune to listen to.
Should I have played a game about war with him? Do Children in Syria have a
choice about the war they are in?
I can’t help but feel that as sad as the game is, the song created a bond between
him and I. I created a memory. Is this traumatic though?
When do you talk to your child about the horrors of life, especially those they will
face? Should I shelter my son from hurt or prepare him for a world that sees him
as an aberration? When do you give your children a talk about the place that has
been forged for them in the world? How do I as a parent know if what I am doing
is right? Passage from the “Mémoires de la Grande Guerre” epiphany.
My identities as an immigrant and parent intersect in a way that echoes that of my
parents. I have used video gaming to link my son to my root countries in a way my
parents did not attempt or were never successful with. There is a lot I do not know about
Algeria. I know that it will take considerable effort for me to educate my son into his
French and Algerian roots. The distance between him and these countries is a barrier.
Therefore I see it as my responsibility to dive into these discussions and experiences with
him. Video gaming offered me a space to do that. However, like any other enchantment, I
was blind to the full spectrum of my engagement with this medium. I was aware of issues
in the video gaming culture such as using video games to parent Ulysse that could affect
him in problematic ways. As I gained literacy in critical pedagogy, I was able to better
identify problems in my engagement with video gaming. However, the power of the
enchantment is that it worked to blind me to the problems of actions I saw as
representative of my identity as a student of critical pedagogy. Holding critical
knowledge was an important step in my self-actualization process. I reinterpreted my
schooling experience and moved away from thinking that my ignorance about the
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Algerian War of Independence was the result of my failures as a child. I gained a sense of
agency as a public school teacher and immigrant advocate and worked to improve the
lives of students and immigrants in my communities. In comparison, my identity as a
student of critical pedagogy in video gaming was muffled. Because video gaming had
served as an identity building tool, I felt I had power over it and I did. I used the video
gaming space to build a raid team and used video gaming experiences to question the
world and my place in it. However, its power over me remained invisible because it was
entangled with powerful stories I have held dearly. Becoming a student of critical
pedagogy is not an end point though, it is a process. While I adopted principles of critical
pedagogy in many aspects of my life, it was easier to do that work in institutions and
spaces that were detached from me and my identities. My point is not about whether I
was a good or bad student of critical pedagogy, but on the necessity as students of critical
pedagogy to question the very elements that have brought us happiness and meaning
since our childhood, that is to examine the stories and media that have helped us build
ourselves as children, before we gained critical literacy.
Addressing the Enchantment
The documenting and journaling of my video gaming experiences provided a
mandatory space for me to reflect on the intersection of my video gaming and student of
critical pedagogy identities. The process of collecting data was more than the recording
of information to be analyzed later. Coding was ongoing (Saldaña, 2009). It occurred as I
collected data. I made preliminary sense of the data I was gathering. I identified two
major concerning patterns during the documenting of my play: a chasm between two of
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my core identities and an enchanted resistance. I was under the spell of unexamined
experiences and was happy to be subjected to it. The enchantment allowed me to
continue my blissful engagement with a cherished medium while allowing me to think
that I was in alignment with my critical self.
My daily journaling and field noting made this chasm and enchanted resistance
intolerable. The high frequency of the documentation and journal reflections made it
impossible for me to forget, ignore, or escape what I was wording. The structure of the
study played an essential role in exposing the enchantment. I could no longer continue to
pretend that there was a strong alignment between my identities as student of critical
pedagogy and video game player. I opened myself up to a process of continuous self-
examination and “self-actualization” (hooks, 1994, p.14). I was exposing the cogwheels
that composed my video gaming experiences, many of which did not reflect critical
pedagogy. I exposed the enchantment. In the next section, I focus on the changes I made
to my video gaming habits as a direct result of this autoethnographic study. As I educated
myself on my own thinking and behavior, I formed myself as a more reflective being
more in sync with his core principles (Freire, 1998). My goal is not to move from being a
bad student of critical pedagogy to being a good one. This good/bad binary is value laden
and not helpful. There is no good or fixed state for students of critical pedagogy. There is
no point at which we cease to question. Rather, my goal is to continue engaging in the
process of liberation and becoming. I did and do recognize that the unexamined video
gaming aspect of my life was problematic and that my enchantment created a chasm
between my identities as a student of critical pedagogy and my identity as a video game
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player. I therefore saw the necessity to reconcile these two identities. I explain how the
metaphor of the gadfly helped me in envisioning and embodying this process.
Bridging the Identity Gap: The Gadfly
Each man, outside his professional activity, carries on some form of intellectual
activity, that is, he is a “philosopher”, an artist, a man of taste, he participates in a
particular conception of the world, has a conscious line of moral conduct, and
therefore contributes to sustain a conception of the world or to modify it, that is,
to bring into being new modes of thought. (Gramsci, 1971, p.9).
Researching how I navigate the video gaming culture was more than writing
down a description of my behavior and playing habits. It became a way to question my
practices. The cogwheels I had identified were not the ones I had anticipated. They made
the clock function in a way I did not expect. This project also created a space for me to
reflect on the dissonance between how I thought of myself and how I acted in my video
gaming. It triggered a process of self-actualization. I unveiled the enchantment and in
exposing it, I broke it. As I examined my play, I worked to reconcile my two identities. I
have made choices and found ways of playing and navigating video gaming that better
represent my identity as a student of critical pedagogy, the identity the enchantment had
worked to subdue. Plato’s metaphor of the gadfly has been helpful to me in shaping this
new identity. That metaphor now serves as the overarching theory for my being and
acting in my video gaming experiences. In this section, I start by explaining Plato’s
metaphor and how I made sense of it in my video gaming experiences. I then write about
the changes I adopted during my observation period to embody and enact the gadfly.
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Making sense of the gadfly. Powerful Athenians saw Socrates as a nuisance.
They saw in him someone who questioned society and the powerful as well as someone
who taught youth to question everyone and everything around them. This did not sit well
with people in power who preferred obedience. As a result, they tried Socrates for
corrupting the minds of youths. He made the following statement in his defense:
And now, Athenians, I am not going to argue for my own sake, as you may think,
but for yours, that you may not sin against the God by condemning me, who am
his gift to you. For if you kill me you will not easily find a successor to me, who,
if I may use such a ludicrous figure of speech, am a sort of gadfly, given to the
state by God; and the state is a great and noble steed who is tardy in his motions
owing to his very size, and requires to be stirred into life. I am that gadfly which
God has attached to the state, and all day long and in all places am always
fastening upon you, arousing and persuading and reproaching you. (Plato, 2014,
p.29)
While making a case against those who wanted his death, Socrates explained that
he and they were connected. No matter how alien they considered him, Socrates saw
himself as linked to them. They were part of the same Athenian society. The horse and
the gadfly are different but they are not strangers. Their relationship is necessary for both
of them to move forward. They have an interdependent existence. I interpret this aspect
of Socrates’ monologue as the need to do critical work in my community. I cannot be a
gadfly to a community I do not have bonds with. I can only do critical work among
people I have a relationship with. I can only embody the gadfly in a State I share with
other people, with other players. That State is my guild.
This realization has led me to make the most drastic and meaningful changes in
my video gaming experiences. I understood that I needed a community to embody the
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gadfly. I already had a community to work with in WoW. This was not the case for SWL
and LoL. I saw only two options for these two games. I could look for SWL and LoL
communities and join them or I could leave the games and dedicate myself to the only
online game I had a social structure for: WoW. I chose the latter. As a result of this study,
I stopped playing two of the main games I had been involved with for years. On April
21st 2018, I uninstalled LoL and SWL from my computer. While this decision has a clear
cut date, leaving these games was a process. I faced constant reminders of the presence of
these games in my life and of the pull they had on me.
Over the rest of the observation period I documented deleting tabs related to these
two games on my desktop and laptop, unsubscribing from youtube channels tied to these
games, unfollowing Twitch channels… I still had to deal with the presence of these
games weeks after they were gone from my hard drive. This led me to see how invasive
these two video games were in my life, first in terms of time (mainly through captology)
but also in terms of space as I continuously ran into saved screenshots, Discord messages,
and other video game articles tied to these games. Even after erasing ties to LoL and SWL
I was still getting youtube video suggestions on my devices (phone, desktop, and laptop).
Every time I opened a new tab on my phone, I was offered new suggestions based on
these games. They included news articles about sales, upcoming games, youtubers, and
Twitch communities. I was also receiving ads for these games on many websites I visited
as well as on my yahoo mail page. The invasiveness of internet algorithms was at play
(Dewey, 2015). Ads that catered to the websites I had visited and videos I had watched
worked to imprison me. Video games were on my every screen. These parasitic invasions
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of my space were so frequent that I started using shorter and shorter abbreviations for
them in my field notes. For example, youtube ads became YT ads, and then simply YT as
every time I entered YT in my field notes it was because of such ads. I also had to change
how some programs operated. For example, I disabled the Steam and Discord autoload
features on all my devices. I wanted to see less of these suggestions and ads. The
intersection of video gaming and internet algorithms was flooding my space in a way I
had not been aware of. I wanted to reclaim my space and I had to work at it to make it
happen. This reclaiming was a process. Uninstalling these two games was not enough to
erase them from my sight, from my life. This lengthy process comforted me in the idea of
reducing and better controlling my involvement with video gaming.
During that process, I even journaled about cancelling my WoW subscription and
leaving that game altogether. However, I came to see that, as a student of critical
pedagogy, I had a responsibility towards my community and towards the world. Leaving
a space I felt a sense of belonging to was not a critical response. As problematic as the
video gaming culture is, I am attached to it. I have a place there and a possibility to do
meaningful work in it. As an educator and community activist, I constantly address issues
of race and white supremacy in schools. It would not occur to me to remove myself from
these spaces because racism and white supremacy are present there. I see my relationship
with schools and my identity as a student of critical pedagogy as a responsibility to tackle
these issues. For me to leave these spaces when critical work needs to be done would go
against my beliefs as a student of critical pedagogy. The communities I belong to, the
relationships I have with people in these communities are meaningful and necessary to
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create critical change. Moreover, seeking a community that better fosters critical
principles would “contribute to the fragmentation, intolerance, and divisiveness of our
world” (Shapiro, 2006, p.88). I therefore decided to continue my involvement with
WoW, all the while reminding myself to keep questioning this involvement in order not
to fall back into patterns of problematic play I had engaged with. In light of this decision
and adopting the gadfly identity, I started making further changes to address the
dichotomy in my playing and thinking about video games, my engagement with
neoliberal practices of play, and my succumbing to captology:
Limiting Recount to evaluating my performance
Paying attention to the story and lore of WoW to better understand what my
actions mean in that world and better understand what I may consent to. This
includes reading quest texts and paying attention to NPC names.
No longer using the LFD tool.
Restraining myself from binge buying video games during Steam sales.
Unsubscribing from youtube channels that trivialize oppression.
Reducing, if not eliminating, my routine play.
While minor, these actions constituted an important element of my engagement
with video games. Implementing these changes derailed my habits, as it should have. I
found myself in a new time and space. The erasing of SWL and LoL took more than a
simple uninstall. In fact, I found that video games had imprinted my thinking as well. For
example, I read time as LoL units. If I had a thirty minute window in the evening I would
think that I had time for 3v3 LoL match. If I had one hour, I would interpret that as
enough time for a 5v5 LoL match. This was difficult to erase. There were other aspects of
this lingering pull toward games I had left. During my observation period, I subbed in a
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second grade class at a local elementary school. One of the students was named Taliyah.
This brought a strange smile to my face. Taliyah was one of my favorite characters in
LoL. What are the chances I would run into a person with that name as I am trying to pull
away from that game? These events made me feel trapped. I would have liked for such
encounters not to happen. With time away from these games, the pull has become weaker
and weaker. This process is still ongoing. As I worked to weaken and cut ties with video
games I could not engage with critically, I also started to enact the blueprint of my gadfly
identity. I share this blueprint and initial actions next.
The praxis of stinging: learning to arouse, persuade, and reproach. Socrates
describes the work of the gadfly as arousing, persuading, and reproaching citizens and the
State. While I see connections and synergy between these concepts, I offer a distinct
definition for each of these terms. These definitions helped me frame the stinging of the
gadfly and therefore my actions in my community.
Arousing is about moving people to think. The stinging provokes an intellectual
and emotional stimulation. My role as gadfly involves encouraging my fellow
guild and raid members to think as we play and think about what and how we
play.
Persuading is about helping people move in their thinking.
Stinging is about provoking shifts in perceptions and worldviews.
As a gadfly, I see myself introducing my stories, because I have to expose who I
am in order to teach critically (Freire, 1998), and other counter narratives to help my
guildmates and raidmates examine their own thinking, rethink unexamined aspects of
their play, consider connections to their lives, and come up with their own epiphanies.
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Reproaching is about calling out the actions and inactions of citizens and those in power.
Stinging is an intervention that aims to point out problematic behaviors that do not serve
the common good. As a gadfly, I see myself calling out policies, silences, and other
initiatives that work to exclude members of our community.
As a gadfly, I aim to participate in changing oppressive aspects of the video
gaming culture. This work starts in my own community with the people I share a video
gaming home. While arousing, persuading, and reproaching are individual actions, my
goal is to have an impact on my community. I aim to speak the truth to my guildmates to
create a more just and fair community for all of us. Like Socrates, I aim to show how the
rules of our community work to replicate social norms by isolating and alienating
minoritized players rather than creating a welcoming space for all. While this aspect of
the gadfly is the most important, it is also the riskiest. I would argue that Socrates used
this daring strategy because he was fighting for his life. There may be less
confrontational ways to do this work, especially since being kicked/killed seriously
hinders the possibilities to carry on that work. However, I am working on becoming
someone who is “not afraid to confront, to listen, to see the world unveiled” (Freire,
2009, p.39). I continue to challenge my understanding of my experiences as I move
forward as the gadfly. In the next section, I share examples of how I have started to
reconcile my identity as a student of critical pedagogy and video game player. These
actions constitute my first steps as a gadfly. These actions constitute an important step in
assuming my right and duty “to opt, to decide, to struggle, to be political” (Freire, 1998,
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p.53) in a space in which I used to be silent. They enable me to exist and affirm my
humanity and presence in my video gaming experiences.
Early examples of the gadfly. I thanked Sharphammer for starting a new
initiative, even if he never addressed my request regarding taking a stance against the
Muslim ban. He interviewed guildmates and posted these discussions on youtube. In my
message, I stressed the importance of knowing who we play with, connecting with one
another as people, not only as players. My hope was to arouse Sharphammer’s thinking
by showing the depth of the work he was doing. My message was also an attempt at
persuading him of the importance of our connections as guildmates if he was not already
aware of it. I still had to be careful in treading these new waters. While I did not risk
Socrates’ fate, being kicked out of the raid group or guild would put an end to critical
possibilities within my community. Dancing with the political line drawn by guild
policies is unknown territory. This was well on my mind after I read an ambiguous
Discord post about French people by Sheepysheep. He was a newer member of the team
but had quickly risen to a position of leadership. I am not sure he knew I was the founder
of the group. I considered these factors in whether I should respond to his post, in
whether I should question and reproach his words like Socrates would and sting back.
Based on my new identity, I put my finger on it and called him out. I felt empowered and
validated based on his answer.
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Conclusion
I like to be human because in my unfinishedness I know that I am conditioned.
Yet conscious of such conditioning. I know that I can go beyond it, which is the
essential difference between conditioned and determined existence. (Freire, 1998,
p.54)
I had envisioned the answer to my first research question as a still picture. I
thought that my navigating the video gaming culture was going to fall into two buckets:
consent and resistance. My autoethnographic journey was quite different. The
documentation of my actions through my epiphanies, journal, and field notes surfaced a
chasm between the two identities at the core of this project. The gap was considerable
and unforeseen. The dissonance I was faced with moved me into action. As I carefully
examined the cogwheels of my video gaming experiences, I realized that the watch did
not work as intended. My actions did not represent who I thought I was. By breaking
down experiences that had shaped me since I was a teenager, I had exposed an
enchantment. In doing so, I started the endless process of breaking that spell.
Examining my play has helped me take important actions to minimize my
enchanted video gaming practices. The most meaningful being the abandonment of video
games for which I had few to no possibilities of doing critical work either because of a
lack of community or lack of time to create such a community. Another major result of
this study is the bridging of the two identities at the core of this project. The concept of
the gadfly has given me a new identity and a theoretical blueprint to make sense of
myself and my actions from now on. It has helped me reclaim agency within my raid
team, be present in my community, and address patterns of enchanted resistance.
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On Having Power, Losing It, and Reclaiming It
I can’t tell you that in person because you are my friend and I don’t want to hurt
you and our relationship. I loved the team we had. But I don’t recognize what you
have made of it. I am going to step out for some time. I just don't know how long.
Passage from the “the message I could never send you epiphany."
From 2011 to 2014, I led the team I am now a simple member of. During that
time, I shaped the group’s philosophy and culture. As I gained literacy in critical
pedagogy, I foregrounded community, listening, and service in my leadership role.
Sometimes I did this with questionable results. Nevertheless, during the three years I held
social capital because of my leadership status, I took actions, even if flawed, to forge a
community, a team culture which I saw as an island of justice in the broader video
gaming culture.
While there were issues with implementing these principles, I saw in my position
as raid leader the legitimacy to act. I chose who made the team, who did not, what our
actions would be, which strategies to use, but also which jokes were off limits, what
language would be allowed… I held power in that group and was able to put into practice
principles of critical pedagogy, in incomplete ways or not. After stepping down, I saw
myself as powerless and without any legitimacy to talk or act. I saw myself in a new role,
that of dispensable dps. I became disappointed and upset with Fluffybunny, the leader I
had chosen to succeed me. These feelings came from what I had lived as the death of my
raid team. I kept thinking and writing about what I would do if I had been in his shoes
when confronted with casual or supposedly inoffensive racism and sexism in my team.
This anger was a manifestation of my incapacity to find power and possibilities in my
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new role. This failure to envision power without an official position of leadership played
against my role as a student of critical pedagogy. While I had gained critical language, I
had not critically examined my experiences. I had consented to a normative model of
leadership which placed leaders in official positions as the source and sole holders of all
power. I was no longer a leader, therefore I saw myself as holding no power. My thinking
and behavior echoed that of my young self, the young Arab who did not know about the
history of Algeria and felt like less of a person because of it. Gaining critical language
helped me understand how hegemony, consent, and power were at play in creating the
conditions to keep me ignorant, voiceless, and powerless and how agency is/can be
developed through and within various vantage points. Documenting my video gaming
experiences helped me see that I had fallen in the same trap. Without wording my
experiences, I was ignorant of the ways in which I could exercise power from my new
position in the raid team. Without wording my world, I could not understand how I had
consented and silenced myself in my group and guild. Without a critical examination of
my video gaming experiences, I could not imagine a new identity to reclaim and exercise
power in my team. Documenting my silences and reflecting upon them made them visible
in a way that I could not tolerate. My repeated silences clashed with my identity as a
student of critical pedagogy. I saw my video gaming identity as cemented. As a student
of critical pedagogy, I should have understood that identities shift, that we are always
incomplete, and that this incompleteness implies for us a permanent movement of
search” (Freire, 1998, p.56). However, I had become immobile. I had to change
something. I had to reconcile how I saw myself and how I acted. Socrates’ concept of the
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gadfly provided me with such a possibility. Seeing myself as a gadfly, allowed me to
envision and act as a student of critical pedagogy in my video gaming experiences. The
gadfly showed me how to hold and use power from the margin. I no longer deprive
myself of influence, voice, and agency. Praxis (Freire, 2009, p.79), the process of acting
and reflecting on the world, here in my video gaming world, in order to change it became
a possibility. While I do feel liberated and no longer caged by my silences and perceived
impossibilities, I understand that liberation is a process and that I need to continue
questioning my engagement with my enchantment. This study has empowered me and
helped me envision a new role and a new meaning for the intersection of my identities of
student of critical pedagogy and video game player. I am no longer hiding and shying
away from who I am.
My review of critical pedagogy showed how becoming a student of critical
pedagogy gave me a new way to make sense of my educational experiences, of
education, of my world, and of myself. Through it I wrote how I was changed and
empowered to act for justice. In this chapter, I made sense of my critical
autoethnographic journey in video gaming in a similar manner. Answering how I
navigate the video gaming culture as a student of critical pedagogy became the story of a
journey. It started with understanding who I was. It led to who I am becoming. My
critical inquiry into my video gaming experiences continues in the next chapter. There, I
return to the concept of dismantling the clock. I share four cogwheels, four video gaming
elements that lend themselves to the teaching of critical pedagogy.
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CHAPTER V
ASSEMBLING THE CRITICAL CLOCK
Introduction
In my previous chapter, I used the concept of dismantling the clock to explain the
examination of my video gaming experiences. I opened the clock that is my video
gaming experiences and inspected its different components. I made sense of their
complexity and contradictions to better understand how I navigated the video gaming
culture as a student of critical pedagogy. I return to this concept to answer my second
research question: In what ways do video games lend themselves to the teaching of
critical pedagogy? In this chapter, I strategically reassembled four cogwheels that lend
themselves to the teaching of critical pedagogy. Piece by piece, I put this critical clock
together.
While critical learning involves spending time with oneself to contemplate,
reflect, stop and think (Duarte, 2001), it also requires communication (Freire, 2009) and
connection. Therefore, it is unlikely that video games will bring players to critical
consciousness, self-actualization, and action on their own. A community is needed
(hooks, 2010). Moreover, there is little to nothing in American culture, in that social
world, that encourages and fosters critical questioning and critical thinking (Schwalbe,
2007; Sensoy & DiAngelo, 2017). It is highly unlikely that playing games in isolation
will help players connect with critical ideas. It is only when I started my doctoral
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program and was introduced to critical principles that I was able to name and connect
social forces that had shaped my schooling and my life and the world. Therefore, the
presence of a guide, a teacher, a question nurturer alongside the player bears the most
promise for drawing players into critical questioning of the world and themselves.
Without a space and community to word and examine video gaming experiences, players
are not likely to reflect critically on their experiences and make connections to their lives
and the world. I use the example of Braid (Number None, 2009) to make this case.
Braid
Braid is a puzzle game with 2D platformer elements in the style of the original
Mario (Nintendo, 1985). The player controls Tim and goes looking for his princess. To
do so, the player guides Tim from one castle to another to find the one she is imprisoned
in. That damsel-in-distress trope is deceitful as the ending of the game unveils an
underlying narrative that troubles this stereotype and invites the player to ponder their
experience. Other components of the game provide genre troubling elements that can
invite reflection. For example, one of the main characteristics of Braid is that it has no
game over. At any point in the game, the player can press the X button of their controller
to rewind time. This command is available even after Tim dies (figure 13). When Tim is
hit by a monster or falls into a pit, the player can press X to rewind time till Tim is alive
and safe. They can then modify their strategy and action in order not to fail again. I
connected Braid’s rewind mechanics to Diller’s perspective of angles. Diller (1998)
describes the perspective of angles as “the capacity to view issues from different,
contrasting, as well as unfamiliar viewpoints” (p.4). Braid relies and teaches a view of
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failure I had not experienced. In Braid, failure is part of learning and progressing through
the game. The common sense understanding of failure as punishment is far from this
game. Braid echoed Diller’s perspective of angles by introducing me to a different and
unfamiliar meaning of failure. I made this connection because I was familiar with critical
pedagogy and Diller’ theory.
Figure 13. Braid- a Puzzle Game with 2D Platformer Elements
After Tim’s death, the game informs the player that they can press X to
rewind time. They have the opportunity to adopt a different strategy to defeat
the enemy (screenshot by author, 2018).
Not every player will see or be encouraged to ponder the game and its mechanics
in the way I did. For example, the rapper Soulja Boy played Braid. This artist is the
“youngest person to write, produce, and perform a number-one single on the Billboard
Hot 100” (DX Staff, 2008) and someone who has more media exposure, social influence,
and socializing power than I will ever have. Soulja Boy spoke about Braid in a video he
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uploaded to youtube. He made his thoughts about the game and its rewind mechanics
clear as he said laughingly: “there ain’t no point to the game” (Chafenhimer, 2009).
Diller (1998) writes that without the assistance or intervention of “someone who can
introduce students to broader perspectives or demonstrate shifts they might make to new
angles of vision, most students will find it difficult to engage in non-conventional
reflections on their own education.” (p.6). While Diller writes about students, her point is
relevant to video game players as well. Because the presence of a “critical someone” is
needed, I envision the four cogwheels I share in this chapter to be used alongside a flesh
and bone educator who will arouse students’ thinking. As an educator myself, I see in the
classroom the most meaningful space to do this work and implement my findings. To
account for the classroom context in which these elements are to be experienced and
analyzed, I use the term player/student to refer to the people who are to play/study the
games I use as examples.
Identifying the Four Cogwheels
In analyzing my data, I have surfaced an important aspect of my play that is
directly tied to identifying critical elements of the game I play. This aspect of my play is
a meaningful overlap between my identities as an avid video game player and student of
critical pedagogy. I have identified that as I play, I aim to make sense of the choices the
developers have made in terms of game design. I ask myself questions such as why did
the developers want their game to look that way, why did they choose that particular
music or instrument, why did they implement a silence there, why does the story arc that
way… I question the intentionality behind the game I play and how the elements of the
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game translate this intentionality. I name this aspect of my play “playing like a critical
game designer.” I derive that term from the more common term of “reading like a writer”
(Bunn, 2011, p.71). There are two most pertinent characteristics of “reading like a writer”
that apply to “playing like a critical game designer.” The first is to question the author’s
purpose for creating this piece. The second is:
to locate what you believe are the most important writerly choices represented in
the textchoices as large as the overall structure or as small as a single word
used only onceto consider the effect of those choices on potential readers
(including yourself). Then you can go one step further and imagine what different
choices the author might have made instead, and what effect those different
choices would have on readers (Bunn, 2011, p.72).
I ask myself similar questions as I play such as the reasons behind the creation of
the game I play, the meaning of the game designers’ choices, the potential reactions of
players (including myself) when they experience various elements of the game, and
potential alternatives to these choices. If I played video games that did not center social
commentary I would wonder how the elements implemented in the game could be
adapted to a socially engaged game. In other words, when I play I seek to understand the
relationship between the why and the how. I ask myself why the designers created that
game and how this purpose translates into the game. This process was at play in my
experiences no matter the games I played, however it used to be heightened for the games
that foregrounded social critique. I identified four cogwheels that lend themselves to the
teaching of critical pedagogy through the naming and studying of this process. They are
procedural rhetoric, transgression, introducing critical language, and breaking all walls. I
start by offering a definition for each cogwheel. I then give an example of a video game
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that showcases how this cogwheel works. Some of these cogwheels are present in video
games that are directly tied to social critique. In these cases, these examples fit the critical
classroom like a glove. In other cases, the cogwheels are present in video games that are
not directly tied to social critique. In these cases, I show that these cogwheels bear the
promise of criticality. My work on criticality and video games can therefore be used in
two ways. In the case of cogwheels used in video games that lend themselves directly to
the classroom, my research shows how these games could smoothly become part of the
critical curriculum for such classes. In the case of cogwheels that are not present in video
games that foreground social commentary, my work shows how these cogwheels could
be leveraged for creating moments that challenge players/students’ assumptions and
prejudice in future games. Such challenges to players/students’ thinking constitute an
important step in moving from naïve consciousness to critical consciousness (Freire,
1998). In this case, my findings can be most helpful to video game designers who want to
create games that make their players question their own thinking.
Procedural Rhetoric
As a scholar and game designer, Bogost (2007) developed the idea that video
games make claims through procedural rhetoric. He defines procedural rhetoric as “the
art of persuasion through rule-based representations and interactions rather than the
spoken word, writing, images, or moving pictures” (p. IX). Procedural rhetoric is a
unique tool for video games to make claims. What is possible for the player within games
corresponds to a specific vision and a particular message of the game developer for the
player. Through this tool, video game designers can frame video games to implement
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specific experiences and ways of being in the world. This component is aligned with
critical pedagogy in two ways. First, it creates a space for minoritized and silenced
experiences to be represented through game rules. Second, it allows for oppressive
systems to be made visible in society by translating them into game rules and mechanics.
The example I use illustrates the former point. I show how the rules and mechanics of No
Pineapple Left Behind (Subaltern Games, 2016) make the rampant influence of
neoliberalism in schools visible.
Exposing neoliberalism through No Pineapple Left Behind’s procedural
rhetoric. No Pineapple Left Behind (NPLB) is a resource management game.
Players/students take on the role of a school principal. As such, players/students have a
starting budget and must make financial choices such as who to hire and fire in order to
achieve goals specific to each level. I focus on the first two levels. Each level takes place
in a specific school. The first school players/students oversee is the Midvale school for
the gifted located in the fictional city of New Bellona. The stated objective of that level is
to “learn to be an effective administrator.” In the game, that translates to getting
acquainted with the different units available to the player/student namely children,
pineapples, and teachers (figure 14). The second level focuses on the Ananas Pleito
school. There, players/students learn the basic mechanics of making money through
schools.
Level 1: an introduction to units. This level functions as a tutorial. Through it,
players/students are taught the specifics of each unit. I breakdown down the mechanics of
each unit below.
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The Tutorial teaches us that children:
“are complicated” which means that they possess quests and traits such as ‘crush,
‘dating, ‘rejected, or ‘frenemies’ which modify their behavior and distract them
from getting good grades.
Have a grade score and a humanity score.
Turn to pineapples when they reach 0 humanity.
The Tutorial teaches us that Pineapples:
Do not have names, they have numbers.
Take tests and get grades.
Have a grade score and a humanity score.
Turn into children when they reach 100 humanity.
The Tutorial teaches us that teachers’:
Lesson plans correspond to spells.
Spells affect student grades and humanity. For example, the “Memorization” spell
brings grades up by 6 and lowers humanity by 6.
Spell success depends on teachers’ energy. Energy is affected by fatigue and
salary.
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Figure 14. No Pineapple Left Behind
By
Clicking Mathyn Bilsig the layer/student accesses that student’s information window. With a
humanity of 85, Mathyn can sustain several spells before turning into a pineapple (screenshot by
author, 2018).
Level 2: an introduction to game mechanics. The second level focuses on the
mechanics of the game by introducing the following goal: do not lose money for two
consecutive days. This level teaches players/students a basic strategy for making money.
That strategy consists of hiring teachers at the beginning of the day and emptying them of
their energy by casting spells and raising student scores throughout that day. Once they
can’t cast any more spells, that is they are unable to raise student scores, the
player/student can fire them. Repeating that strategy the next day ensures no teachers are
paid a salary, therefore maximizing profits and fulfilling that level’s goal of not losing
any money.
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NPLB claims. I share here some of the most pertinent procedural claims made by
NPLB:
The goal of the game/education is to turn in a profit.
Learning is an act that is initiated by the teachers and received by students.
Students’ only function is to score high grades for the purpose of increasing
school revenue.
Students’ desires and issues constitute burdens toward making money. They must
be ignored.
Teachers are a disposable workforce.
The game is built so that players/students have to conform to these rules and
views to be successful. NPLB’s procedural rhetoric brings to the surface a view of
education that, in many ways, goes against principles of critical pedagogy. By
playing/studying NPLB in the critical classroom, players/students can gain an
understanding of neoliberalism, its impact on schools, and on their own schooling. It can
help them see under the hood of education and better understand how laws of the market
can impact education and other social institutions. Procedural rhetoric can bring social
systems, just or not, to the surface and to consciousness. Playing/studying such games in
the critical classroom can help students gain an understanding of systems at play in
education and in the world for the purpose of changing them when they are unjust.
Transgression
This element refers to the deliberate transgression of a video game genre,
atmosphere, or style, for the purpose of triggering a moment of reflection, surprise,
and/or discomfort. Diller (1998) writes about these moments as “moments of stuckness”
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(p.1). She explains that these moments lead to the examination or re-examination of one’s
knowledge and oneself. I connect these moments to Shapiro’s memory of the Shofar, a
ram's horn, blown during the celebration of Rosh Hashanah. He writes that “it produces a
sound like no other, at once a plaintive cry and a shrill demand for alert attention” (2006,
p.190). He continues and explains that as a child, this sound “represented a kind of wild
and primitive eruption in the ordered drone of the prayer service during the holy days of
the Jewish New Year. (...) Its sound was intended to shake us out of the habitual routines
of our existence in which our actions and behaviors lacked adequate moral and existential
consideration” (p.190). Poulos (2012) describes these moments as:
moments in a life when somethingan insight, an epiphany, an image, a sign, a
trauma, a loss, or even a shadow or an insult or a transgression (real or
perceived) seems to just “break through” into the ordinary flow of everyday
lifeout of nowhere, so to speak. A vision, a dream, a metaphor, a conversation,
a significant person, a hint, a sign, a clue, a memory, or a sacred/spiritual
experience . . . just sort of “shows up.” And a crisis (split/separation) is born!
Something . . . bursts into consciousness and grips our awareness (p.323)
These moments are signs that our world is breaking down and that we need to
rebuild it, to make sense of it in a new way. Such moments lend themselves to critical
pedagogy because they open a space for reflection. They trigger self-actualization. Video
games can transgress and offer the possibility for such moments to occur in several ways.
In this section, I detail two ways transgression has operated through my play and how it
made me question my own thinking.
Transgressing genre rules and conventions. Doki Doki Literature Club (Team
Salvato, 2017) is a visual novel developed by Team Salvato. Visual novels are games that
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resemble “choose your own adventure books” (Lebowitz & Klug, 2011, p.194).
Players/students are presented with multiple choice answers. Their choices matter as the
story forks onto different paths depending on these answers. In Doki Doki Literature
Club (DDLC), the player takes control of a male high school student who is invited to
join a poetry club led by Monika, another student. As seen on the game’s website (Doki
Doki Literature Club, 2017), many aspects of the game led me to think that I was playing
a romance simulator:
I'm super excited for you to make friends with everyone and help the Literature
Club become a more intimate place for all my members. But I can tell already that
you're a sweetheartwill you promise to spend the most time with me?
However, the game takes a dark twist and the promise of romance turns into a
horror trap. The game transgresses its own conventions and genre through several means.
While the narrative and questioning surrounding these elements do not lend itself to
critical pedagogy, reading these moments through the lens of a critical game designer
gave me insights on how to adapt the underlying mechanics of transgression to create
moments of stuckness in other games. I describe this potential next.
The forced choice. An important element of the visual novel genre relies on
offering multiple choices to their players. One of the many choices the player/student is
offered in DDLC is who they wish to share their poems with. As the game progresses,
Monika turns into a power hungry character who takes over the game. She hacks the
game and the choices offered to the players. Throughout the game, I had been taught to
pick one answer out of multiple choices. Monika’s takeover transgressed that rule. For
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example, I was about to be prompted for whom to share my poem with when Monika
changed all the answers to her name and bugged the question so that it did not show in an
intelligible language (figure 15).
Figure 15. A Troubling Consequence of Monika’s Game Hacking (Joshiball, 2017)
DDLC uses other means to transgress its own norms. It also uses animations and
graphics. During my first playthrough, the game seemingly and abruptly ended with
Sayori, the main character’s best friend, hanging herself. The ending sequence led me
back to the main screen. I expected to see the main screen I had seen when I first played
the game. However, a graphically bugged version of Monika stood in the space initially
occupied by Sayori (figure 16).
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Figure 16. On the Left, a Seemingly Bugged Version of Monika Stands in
Sayori’s Place (Joshiball, 2017).
As I loaded my game to continue playing, the narrative was eerily the same as
during the first playthrough however there was no mention of Sayori or her existence. As
I progressed, the game continued “bugging.” There were glitches in animations and
visuals. It seemed as if it was corrupted or about to crash. A quick google search to make
sure my computer was not faulty led me to player posts which shared that this “bugging”
was an actual part of the game. I struggled to make sense of that. I knew something was
at play but I was not sure what. Finding the reasons behind the appearance of bugs and
disappearance of Sayori became my main reasons to continue playing the game.
The hijacking of multiple choice answers is a transgression of the genre. A
moment that disrupted the narrative and the possibilities offered to me. The bugs further
contributed to this transgression. I saw in these moments a cogwheel that could work to
orient the possibilities of players/students toward unexpected and unexamined paths.
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What if Monika was the social world and her influence worked to narrow or influence the
life possibilities of characters based on their social markers such as gender, race,
ability...? I started envisioning a game which would work as a textbook. This is one of the
ways through which I make sense of my play, asking how elements of video games that
send me into moments of stuckness could lend themselves to the teaching of critical
pedagogy.
Transgression can take many forms in video games. DDLC transgresses its own
genre by presenting false multiple choices. It also transgresses its visual style by using
pixelated bugs. Other transgressive tools are available. The Surge (Deck 13, 2017)
transgressed its own futuristic theme with an acoustic song, ActRaiser (Quintet Co., Ltd,
1990) transgressed its promise to make the main character a God by presenting an ending
in which all believers abandoned the deity. Visuals, sounds, and narratives can play roles
in creating transgressive moments for the players/students. These moments lend
themselves to the teaching of critical pedagogy. Transgressions introduce dissonance and
contradictions. They create or expose a gap in a narrative and invite players/students to
make meaning of it. Cowhey (2006) writes about the essential role of contradictions in
teaching students to think critically. She explains that “whether in history or current
events, contradictions are opportunities to ask larger and deeper questions” (p.158). I do
find the term transgression more fitting than contradiction to this element because
transgression implies a high degree of intentionality. Transgression is a design choice.
The transgressions in DDLC invited me to ask questions about the metanarrative of the
game. This element shows critical promise. Implementing transgressions in socially
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engaged video games could invite players/students to engage with larger and deeper
questions about the social world and society.
Introducing Critical Language
Language is not neutral. It is a representation of a specific view of the world
(Nieto, 2011; Sensoy & DiAngelo, 2017). I had no words at the end of 12th grade to
connect the absence of the Algerian War of Independence to questions of power and
imperialism. Without them, I blamed myself for my ignorance. Gaining literacy in critical
pedagogy helped me understand the impact of power and imperialism in keeping such
knowledge out of schools and out of my hands. Thanks to critical pedagogy, I considered
historical and social contexts to make sense of that experience. Introducing critical
language in video games can help players/students gain literacy in critical pedagogy.
Such vocabulary and ideas can give the critical teacher a basis to help players/students
questions their assumptions, their education, and the world. Video games can introduce
critical language to players/students in several ways.
Introducing critical language through quest text in the secret world legends.
As I was exploring Marquard’s basement, I hacked a computer and ran into this
sentence: “What are names but a way of shaping reality.” It was weaved around
the names of fantastic creatures Marquard was studying. Journal entry, Saturday
April 14th.
“Into the fold” is a Secret World Legends (Funcom, 2017) mission which requires
the player/student to infiltrate the mansion of a South African cult leader, Philip
Marquard. In the basement, which is also used as a prison and lab, I accessed a computer
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containing information about gruesome experiments. One of the memos (figure 17)
included the following line: “What are names but a way of shaping reality?”
Figure 17. A Memo Including Reflections on Creating Monsters from Local Animals
(69quato 2018)
This sentence points at the critical idea that language is a mark of the cultural,
political, and social interpretation of the world (hooks, 2010). The scientist who was
stitching animals together knew that the locals would make sense of his creatures through
the lens of their myths and culture. By identifying them as such, the local population
would also grant these creatures all the traits associated with the creatures they knew as
kishi and gagorib hence the “glamour and majesty of horror.” However, this text was
rather lost in the middle of a mission. There was not much else in this mission that tapped
into the power of that sentence. A larger statement about language and reality could have
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been made. That sentence was not anchored in a sustained message. A game that would
specifically be aimed at teaching critical pedagogy could sustain that message.
Nevertheless, the Secret World Legends (SWL) used other means to include scholar
language and powerful ideas. For example, while venturing Tokyo, I encountered a boy
named Jung on an empty playground (figure 18). Approaching him launched a cut scene
and started a mission entitled “The Shadow.”
Figure 18, A Boy Named Jung on an Empty Playground
Jung is a boy with psychic abilities. He introduces himself by reading the main
character’s mind and answering their question before they are verbalized
(Leniaret, 2016).
By speaking to Jung, I learned that the boy earned this nickname because of his
“propensity in quoting the famous psychologist’s thoughts on the topic of the collective
unconscious.” Jung is indeed named after Carl Jung, a famed psychologist. “The
Shadow” (Jung, 1973) is one of Carl Jung’s theories. My point here is not to find out
whether or not the game did a good job with implementing Jung’s theory, the game may
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or may not have succeeded in that endeavor. What I want to show is that there is a
possibility in video games to introduce critical principles to players/students. This
cogwheel is most helpful to video game designers, especially those who foreground
social issues in their design. They could leverage this cogwheel in two ways. The first is
by introducing critical ideas and naming them as such. The “What are names but a way of
shaping reality?” sentence works to introduce players/students to language as a way to
shape reality and understanding (Moore, 1976). And as Kincheloe (2008) writes, “The
curriculum of critical pedagogy “names names”” (p.35). Giving our players/students
vocabulary to materialize and crystallize concepts is an important element of teaching
and learning. Critical language would unveil a new lens for them to make sense of their
thinking, of their identity, and of the world. These concepts could be weaved into quest
text as done in the “Into the fold” mission. They would however need to be reinforced
and positioned as a central message or else run the risk of being overlooked and lost by
the player/student.
Another way critical language can be introduced to players/students is by using
characters such as Jung in “The Shadow” mission. Introducing Paulo Freire, bell hooks,
or Duncan-Andrade as mission givers may be problematic, but creating representation of
ideas as mission givers could work to introduce critical pedagogues or principles of
critical pedagogy in the language and design of a critical game. The creators of SWL did
not plug Carl Jung in their game. Instead, they used a boy with psychic powers to
represent Jung and his ideas through a cut scene. I can envision how a video game set in
an apocalyptic future might take players/students to a library where holograms of various
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authors might speak directly to them and give them options on how to heal their now
desolated world.
Breaking All Walls
Breaking all walls is about linking the player to actual people by relying on first
accounts. I derive this element from the concept of the fourth wall. The idea of breaking
the fourth wall has been used in theater, movies, books, and video games. Conway (2009)
writes that the fourth wall works as “the demarcation between stage and audience, the
wall of the cinema screen, the television set, it was the barrier that allowed us to see into
another world without becoming part of it” (para. 2). In theater, where this term emerged,
the fourth wall signals to the audience that the performance is detached from them, that it
is not real. Breaking the fourth wall happens when a character addresses the audience or
faces the camera, therefore acknowledging the audience and their own existence as a
character and not a person. Breaking the fourth wall can be used to produce various
effects such as to create a moment of comedy or emphasis. In video games, breaking the
fourth wall has been done through several means such as splattering blood on the screen
in some of Total War: Shogun 2 - Blood Pack’s fights (The Creative Assembly, 2011).
The blood hitting the screen signals that there actually is a screen. It stresses the
separation between the player and the game. As Conway stresses though, rather than
reinforcing the idea of detachment between the two, such uses of the fourth wall in video
games tend to heighten player engagement. They work to bring the player onto the stage
rather than to push them further out. By breaking all walls, I signal that rather than a
performance or experience detached from the “real world” video games, when they rely
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on first accounts, can link players/students to actual people. Breaking all walls can work
to connect players/students to social issues. Through this cogwheel, video games invite
students into experiences that may be removed from their own. I am not stating that
players/students who play games built on first accounts can claim to know how it feels to
be in the shoes of person(s) the game is based on. However, these experiences, as
incomplete as they can be, could be used by the critical teacher to spearhead reflections
and questioning. Such games can introduce players to historical accounts and minoritized
stories that have been silenced. Seeing multiple perspectives is an essential component of
critical thinking (Cowhey, 2006; hooks, 2000). It also serves to teach players/students to
seek multiple accounts on a single event or topic (Cowhey, 2006). I share one such
minoritized narrative in my next example. Through it, I show the potential of this
cogwheel in making the stage disappear and how video games can invite players to
ponder social issues.
Minoritized narratives of war in This War of Mine. This War of Mine (11bit
Studios, 2014) is a survival strategy game. The game’s website describes the overall
premise through this sentence: “In This War of Mine for the first time you do not play as
an elite soldier, but a group of civilians trying to survive in a besieged city; struggling
with lack of necessities and constant danger” (This War of Mine Description, 2014).
Players/students control a group of people who have been thrown together by war. Their
only purpose is to survive (figure 19). Game developers researched first accounts of war
survivors who were not soldiers to build their game. Pawel Miechowski, senior writer at
11bit studio, speaks of his team’s work when he (Preston, 2015) states that:
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we did the research we were looking for memoirs and stories from people who
survived different wars, and within these memoirs and interviews we searched for
particular events that stuck in the person’s mind, using these to understand how
civilians perceived war. (para. 3)
In that interview, he explains that the sieges of Sarajevo and Warsaw were “the most
important inspirations” in designing this game (para. 3). In addition to documents telling
the stories of survivors, they also used their family stories. Miechowski and his co-
workers implemented their grandparents’ survival stories during the Nazi and Soviet
invasions of Warsaw.
Figure 19. This War of Mine a Survival Strategy Game
As characters scavenge for food, medicine, and materials at night, they also reminisce about life
before war. Pavle used to attend this Church with his parents. Tonight’s visit is about survival
(screenshot by author).
By breaking all walls, This War of Mine invites players to reconsider war as
honorable and necessary by relying on the stories of war survivors. The choices
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players/students are asked to make are drawn from these accounts. I document one of
these drastic choices in one of my epiphanies. I had sent Pavle, one of the civilians I
controlled, to a dangerous neighborhood to scavenge food for our group and find
medicine for Bruno who was sick. I lost Pavle on that run. He was killed by snipers,
leaving the rest of the group starving and Bruno ailing. The next night, I decided to send
Katia after an easy target she had visited a few nights ago. There, she broke into the home
of an elderly couple. The husband had begged her (and therefore me) not to take
anything. He pleaded and stated that he and his wife were weak and old. He implored
Katia not to take the medicine because his wife was sick. I had felt terrible and had left
the house without taking anything. After Pavle’s death, I could not risk sending another
group member to their death or come back empty handed. I sent Katia back to the house
of the elderly people. I took what I needed while the powerless husband kept begging and
begging. Here is the passage I wrote after Katia came back from her scavenging.
Bruno has his pills now. Today might not be the day he dies. He swallows his pills
and rolls over. Katia is still in the entrance. She has not moved from that cold
gray room. Her eyes are open but she sees nothing. Her bookbag drops to the
floor. So does her mask. The scenes are coming back. Everything is imprinted in
her memory. The voice of the old man echoes in her head. She knows what she
did. She picked the weakest people. She chose those who couldn't fight back.
Katia, a few months ago a reporter, someone who wanted to do good, is now
preying, stealing, feeding on the weak. The weight of her own shame and
inhumanity brings her knees to the ground. “Is this really me? Did I really do
this? Is this the price to pay to survive? War took Pavle. I think I killed this old
couple. How much of me is still alive? How much of me will survive?” (passage
from the “This war of mine” epiphany)
Knowing that these stories were anchored in people’s experiences and survival
opened me up to realities of war I had never foreseen. These first accounts forced me to
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make ethical choices for which I found no acceptable solutions. I found it difficult to play
a game in which no option corresponded to my morals. Had the game not been based on
first accounts, I would have most likely stopped playing it and dismissed the game as not
for me. However, knowing that these choices were based on actual first accounts made
me ponder. Turning off the game because I was presented a choice I did not enjoy bore a
drastic contrast with those who had to make these choices when stranded by war. There
was no game to exit for them. These first accounts helped me think beyond the screen.
The game introduces more complexity by including multiple characters and therefore
multiple minoritized perspectives on war. By playing/studying this game,
players/students can get into minoritized narratives of war that contrast with the
American view of war as glorious and honorable. These video gaming experiences are
only a reflection of the first accounts the game is based on. While players/students face
drastic choices, the option of turning the game off is always present. The hunger and
feelings of fears and despair experienced by civilians stranded by war is hardly replicable
in video games. So, while player choices have an impact on the game, I see these choices
and the moments of stuckness they may create as starting points for thinking about our
ignorance of war rather than first hand claims about war and survival. It is still possible to
educate ourselves on the meanings and contexts of war, but playing the game offers a
good start rather than an ending point in that process. The critical teacher can use this
starting point to offer opportunities for educating players/students on these experiences.
The concepts of honor, self-sacrifice, and patriotism portrayed in American culture are
far and distant from the stories of This War of Mine. This game is about humanity and
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the struggles of civilians to cling to it in war zones. By connecting players/students to
social issues through the lives of actual people, by breaking all the walls of the stage,
critical teachers can invite player/students to think beyond pixels and expose hegemony,
expose their own limited thinking. Through its use of first accounts, This War of Mine
has shown me that my thinking about war was limited. The game has opened a space for
me to consider my ignorance about war and civilians. Through the support of additional
materials, the critical teacher can help students link This War of Mine and other video
games they play to other stories, other people, and other topics. For example, juxtaposing
an analysis of ROTC and its socializing messages next to the counter narratives of This
War of Mine can open a discussion in which critical questions can be pondered.
Discussing questions such as ‘who benefits from the messages surrounding ROTC?’ and
‘who is hurt by these same messages?’ and then answering the same questions about the
messages of This War of Mine can help players/students understand war and this country
with more complexity. Another powerful analysis would be to compare This War of
Mine to other video games that glorify war such as the popular Call of Duty (Infinity
Ward, 2003).
I have shown how procedural rhetoric, transgression, the inclusion of critical
language, and breaking all walls lend themselves to the teaching of critical pedagogy. All
these elements can be used in the critical classroom to bring players/students’ attention to
social systems, hegemony, critical ideas, and counter narratives. However, an additional
element needs to be accounted for when assessing whether a game can be used in the
critical classroom or designing a critical game to be used in such a classroom. While the
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four elements I present in my findings are essential, there is an additional component not
tied to critical pedagogy that must be accounted for: engagement. Without engagement,
there is no guarantee that video games will draw in players/students. The four
components I identified in my research work as cogwheels. They are inherent elements of
the clock that work as critical components. They can work together in a video game to
trigger moments of stuckness and force players/students to rethink their assumptions.
Engagement however is different. Engagement can serve critical purposes, but it can also
be used to foster behaviors and ways of thinking that go contrary to critical pedagogy.
For example, using extrinsic rewards in schools as an engagement tool can push students
to do work no matter what that work is, be it debilitating worksheets or writing a
collective poem based on a student group’s understanding of photosynthesis. Therefore,
engagement does not qualify as a critical principle. It does not work as a cogwheel, but as
something different. Video games that tackle critical pedagogy must work as engaging
games that draw their players in. Their critical aspect does not mean that they can
sacrifice engaging gameplay. If players/students are not drawn into the game, they will
not be able to access its critical message. For the game to work, engagement needs to be
present. For the critical clock to operate smoothly, the cogwheels must be oiled. In the
next section, I discuss the theory of flow, a non-critical element that focuses on
engagement. Without it, players/students may find the messages of the games they play
hardly accessible or too dry.
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Oil in the Machinery: on the Necessity and Limits of Flow
Flow is the “extreme neurochemical activation that happens in our brains and
bodies when we start to play a good computer game or video game” (McGonigal, 2011,
p.40). It involves “being focused, highly motivated, creatively charged, and working at
the very limits” of our abilities (McGonigal, 2011, p.40). Flow is experienced by gamers
when their engagement is at its peak. One of the consequences of flow is that players lose
themselves in the game through immersion and engagement. Flow is not restricted to
video games. Other activities such as sports or even work can produce flow. However,
video games can produce flow much faster which makes them more favorable than other
media (McGonigal, 2011). I use a video game example to illustrate how flow functions. I
then critique flow to show that it is detached from criticality. Flow indeed works to
heighten player engagement no matter the messages of a video game, harmful or just.
Therefore, critical educators must be mindful of it.
Example: Night of the Living Debt. Night of the Living Debt is an app
developed by New Mexico State University Media Productions (2016) available to Apple
users through the App store. The game is designed for “high schoolers, it is also suitable
for youth or adults interested in learning about credit issues and debt” (Night of the
Living Debt, 2016). The purpose of the game is for players/students to learn how to
manage their credit. Players/students navigate the game by collecting supplies that can be
traded for cash. With that cash, they can pay their rent. At the end of the day their
character goes to sleep. The next day, they can once again collect supplies and trade them
for cash. The cycle repeats itself. After the player/student has understood the basic
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mechanics of the game, a message appears informing them that they should now aim to
buy a car, get an education, and purchase a larger house. They must up their credit score
to reach these new goals. The interface informs them that they can do so by using their
credit card strategically and paying off their credit card debt as soon as possible.
Players/students are given ten nights to accomplish these goals. The game becomes a race
against time to build a manageable debt and paying it off before being charged interest
(figure 20).
Night of the Living Debt (NOLTD) is set in a post-apocalyptic atmosphere in
which all vendors are zombies (the car salesman, the insurance vendor, the supplies
buyer, and the different debt collectors). At the end of each credit card cycle (every two
nights), a debt zombie appears to collect its due. Through a third person view, the player
can touch the screen and slide money from their different money pools to pay the zombie.
These money pools are cash, savings, credit card, and payday loan. A credit score meter
is located at the bottom right of the screen. It is adjusted according to the player’s
choices. For example, paying off a debt zombie brings the credit score up. Taking a
payday loan brings that score down. A high credit score unlocks access to higher
education and more onerous cars and homes. The graphic interface is engaging and fun.
The cartoonish style allows for a humorous take on the zombie theme.
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Figure 20. Night of the Living Debt
Failing on the 10th night with an abysmal credit score grants the player/student the title
of “another victim of the living debt” (screenshot by author, 2017).
The game is aligned with the theory of flow because it is engaging. Its structure
slowly introduces basic mechanics of the game during the first two nights. On the third
night, the main goal of the game is unveiled: getting the education, the car, and the home
within ten nights. Offering a timed challenge adds to the excitement. The player/student
is on a mission and choices matter. All of the tools are present for players to feel a sense
of agency and urgency. The game offers all the ingredients for a quick immersion in this
zombified world. Successful player decisions can bring them a sense of fulfillment and
happiness. Everything is there for them to experience flow.
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The limits of Flow. Flow is useful in creating engaging and immersive video
games. NOTLD teaches players that in order to obtain the things they want in life they
have to master and tame their credit score. This knowledge and these skills are indeed
deeply needed. Bankruptcies have constantly and steadily increased over the last century
(Krulick, 2012). This game constitutes a noble effort in addressing this issue. However,
NOTLD does not raise critical questions about the concepts of credit and debt. It does not
ask questions such as who created that system, for whose benefit, who does this system
hurt, and what alternatives are possible. By turning a blind eye to issues of power the
game perpetuates the dangerous idea that credit and debt are a natural part of our society,
that it is up to individuals to navigate these concepts, and that their only option is to play
the credit card game. Flow works no matter the messages of a game. Csikszentmihalyi,
one of the proponents of flow argued “that the failure of schools, offices, factories, and
other everyday environments to provide flow was a serious moral issue, one of the most
urgent problems facing humanity” (as cited in McGonigal, 2011, p.36). Some advocates
of flow see in video gaming an opportunity to bring flow in classrooms and make
schooling engaging. Because they identify engagement and fun as the main issues tied to
poor schooling results, their answer is to implement flow in schools. Their message does
not address issues tied to critical principles such as whose knowledge is taught in schools,
whose knowledge is devalued, who benefits from the current system, and who is hurt by
it. The theory of flow does not address them. It does not look for them. Therefore, while
flow plays an essential role in engaging players/students, it does not make the cut as a
critical cogwheel. Flow alone does not guarantee that a video game addresses societal
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issues. However, video games that do not consider flow are likely to create a clunky
experience and may turn off players/students. Both need to be present.
Conclusion
In this chapter, I identified four video gaming cogwheels that lend themselves to
the teaching of critical pedagogy. I have drawn these elements from the critical analysis
of my experiences, especially the “playing like a critical game designer” process I engage
in when I play. I have assembled these elements in this chapter to outline possibilities for
teaching critical pedagogy through video gaming. I advocate for the use of these
cogwheels in a communal space. As an educator, I see that space as the classroom.
Outside of the classroom these video gaming elements can still spark questioning but it is
highly unlikely they will bloom into critical consciousness without someone who has the
knowledge to push players into questioning their experiences, if players’/students’
capacity to question has never been nurtured.
Each of the four cogwheels has its own purpose. Procedural rhetoric can bring
social systems to the surface. Transgression can create pivotal moments and dissonance
in their players’ thinking through visuals, animations, and sound. The use of critical
language can help players/students name critical ideas and therefore recognize them in
games, and with practice, outside of games as well. Breaking all walls invites players to
contemplate their ignorance and consider the experiences of minoritized people. This
element connects a game’s message to realities beyond the screen. These four elements
provide a basis through which to teach critical pedagogy through video gaming. They can
also help the critical teacher identify these cogwheels in the games they play. This list is
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an unfinished project in the Freirean sense of the term. It is not exhaustive. These
findings were compiled through the critical analysis of my lived video gaming
experiences. While my data was quite large, other players with different identities and
experiences could identify other such cogwheels. However, as a long-standing member of
the video gaming community who has gone through a vigorous documenting and
questioning of his experiences, I have shown that this list is comprehensive and a useful
piece in the discussion on video gaming and education.
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CHAPTER VI
CONCLUSION
Through this dissertation I have engaged in a robust autoethnographic study to
answer the following questions:
1. How do I navigate the video gaming cultures as a student of critical pedagogy?
2. In what ways do video games lend themselves to the teaching of critical
pedagogy?
This ongoing process opened a space in which I documented and questioned my
experiences methodically and thoroughly. I used the concepts of enchantment and
dismantling the clock to make sense of my work and findings. I examined the underlying
mechanics of an aspect of my life that was magical and unexamined. By writing, I
crystallized my video gaming experiences and turned something magical and intangible
into something mechanical, visible, and understandable. I unveiled the complexities
behind the joys and wonders of a medium, hobby, and passion that had been part of my
life for over thirty years.
Summary of Findings
I surfaced a gap between my identities as a student of critical pedagogy and video
game player. I exposed my enchantment. I could not unsee what I was writing. The
dichotomy I had created between the games I played and those I critiqued, the neoliberal
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forms of play I engaged in, my succumbing to captology, and the ways in which I
behaved like an alien in my own community were hidden by the enchantment. The
powerful memories and emotions tied to video gaming worked to conceal this rift. In
deconstructing my enchantment, I started the never-ending process of breaking it. I
exposed its blinding power and what it had blinded me to. Through what Bochner (2000)
describes “as a tale of two selves” (p.270), I addressed this chasm and worked on
reconciling the two identities at the core of this study. The metaphor of the gadfly gave
me a theory to make sense of a new identity at the intersection of critical pedagogy and
video gaming. Seeing myself as a gadfly has allowed me to become present in my video
gaming community and to regain power and agency within that community to do
meaningful critical work. I became an agent of change that aims to sting its community
into consciousness and action.
Through this critical autoethnographic process, I also identified another important
aspect of my play: thinking like a critical game designer. When I play, I pay particular
attention to the messages the game designers aim to convey in their games and what tools
they use to convey these messages. I compiled a list of four cogwheels, four video
gaming elements that lend themselves to the teaching of critical pedagogy. I shared that
procedural rhetoric can be used to make invisible social systems visible, that we can use
this procedural rhetoric “as a new way to interrogate our world, to comment on it, to
disrupt and challenge it” (Bogost, 2007, p.340). I showed how the concept of
transgression can lead players/students to critical moments of stuckness through which
they can examine their assumptions. I explained how including critical language in games
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can give players/students access to vocabulary and ideas that reinforce player/student
critical literacy. I added that breaking all walls by including multiple first accounts on a
same topic can introduce or foster complexity in players/students’ thinking. I stressed the
importance of a community to use video games in teaching critical pedagogy. I explained
that, as an educator, I make sense of that community as the classroom.
Recommendations for Future Research
My research suggests further study for two main branches. The first is continuing
to critically study the ways in which players who see themselves as agents of change in
and/or out of the video gaming culture enact that identity in their experiences. This
includes but is not limited to studying how players resist oppression within the games
they play and within the communities they play with. I insist on the critical study of these
topics since people who play games are likely to do so for entertainment and, therefore,
their play and/or resistance is likely to be enchanted, that is unexamined and therefore
naïve. Examining my play and resistance has helped me gain a better understanding of
my play, my resistance, and myself. Such a study was necessary for me to better do what
I thought I was doing, to better act as who I aim to be.
The second branch my research suggests is to continue studying the use and
impact of video games in nurturing critical principles in players. As an educator and
video game player, it is in this branch that I plan on dedicating the core of my research. I
aim to create curriculum to help players/students question their assumptions and see the
world with complexity. I envision the implementation of these cogwheels through two
possible means. The first is to create a pool of existing video games to serve as texts for
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students. For example, as a teacher of future teachers, I see myself using NPLB in the
classroom to help students reframe their education through the lens of neoliberalism and
the banking system. By asking students to make connections between their experience in
public schools and the procedural rhetoric of NPLB, I aim to bring oppressive systems of
schooling to the surface. By reframing students’ experiences with schooling, I aim to
plant the seeds of dissent in their future teaching. I plan on assessing my students’
understanding of the banking system and neoliberalism in education by using post video
gaming surveys. These surveys will prompt students for qualitative data through
questions such as: how do students show they learn in the banking system? what kind of
society does the neoliberal model of schooling foster? The second possibility for my
research is to partner with independent video game makers to design critical video games.
Such games would draw on the four cogwheels I identified in this study to create
moments of stuckness for their players/students. Because of my background and personal
ties to the immigrant and refugee communities, I see myself relying on first accounts of
members of that community to design my first video games. Video games like This War
of Mine (11bit Studio, 2014) and Soldats Inconnus: Mémoires de la grande guerre
(Ubisoft, 2014) provide good templates for the creation of video games based on first
accounts. These games used documents such as letters, interviews of war survivors, as
well as memories (the developers of This War of Mine used stories of family members
who lived through two occupations of Warsaw) to frame their game in terms of narrative
and possibilities available to their players. Many facets of my identity connect me with
immigrants and refugees. I have stories of immigration as the French son of Algerian
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immigrants and as a French immigrant to the USA. Documenting my experiences would
constitute an important step in the gathering of first accounts. I would also interview
other immigrants and refugees to document their experiences. This multiplicity of
accounts would give me a solid basis to better understand the complexity of immigrant
and refugee experiences. I would also consider the possibility to create a game in which
players/students play several characters immigrating to various parts of the world. This
could work to introduce the multiplicities of experiences in regard to immigration. As
someone who does not have programming skills, I would have to seek partnerships and
grants to make such a game happen. Grant writing is an avenue I would have to explore.
Connecting with video game designers is something I have already engaged with. As a
matter of fact, I have contacted Seth Alter, the creator of No Pineapple Left Behind
(Subaltern Games, 2016), when I contemplated using his game in my teaching. While our
discussion has not gone to great length yet, I do see possibilities in terms of partnering
with independent video game developers to bring critical games to life.
Implications for Practice
Current technology means that our culture is inundated with visual and textual
designs from the minute we wake to the minute we go back to sleep (Villaverde,
2008, p.86).
Because my work is located at the intersection of education and video gaming as a
growing socialization force, the implications for practice flowing from this study touch
various fields. The first deals with the four cogwheels I identified. These video gaming
elements can be used by socially engaged video game developers in the creation of their
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games. They can use these elements as a theory and blueprint to plan, inform, or evaluate
their work. Games that are socially engaged are still a minority in the mass marketing of
video games. The cogwheels I have identified can help a greater number of designers
think about their work as socially meaningful.
These cogwheels could also be used in preparation programs for future game
designers. Classes that blend video gaming design and social commentary can help future
video game designers understand their role and responsibility in shaping thinking and
culture. Using the cogwheels in this context can also avoid the danger of separating
classes that address social responsibility from what is mistakenly seen as neutral core
design classes free of politics and social meaning. Moreover, these cogwheels are based
on my experiences as a member of that community. This factor can help future game
designers better connect with my experiences and findings as we share the same culture.
They may be more open to listening to the impact of video gaming on society from one
of their own. They can also encourage designers examine their own thinking and
practicing in their creative process.
The third implication is meant for public school educators and administrators who
are flooded with the latest apps, tools, and other such 21st century gadget or craze. This
fever for technology is coined technophilia. Tenner (2002), who identifies as a
technophile, proposes the following definition: the “enthusiasm for the products of
human ingenuity, for the craft, skill and cultural influences they reflect and exercise, and
for their beauty - or sometimes their inspired ugliness” (p.135). I propose another
definition of technophilia: an unexamined hunger for technological advancement
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informed by an idea of progress directly shaped by neoliberalism without regard for
justice or social responsibility. Schools are rushing down the technological path faster
than we can question it or understand where it may lead us. With the fall of virtual reality
prices, VR goggles are entering schools and homes. Applications, games, and VR
experiences that focus on empathy are already blooming. For example, VR experiences
such as Injustice (Kalpana VR., 2015) place the player in the shoes of a bystander as they
witness a young black man brutalized by police. Welcome to Aleppo (Ryot Studio, 2015)
takes players to war-torn Syria. This centering of empathy can work to deflect from
questioning our own responsibility in creating and perpetuating conflicts and social
issues. By focusing on creating empathy and pity for the other, we are failing to question
our own thinking, actions, and inactions in creating injustice. The four cogwheels I
present can help steer discussions toward technology that fosters questioning citizens
rather than paternalizing and patronizing individuals.
Limits of My Research
While I aimed for a holistic study and tried to consider all aspects of my video
gaming experiences I saw limits to the scope of my study. As I discussed this project with
my good friend Chuck, a photographer, he pointed out that it would have been interesting
for me to film myself as I played. Our discussion made me aware of an important dead
angle in my study. I did not account for my body, its movements, placements, or
immobility. He suggested placing a camera on top of my monitor to record myself and
analyze the video later. His comments showed that the study of the body is in many ways
absent from this project. However, a couple of months ago as I was deep into writing up
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my findings a lower back pain flared up. It had been intermittent for years but became
consistent and sharp. I visited a physical therapist who gave me clear recommendations:
do not spend more than one hour sitting down at a time, take breaks, and move. I now do
daily exercises to soothe the pain. This event made me further think about the invisibility
of my body in my play and work. It had been taking a silent toll on me. While I would
not call the work of an academic back-breaking (I saw back-breaking work in my father’s
forty plus years in the construction business), I am asking myself a few questions about a
professional future that marries two activities that are now causing me pain. I have
ignored my body and it is now screaming at me.
Another limit of my study deals with the difficulties I have had accounting for my
dominant identities namely being cis-gender, heterosexual, and able bodied. I am not sure
how to evaluate whether I did justice to my accounting for them. I did surface
problematic behaviors around sexuality and gender but my ability was seldom visible in
my project. If anything, I showed that I was blind to it when I played The Surge (Deck
13, 2017). I was wary about playing that game because the game trailer presented the
hero as “just another white guy.” As I started the game, I found Warren, the protagonist,
in a wheelchair. That put me back in my place. From that point on, I looked for messages
about disability and the body in the game. I thought like a critical game designer around
this idea. This questioning about ability and disability mainly took place in that game
because I had experienced a moment of shame at the beginning. This suggests that I need
to educate myself on my ability and better work to account for it in and out of my video
gaming and scholarly life.
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Another limitation of this study lies in the system I use to play games. Before I
moved to the USA, I only played console games. Since my move, I could not afford both
a computer and a console system. Since then, the PC has become my main everyday tool.
I only play games on this platform. There are many popular and acclaimed titles that I do
not have access to. I do not have and have never played games like God of War (SIE
Santa Monica Studio, 2018), Assassin’s Creed Odyssey (Ubisoft Quebec, 2018), and The
Last of Us (Naughty Dog, 2013). The popularity of these games alone makes them
worthy of study. They sold millions of copies and have an important cultural impact
(Arif, 2018; D’Angelo, 2018; Sarkar, 2018). Studying the play of these games is
important and something this study did not do or aim to do.
Closing Thoughts and Questions
In birthing my rage
My rage has rebirthed me. (Stryker, 1994, p.248)
This study took off when the literature I read on video gaming and education
worked to silence my experiences. An important piece of knowledge was erased from the
video gaming and education discussion. My ensuing rage was the sign of this injustice. A
major aspect of my study was the birthing of this rage. By my studying my experiences, I
honored these feelings. I engaged with my experiences and made sense of them in a way
that changed me. I have shed light on changes I needed to implement to better act as who
I aspire to be. My rage has helped me grow. In my growth, I hope to have shared some
valuable knowledge on the video gaming culture and how the enchantment of critical
players can work to subdue, blind, and silence them. My rage has rebirthed me into
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someone who, through the critical analysis of his stories, has a better understanding of
himself and his role in his community.
In a conversation with Art Bochner (Ellis, Adams & Bochner, 2011), Mitch Allen
stated that an autoethnographer must:
look at experience analytically. Otherwise [you're] telling [your] story - and that's
nice - but people do that on Oprah [a U.S.-based television program] every day.
Why is your story more valid than anyone else's? What makes your story more
valid is that you are a researcher. You have a set of theoretical and
methodological tools and a research literature to use. That's your advantage. If
you can't frame it around these tools and literature and just frame it as 'my story,'
then why or how should I privilege your story over anyone else's I see 25 times a
day on TV? (p.276)
This critical autoethnography and the breaking (down) of my enchantment was a
thorough and shattering study in which I used all the scholarly tools Allen describes.
Through my work, I do not ask that you privilege my story. I only hope that I made a
good case for wording and validating my experiences, the changes they have triggered,
and the hopeful messages they convey for video gaming, critical pedagogy, and for our
world.
This critical autoethnography did not stop after the two month observation period.
I am still questioning what I do, sometimes to a debilitating point. I have learned to
engage more meaningfully with a culture that is toxic and oppressive. Engaging with my
passion is and will continue to be a struggle. Being a student of critical pedagogy is not a
static shield that protects me from engaging with oppressive communities I am connected
to. As problematic as it is, I feel a sense of belonging to the video gaming community. I
have relationships with raidmates I find meaningful. These relationships and this sense of
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belonging give me the responsibility to effect change. Rather than end my relationship
with video gaming because that culture is marked with oppression and because I engaged
with it problematically, I see in my community the opportunity to practice who I say I
am. I also hope my work serves as an invitation for other critical scholars to examine
their enchantment. May we find ourselves in these examinations.
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APPENDIX A
EPIPHANIES
My ActRaiser Story
The oldest of four siblings, I am the only one who has a room to himself in my
parents’ apartment. Maybe that’s the one of the rare advantages of being the only
teenager in the house. I am sitting in front of the screen ready to roll. I put the cartridge
in. The game loads quickly. Control pad in hand. I am set for a challenge.
“Ok, let’s play this.” I press start. “Alright, what’s this one about?” I speed read
through the scrolling introductory text eager to start hacking and slashing:
This world is in disarray. Bla bla bla. Monsters and demons roam these lands.
Bla bla bla. humans need a savior. They call upon ‘you’, a minor deity to rescue them.
“A minor deity? I guess that’s all they could muster. Sure, I can do that.” And so it
started. Hours of fighting followed. As I took the minor deity through the levels, it grew in
power. After the first city was founded, I was able to call upon magical fires, then came
thunder bolts and fire breath. The stage was set. I needed more victories, more
believers, and more power ups to defeat the Evil forces that plagued these lands. With
each freed region, more humans believed. With each new temple, more worshippers sang
the praises of their savior.
ActRaiser was a good game. It was entertaining but not a blockbuster like The
Legend of Zelda. It offered a mix of genres. One level was about hacking and slashing,
imagine Mario with a sword and spells. The next level was a city managing game, think
about Simcity, a simulation in which players can place buildings and create a town.
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Basically, I spent one level dispatching demons clearing a piece of land, and then the next
level was about managing that land in order to grow a city and help humans settle.
Towards the end of the game, my character had become a powerful deity. Many
humans believed in it. All along they had erected statues in its image and built kingdoms
in its name. After hours of play the time for the final fight had come. That boss, the
scourge of humanity, did not leave a particular mark on me. Defeating it was no
challenge. I had finally saved humans. Their world was free of all they feared. My
character headed back to the capital, head high, chest out, ready for glory. I thought I
had won.
As in many games of the early 90's, the ending sequence offered a series of
scrolling texts and short scenes during which I, the player, was limited to reading and
watching the epilogue.
My character triumphantly marched back to his city. I thought I knew what’ was
coming. I imagined lines of radiant people dancing throughout the streets. Joyful kids on
the shoulders of their celebrating parents. Colorful petals falling from the bluest sky.
Well, the deity was not ready for what was coming and neither was I.
Deserted streets. No song. No praises. Not a soul. Nothing. The deity wandered
through the streets. He entered the main temple where humans had placed a colossal
statue in His name. That space was now empty. The statue was gone.
The narrator, who was wrapping up the story, explained that because their world
was now empty of evil, humans no longer had a reason to worship. Therefore,
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my character who had become a powerful god found himself abandoned. Forgotten, he
became dormant.
A screenshot of the epilogue. The space where worshippers had built a statue
of my character is now empty. I interpreted it as a symbol of human’s extinct faith.
This epilogue shattered what I used to think of as "winning the game." While the
concepts of gold and glory had never appealed to me, they constituted what I had learned
to expect from completing video games. From Super Mario Bros. to Sonic, the narrative
was pretty much the same: triumph and prestige await the player at the
end of the endeavor. ActRaiser's ending was not about that. ActRaiser's ending had a
message about the meaning of faith and believing. That message shook me. It sent my
head spinning. It made me question my understanding of religion, worship, believers,
God, and gods. Questions swirled in my brain "do people only believe when they are
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scared of something? If they are not afraid, do they stop worshipping and believing? In
what other ways have people used gods or religions for their own ends? Where do gods
go when they are forgotten?" Growing up Muslim in my native France in the 1990’s, I
had just a few people to ask these questions to, namely my parents. None of their answers
satisfied my thirst.
I was only a teenager when I played this game, but this moment has stayed with
me. The game and the reflections it triggered have impacted the ways in
which I think about religion. As a matter of fact, my playing the game, amongst many
other factors and events, has played a role - even if minor - in my decision not to follow a
religious path, in forming my identity as a non-religious person. After that experience, I
saw myself as a skeptical teenager which I understood as someone who had an eye for
questioning cemented truths.
Aladin Cruise
The Newscast
Bienvenue au journal de 13 heures. Le nouveau film de Disney ‘Aladin’ est
maintenant en salle.
Oh no! Everyone is going to be speaking about this. I do not know Aladin’s story.
Am I supposed to know? It does not matter. My friends will ask me. I will hear questions
about this story, where it comes from, what clothes he wears… but more hurtful I will
hear why I do not know that information. Am I not the Arab in the group? I am supposed
to know about this. I am supposed to answer such questions.
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As I continue eating my lunch, a delicious tli tli with eggs and chicken, the
anchorman continues:
L’inspiration pour ce personnage vient de Tom Cruise.’
Technical drawings depicting how Tom Cruise’s face was used to model Aladin’s
features appear on my TV screen. The off voice speaks of it as a feat. It relates a story of
achievement and artistic prowess in drawing from a celebrity actor’s traits to depict an
animated character. Something there does not sound right as I push aside the harissa, the
dish is spicy enough as it is. Am I supposed to look like him? How am I supposed to look
like him? He is an American movie superstar. I don’t look anything like him. I am
puzzled. Is he supposed to look like me or am I supposed to look like him? I hope no one
I know watches this and throws it at my face. I do not have Tom Cruise’s good looks. I
won’t know what to say.
Cédric
Prince Ali! Sa seigneurie!
Ali Ababwa
À genoux, prosternez-vous
Soyez ravis
Pas de panique, on se calme
Criez vive Ali Salaam
Venez voir le plus beau spectacle d'Arabie
What the hell is he doing? Is this an Aladin song? Cédric, my best friend, is now
officially an Aladin megafan. He tells me he has a tape of the soundtrack which he plays
and sings along to every morning as he walks to school. I show him the most uninterested
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face I can fake. He laughs. He does not care if I don't show any interest. I don't want him
to sing it. I want him to stop and move on. We can’t dwell on this. Soon enough, he
might ask me about what is in the actual movie. I don’t want to face that. Cédric keeps
singing.
The Game
Somehow, I get my hands on the megadrive game. Usually, movie inspired games
are plain trash. This one is surprisingly good. Farouk and I take turns playing it. It’s a
nice and fun platformer. And somehow, I play the game and I enjoy it. I don’t know if I
should play it but I do. I don’t speak about it with my friends. I keep the game in my
room. It never comes up in a discussion.
Anniversary
It will be the team’s first raiding anniversary in a couple of months: one year of
end game raiding. I created something that is approaching 365 days of existence. Me and
nine other people joined forces to take on some of the most difficult challenges of Mists
of Pandaria. One after the other, bosses fell. It started with Mogu'shan vaults where, in
order, the Stone Guard, Feng the accursed, Gara’jal the spiritbinder, the spirit kings,
Elegon, and Will of the emperor bit the dust. Then came Heart of Fear, Terrace of the
Endless Spring, and the Throne of thunder. Four raid instances. Twenty eight bosses.
Every time we pulled through. There were a few disagreements, arguments, and tears
along the way but I always managed to rally the troops. Yes, ten people scattered
throughout North America gathered every Thursday to play, to be together. We stretched
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from the Pacific to the Atlantic, from the heat of good ol’ Texas to the icy tips of Canada.
And somehow, we were all under the same banner.
We would have never met if it was not for World of Warcraft and our guild. I feel
like within the space of the game, I initiated something amazing. I need to keep this
going. I need to show all of them how grateful I am, to show them that they count. The
team is nothing without them. I am nothing without them. Dr. Casey taught me about
servant leadership. She showed me how I could be a better leader at work. I applied her
teachings in the game too. I must do something special for this first raiding anniversary.
On the Night of the Anniversary
My voice trembles as I speak ‘Ok guys, tonight is a special night. We have been
an end game raiding team for one year tonight.’ My idea could backfire. Things could go
terribly wrong tonight. We are facing Garrosh Hellscream, the final boss of the
expansion, the longest and most difficult fight we have had to face as a team so far. This
boss has tested us like no other boss has. We have wiped so many times that Garrosh is
making Tortos look easy now. We have banged our heads against that wall for weeks.
Morale is low. In a three-phase fight with a few transitions, there are many abilities and
strategies to learn and execute. One player making a mistake in the last phase of the fight,
one player dying, means we won’t be able to beat the boss. That also means we wasted
more than ten minutes getting to that last phase and have to start over. I am the one who
gets all the PM’s. I get to hear everyone complaining about each other’s’ mistakes in
these situations. Unity is fragile.
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When I first thought of an anniversary gift, I had not planned to share it on such a
night. But here it is. Things worked out this way. I did not choose our anniversary date.
“Ok guys, tonight is a special night. We have been an end game raiding team for one year
tonight. I wanted to celebrate that by giving you guys a gift. I am posting it now in our
forum channel. Please take a minute to look at it. It is for all of you. It’s my way to say
thank you to you for playing together and pulling through this first year of raiding
together. One of our guildmates is an artist. I contacted him and sent him pictures of our
characters for him to draw. I hope you will like it.”
Now there are most likely two ways this can work. The first is we down Garrosh
tonight and I will remember this night forever. The second is we make mistake after
mistake. This becomes another wipe night and my gift, my speech, my leadership become
soiled. I don’t want it to be soiled. On that picture, there is a twenty plus year old tech
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manager and his police officer dad in Utah, a home maker in Kentucky, her Everquest
friend Near New York, a grandpa in Colorado, a grandmother scholar in Canada, a father
of two daughters in the same country, a former competitive raider from a top US Wow
guild… Despite our differences, we form a team, a group. We take on challenges that are
designed to be faced by teams of coordinated, dependable, and interlocked efforts.
Tonight has to work.
We get ready for the first pull of the night. We eat a feast to get our food buff.
Everyone gets in position. I start the DBM timer. At 3 we prepot. At 1 I charge in.
Our assigned DPS dispatches their target Siege engineer timely. Everyone dodges the
Iron Stars. Every Farseer Wolf Rider heal is interrupted. Ranged players move in unison
to get out of desecrated weapons. Phase 1 cleared.
Phase 2 starts. We are quickly overwhelmed by the minions of Y’Shaarj. These
adds empower themselves and tear through our healers. Wipe.‘Oh Oh,’ I say to myself.
“Ok guys, let’s breathe. That was just to get us warmed up.” Failure is knocking on my
door. I tell myself ‘please, not tonight.’
We respawn. We walk the walk of shame back to the boss room. It gets heavier
with every wipe. We get ready for the first pull of the night. We eat a feast to get our food
buff. Everyone gets in position. I start the DBM timer. At 3 we prepot. At 1 I charge in.
The second pull of the night starts.
Our assigned DPS dispatches their target Siege engineer timely. Everyone dodges
the Iron Stars. Every Farseer Wolf Rider heal is interrupted. Ranged players move in
unison to get out of desecrated weapons. Phase 1 cleared.
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Phase 2. Every mind controlled player is incapacitated. Minions of Y’Shaarj are
disposed of by their respective DPS player. Everyone but tanks stack far enough for
whirling corruptions. Ranged players move in unison to get out of desecrated weapons.
All transitions are handled smoothly. Clean work. Garrosh is at 10% health. He rushes to
the middle of the room to draw all the power from the heart of Y’Shaarj. He heals back to
25% and turns into an avatar of Y’Shaarj, a demented and deformed orcish demonic
beast. He has reached 100 corruption. All of his abilities are now empowered. He is ready
to unload. And so are we.
Phase 3 starts. We use bloodlust and boost our haste by 30% for 40 seconds. We
blow all our DPS cooldowns: Battle cry, Avatar, second potions... everything goes
Garrosh is at 20%. Every mind controlled player is interrupted. Empowered
minions of Y’Shaarj are disposed of by their respective DPS players. Now, even tanks
have to move away from empowered whirling corruptions. Ranged players move in
unison to get out of desecrated weapons and stay stacked as much as possible now that
these weapons can’t be destroyed.
10%. 9%. The stress is palpable. Everyone seems to be doing well. It’s not every
day. We have not lost anyone (yet?). It feels like we are spammed by Garrosh’s abilities.
This is turning into a race against time. Our cooldowns won’t be back up to burst
damage, healing, or mitigation. It’s now (or never?). 5%. 4%. 3%. That’s it. There is
nothing he can throw at us that can stop us now. We are downing him tonight. 2%. 1%.
DOWN! Nerd screams. I am overwhelmed with happiness, satisfaction, and relief. We
delivered.
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Don’t Look There
Don’t look there.
Yes, that tiny highlighted “2” tells you exactly how many new messages are in
that channel. Don’t Look.
Yes, it’s your raiding group. Yes, it’s the team you created. Yes, a few of them
are still your friends.
Don’t look.
You got VERY upset the last time you looked in that channel. Maybe this time, if
someone put a racist or sexist meme or link, you will find what it takes to call it out.
Don’t look.
You don’t want to be singled out. You are no longer the leader of that team. You
have no power. More than half of the actual members do not know you are the one who
put that team together years ago. They do not know you are the original leader. They do
not know you.
Maybe this time, someone has called them out. Maybe you don’t have to be that
person.
Don’t look.
Just yesterday someone mentioned the Pewdiepie story in raid chat, one of these
youtubers who makes money by insulting his viewers and making racist jokes. “I really
don’t care for this. We are here to down bosses and make progress. Your discussion has
no place here. Focus!” That is how one of our leaders shut that conversation down, in the
name of ‘playing.’ How do you think they would react once you point out their racism
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and sexism? How do you think they would react if you actually engage with what they
are saying and laughing about?
Don’t look.
-------
Bored out of my mind, I click the Discord notifications one after another like a
zombie slowly eating through a fresh body. I am looking for something to stimulate me
through this empty morning. Out of the blue, I see a casually racist cartoon, I scroll down
frantically, hoping to run into something else another discussion, hoping to make that
cartoon disappear. I quickly look to the left of my screen and realize I am in the dreaded
“survey channel.” How the heck did I end up there? I told myself not to ever visit that
section again. I knew that it would make me hate my team, that it would make me want to
leave. I click in the different channel in the right panel of the interface. I sigh. I am not
sure staying in that group is the right decision. It no longer represents the values I built
this team upon. You shouldn’t have looked.
Dota
Rikimaru the assassin is a shadow, permanently invisible. With all the gear he
needs, his critical strikes are now lethal. He has snowballed into an unstoppable killing
machine. Every fights he is involved in is one sided. Unbeknownst to his targets, he
sneaks behind them and assassinates them. Even when his opponents stick together, he
throws a smoke bomb to cause confusion and use these precious few seconds of chaos to
annihilate the most vulnerable in the group. Mages and healers are dead meat. He is fed.
He steamrolls. He owns the scoreboard.
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After adding a few more kills to his count, Rikimaru disappears waiting for his
smoke bomb to refresh. He will be back for more blood once his abilities are off
cooldown. His teammates and enemies know it. A wave of confidence flows through his
camp. Despair and anger is flooding on the opposing side of the matchup.
“I hate that champion. He fights like a whore!” types one of the players just
dispatched by the assassin.
“Can you explain to me how does someone fight like a whore?” replies one of his
own teammates.
“I don’t know. He just does.” Confusion creeps in.
“How so?” The words are calm but slicing.
“I mean... it’s just something we say...” types the shamed player, incapable of
explaining his own words.
“I would not say that. I do not say that.” The affirmation is clear. It is also non-
threatening.
“Well…” There is nothing more to say. Nothing to defend these misogynistic and
sexist words. A sense of shame and loneliness overtakes the player. As the seconds pass
the shamed player fails to press enter, fails to respond.
“Well, maybe you should think about what it means and why you are actually
saying that. I do not think there is a reason to say that.” That’s the nail in the coffin. The
game is over. The shamed player managed to die to his opponents and get checkmate by
one of his own teammates in the same game.
---
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As I write this story, I wish I had been the questioning player who put the
spotlight on a teammate’s misogyny and sexism. Unfortunately, I wrote this story
because I am the one who used the sexist and misogynistic slur. I am the one who was
dumbfounded, incapable of explaining the words I was using. I had read them online.
They made no sense to me. And somehow, in the heat of defeat, I typed them. I am not
sure why I succumbed to using that language. Maybe I thought that doing so would make
me a full member of the DOTA community. Maybe I thought this was just a new saying
players were using and that I somehow had to conform. No matter what, I ended up using
them without understanding them. I will never know who the teammate was who called
me out but this person’s words forced me to examine my language and my thoughts. I
had to think about what I was saying and why I was saying it. In some ways, I felt
branded by this, marked by my own ignorance. I still carry that mark.
Hermaphrodite/Intersex
Please help me.
Hi Lauren,
Let me start by saying that I am perfectly fine with you not being interested and
that I am sorry if this is offensive to you in any way. Actually, I am a bit afraid it will be
so I am not sure if this is even fair of me to ask you for help.
But please help me. I need you.
253
I am sure you are aware that I wanted to participate in the Rainbow Salon and that
my request was denied. I have no issue with this decision.
I do. I do. I do.
In the reply message, it was mentioned that I used transphobic language and slurs
and used gender essentialism. My problem is that I do not see it. I am not saying that I
did not use any, far from it. I am saying that I used language that is offensive, and I am
somehow blind to it. This is a problem for me. I obviously lack an insightful perspective
on this topic and I am actually worried that because I am unaware of it I will continue
using it.
Please help me. I did something wrong.
I can’t fix it on my own. I need someone to help me see.
I did look up a few things on the internet to gain some understanding. I found this.
But I am not sure I am going in the right direction.
I have even thought about taking down the blogpost which I think is at fault. So I
would like to know if you could help me with that. I know how difficult it is to talk to
someone about something that seems elementary to someone because it feels like going
back to square 1, but I think that the power of conversation is unmatched.
Be that person for me.
I do not know anyone else who could help me with that.
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So here is my request. Would it be possible for you to read the post in question
and then for you to tell me on Skype (if it is easier than typing) what's offensive with my
ideas, language, and wording? I know you might think this is a request for me to argue
that I am right. I am not right.
I could show you that I used gender essentialism because it is what is in the game.
In my second post I was going to dive into that and dissect it. I wanted to show the pain
gender essentialism creates and contributes to.
Please say yes. I want to show that I am not that ignorant.
I just want to have a different perspective than mine on this so that I can grow as a
person, as a respectful human being. I do not want to be disrespectful to anyone. Just the
thought of it upsets me. Even though I am a man, I am a minority (Arabic and non-
religious). I have never been accepted as French in France because of my Arabic
background. I have never been considered Algerian in Algeria because I was not born
there. I have never been seen as a person by Arabs in the US because I am not Muslim.
The very idea that I have offended a minority is something that strikes me at my core. I
can't get over it. I can't ignore it.
That’s it. I am naked. I made myself vulnerable. I show you a part of me.
I show you more than I should, more than I like to tell about myself.
Please tell me. Please answer positively.
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Would it be possible for you to help me?
Please help me.
You Kicked Him
So, you call yourself a critical pedagogue?
Mmm (these are the sounds my inner growl produces)
Oh, that’s right. You have nothing to say. Usually you talk and talk but when it
comes to walking, when it comes to Praxis, nobody’s there.
Just shut up.
You really think it’s going to be that easy? You create your team. You set your
rules. You stress community. You see yourself as someone who brings people together.
All talk. You just kicked a kid, an 18-year-old kid, out of the team. After Ladee tells you
that he is away from his family, that he is dealing with first year college stress and
learning disabilities, that his mother is worried about him, you still kick him. You are
such a fake.
You think it was that easy. You think that I did not struggle with that
decision. It’s all good to speak from where you are. You have no pressure.
You face no consequences. I coached that kid for weeks. We play the
same class. We both play warriors. I quested with him to strengthen a
bond. I know what he should be pulling in Heart of fear. I gave him
advice. I researched his rotation. I gave him resources. I pointed out gently
that he needed to up his DPS. But how many times did we wipe on Wind
Lord Mel’jarak because of his low DPS? Enough for raidmates to start
whispering me about him. They wanted him out. He is consistently at the
bottom of the DPS charts. Everyone noticed. No one can hide from
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recount. We had reached a wall. The team was not progressing anymore.
We were in danger of collapsing. I had to make a decision.
Oh. I see what you are pulling. “It’s not me. It’s the DPS numbers.” That sounds
like what administrators say when they ignore their own values. Or maybe the DPS meter
is your value. You see, you are not so different than these behind-the-desk people you
despise. It’s when situations get tough that we find out what we are made of. You showed
who you are. Numbers over people.
It’s not like that. I had worked with him. I was supportive. It was not a
‘one and out’ situation. And I did not kick him from the team. I told him
he would be a sub from now on. Other players were complaining about his
performance. The fact that he never acknowledged his shortcomings was
snowballing. He was also getting gear other players could have put to
better use. That was hurting our progress. Players were upset. They were
counting on me to make something happen. If I took no action, members
might have started leaving. It was all on me. Even Ladee, who shared the
info about his mom, washed her hands of any decision to be made. She
told something along the lines of “you are in charge. You decide. I just
want you to know the whole story.” What good is that? She handed me a
bomb and then walked away.
Oh, how many other people are you going to throw under the bus Mr. Social Justice?
(evil grin)
Alright. I get it. You are not going to let this go. But you damn well know
something had to be done and I was the only one who could do it. It was not
easy. I still struggle with this today. I know what I did feels and is miles away
from what I was preaching. I do not know how to bridge my ideal of the raid
team and what I had to do to ensure the survival of the group. This reminds me of
the Judge Dredd story in which they had to destroy that perfect chocolate bar
recipe and ship his creator away from Mega-City One. That perfect recipe
created chaos in the city. People were fighting over it. There was not enough for
everyone. Riots and such did not sit well with Judge Dredd. For the sake of all of
the citizens, for the sake of the city, Judge Dredd decided to sacrifice one of their
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members. The maker of that chocolate was exiled, and all chocolate bars were
destroyed. Social cohesion was restored.
There you go. Now your group is a dystopian future? Your chocolate guy agreed
to leave. He understood what was happening. He went into exile willingly. He knew it
was best for everyone, for the city. That kid did not agree with your decision. After you
talked to him, he insulted you in chat. He hurled F bombs in Mumble to other raidmates.
Open your eyes. You made that decision alone. You are not such a pretty and wonderful
leader. I hope you see that.
I know what he did after he heard my decision. I needed a moment after I
told him he was going to be a sub from now. I felt empty and dirty. I could
not get that moment though: it was raid time. Everybody else was ready to
go. I think this meant they were ok with my decision. That night, I tanked
Heart of fear with his yelling in my ears. It still echoes in my head today.
My Video Gaming Self
On Choosing a name and developing a video gaming identity -
A is for Arabic. When choosing the name of the Wow character that has become
my online pseudo, I went for a name that was tied to my Arabic identity. I had researched
historic Algerian names and figures. I decided to expand to North African names when
the names sounded too contemporary. They did not evoke something distant, mythical, or
unusual. Once I came up with a name, I googled it to make sure it was original. My
search returned no matches. I adopted it. It became the name for my warrior. Years later,
this is the name I am known by.
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B is for background. When I rolled a warrior, I needed a background to help me
understand, frame, and play that character. I could not create a mere class, an empty shell
for my video gaming. My character is more than pixels. I had to conceptualize a story to
play him in, to play within. I created a background that gave me an understanding of who
that warrior is, what he would do in game, what he would not do. Once I understood that
character’s background, I was able to make sense of what I was doing in game.
C is for continuous. My identity has evolved over time. It is not cemented. My
WoW name was an important step in establishing an identity. It started with a few
important elements such as tank, background, Arabic, originality, and nickname. Today,
my being online also involves my learning about concepts such as toxic technoculture
and white supremacy. Asking myself questions about my place in society as an
immigrant, father, and other facets of my being has triggered questions which have made
me reexamine and redefine what my video gaming identity is.
D is for DPS. How I suck at it and how I hate that role. I was stuck dpsing for
quite some time because of changes in the team raiding schedule. Playing that role does
not correspond to my identity. Dpsing involves numbers, charts, parsing, toxic
masculinity, dominance… Being forced into that role played a part in my leaving the raid
team and WoW for 4 months.
E is for experimenting. I created many accounts and characters over the many
years I have played video games. The video gaming name I identify with today was
created more than 7 years ago. Because of the longevity of Wow and my involvement in
a lasting guild, this name has become associated with me in WoW and beyond.
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F is for flawed. I am always hesitant about speaking in discord. My accent is
noticeable. I do not want to face the “where are you from” question. I usually speak only
with people I have a link to, such as guildmates. When that happens, and I answer that I
am French, I am also conscious that I am projecting a flawed idea of my French identity.
Those I speak to are most likely to see me as a white French man, as a stereotype. I
seldom talk about my being Arabic. One of the reasons is that in doing so I will also
project the idea that I am Muslim. I am not. Too many layers of my identity I’d have to
shed. I’d rather say something flawed then make myself vulnerable to strangers.
G is for guild. My house, my home. I had been a member of small guilds, three of
them to be exact between June 15 2010 and July 31 2011. I consider these experiences
failures/unfruitful. They dissolved when the leaders left. I decided to break with my habit
of joining small guilds to apply for a megaguild. With over 5,000 members, this
community would not disappear if a couple of leading players left. I have joined this
guild on December 11, 2011. I have been a member ever since, with a small hiatus during
which I transferred my main character to another server to help a friend. After a few
months, I went back to my home. I have always left an alt there though.
H is for how hard it is for me to think about my video gaming identity beyond
World of Warcraft. I have invested so much in this game (time, energy, created teams,
wrote a blog…). This game has been a canvas on which I drew myself online. That
canvas also acted as a frame. Combined with my guild, Wow became a silo. I rarely
played other games and when I did I considered them breaks, interludes from WoW. I
didn't need other games for entertainment. Despite all this, I never wrote a single
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conference paper on that game. Is the research/leisure dichotomy at play here? Is WoW
an unexamined game for me?
I is for identity 2, the addon that allows people to be identified in Wow chat by
their main character no matter which character they are playing. I have never installed it.
I have never needed to. My character and my identity are one. I only play one character. I
used to toy around, to play with other roles and mechanics but I never did so to replace
my main. I have focused on that one character for many years now.
J is John Doe. A few years ago, I dove into the secret world. I thought this game
would pull me away from WoW. The promise of Lovecraftian storytelling as well as the
classless system appealed to me. In that game, players must choose a name and a
nickname. I redesigned the story/background of my WoW character to make sense in the
game. I actually created a meta identity. I loosely imagined the pixels escaping WoW and
traveling to TSW. I picked John Doe for the name of the character. The pixel transfer
erased his memory. All he had to go with was his nickname. He did not know where he
came from. I also created him to look like me. Although I could not make him chubby
since the option is not offered in the game, I made him a light skinned Arab. I even
modified the character throughout my playing to match my hair (from pretty much
shaved to long).
K is for ko in my online identity. My online name is 3 syllables long. My online
nickname is composed of the first two syllables of that name. My nickname ends with ko.
In these two letters, I see a mark of my last name, Kout. This is another element that
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shows the blend and connections I make between my video game experiences and other
aspects of my identity.
L is lilXXXX. I allow my son to play games on my steam account. That allows
me to monitor which games he plays and how long he plays them for. One of the
unintended consequences of this process is that other players see him as XXXX. They
communicate with him calling him XXXX in game. The first time this happened, he told
me that he should go by lilXXXX instead. That touched me.
M is for more than a character. People use my Wow character name to refer to
me, the player. I use that name as my account in many other games. I create characters
with the same name as well and tie their history to my Wow character too. I even wrote a
blog in which I brought together my Wow experiences and my leadership experiences. I
titled this blog XXXX’s theories.
N for Not sharing. I do not want to make my video gaming name known to those I
do not play with. I am also careful about sharing my offline name with those who do not
know me outside of video gaming. There are a few exceptions: my close family
members, a few of my raidmates whom I interviewed for pilot projects or decided to
share my name with after, only after, they themselves did.
O is for one as in one character, one name, and one identity. Some players have
many accounts or many characters. They switch from one to another for various reasons.
In WoW, some players use alts to complete some achievements, playing the auction
house, crafting items for multiple characters… While I explored different classes, I have
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stuck to XXXX for many years now. I use that name for other accounts and games as
well such as Steam, League of Legends, or TSW.
P is for present. A few years ago, my wife drew a shield with the name of my
character under it. She framed it and gave it to me as a present. She knows how much this
means to me. Everyone in my family knows about my video gaming identity.
Q is for queer games. I use this term to define my interest in video games that
bend rules, break them, ignore them, or expose them. Such games include beyond eyes,
lovers in a dangerous spacetime, doki doki literature club, but also hatred.
R is for raid team. I singlehandedly started this team. It could not have come to
fruition without other players though. I count this team among my greatest online
achievements. Being able to gather 9 other people around a common goal and work
through our challenges was no small task. Having lost the leadership of the team because
of work and studies has been difficult. Seeing the identity of the group change was
heartbreaking.
S is for Sandfrog. This was one of my first ideas for an online video game
character. It compiled my French and Arabic identities by relying on the frog archetype
and the sands of the Sahara. I chose not to go with it because it did not work as a
character name. It did not have that character name/player pseudo ambiguity.
T is for tank. My favorite role in terms of gameplay. In the lore of the famous
tank-healer-dps trinity, the tank is the one who protects other players by drawing the
attention of the enemies and focusing their attacks. Additionally, the tank in mmorpg’s is
seen as the leader. It is the person who other players follow since that role controls the
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flow of the boss’s movements. It is the role that is the furthest away from number charts
as its efficiency is usually evaluated in terms of success of the team (knowledge of the
fight, disseminating responsibilities, calling shots) rather than pulling big numbers on a
chart. I have played that role in WoW, TSW, and tried some form of it in League of
Legends.
T is for transmogrification. This WoW option allows players to customize the
look of their characters no matter what gear they are wearing. I have three sets that I stick
to. Usually one is for tanking and the other two are for dps. I have not changed these sets
in years. Every time I try to create a new one, I spend ten minutes in the ‘wardrobe’ and
give up. New sets take too long to create, and they don’t compete with the three I have
compiled.
U is for undead. The Egyptian themed name went well with the undead race (I
really don’t like that term here, but this is the one used by Blizzard). Moreover, I cannot
see myself playing anything but humans. I do not know and cannot know what it means
to ‘be’ an elf, a dwarf, or a tauren. Undeads are cursed humans. They came back to life
after death and are close to humans. Undead also echoes with the theme of rejection and
therefore isolation. Undead were rejected by their human families after they came back
from the dead. They did not fit in Azeroth and had to come together to make a place for
themselves in the world. Sort of like the non-Muslim Arab I am.
V is for voice communication (Ventrilo, Mumble, Teamspeak, Discord…). When
designing my name, I also thought about how people would use it, meaning how they
would call me over voice communication software. The first two syllables sounded fine
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and rolled off the tongue. That helped me make a decision. It also made the name finding
process more difficult.
W is for World of Warcraft. This game has shaped my online persona, my video
gaming (in and out of wow). My video gaming experiences have revolved around my
involvement in this game. The social aspect of the game, the guild and friends I made,
have brought me back to the game after every break I took. Even when out of the game, I
keep up with my Wow friends through forums, and voice software. I have not made any
friends in any other games.
X is for X-men. I have grown to feel more and more alienated in the video
gaming space. This happens when I read video gaming news, scholarly articles, or run
into sexist-patriarchal, misogynistic, racist video game content. The X-men are outsiders
to the non-mutant society. I feel like an outsider in the video gaming world.
Y is for Yessica. She participated and supported me when I looked to build a pen
and paper role playing group. She also joined me when I started larping. When these
initiatives fell apart and WoW picked up steam, I had to negotiate my playing time with
her. While she ventured into my other hobbies, the video games I play are not ones she
enjoys. I am glad she is supporting me in my video gaming and therefore in my studies.
Z if for zillion. I own what I consider an enormous amount of games, 158 games
on Steam. This amount is quite large, especially since I have not played all of them. I buy
many games during sales and do not end up playing them. Some of these games I am
actually happy to finish because I can place them in the “finis” category and clear up
space in my main library
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Orzul’s Accent
What was that? Who the hell just spoke? That accent was heavy as bricks. Did we
invite a pug in here? I do not dare ask who that was. A fragile and short-lived silence
settles. Fluffybunny breaks it. “That’s cool Orzul. We never heard you speak before. Did
you get a mic?”
I am stunned. How long has it been? We journeyed together from the mountains
of Icecrown citadel to the green hills of Pandaria for close to three years. Here is
someone I have called a friend for that long. I realize now that I had never heard his voice
before. No, not exactly. It is not his voice that stuns me. It is what his voice says about
him. How much his voice says about my prejudice and ignorance. Orzul. The troll hunter.
The tamer of wolves. Orzul. One of our Canadian players. Orzul. The one who
occasionally misses raid night to attend his girls’ school plays.
Three years without a word in vent or mumble. Three years of listening and
typing. And then, after what looked to be a usual Thursday night, while we were casually
debriefing and talking, he unloaded a bomb on us all. Was it an Indian accent? I thought
he was Canadian? Well, now I know I thought this meant White straight “flawless”
English speaking Canadian. Really all I knew was that he lived in Canada, my prejudiced
story about him flowed from that. I was so ignorant. In what other ways am prejudiced?
How much do I actually know about those I play with? How much are they holding back?
I am not telling them everything about myself, why am I expecting them to?
I have all these wonderful ideas about the potential of video gaming to bring
people together, to build bridges across difference and I can’t get someone who has an
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accent, like me, to speak in my own team. I do not know why it took him three years to
speak to us. I do not ask him. I never ask him. Was he scared or self-conscious about his
accent? That can’t be it. I have an accent and I speak all the time, as the raid leader, I
have to. He had the possibility to be silent. He took it. Did I think I broke some kind of
language barriers by speaking with an accent through a video game? Did I think I was
some kind of trailblazer in my team? I did. I was wrong. I do not know why he chose to
speak that night either. Was there a trigger? Was he more comfortable that night? Did he
really buy a microphone after three years of raiding with us?
Bulgarian? Bulgarian! What the hell! He is European too! I am even more
confused now. Did he run away from Ceausescu? Does he remember Kostadinov at the
Parc des Princes? Why did he not tell me? What did the team mean to him? How
different is that from my vision? I am the leader. I should be able to instill a spirit of
justice in what I do. I thought I did.
Papo y yo
To my mother, brothers and sisters with whom I survived the monster in my
father.
-Vander Caballero
Tucked in a corner of the closet, Quico sees the silhouette of the monster through
the blinds. The house trembles with each stomp the monster takes. Quico presses Lula,
his yellow robot, tighter against his chest. A magical spiral glyph is drawn on a wall
inside the closet. It shines bright in the darkness. When the radiant glyph is complete,
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Quico is sucked into it. He leaves his world and enters a fantastical one. The game starts.
I now control Quico. He responds to my control pad.
From the opening quote, the “Papo y yo” video game has been framed as an
allegory of Caballero’s childhood: growing up with an alcoholic and abusive father.
Caballero, the game designer, developed a narrative and gameplay that are anchored in
his experience. The monster is a representation of Caballero’s father.
The monster and Quico sharing a peaceful moment
He is bulky, horned, and several times the size of Quico. He is also nonchalant,
lazy and rather carefree. Early in the game, I crossed paths with the monster in the
fantastic world. I learned that he has an addiction for frogs. Whenever he sees them, he
chases them and devours them. After doing so, he enters a flaming rage and beats on
everyone nearby - friend or foe.
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Quico takes it upon himself to cure the monster. The game is the story of that
journey. Level after level, I guided the lazy monster by luring him with coconuts. His
appetite is such that he will walk to them, pick them up, and eat them. The coconuts are
safe to eat for the monster. They offer a way to safely move the monster throughout the
levels.
Of Coconuts and Fire
I reach a large closed area. I know I need to find a way to open an exit. The
monster is in the middle of that large area. He is doing monster things, lying on the floor,
doing nothing. Everything is quiet. I rotate the camera and run around to explore my
surroundings. There is a cogwheel high up against a wall. This must be the key to
opening the exit. I have to reach it to move forward to the next level.
I jump here. I jump there. I wander to the top of that house, and then that one. I
try the roofs. A hidden platform. Yes, that was it! A moment of small victory. I activate
the cogwheel. Clik! Clak! What is that? It’s not supposed to make that sound. What’s
happening? I unwillingly triggered a series of mechanisms. First, the platform I was on
disappears. I fall back down in the closed off area, my back against the wall. The only
way out is walking straightforward towards the monster. Second, a magical opening
above my head starts pouring dozens of frogs between me and the monster. My heart
pounds with fear. I understand what’s coming. As I rush for a way out trying to beat the
inevitable, the monster is already eating frogs. I am cornered. The frog rush is kicking in.
He erupts in a booming rage. He blazes towards me. I have no exit. My pulse goes
through the roof. I run along the wall trying to put as much distance between us as I can,
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but I am trapped. His rage is uncontrollable. He grabs me and throws me around like a
lifeless piece of garbage.
The monster has eaten a frog. He is in a devastating frenzy.
As I land upstairs, my mind switches to video gamer/puzzle solver mode. I start
reflecting on what I have done wrong in order not to fail again. After all, games are
designed with the expectations that players will fail 80% of the time. Players go through
this self-reflection process all the time.
This is when it hits me like a truck.
I freeze.
I think.
I hurt.
I knew about the monster’s addiction; therefore it was my responsibility not to
trigger it. As a player, I had failed to foresee how the situation was going to play out,
therefore it was my fault the monster got angry and beat me.
Is this what Caballero thought and felt when his own father beat him?
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Choking up.
Did I just get a window onto someone’s pain through a video game?
Shocked, My control pad slips through my fingers. My head is spinning with
horror and possibilities.
What did the game do to me?
I could not manage it. I felt bad playing. Papo y yo was just a game for me. It was
so much more than that for Quico or Caballero.
I was overwhelmed by a sense of guilt and disgust as I had rationalized and
justified the monster’s abuse by blaming myself. I was disturbed by the fact that my
gaming thoughts may have mimicked the thoughts, feelings, or guilt felt by abused
children. It is impossible for me to claim to have felt what Caballero felt as a little boy,
but the gameplay triggered powerful questions and feelings that are linked to Caballero’s
experience. I had found what Bogost calls “meaning in mechanics.” This experience
made me think and feel beyond pixels on a screen.
The Message I Could Never Send You
Fluffybunny,
I sent you a message to explain why I left the group abruptly yesterday night. I
didn’t tell you everything. Some four years ago, when I gave you the lead of the group, I
felt and told you that you were going to do a great job with the team. I write in this letter
what I might never share with you in person.
At the end of the Mists of Pandaria expansion, I became disengaged with the
game because Blizzard had not given us new content in close to a year. We ended up
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running the same dungeons and raids over and over again. Like many of us I got bored
and tired of it. You and a few others did not. I would play sporadically. My routine of
logging in early and getting the team together invite after invite was no more. I started
missing one raid day, and another, and another… I communicated with the team less and
less. At some point, I stopped communicating with the team directly. You became my
point of connection with the team. I slowly stepped away. You stepped up in the empty
raid leader seat. I was thankful that someone was able to keep the group going. You kept
the team together. I am thankful you helped the group survive this slump. Without you,
there may be no team today.
A few months later Warlords of Draenor was released. With this new expansion,
you initiated an important change. Historically, we had been a team that raided once a
week. You added Monday night to our weekly schedule. You ran the decision by the
team. Those who spoke agreed with you. They were excited even. I was in disbelief. Like
everyone else, I was excited about the Warlords of Draenor. But playing two nights a
week was not possible for me. I could not commit to spending two three-hour nights on
my computer away from my family. That was a decision that I, as a raid leader, would
have never brought forward. You did. Before the expansion, I was looking forward to
coming back to the team and tanking. However, the tanking role is one that requires
assiduous attendance. Playing and rotating 3 tanks for 2 spots would not allow us to
progress. Too much time would be spent on learning fights. Too much loot would go to
waste. And in the social world of raiding, the convention is that teams have 2 tanks and 2
tanks only. Two nights a week would not work for me. I was never going to tank for the
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team again. I understood that many of our raidmates wanted to play more, to progress
faster. We had been one of the most successful raid teams in our guild and while many
teams broke up during the year long slump we were still there. My preferred role, my
tanking identity was gone.
The truth is I felt robbed, pushed out. The team I had created and led for so many
years was leaving me out. The tank everyone had learned to rely on, the shield everyone
stood behind was now put aside. I swallowed these feelings and forcibly switched to a
DPS role. That left a bad taste in my mouth. Three years later, it still lingers.
I never enjoyed playing DPS. Too many players see that role based on numbers.
They compare the damage charts like some compare the size of their dicks. I purposefully
use sexist/patriarchal terms here because many of the new players you recruited think,
speak, and behave like that. Women included. That’s your team.
We used to be a 10-man raider team. A small number that allowed us to know one
another, to feel connected to one another. Warlords introduced flex raiding and all of a
sudden, you invited everyone and their grandma to the team. Players came for one
encounter and left before the next. You implemented some kind of open-door policy and
invited whoever wanted to join. While I appreciated your openness, your choice created
many issues. Many of them are still not addressed today. People joined in cliques. They
came in with their friends and brought their idea of gaming with them. When I was the
leader, part of my role was to serve as the gatekeeper. I wanted to salvage what we had. I
did my best to create an atmosphere that was welcoming and accepting. I spent time
thinking about the philosophy and meaning of what it meant for people to play together,
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to be together in this online space. I delighted in the fact that on our team we had a father
and his gay son, a grandma from the frozen lands of Northern Canada, a Bulgarian
immigrant… and so on. Here I do not aim to reduce our friends to these facets of their
identities but rather to show that through gaming we were able to bring people together
from many different backgrounds and accomplish something together even if that was
just slaying Internet dragons.
I am not feeling this anymore. We are all mostly strangers. There is a core to the
group, it feels like a private club. Despite your many thanks to all the players for
contributing to the team, I do not think we form a community. Just last week, I briefly
spoke to your dad and he confirmed that. He longs for what we had and is disappointed
with our team dynamics.
I can’t tell you that in person because you are my friend and I don’t want to hurt
you and our relationship. I loved the team we had. But I don’t recognize what you have
made of it. I am going to step out for some time. I just don't know how long.
Stuck with Songs and Cider
Butt in my chair,
Feet on my desk.
Plugging headset.
Launching Discord.
Take a sip or drink it whole.
You are ready for tonight.
Heads will roll.
Take a sip or drink it whole.
Apple cider won’t get you out of that hole.
They talk IPA, stout, and lager.
I like cidre doux not cider.
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Apples rather than grain.
Fruit rather than malt pain.
Take a sip or drink it whole.
You are ready for tonight.
Heads will roll.
Take a sip or drink it whole.
Apple cider won’t get you out of that hole.
Cider is ok but not that sweet.
It tastes of apples and defeat.
Trying to drink my way to friends.
Trying to drink my way back to France.
Nerd screams are good.
Give me a sense of brotherhood.
They just aren’t enough.
Nothing like Pierre’s laugh.
Drinking at raid start.
Drinking when fights fall apart.
Same gestures behind our screens.
Same distance between our beings.
Take a sip or drink it whole.
You are ready for tonight.
Heads will roll.
Take a sip or drink it whole.
Apple cider won’t get you out of that hole.
This War of Mine
A grey sun is rising on the steaming ruins of Pogoren. The sunrays hit Marin’s
face and wake him up. The group had not salvaged enough plywood to block all of the
broken windows. Marin’s night had been rough. It was his turn to sleep on the war cold
cement floor next to the scavenged boiler. The others shared a mattress in the same room.
Brought together by rains of bombs, it is the only place this group can call home.
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After wiping his eyes, Marin looks around for Pavle. He should have been back
by now. Pavle, a former soccer player, was the fastest of the group. He could sneak
through town and avoid soldiers. That’s why he was picked to go out last night. He was
most fit to survive on that run but there is no trace of Pavle this morning. No sign of the
medicine he was to find and bring back.
As he looks around, Marin’s eyes cross with Katia. Her eyes are red and wet with
worry. “Pavle isn’t here.” Her voice cracks. “He has not come back.” Marin answers with
silent tears. He hugs Katia in a move that fails to bring them comfort. They know Pavle is
dead. He would have never broken the rule. No one breaks the rules. If you are picked to
go out at night, you must find food, medicine, scavenge useful materials and come back
before sunrise. The warmth of the hug does not erase Pavle’s absence.
Bruno ruffles his blankets as he rolls over. Katia and Marin switch their attention
to him. He does not wake up, still ailing from a sickness they can’t diagnose. No one in
this group of fortune has a medical background. Katia and Marin look at each other, a
moment of silent communication, they know that one of them has to tell Bruno they do
not have any medicine to give him. Bruno will understand what happened to Pavle. He
will feel guilty. His sickness is the only reason Pavle went to that militarized
neighborhood. That’s where the only drugstore accessible by foot is located.
Bruno still needs medicine. He might not make it through another day. They need
food. They need wood for the boiler. The sun is rising, and they must already think about
who will go out that very night. Who might not come back. That day is a slow and heavy
grind toward that inevitable choice.
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Katia never thought her fitness classes would help her face a war. She is the one
heading out. She hugs Marin, takes one look at Bruno. She knows where she is going. A
few nights ago, she snuck into the house of an elderly couple. Then, the husband had
begged Katia not to take anything. He was crying that his wife was sick and needed
medicine. She felt guilty. The elderly couple was more vulnerable and more needy than
Katia and her friends of fortune. She left that home empty handed and came back to the
group’s house. “Tonight is a different story” she said to herself. “All I need is enough
medicine for Bruno and some food for us. That’s it. That’s all we need. They will still
have something left.” They had lost Pavle the night before. They could not lose Katia or
Bruno tonight. Going to that house was the easiest, safest option. She was preying on the
weak so that they could make it.
-----------------------
As Katia breaks in, the old husband begs her again. “My wife is sick please. I
implore you. We are old. We cannot go out and find food and medicine.” Katia muscles
her way through, pushes him to the side. “My wife. Please. My wife will die.” Katia
directs all her attention into her task until the words of the old man turn into white noise.
She does not hear him anymore as she rambles through the cabinets. “Find what you need
and leave. Get the medicine. Get some cans and get out. Out,” she says to herself. The
face and the words of the old man are now mere blurs. Once her backpack is full, she
sprints out.
-----------------------
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Bruno has his pills now. Today might not be the day he dies. He swallows his
pills and rolls over. Katia is still in the entrance. She has not moved from that cold gray
room. Her eyes are open, but she sees nothing. Her bookbag drops to the floor. So does
her mask. The scenes are coming back. Everything is imprinted in her memory. The
voice of the old man echoes in her head. She knows what she did. She picked the weakest
people. She chose those who couldn't fight back. Katia, a few months ago a reporter,
someone who wanted to do good, is now preying, stealing, feeding on the weak. The
weight of her own shame and inhumanity brings her knees to the ground. “Is this really
me? Did I really do this? Is this the price to pay to survive? War took Pavle. I think I
killed this old couple. How much of me is still alive? How much of me will survive?”
-----------------------
This War of Mine was partly inspired by the siege of Sarajevo in the Bosnian war
of the mid 1990’s. The creators of the game researched first accounts of war survivors to
design their game. Even if the stories used for the development of This War of Mine were
tied to the siege of Sarajevo, the creators wanted their work to be about the psychological
toll war takes on people who are not soldiers. They wanted their game to say something
about war and humanity rather than retrace the events of a specific conflict.
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Pavle’s inner thoughts to the player: a signal that food is becoming a priority for
whoever will be sent on the next night run.
The subtitle of the game is “in war... not everyone is a soldier.” This game tells
the story of such people, strangers thrown together by the war. The goal is simple
enough: survive. I controlled all four group members. I am the one who made decisions
such as who to send out to scavenge resources. I am the one who sent out Pavle to the
dangerous neighborhood in order to recover medicine. I controlled Pavle as he was shot
by a sniper. I am the one who decided to send Katia to the house of the elderly couple.
Making that decision was difficult. I had lost Pavle the night before. I needed the group to
survive. I needed my group to progress in the game. I did not want to send another
character to their death a second night in a row. Picking an easy target for Katia was my
decision. When I heard the old man’s plea, when I heard him beg, I hesitated. This may
‘only’ be a videogame but knowing that his words had roots in an actual war, that they
may have been uttered by a person, hit me.
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After I brought back Katia to the group house, she became unresponsive. She did
not answer to my clicks. She started speaking out loud to herself about what the war
made her do. About what I made her do. That wrecked me. I had said to myself that
stealing from the elderly would be a onetime thing. We would come back with the
medicine. Bruno would feel better. We would move on to scavenging other locations. We
would not steal from the weak and needy again. That was not possible for Katia’s. The
game indicated that she had entered a depressed state and that she would not be able to do
anything anymore until someone spent time with her, listened and spoke to her. She
stopped moving and collapsed on the floor. With Pavle dead, Bruno sick, and Katia
depressed, I only had Marin to work with. I knew I had to use him to care for Katia. I also
knew I had to send him out that night to find food: he was the only healthy person left. I
could have made that choice. But I did not do it. I had to stop there. I could not continue
playing. The game felt like a death spiral. I had no hope that I would be able to achieve
anything in this playthrough. Pavle’s death, Bruno’s illness, and Katia’s depression were
challenges I felt I couldn’t recover from. I was certain that by continuing to play I was
going to see my characters die one after another because of snipers, illness, or exhaustion.
I had to take a break. That was too much. How many more immoral decisions would I
have to make? The game wrecked me. I had to stop playing it. I knew the choice I made
was not an option for people in any besieged city.
The narrative and rhetoric of the game are far from that of commercial first-
person shooters like Call of Duty (Infinity Ward, 2003). There is no hero in “This war of
mine.” There is no winning. “This war of mine” taught me about people stranded by war,
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struggling to survive and to keep their humanity by placing me, the player, in the shoes of
the decision maker. I asked myself questions about every decision I made. I had to weigh
and face the moral consequences of my every move. Just like in Papo y yo, I can not
claim that I know or understand what it means to be a civilian in a besieged city. At any
point, I could and have turned off my PC. I was able to walk away from the game, write
about it, and even forget about it altogether. This was not an option for people who were
trapped in Sarajevo or any other rampaged city.
Time Gentlemen, Please
“Welcome gentleman. How would you like your glass of racism tonight? On the
rocks? A double? Or colorblind? I would actually suggest drinking it ‘just for fun’, that’s
how the owners like it.” These are the exact words of the bartenders. They roll out of his
mouth as cleanly and smoothly as he nonchalantly dries glasses.
Stuck. I look for something to answer to that. I must have misheard what he said.
“I am not sure what you mean. Isn’t this a bar? I walked in because I wanted a drink. I am
not sure what you are offering me.” It’s as if I pretend I did not hear the word racism.
“This must be your first time here,” he answers casually. “You are in the Warshall
bar. We do have drinks but the tradition here is for every customer to be served a
complimentary glass of racism.” He leans in, smiles, and in a somewhat sly and friendly
way adds “It’s on the house. Tell me how you like your glass of racism. It will be my
pleasure to serve it to you.”
He is not joking. HE IS NOT JOKING. Where the hell am I? I should not be
there. He looks at me, patiently waiting for an answer as picks up another glass to dry.
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I want to scream. I look around. There are a few people at the bar. A few more at
tables. Everyone is going about their business. They all have drinks. They all have the
same signature glass filled with the same translucent liquid. One of the patrons puts his
glass back down after sipping on it. The liquid slowly slides down the inside of the glass.
The liquid is thick and unctuous. It moves down the length of the glass like a leech
crawling down to its marsh.
Gentleman, please take all the time you need. Like every customer who enters,
you are entitled to your complimentary glass of racism anytime. Our pub is open 24
hours. Know that I will be ready to serve it whenever you have made your choice.” He
leaves to tend to the patron sitting a few seats away from me, refilling his glass.
As I look around, I see white men scattered around the bar. Some at the counter.
Some at tables. Some laughing together while sipping their drinks with noticeable
enjoyment. Others one-shotting their glass like tough lone cowboys. This comfort makes
my uneasiness worse. I don’t belong there. That space is not for me. On my way out, I
pass by the Warshall hall of fame. Quotes and critique scores populate that wall. I get
angrier with every line I read.
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Warshall Hall of Fame
“A joy to meander through.”
Eurogamer: 9/10
Gamesradar+: 9/10
PC Zone: 90%
PC Gamer (UK): 87%
PC Format: 87%
“Best price quality atmosphere in town. Visit it, you tight
wad.”
I will never come back.
Unite the Right
Tears are filling my eyes. I try to focus on the road, but my heart is heading
towards the ditch. Yessica had told me that this story was for me. She couldn’t know how
hard that podcast would hit me.
In that podcast, Kevin Roose shared how he joined a discord server to investigate
the American white supremacist movement. Discord. They fucking use discord. Discord
is the latest en vogue communication tool used by people who play PC video games. It
allows players to speak to one another and coordinate their efforts in game. It also
provides a place for players to chat and stay in touch outside of the game via messages,
messages, memes, emojis, videos and more.
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Roose explained that this white supremacist server was the platform through
which the Charlottesville Unite the Right rally was organized. This rally emerged in
opposition to the taking down of a Robert E. Lee statue in Charlottesville. Neonazis,
white supremacists, and white nationalists organized and discussed their action. This
protest became a major event through which supremacists, neonazis, and white
nationalists flexed their muscles and showed the country that they continue to be a force
to be reckoned with. A counter protest movement arose. The clash provoked by the racist
forces of the Unite the Right Rally left one dead after one of their members drove a car at
antiprotesters killing Heather Heyer.
Why wouldn’t they use Discord? The gaming world is a white, sexist, racist,
patriarchal space. Of course, these gamers would use the tools they know to rally and
organize. I had already felt a sting, a twitch when I learned about Steve Bannon’s
gaming story. This put it over the top.
Bannon, a former Goldman Sachs investment banker, worked as the CEO of
Internet Gaming Entertainment (IGE), a gold farming company. His company hired
Chinese workers to collect in game currency, such as gold, and rare items in games like
World of Warcraft. IGE sold these ingame items to players all over the world for hard
cash, a practice known as gold farming. Many players saw this as cheating. Players,
commonly referred to such practices as “pay to win.” Disgruntled, they exercised
pressure on video game companies. They congregated, organized, formed a movement,
and demanded change. They flooded the WoW forums and forced Blizzard to take action.
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They forced Blizzard to stop gold farming. They brought IGE down. They took down
Bannon’s company.
A group of people coming together to push for change. That looked so great on
the surface. I am getting mad thinking about this.
Bannon learned from that experience. He understood that those who took down
his company, “white males who spend all their time online” had “monster power to go
out there and affect change.” He thought that “they operated at a kind of sub rosa level
that most people didn't see.” Right after IGE’s fall, Bannon went on to lead Breitbart
news, a far-right American news network. There he focused on politicizing the power of
the very people who had taken his company down.
Bannon’s actions and Breitbart played a pivotal role in the US presidential
campaign and in Trump’s election. As Samantha Bee puts it” “twelve years ago, a former
Goldman banker wandered into a video game community, discovered a magical weapon,
picked it up, and brandished it all the way to the white house.”
The Bannon story was hard to swallow. Maybe the humour in Samantha Bee’s
piece sweetened the message for me. The podcast hit where it hurt. Maybe it was the
combination of the two, back to back. The first hit to the gut made me lower my guard.
The second blasts through my jaw. I was down. Discord suckerpunched me.
In the podcast, I could hear the online discussions, I could hear the voices of the
gamers/Unite the right rally organizers. It threw me back. I could see myself in my chair,
in front of my computer, my feet up on the left of my desk (always on the left), a bottle of
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apple cider to the right (always to the right), listening to my friends as their Discord icons
lit up on my screen.
I have been less involved with my team over the last few years. Some of my friends
have left the team. Strangers have joined. The newcomers do not know I am the one who
founded this team. They do not know I am French. They do not know I am Arabic. Who
are they? Could they be part of the alt-right? Do they think along these lines? What is
happening to my community? Why did I give leadership of the team away? What the hell
did Fluffybunny do to my team? Why isn’t he saying something when he hears the
dubious jokes? Why is my guild not doing anything about Charlottesville? I rage. But I
still play. On and off. I don’t make every raid night anymore. But I am still around.
I was not ready to hear that alt-righters were using Discord. I was not ready to
hear these voices. I was not ready to imagine them coming out of my speakers. That
night, I talked to Yessica about that story. No, I cried about it.
Video games have been part of my life for more than thirty years. They have
helped me grow. They have helped me see the world differently. Sometimes it is their
gameplay that impacted, sometimes their stories, other times, both. Some games have
troubled my thinking, others have repulsed me. I have embraced some and refused to play
others. My story of video gaming is rich and complex, but it is minoritized. Probably for
good reasons.
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Softbear
Square jaw. Piercing eyes. The perfectly groomed middle-aged white male anchor
appears on the screen. “And now an update on the Karmool attack that left six Americans
dead. In a patriotic effort to shed light on the president’s poor leadership and deliberate
intention to hide his actions and mislead you, the American people, the brave Karmool
committee is bent on asking tough questions. As always, Hoax News is here to get the
Truth!”
----------------
The assault and the deaths of these US governments representatives were in the
news for years as right-wing politicians and media pushed a narrative aimed at hurting
the opposing party and administration. I was stunned to learn that one of us, a guild
member, was among the victims of the Karmool assault. I did not know Softbear
personally. We did not share the same main game, however we played under the same
banner. I still struggle today to understand the meanings of this connection and
revelation. In light of the politicization of Softbear’s death, one of the tenets of our guild
kept ringing in my ear:
“No politics in chat please. We are here to play.”
“No politics in chat please. We are here to play.”
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“No politics in chat please. We are here to play.”
With each ring, it sounded more and more hollow. Does it not anger you to see
them use Softbear’s death? Do you not see how the silence you impose on us is political?
Who does this “no politics in our guild” message serve? Who does it muzzle? How can
we change this?
----------------
Years later, on March 12, 2017, I sent a private message to Sharphammer, a
raidmate and officer I had been playing with on and off for years. At that time, the Trump
administration was pushing for what is known as the Muslim ban. I had read an article
that showcased players who decided to protest that ban through their video gaming. One
player in particular dressed her character with a hijab, took screenshots, and shared them
on social media. Wow did not offer a hijab option, but I decided to find out if our guild
could muster something. Ready to face the backlash from Sharphammer and the guild for
breaking our “no politics” rule, I decided to send him the following message.
hey
I know that there is a "no politics policy" in our rules but I would like to know if
there have been any talks among officer or members regarding an initiative about the
decisions made by the current administration. Our guild is US based but we count people
who are not American and who may want some support or simply hear a message of
compassion. Is that off the table?
He never answered. I shut my mouth and did not go further. I did not want to be
seen as a trouble maker.
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Fair Play
Who are you?
All I have is an outside. A name, Jamal Davis, and a #000000 skin. I am pixels on
a screen. There to do your bidding and theirs.
What is your story?
They tell me my story is that of a black man who made it into a doctoral program.
They tell me I am one of the few who had what it takes to make it this far. I should
believe it but I don’t. Do you?
Where do you come from?
I don’t know. It seems my life started at the beginning of this game. No friends.
No family. No close ones. No loved ones. I am nobody. I am #000000 on a skin texture. I
am pixels on a screen. There to do your bidding and theirs.
Who made you?
A world-renowned educational video gaming laboratory. They read and immersed
themselves in literature on implicit bias. I am born out of that mix. They won’t say how
much of a role their prejudice and will to help played in my creation. Good intentions...
What is your purpose?
They tell me it is to make a change in the world. They tell you it is for you to
learn about racism in academia.
Who is to play you?
Professors and higher education administrators can play me. They can play my
life and pretend to be me. They have their own definition of play though: “talking to
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people is an important part of this game” they say. They mean reading, reading is an
important part of this game. All I do is listen to clicks and move. Click and move. All you
are to do is click and read. Click and read. When I am not angry I am bored out of my
mind. If you knew our lives, you would be mad too. If you knew games, you be mad too.
What would you tell them if you could?
I would tell them they don’t know what it means for a minoritized person to make
it in academia. I would tell them that academia is not the first sphere in which we
encounter racism. Someone accuses me of cheating and it is game over? To make it in a
doctoral program, we have to develop survival skills, coping skills, we learn how to bob
and weave, how to roll with the punches. This ring is not ours. To make it this far in the
academic game, we have to float like butterflies knowing we won't be allowed to sting
like bees.
I would ask them why they think reading definitions of implicit bias and
microaggressions on a screen is different than reading them in a textbook? Are these the
games they like to play? Is this the best they can do?
I would ask if their life started when they entered a PhD program. I would ask
them how much they think someone can learn about historical and social injustice by
playing their game. I would ask them where the idea for this game came from? I would
ask them how many people of color have worked on this game? And if these people do
exist, I would ask them how much decision power they had? I would ask them how many
more dry textbooks they would hide behind pixels?
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Mémoires De La Grande Guerre
‘What song do you want to listen to?’ I say as I snug Ulysse against me.
‘Let’s do the Terraria jungle music,’ one of his favorite games.
‘Yes, I like that one too.’ I youtube the song as we lay in bed spending the last
few minutes of the day together.
After the two minutes and thirty-ish seconds of this eerie and catchy tune, it is my
turn to pick a song. I go for the main theme of Mémoires de la grande guerre, Little
Trinketry. We finished this game a couple of months ago. My brother had recommended
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it. Mémoires de la grande guerre deals with world war one. I wanted my son to play it so
that it could give us a reason to talk and learn about France. I know little about Algeria.
Even if my parents took me there every summer when I was young, I stopped going there
when I was about 12 years old. Speaking Arabic with French accents would have marked
us as Europeans in the eyes of the Islamists. My father would not run the risk to go back
to Constantine, third city of the country, first city of the Islamist party, city both my
parents are from. I want my son to know France. I want him to know Algeria too. “To
become American, you have to throw away your ethnicity.” These words ring in my ear. I
don’t want my son to become amnesiac. I don’t want him to become white washed and
bleached. I want him to know himself. The day he came back home and told us that he
was not Latino because he was American was a red flag for us. Visiting his first-grade
classroom and seeing that in his portfolio he had written that his skin was white started a
whirlwind of questions and urgency on my and my wife’s part, especially since his
teacher, a Latina, knows that my wife is Latina and I am Arabic. Rather than sit him
down and give him lectures, I weave stories around moments and experiences: video
games, movies, foods… I seize opportunities to teach about where he comes from. A
point-and-click for the most part, the game’s slow pace allowed us to solve puzzles at our
own rhythm and discuss game and stories all along.
Little Trinketry brings me right back to that final scene. Émile, a French
grandfather, had been ripped from his family to fight in the name of France against the
German army. He was forced to leave his daughter, his grandbaby, and his German son in
law, Karl. Through his forced journey, he refused to succumb to the atrocities of war.
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Towards the end of the game, Émile and his fellow soldiers are ordered by an officer to
charge the Germans. This was certain death. This was butchery. Émile refused and during
the altercation that followed, Émile accidentally killed the officer. The next scene shows
Émile, feet shackled, taken out of his prison cell. He is sent marching as we hear his
voice read the last letter he wrote to Marie, his daughter.
Dearest Marie:
As the war ends for me,
I have no regrets,
I’ve seen too much horror
I hope fate has been more merciful to you.
Our time on Earth is brief,
and mine has been filled with so much joy,
that I can only be thankful for
how much I’ve been blessed,
most specially for the wonder
you brought into my life.
This letter is my last,
I’ve been found guilty by a military court
for the death of an officer.
It was not my intention to kill him.
War makes men mad.
Though I failed Karl,
I know my sacrifice has not been in vain.
I fought for my country and my liberty,
my honour is assured.
Since it is the will of God to separate us on Earth,
I hope we’ll meet again in heaven.
Keep me in your prayers.
Your loving papa,
Always.
As Émile finishes reading the letter, he turns around and faces French soldiers
armed with carbines. The screen turns black. We hear gunshots and the thumping sound
of a body falling to the ground.
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Little Trinketry is not the soundtrack that accompanies Émile’s march and death,
but the main theme has stayed with me and Ulysse. We used to spend time listening to it
before pressing start. The melancholic piano melody was captivating. I can't help but
think that this music is one of the reasons Ulysse has asked me to sign him up for piano
lessons.
Through that game, I talked to Ulysse about France and Algeria. Beyond the
geography, I also shared the story of his great grandfather, an Algerian man who fought
under the French flag during World War two. I wanted him to know about this now, not
in his late thirties like me. I wanted him to understand the complexity of his identities. I
found in a medium we both enjoy a way to connect to one another and to our stories. As
father and son, I want us to spend time together, to build bonds. Tonight, as I play that
song, I see that he is shaken. His eyes are red.
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“What’s happening? I thought you liked this song. I thought you liked piano.”
“I do but it is sad. It’s a sad game. It reminds me of it.”
I stop the song and find another more cheerful tune to listen to.
Should I have played a game about war with him? Do Children in Syria have a
choice about the war they are in?
I can’t help but feel that as sad as the game is, the song created a bond between
him and I. I created a memory. Is this traumatic though?
When do you talk to your child about the horrors of life, especially those they will
face? Should I shelter my son from hurt or prepare him for a world that sees him as an
aberration? When do you give your children a talk about the place that has been forged
for them in the world? How do I as a parent know if what I am doing is right?
I remember that Marceline Loridan-Ivens interview. Marceline is an Auschwitz
survivor. She shared that, as a filmmaker, she tours schools to show her work on the
holocaust. She shared that students would laugh and be detached from what she had to
endure. There was no connection between her experience and theirs. The interviewer
asked her how this plays out in her personal life. Marceline answered that she never had
children, that she could not bring a human being into this world, a world of pain, a world
of suffering. In a way, she was saying that she could not inflict life onto a human being. I
do not want Ulysse to be one of these kids who laughs at the horrors of the holocaust,
someone who is detached from the horrors of humanity, who lacks compassion, love, and
understanding about the complexities and interconnectedness of injustice in this world.
Does this justify his tears?
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Mike - Papo Y Yo
I want to cry.
I feel awful. No, I feel irrelevant.
Did Dr. Mason realize that he placed me right after Mike? How am I to share a
paper about a video game on child abuse after an actual survivor of child abuse shares his
story? I am taken away and horrified by the terror and the rawness he is sharing with us.
As my soul fills up with tears, I look around the room. Red eyes. Hands over mouths as if
to silence the screams that want to get out. Everyone in the classroom is mesmerized and
terrified by Mike’s experiences. His words are first accounts. And there I am, the video
game guy, the one who will read in a few minutes about pixels on a screen, ideas, and
feelings that sent my head spinning. This feels insignificant. I feel insignificant. I feel
disposable. I do not want to read my paper. I do not want to share my story. Speaking
about learning about child abuse through a video game means nothing after listening to
the words of a survivor. I feel blindsided by my professor. How could he have set this up
like that?
The horror of his “mom.” The torture he endured. It is disturbing and beautifully
written. Heart wrenching. He mimes a holding a knife to his chest. With every sentence,
he brings the point of the blade closer to his chest. He didn't kill himself. He didn’t hurt
himself but this was a battle he fought for years.
I do not want to study video games anymore. What can games do that Mike’s
words cannot? If anything, play the mother fucking game. Don’t listen to me. I am
nothing. I know nothing. I have nothing to bring to you. Listen to the survivors. They will
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tell you. I am the middle man of emotions. The one who writes papers on reporting and
analyzing others’ lives and creations. Fuck me. I hate myself. I hate my work. I do not
want to do this anymore.
You know, there aren’t many people in ed. leadership programs who have been
administrators. You would have a leg up in the job market.
There is not as much work as you think when it comes to immigration, education,
and advocacy. You should think about that.
What questions should I ask myself?
Should I let video games go?
Should I go for educational leadership?
Should I focus on immigration?
Can video games tackle horrific topics? Or is it about me? Should I solely work
with topics I am not connected to? I would never create a video game about child abuse. I
would never touch a topic like that of “The Housewife.” Should I be mindful of the topics
I play and study? When should I keep my mouth/pen shut? I don’t want to feel that I am
exploiting a pain. I don’t want to make a career out of someone else’s experiences.
Day of the Departed
I log in to ventrilo. I am a few minutes late but it’s no big deal to me. I have never
taken part in the Day of the Departed. It does not mean much to me. It might actually be
one of these boring official obligations that has to be done. An event our guild officers
organize because they have to. Another way games and their participants mimic what
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happens outside of games. I show up because I want to support my guild and also
because I am a bit curious.
I log in to WoW and make my way to the monument Southwest of Orgrimmar. I
am riding my favorite mount of the moment: the rusted protodrake obtainable by
completing the Ulduar raid achievement. It shows off my raiding journey, a bit of my
skills too. As I fly over the deserted plains of Durotar, I click the ventrilo channel to
listen to the conversation.
Is he crying? Is he really crying?
His voice cracks. He tries to contain his emotions until he can't anymore. One of
our guildmates talks about Jack, his guildmate, his friend, who passed away. He tells the
story of how their WoW friendship expanded outside of the game. He talks about the hole
Jack’s passing has left in his heart. He can hardly finish his sentences. His mouth is so
full of emotions there is little room for words.
Should I be here? Should I be listening to this? I did not know Jack. I don’t think I
have grouped with him. But Jack was my guildmate.
I reach the monument and dismount. There are hundreds of us gathered around
the statue. After other guildmates share stories of Jack, more guildmates share stories of
those who “have departed” over the last year. We are then briefed on the proceedings of
the event. We are asked to dismount, press backward slash on our numpad to walk
(instead of running), and follow Jack’s friend back to Orgrimmar. A cortège of hundreds
walking back to the main city of the Horde. I am part of something much bigger than me.
This is where I want to be. The feelings of awkwardness about not knowing Jack are
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pushed away by a sense of support, commitment, and belonging. The Day of the
Departed was not just a title. There is meaning here. This guild is something.
I think it is the moment I realized there was something about this megaguild. I had
hesitated about joining this guild of thousands. I was afraid of being lost in the mass, of
being nameless in a colony of ants. This moment showed me I was dead wrong. This
guild is a society, a community, with rituals, meaning, camaraderie, compassion, and
friendship. It is a group I wanted to be involved with. That day, I knew I would be in the
guild for a long time. I wanted to have friends who would do that for me when I am gone.
I wanted to do that for people who are close to me. I wanted to find such people.