The Toxic Meritocracy of Video Games Why Gaming Culture Is The Worst (Christopher A. Paul)
The Toxic Meritocracy of Video Games Why Gaming Culture Is The Worst (Christopher A. Paul)
The Toxic Meritocracy of Video Games Why Gaming Culture Is The Worst (Christopher A. Paul)
Christopher A. Paul
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1
Introduction 2
those complaints can still be seen on occasion, we are no longer in
the same kind of cultural moment.1 Video games are now a part of
everyday life, serving as both touchstones for how we construct who
we are as a people and as an economic engine that generates billions
of dollars (more than the music or movie industries) and attracts the
investment of millions of hours of time by people around the world.2
Despite this move from marginalized activity to accepted part of
mainstream culture, my shame about what video games are and what
game culture has become is far deeper than ever before. Maybe it is a
part of getting older, but there are parts of the culture around video
games I simply cannot defend.3 My interest in and commitment to
video games is far more conflicted because I see what has happened
in and around the games I have enjoyed so much. From the limited
depictions of women and people of color in games to ongoing cam-
paigns of harassment, like GamerGate, the current state of culture
around video games is dark, and I think those of us who recognize
problems have an obligation to address them.
A huge part of the problem with video games exists in the in-
teractions between how they are designed and how we think about
what they are. Video games, like all technologies and media forms,
express ideologies. The games that are made and played are impor-
tant artifacts that shape the culture around games, yet many of their
ideological implications are not openly discussed. Both the narratives
within video games and the way most AAA games are designed cele-
brate merit, which leads to significant problems. Videogame design is
predicated on an extreme focus on rewarding skill and effort. Merit
is a key part of the code within games, effectively becoming a central
ideology that shapes what games get made and how they are played.
Leveling systems within games sort characters into clear hierarchies
of power while providing a set of objectives for players to follow in
cases ranging from World of Warcraft to NBA 2K to Kim Kardashian:
Hollywood. Game design is praised when it achieves proper balance,
which leads to a fetish for situations where players are free to choose
multiple paths through a game, secure in the knowledge that games
from Street Fighter to BioShock to FIFA are structured so that differ-
ent choices still lead to equitable experiences for players. Those of us
playing video games all too frequently believe that one of the good
things about games is that, as one journalist celebrates, “online games
3 Introduction
remove our physical identity, and all the traumas and inhibitions that
come with it; everybody starts equal, everyone is judged on their con-
tribution.”4 However, believing that kind of positive spin on games re-
quires ignoring all the structural inequalities that ensure players never
start from the same place.
The clearest ancestor for contemporary online games is MUD1,
Richard Bartle and Roy Trubshaw’s 1978 game that is described as
being created by “two angry young men, feeling oppressed,” who de-
signed “an escape with their own two hands; a place where the laws
were fairer, where the experience was not so unkind.”5 Elements of
MUD1’s lineage can be seen in almost every online game, particu-
larly in fantasy role-playing games like EverQuest, Ultima Online,
and World of Warcraft. MUD1 was explicitly designed as “a place in
which players were able to succeed according to their actions and in-
telligence rather than an accident of birth into a certain social class
or fortune.”6 Bartle contends that he and Trubshaw “were creating a
true meritocracy. Not because I thought a meritocracy was the one
true way, but that if we were going to have a system in which people
ranked themselves, then a meritocracy was the least-worst approach.”7
MUD1 gives contemporary games a complex inheritance, one where
video games have long been designed around principles of ranking
players based on skill and effort, seemingly replacing the importance
of birthright, but ignoring the structures around this approach that
advantage some and disadvantage others.
Pursuing merit as the paramount system of ranking players has
spread beyond online games. Most competitive multiplayer games
are designed to enable the best players to win, on the assumption that
a video game should be an assessment and adjudication of a player’s
skill, which is a core tenet of eSports and tournament play. Skill is a
vital part of discussions about video games, which can be seen as in-
tegrated into discussions surrounding them. In one small example
in July 2016, about six months after the public launch of Supercell’s
Clash Royale, players sought to assess the state of the game. The cen-
tral thesis of Chief Pat, a prominent YouTuber with over two million
subscribers, was that Clash Royale would be different from other mo-
bile games, that it would be the place where true skill had a chance to
shine through in play. Clash Royale features elements of deck building,
battle arenas, and competitive play, but for the purposes of this argu-
Introduction 4
ment the game is far less important than the kinds of appeals that are
made about it. Contextualizing his story to his first experience with
the game, Chief Pat notes that within five minutes of playing he saw
a game that would be 100 percent fair because the play would be all
about skill.8 Similar arguments are easy to find throughout the com-
munity of Clash Royale players, as they lament the evolution of the
game, design decisions, and what they see as a general devolution of
play toward a preference for luck or legacy, rather than a promotion
of player ability.9 The dominant presumption of notable and outspo-
ken players is that competition in video games is supposed to be an
evenly matched battle, with the most talented player winning. This
kind of argument dominated that particular discussion about Clash
Royale, but the general appeal is common in many different kinds of
videogame genres. This is a particularly notable instance as players are
making clear appeals justifying, rationalizing, and advancing a meri-
tocratic approach to videogame play and design.
Issues with game design also reach into the industry itself, which
tends to be far whiter and male dominated than society at large. In
2005 the International Game Developers Association (IGDA) released
a thorough report on the demographics of those who make games,
finding that over 83 percent of developers identify as white and 88.5
percent identify as male.10 The IGDA now collects demographic data
as part of its annual “Developer Satisfaction Survey”; in 2015 it found
that 75 percent of developers identify as male and 76 percent identify
as white, and described the “prototypical game industry worker/devel-
oper as being a 32 year old white male with a university degree who
lives in North America and has no children.”11 Age is more accurately
reported in more recent data, where 67 percent of the respondents in
2015 fell between the ages of twenty-five and thirty-nine. The devel-
oper and academic Robin Potanin puts the lack of diversity in stark
terms based on her experience, recounting that “at one stage in my
game production career I was the only female on the production floor
in a development team of 60.”12 A lack of diversity in people and back-
ground portends to a lack of diversity in new ideas, as those who grew
up with games make the games they would most enjoy playing. The
journalist Matthew Handrahan sums up this position from an industry
point of view in reporting an interview with the creative director of
Ubisoft: “Be it League of Legends, Destiny, The Division or Overwatch,
5 Introduction
the majority of gamers are actively seeking out experiences that will be
consistent and—to varying degrees—predictable over long stretches
of time.”13 Even as the industry has diversified somewhat over time,
large game developers and publishers are structured to encourage a
conservative approach to game development, one that replicates the
meritocratic dependency and audiences of past successes rather than
striking out on new paths. The growth in development costs creates
a situation where companies betting $100 million or more on a game
focus more on what has worked than on what could be.
Focus on meritocracy reaches beyond the design of games and
into the narrative stories they typically tell. Most major game sto-
rylines, from Grand Theft Auto III to Uncharted to Restaurant Story,
enable players to grow from a relative weakling into a strong, powerful
demigod. In Grand Theft Auto games players start out at the bottom
of a criminal organization or ostracized from the people they used to
work with; Uncharted features Nathan Drake, an orphan seeking to
prove his familial connection to famed explorer Sir Francis Drake;
and Restaurant Story is predicated on an avatar who sets out to build
a restaurant and starts without an oven to call her own. In all these
games, if the player keeps playing (with at least a modest amount of
skill) he or she will become a criminal mastermind, a famed treasure
hunter, or the operator of an exceptionally successful restaurant.
Grand Theft Auto III epitomizes this kind of development, as
the story begins with the protagonist, later discovered to be named
Claude, left shot and betrayed by his girlfriend while robbing a bank
together. Claude manages to survive but is captured, placing players in
a position where they are alone and on their way to a ten-year prison
sentence for bank robbery. The game’s narrative unfolds from rock
bottom for Claude, who transforms into a leader of the underworld
who successfully outfoxes the mafia, a Columbian drug cartel, and
the Yakuza in the space of a few hours of player-led intervention and
exploration. By the end of the game, Claude has eviscerated the car-
tel and exacted his revenge on both the mafia don who sought to kill
him and the girlfriend who initially betrayed him. Claude lets players
experience being a strong, silent killer, and the narrative of the game
lets them take credit for Claude’s ascension from the bottom of the
underworld to kingpin. It is notable that this version of Grand Theft
Auto, the one with the clearest development of a meritocratic narrative
Introduction 6
arc, changed the face of video games and, in the words of one game
journalist, makes Claude and his leather jacket “as important to a gen-
eration of gaming as 8-bit Mario and his blue overalls.”14
Frequently complemented by the designed progress of leveling,
games tell tales where the character starts at the bottom, often worse
off than the player, until the player propels the character’s rise to the
top. The narrative growth of the character may be interrupted and
stalled in a dramatic second act, but the thrust of the story told in
most large-scale games omits problems with structural imbalance or
differential access to resources, and focuses instead on how the per-
son behind the controller facilitates the character’s success. In Grand
Theft Auto III Claude is a one-man wrecking crew, routinely besting
everyone around him and thriving against all odds. However, all of
Claude’s success is due to the intervention of the player, as someone
must successfully complete missions and move the narrative along.
The story many games tell players is that if you work hard enough, if
you are good enough, you can follow a straightforward path to power,
wealth, and resources. As Arthur Chu writes, video games have often
been seen as a refuge, “a magical world where, despite the violence and
horror, winning was always possible. Where enemies could always be
slain. Where gaming experience always led to leveling up, as opposed
to a real world where trying seemed to get you nowhere. Where the
capricious unfairness of real human beings was erased and your prin-
cess was always waiting at the end of World 8-4.”15 Video games de-
pend on these meritocratic tales, like Mario’s obsessive quest to clear
levels and save the princess, and although other media may appeal
to similar tropes, the reliance on player valor and individual talent
in video games is striking and clearly linked to the role of the player.
Video games are a place where a particular ideology—meritocracy—
runs rampant and largely unchecked.
Video games are a key point of insight into what is happening in the
world and a potential site to realize substantial change. Video games
are a harbinger of things to come, a model of the world we inhabit,
and an extreme where certain behaviors and practices were honed
before being integrated into contemporary political movements in
the United States and the United Kingdom.16 Video games offer a
unique space of insight into the interests and practices of white men
of means. They are a place where meritocracy is made real through
7 Introduction
consistent interaction and reinforcement. However, they are also an
excellent place to explore low-risk, high-impact experiences where
players can see, explore, and feel a different subject position. Video
games are a platform for experimentation and a place for interven-
tion. Video games give space for new perspectives and a chance for
reflection while offering a way to intervene in modern life. They are
a location where what they have made can also be unmade—but to
do that it is necessary to understand what exactly is going on with, in,
and around them.
This project contends that the dependence on meritocracy within
videogame narrative and design is a substantial problem. Meritocratic
norms limit the potential audience for video games and structure how
players and designers interact. The meritocratic focus of games is self-
insulating and self-replicating. Those who are successful believe they
have attained their status through the quality of their effort, a com-
pelling ground on which to build the impression that they are sim-
ply better than others are. The prevalence of meritocratic myths in
games also encourages players to want more meritocratic games and
deride video games that do not fit that template as lesser, bad games,
and sometimes even to contest whether non-meritocratic efforts are
even proper games at all.
In her study of online trolls, Whitney Phillips makes a clear case
for how systems and structures matter in any attempt to address online
culture. She argues that the reason we can’t have nice things is because
“trolls are born of and embedded within dominant institutions and
tropes, which are every bit as damaging as the troll’s most disruptive
behaviors.”17 In detailing the reason for problematic behavior, a huge
part of Phillips’s argument is that it is not just the people that are a
problem, but also the systems, structures, and norms that support and
enable their behavior.
Any step to address larger issues in video games and game culture
requires subverting meritocratic norms and expectations; falling back
on meritocratic practices ensures a limit on how much videogame
culture can change. Fixing game culture would also help develop the
norms, systems, and structures to create a more positive environment
that can spread beyond the limited space of games. Addressing the is-
sues in video games would provide a road map for how to deal with
similar behaviors in other realms and perhaps get us on a path build-
Introduction 8
ing our own new, nice things. Reconstructing videogame culture re-
quires recontextualizing how we think about games in the first place.
However, a first step in this process is accounting for the obligations
of those who are privileged enough to play, write and think about, and
make video games by pointing to some of the structural inequalities
that ensure we are not all starting from the same place.
I am an incredibly lucky person. I was born straight, white, and
male into a two-parent household in a rich country, which is pretty
much winning the genetic lottery. I had the opportunity to go to col-
lege and graduate school and now get to teach, think, and write for
a job. I quite literally play video games for research purposes. That
doesn’t suck, but it also offers me a platform to create change. More
pointedly, all those benefits leave me with an obligation to leverage
my advantages to help make the world a better place.
Although my position and obligations are specific to me, if you
are reading this book I expect there is also a context for the obliga-
tions you carry as well. One of the ways of framing where we fit and
how fortunate we are is to think about the world as a village of one
hundred people, with the same distributive ratios that we have for the
seven billion people who inhabit the world at large.18 Over the past
decade the number of people with a college degree in that hypothet-
ical village has grown from one to seven (at the time of this writing),
but if you are one of those people with such a degree you still have
ninety-three fellow villagers who have not had the same opportuni-
ties. If you have access to a computer, you would be one of twenty-two
that do, numbers that are largely matched by the seventeen who are
unable to read and write, the twenty-three with no shelter from wind
and rain, and the thirteen who do not have safe water to drink. At the
point that you are fortunate enough to be in a position where you can
have the ability, the time, and the resources to read a book about video
games, you are one of a very small group of people in the world with
that opportunity. To me, this is one way of thinking about how we all
carry an obligation to make the world a better place and of reflecting
on how imbalanced access to resources subverts any attempt to mea-
sure merit. Video games are not everything, but they are important;
therefore, committing to improving the culture around video games
is one place to start fulfilling some of our obligations.
One of the key problems with meritocratic ideology is that it self-
9 Introduction
replicates in a way that discourages critical reflection about the privi-
lege a person possesses. A key piece of the meritocratic myth is that it
seduces the successful to believe they earned their position in society.
It is far more comfortable to think that your skills and effort account
for your accomplishments than to think it was gifted to you through
a cornucopia of accidents or elements of good fortune. Success in a
meritocratic system creates a cocoon that encourages a lack of crit-
ical reflection about the breaks and luck that lead to a variety of ad-
vantages enabling a person to ascend to the heights he or she reaches.
From gender, race, and class to national origin and ability, all the inter-
sections of our identities circumscribe where we start in meritocratic
systems. Those who succeed under meritocracy are often talented,
smart, and thoughtful—I would surely like to think that I am—but
the successful typically benefit from a series of structural head starts
that help them climb the social hierarchy. Thinking you are talented,
gifted, or better than others is certainly more comfortable than real-
izing you are simply luckier. Self-insulating meritocratic norms are a
key part of what has made the culture around video games so nega-
tive, so isolated, and so problematic, because many of the games we
have teach players that they are special and have earned their success.
Perhaps the biggest takeaway of my career is that those of us who
have benefited from the current system have an obligation to do more
than simply sit back and observe. Those fortunate enough to be in a
position to speak out have a job to do just that. There are not always
good platforms on which to critique contemporary society; there-
fore, when a person stands on one, he or she should use it to make
the world a better place. As a person who benefits from a system that
largely gives me a job for as long as I would like one, as a previous
author who has contacts with publishers, as a player who has spent a
lifetime playing video games, and as a person who has benefited from
structural privilege throughout my life, this project comes directly
out of my obligation to try to make a difference. Although your story
may not line up perfectly with mine, I encourage you to do your own
accounting of how you ended up where you are and how accidents
of birth and inherited advantages may have moved you forward on
your path. I believe the culture surrounding video games has gotten
too bad to simply sit back and watch any longer; the status quo must
change, and the concept of meritocracy is a formative part of the
Introduction 10
toxicity found in the culture around video games. We need to spend
more time thinking about the ideological implications of video games,
enough to match the effort put into our obsessions over frame rates,
hours played, and drama about downloadable content. The beginning
of this change requires briefly explaining the concept of meritocracy,
going on a shallow dive into the current state of the culture around
video games, and then providing an overview of the book as a whole.
Meritocracy, in Brief
Perhaps the most prominent meritocratic narrative is the American
Dream, according to which people, especially those new to the United
States, can pull themselves up by their bootstraps and succeed based
on hard work and perseverance.19 By convincing immigrants to come
to the United States and persuading those who struggle that if they
work hard enough their fate will improve, bootstrapping narratives
individualize responsibility, erase structural barriers, and advance a
meritocratic story that is typical in contemporary Western society
and actualized in video games. Meritocratic game narratives partner
perfectly with elements of meritocratic game design to make video
games one of the purest spaces of meritocratic rhetoric. Video games
are a place where the abstract ideology of meritocracy is actualized
and solidified. In a broader context, meritocratic narratives cover up
structural inequality and personalize responsibility to make each in-
dividual appear to be responsible for his or her own success or failure,
resulting in recognition by critics that meritocracy functions more like
a myth than as a coherent ideology.20 However, as meritocracy has
become more widely accepted it is increasingly difficult to recognize
where it came from and how inherited position is often more mean-
ingful than any individual talent.
Meritocracy makes it seem like people are responsible for their
own success or failure, even when the wealth of someone like U.S.
president Donald Trump is far more likely to be the result of inher-
itance than individual investment savvy.21 Trump is a case study in
how we do not actually live in a meritocracy. Substantial parts of his
success were based on being a connected white man. He is able to say
things that a woman or person of color simply would not be allowed
to, while showing little awareness that the body he inhabits gives him
11 Introduction
a much wider latitude than that given to others.22 He appeals to his
talent and attempts to promulgate it through his books and his brief
attempt at a “university.” He minimizes the resources gifted to him by
birth as a “small loan” to help bolster an argument that he achieved
his status based on his own merit, when the reality is that he grew up
in one of the richest families in the United States.23 Instead of devel-
oping real estate and creating some of the most amazing buildings
in the world, the Trump Organization is mostly a rent-seeking en-
deavor, making its money based on leasing out the name “Trump.”24
Donald Trump certainly has talents and puts in work, but his merit
is magnified and facilitated by being born into a rich family that was
already prominent in New York real estate. His advantages are mag-
nified by his status as a straight, white man who uses his performance
of masculinity as a way to appeal to voters. He has since passed many
of those advantages to his children, who continue to perpetuate a sys-
tem where their jobs are part of a familial inheritance, rather than an
achievement based on their talent and hard work. The Trump family
success demonstrates how meritocracies break down as parents pass
privilege to their children, lessening the amount of skill or effort they
need to have in order to be successful.
Systems, ideologies, and cultures that seem natural are produced
through regular social interactions, and neither meritocracy nor video
games are exceptions to those dynamics. We are in a moment when
we have to look critically at meritocracy and take it apart. The increas-
ing inequality in which we are living undercuts, subverts, and prevents
meritocracy from working, while appeals to meritocratic ideology
give moral justification to the winners.25 Meritocracy eliminates any
focus on structural problems and systems, focusing us on individu-
als instead. The hallmarks of meritocracy and its effects can be seen
in areas ranging from the Brexit vote, to criticism of the Black Lives
Matter movement, to the 2016 Trump presidential campaign. Mer-
itocracy depends on an equal starting position for all, and the world
around us features constant reminders that equal opportunity is not
available for everyone. In this light, it is relevant to briefly examine
where the idea came from and how it came to be so widely accepted
in many parts of the world.
Popularized by its use in a satirical novel by Michael Young in
1958, “meritocracy” refers to a society where people rise and fall based
Introduction 12
on their personal skills and effort. Prominent supporters of meritoc-
racy, like Daniel Bell, see it “as an emphasis on individual achievement
and earned status as confirmed by one’s peers.”26 In the 1990s, as the
term was becoming more widely used, Peter Saunders expounded
that a meritocracy is a system “based upon a competition in which the
achieved rather than ascribed characteristics of individuals determine
the outcome. It is a system which depends upon genuine equality of
opportunity but which generates unequal outcomes.”27 In specific ap-
plication to his native Great Britain, Saunders writes that “the princi-
ple of meritocracy is widely understood as a ‘fair’ and ‘just’ principle,
and for most people (even if not most sociologists), evidence that abil-
ity and effort are increasingly being recognised and rewarded in this
country would be positively welcomed.”28 In the most basic sense, “a
meritocracy is a social system where individual talent and effort, rather
than ascriptive traits, determine individuals’ placements in a social hi-
erarchy.”29 Jo Littler, a prominent critic of the ideology, states that “a
meritocracy is nowadays understood as ‘a social system which allows
people to achieve success proportionate to their talents and abilities,
as opposed to one in which social class or wealth is the controlling
factor.’”30 The idea of a meritocracy generally concerns social order
and how to allocate resources. Backers of meritocratic norms typically
believe that skill should be measured, that effort should be tracked,
and that those who demonstrate the best combinations of talent and
hard work should rise to the top of the social ladder. By assessing these
individual traits, meritocracies aspire to cut out considerations of so-
cial class, race, family background, or other characteristics in order to
dole out rewards to those judged to be the most deserving, allowing
them to ascend the social hierarchy.31
Saunders is correct is his belief that meritocratic norms have be-
come widely accepted in many contemporary societies, but there are
fundamental structural problems inherent to a meritocratic system of
organization. The most basic implication of sorting people based on
a combination of talent and drive is that meritocracies are predicated
on “unspecified levels of inequality, but with equal opportunities to
compete for advantageous positions within it”; yet, as Ruth Levitas
notes, “you cannot, in fact, have equality of opportunity when there
are large substantive inequalities.”32 Jo Littler lists three key problems
of a meritocratic order: one must consider “‘talent’ or ‘intelligence’”
13 Introduction
to be something that “is inborn from birth”; “that it endorses a com-
petitive, linear, hierarchical system in which by definition people must
be left behind”; and that it requires a “hierarchical ranking of pro-
fessions and status.”33 Meritocracies require sorting people into cat-
egories where some are adjudged more worthy than others based on
effects of their life circumstances, not their skill and effort. It is a sys-
tem predicated on inequality, where those who are less successful are
supposedly struggling because they either are not talented enough or
are too lazy to improve their lot in life. Meritocracy isolates, individ-
ualizes, and strips out context. In the contemporary world there has
also been a lack of attention paid to equality of opportunity, as those
at the top pass their inheritance to those like them, while yanking the
ladder away that helped them up in the first place.
As an ideology, meritocracy affects people in many different ways.
Embracing meritocracy makes allocating resources seem straightfor-
ward: as soon as a system for judging merit is established, it becomes
easy to assess who finished at the top and is most deserving of the
greatest rewards. In addition to its utility in economics, supporters of
meritocracy argue that it “is considered by many to be an ideal jus-
tice principle, because only relevant inputs (e.g., abilities) should be
considered and irrelevant factors (e.g., ethnicity, gender) should be ig-
nored when distributing outcomes. Thus, meritocracy is bias free and
can be seen as creating social mobility; this is the American dream.”34
Meritocracy is about making clear, self-rationalizing decisions. For
those who buy into the principle that merit can be properly assessed,
meritocracy functions brilliantly. Meritocracy makes decisions clear,
as it offers up a straightforward rationale while ensuring decisions ap-
pear fair and proper. These twin dynamics make a meritocratic ideol-
ogy self-reinforcing for those who believe in it.
As an “ideally” just way to make decisions, meritocracy folds nicely
into decisions about how to best design reward systems in games,
as systems relying on evaluations of merit are generally interpreted
by players as fair. This can translate as the simple lesson that video
games teach: that killing the boss proves a player’s skill, which means
the princess is a proper reward for demonstrating merit in play and
evidence of a player’s superiority over others. However, in practice
meritocracies are plagued with problems, as any structural biases that
create inequality of opportunities short-circuits the ability to properly
Introduction 14
judge merit. Meritocracy is a kind of social organization that seems
sound in a design document; however, as soon as it moves into prac-
tice it becomes impossible to isolate merit from other factors in the
process of evaluating people. Meritocracy works as a magnifier for any
sort of structural inequality stemming from differences in things like
sex, gender, race, class, sexual orientation, age, or many other factors.
A common critique of standardized exams, like IQ tests, the SAT, and
the ACT, is that they carry cultural biases. I contend that much of the
same baggage applies to the skill-and effort-based challenges found
throughout video games, as both kinds of exams set the terms for en-
gagement, whether the interaction is about getting into college or de-
voting hours to successfully completing a newly released video game.
Properly judging merit requires starting at the same place, so any ex-
isting barriers hinder certain people, and those shortcomings are then
blamed on the individual affected, rather than on the society around
them. By individualizing people, meritocracy has the impact of making
people judgmental and rude, while making individuals more likely to
attribute their status in life to their own efforts or lack thereof, which
makes us less sensitive to others. These cultural dynamics are both a
natural outgrowth of meritocratic systems and are regularly displayed
in the culture around video games.
What’s to Come
Beyond accounting for the background information for what inspired
this project, it is important to work through the foundational steps in
my argument. The first key piece to this work is a deeper analysis of
where the term “meritocracy” came from and how, in contemporary
society, it has been stripped of its context and twisted to seem normal
and natural. Understanding the context for meritocracy is vital be-
cause it sets up space for reflection about how games both are and are
not special. Games are different from other media in some important
ways, but the dominance of meritocracy as an ideology was something
they inherited. Backstory and context for that complicated relation-
ship helps illustrate how video games actualize meritocracy and why
that matters, and suggests ways to find an alternative path forward.
Critically examining meritocracy requires detailing how Western so-
ciety has gotten to a place where merit is something to be celebrated
and also finding the spaces in which meritocratic expectations clearly
do not work. Recent cultural analysis provides excellent examples of
where basing a culture on merit simply breaks down, cases in which
skill and talent serve as a pleasant-looking veil to obscure what lies
underneath. Meritocracies lead to bad outcomes and perverse incen-
tives that privilege the few over the many. When it comes to video
games, widespread meritocratic norms lead the successful to believe
their victories are solely accountable to their skill and effort, which
can preempt efforts to help other people. The impact of a meritocratic
ideology is a consistent thread throughout this project. Chapter 1 pro-
vides an extended background on meritocracy, including its history,
its impacts, and several implications for video games.
A second key piece to my argument is recognizing how various
parts of video games and game culture can be seen as rhetorical con-
structions. Working from the premise that words and concepts are
both arbitrary and based on actual interactions, rhetorical analysis
helps critically examine symbol systems, with a focus on what they
mean and how they affect our worldview. Quite simply, the words we
choose and the symbols we select matter. They tell us something about
what we value, how we think, the environment in which we exist, and
who we aspire to be. In this case, concepts like “video game,” “gamer,”
“player,” and “videogame culture” all shape the terrain in which games
Introduction 26
are developed and on whom they do their work. Recognizing these
concepts as social constructions, while also thinking through how
they affect game development, is a key step in unraveling meritocratic
norms in gaming.69
The final element that underscores this argument is acknowledg-
ing the special role that video games play when it comes to meri-
tocratic norms. There are two steps to this process. First, chapter 2
features a discussion of relevant research in game studies, as well as a
deeper discussion of contemporary videogame culture. Second, it is
important to examine the two crucial ways meritocracy comes into
play in video games, in both meritocratic videogame design and nar-
ratives. I contend that most games, especially most big-budget, AAA
titles, are predicated on what I call meritocratic game design. Merito-
cratic game design can be seen in almost any instance where a person
might respond to a problem or a lack of skill with the response that
he or she “learn to play.” This approach to design applies in situations
where video games are perceived as battles of skill in which the best
player should win. Two key premises that support meritocratic game
design are the belief that games should be properly balanced to ben-
efit the most skilled players and that success in video games is some-
thing that is properly earned by players through their effort and labor.
In addition to design, meritocratic game narratives are also infused in
many mainstream games, as players set out to rise from being a relative
no one to an all-powerful being. Achieving success is not exclusively a
hallmark of meritocracy, but when that success is all but assured within
the context of video games—where you can often restart as much as
necessary, when that success seems determined by skill, and when
there isn’t room for reflection about what made a player successful—
video games advance meritocratic norms within their narratives.
Games are filled with rags-to-riches stories—they form the center
of everything from Kim Kardashian: Hollywood to the Final Fantasy
games; even sports video games typically contain a “My Player” mode
where players progress from a minor role to eventually become a star.
In Kim Kardashian: Hollywood players are discovered by the socialite
in the opening moments, and the narrative of the game is based on
moving up from a retail employee to a leader of the celebrity A-list.
The Final Fantasy games are typically based around stories where a
central character is ostracized from society at large only to become
27 Introduction
the savior by the end of the game. The “My Player” option in almost
all major sports releases allows players to create their own avatar, an
athlete who typically begins his or her career pinned to the bench, but
through the ongoing intervention of the player behind the controller
the avatar can become a superstar.
The overarching narrative in the career mode of sports games is
all about rising from a lowly beginning, a trend that is being actual-
ized more completely in recent entries to the series. FIFA 17 added a
mode called “The Journey,” where players play as the seventeen-year-
old Alex Hunter, aiding his development from a children’s league to
the professional ranks. The path is predetermined to feature adver-
sity, as players must succeed at exit trials to be picked up by a team,
will invariably get loaned out when their chosen team favors a high-
priced signing, and face a former best friend as a rival, yet Alex will
almost always overcome those challenges to become a highly success-
ful, decorated player. Alex’s path is set up for him to outperform the
efforts of his grandfather and father, both professional soccer players
in their own right, and the narrative is specifically designed to help
Alex achieve things his family never did—because of the interventions
of the person with the controller. The narrative pinnacle of the game
is the FA Cup Championship, the one trophy that Alex’s grandfather
never won; to the best of my knowledge and reporting about the
mode, Alex never gets injured for an extended period of time, which
was his father’s downfall. Narratively, “The Journey” is a tidy arc,
where the game player begins creating soccer stars from the moment
they are pushed out of the professional ranks into a rapid, one-season
ascension that typically ends with trophies and a call-up to England’s
national team. Even though there are off-ramps in the game, places
where Alex can be stymied, the mode is built on the premise that hard
work and skill are sufficient to overcome any structural barriers or ob-
stacles, including the persistent injuries that can end the most prom-
ising athletic careers.70
There are also tropes in games where meritocratic design and nar-
rative elements intersect. Leveling is a typical videogame convention,
where players grow from a powerless level one into a much more
powerful, more skilled, and more able level more than one. Level-
ing in video games is a clear process of progress, as players typically
know what they need to do and how much they need to do it to move
Introduction 28
forward. Working as both a design and narrative element, leveling is
often constructed in a manner that encourages players to buy into a
meritocratic world, where those with more levels are more deserving
than those who have not yet progressed as far in the game—because,
after all, the powerful have displayed more skill and invested more ef-
fort. Meritocratic game design and narrative will feature throughout
the project, as the concepts are developed in chapter 3 and case stud-
ies detailing how they appear are provided in chapter 4.
One of the possible paths out of the dependence on meritocracy
in video games requires looking outside of games to other fields. In
chapter 5, I use examples from sports and higher education in the
United States to give a different perspective on how meritocracies
can work and how they can be disrupted. The potential for new kinds
of video games is more fully explored in the conclusion, which offers
examples of games that break with the standard expectations of con-
temporary games and begin to chart a path out of where games have
been stuck for years.
The central, animating premise of this book is that people in posi-
tions where they can do something about problematic situations have
an obligation to do something. One of the core problems in game cul-
ture is the dependence on meritocratic norms, which have the terrible
impact of magnifying and excusing any structural inequalities among
those playing video games. I hope this book helps fulfill my obliga-
tion to make things better by focusing attention on current problems
and how they can be addressed. I hope it helps you recognize what
your own obligations are and helps point you toward a path of mak-
ing good on them.
1
Leveling Up in Life
How Meritocracy Works in Society
Grayson goes on to argue that when players act poorly in other modes,
they are dismissed because of the lack of importance of any one match,
but in competitive mode losses and mistakes are “a big deal, and I’ve
already watched/listened to some players absolutely go for the throat
after matches gone awry. Insults, threats, slurs—you name it.”21 An-
other player announced in a post that he or she was “stopping com-
37 Leveling Up in Life
petitive play from now on, since 50% of the matches have at least one
or two toxic guys who refuse to play tank or heal,” and that the over-
whelming toxicity of the mode makes it something to avoid.22 After
competitive play had been out for two weeks, Grayson revisited the
issue, writing that competitive play drives toxicity and that “even with
some pretty high highs, the lows were so very, very low.”23 Recount-
ing an interview with Overwatch director Jeff Kaplan, Grayson notes
that Blizzard flags toxicity as a substantial problem and something that
must be addressed, but concludes by wondering, “With toxicity levels
rising, though, can they [Blizzard] keep pace and stem the tide?”24 In
the language of meritocracy, competitive mode is absolutely designed
in a manner that ensures toxicity as an inevitable by-product because it
is based on a system where players are boiled down to their net worth
through the creation of a set of numbers that are supposed to represent
their true skill. Skill is seductive and enticing. The mode will likely
draw players to the game, but the attempt to clearly convey the merit
of a player puts people in a situation where they are going to lash out
and engage in antisocial behavior. Studying critiques of meritocratic
systems shows why fixing these problems is an issue of design and in-
tent, rather than one of management of a community headed off the
rails. Much like Whitney Phillips argues that the systems and struc-
tures are at least as big of a problem as people trolling, meritocracies
encourage norms and behaviors that lead to a toxic environment for
their subjects and have to be addressed at the level of design.25
Beyond Overwatch, meritocracy is also tightly integrated into mod-
ern Western business culture, where “stack ranking” employees be-
came all the rage at General Electric and then spread throughout the
business world. Although the practice is waning in popularity, it still
has advocates, including prominent technology companies like Ama-
zon.26 The logic of ranking employees is predicated on the belief that
businesses can readily identify their best and worst workers and that
keeping the worst workers inhibits the productivity and creativity of
the best, a system that would seem familiar to many high-level raiding
guilds. Ranking systems, from games to businesses, tend to obscure the
logic of their judgments and become self-insulating under the premise
that those at the top are the best and most talented, and have earned
their rewards, including both the knowledge that they are better than
others and, often, the ability to pass judgment on their lessers.
Leveling Up in Life 38
For Young, the result of ranking systems is to assign value such that
we reach a point where “the eminent know that success is just reward
for their own capacity, for their own efforts, and for their own unde-
niable achievement. They deserve to belong to a superior class.”27 In
the wake of British prime minister Tony Blair openly embracing the
term and the concept, Young updated his warning in 2001 to observe
that “if meritocrats believe, as more and more of them are encour-
aged to, that their advancement comes from their own merits, they
can feel they deserve whatever they can get . . . the newcomers can
actually believe they have morality on their side.”28 Meritocracies are
beautifully self-reinforcing, self-sustaining systems until they fall apart
in crisis because they tell successful people that they earned their re-
wards, and the people at the bottom of the rankings are instructed
that they must do more, do better in order to succeed. This is clearly
seen in Overwatch, where a player seeking to get the lowest possible
skill rating in the competitive mode of the game noticed something
interesting: the most toxic environment for play was found among
lower-rated players who thought they should be doing better at the
game.29 Instead of focusing on enjoying the game, the meritocratic
system in which competitive Overwatch players are placed changes the
context of play; according to a profile of the player seeking a 0 rat-
ing, at the lower reaches of the ratings “players shared precisely two
qualities: they were astonishingly bad, and—because they were play-
ing competitive—they were astonishingly serious about it,” which led
to plenty of cursing and yelling.30 The system strips out systemic cri-
tique as a possibility because the whole point is evaluating the individ-
ual; when you are assessed as an individual, it is hard to engage with
feedback when meritocratic ranking systems consistently remind you
of your failures. Even in this player profile, much more attention is
placed on individual players and their relative skill and effort than on
an overarching critique of the meritocratic system structuring these
reactions. The end of the article mentions that players should focus on
enjoying their play, rather than winning or losing, but the framework
of a rating system and competitive play makes that outcome highly
unlikely. In a world where the noted game scholar Jesper Juul con-
tends that skill-based video games can be described as “a meritocracy
that rewards according to skill and accepts the subsequent inequalities
among players,” there is plenty of room for rot to set in and for play-
39 Leveling Up in Life
ers to forget about the structural advantages that help them succeed.31
Juul starts his book about failure and video games by discussing how
his personal failure at a game is something to talk about with trepida-
tion and chooses to immediately contextualize his shortcoming with
an example where he beat a game on the first try.32 Under the logic of
a meritocracy, the individualization of play personalizes failure. In this
case, pairing failure and success adds a positive chaser to a negative
story, and the combination retains emphasis on what Jesper Juul, as a
game player, is capable of doing. Readers are encouraged to empathize
with his loss, content in the knowledge that Juul is skillful enough to
beat a game in a single try. When people finally stop thinking about
individuals and start thinking about how the scales are tilted on a
structural level is the point where the façade of being judged solely
based on skill and effort is revealed as an illusion and meritocracy is
acknowledged as a system that simply cannot work.
The move toward meritocracy is driven by social dynamics rang-
ing from neoliberalism to technology and was developed in contrast
to previous modes of social order based on birth and lineage.33 These
kinds of changes can be read as opening opportunity, but they also
drive a critique against meritocracy, as Michael Young puts it: “Under-
pinning my argument [against meritocracy] was a non-controversial
historical analysis of what had been happening to society for more
than a century before 1958, and most emphatically since the 1870s,
when schooling was made compulsory and competitive entry to the
civil service became the rule. Until that time status was generally as-
cribed by birth.” However, under meritocracy, birth matters less than
skill, and “status has gradually become more achievable.” Skill is cer-
tainly a good reason to select people for various positions; however,
meritocracies tend to solidify into systems, Young notes, where “those
who are judged to have merit of a particular kind harden into a new
social class without room in it for others.”34 Put differently by Chris-
topher Hayes, “Where the Establishment emphasized humility, pru-
dence, and lineage, the meritocracy celebrates ambition, achievement,
brains, and self-betterment.”35 Meritocracy is a system that rejects the
birthrights that previously regulated social interaction; however, it
creates new problems when society calcifies into social structures just
as rigid as ones based on birth, while teaching those at the top of the
social hierarchy that their ascent is based on skill and ability, rather
Leveling Up in Life 40
than the luck of being born to a specific family at a certain point in
history and in a place that facilitates their success. Aristocracy may
seem like an odd fit for games, largely because one is not really born
a player. However, when considering the traits necessary to play video
games, certain learned behaviors can be passed from game to game,
enabling frequent players to benefit from their inherited advantages.
Those who were lucky enough to be hailed into games early are the
nobility of video games, as their inherited position makes them more
likely to succeed in each game they pick up.
Similar logic easily extends into free-to-play games, where players
with means can often buy their way into persistent advantages over
those who do not spend. There are plenty of examples of what is ca-
sually derided as pay-to-win, but particularly interesting are the prison
servers of Minecraft. Detailed in a lengthy article by Robert Guthrie,
prison servers are described as a “dystopian experience unlike any-
thing I’ve ever experienced in a video game.”36 Prison servers, which
are run outside the bounds and rules of the primary version of Mine-
craft, work differently than most other instantiations of the game. In-
stead of jumping into an open world, on a prison server players start
out with just a pick and perhaps some basic gear and must then set
out to do hard labor, repeatedly working in stone mines to ascend to
greater status on the server. Working hard enough eventually awards
players with special titles, privileges, resources, and maybe even a place
on the leaderboard. These servers are funded by donations, so a way
to move up more quickly is to spend money to skip out on the grind,
which offers an aristocratic approach for players with means. Guth-
rie was surprised to find that players did not object to other players
being able to buy their way ahead; instead, they stuck around, “hop-
ing for handouts or an opportunity down the road to make their way
into the upper echelons. Occasional generosity from wealthy players
and lottery-style games seems to be what keeps these players engaged,
but there really isn’t a path to the highest ranks without paying real
money.”37 Structural advantages matter, as they shape how we engage
life. In the case of prison servers those advantages are laid bare, but
that is not necessarily a bad thing for the game design, as it is at least
clear what is needed to get ahead at the game and rise up the hierar-
chy, a process that is obscured in many other video games.
Young understood just how important luck and circumstance are, a
41 Leveling Up in Life
theme emphasized by how his book came to be published and the idea
of a meritocracy subsequently entered the public vernacular. Young
writes that “for some years I thought the book was doomed never to
appear. I hawked it around from one publisher to another—eleven of
them—and was always turned down.”38 The only reason the book was
finally published was because Young “happened to meet an old friend,
Walter Neurath, on a beach in North Wales,” and Neurath eventually
released the book “out of friendship.”39 Subsequently picked up by
Penguin, the book ended up selling hundreds of thousands of copies
and was translated into several languages. The foundational tome on
meritocracy only came to light after a chance encounter on a beach
vacation, something that tells less about Young’s ability and effort,
and far more about his social connections and means. The popular-
ization of the idea of meritocracy began with one friend doing a favor
for another.
GamerGate
There are many essays written about the beginnings of GamerGate
and how it originated, but the earliest moments of the movement can
be traced to the initial reaction to Anita Sarkeesian’s efforts to Kick-
start her video series.62 With toxic energy waxing and waning over
the two years since Sarkeesian’s public funding request, Zoë Quinn’s
release of Depression Quest led to a brief spark of venom as a por-
tion of the game community sought to get the game removed from
cloud-gaming platform Steam’s Greenlight program.63 The game, a
text-based adventure about what it is like to live with depression, was
distributed for free, with any donations going to the National Suicide
Prevention Lifeline. The game was pulled from and then put back on
Greenlight and eventually made it onto the Steam platform, which
ensured wide availability, after which it seemed as if the ire was dying
down. But then Eron Gjoni, an ex-boyfriend of Quinn’s, posted a nine-
thousand-word screed about their relationship and how it ended, and
81 A Toxic Culture
accused her of sleeping with a game journalist to get positive cover-
age for her game.
Gjoni’s post had been deleted from forums like Something Awful
and Penny Arcade but found traction on 4Chan, which adapted the
message into a story about “an indie game developer who used sex to
get ahead professionally.”64 Quinn responded that personal matters
were personal and should not be discussed as news, the Kotaku editor-
in-chief investigated and cleared the journalist of any wrongdoing, and
things seemed like they might die down.65 However, when Sarkee-
sian posted her latest episode of Tropes vs. Women everything fired up
again, and Sarkeesian was driven out of her home because of death
threats. Two days later, the actor Adam Baldwin coined #GamerGate
and the hashtag took off. Eventually, three women fled their homes be-
cause of death threats and several others, including the award-winning
freelance journalist Jenn Frank, pledged to quit writing about games
because of unyielding harassment. Twitter analysis showed how per-
nicious the commentary was, and Quinn infiltrated the 4Chan mes-
sage board that was organizing the harassment and posted the chat
logs.66 Quinn eventually wrote a piece titled “5 Things I Learned as
the Internet’s Most Hated Person” for Cracked, who “were bombarded
with demands we cover something called the ‘GamerGate Scandal’”
and deemed it “an Internet harassment campaign against a random
indie game developer who, like many such targets, was a female and
feminist.”67 Far more people not mentioned in this brief recap were
attacked and harassed as part of GamerGate, including academics like
Katherine Cross, Adrienne Shaw, and Mia Consalvo. The movement is
interesting for a number of reasons, but perhaps most notable for this
work is how much it shows the blind spots of segments of videogame
culture and how the events represent video games in broader society.
One crucial element of GamerGate is that it is a decentralized,
largely unorganized movement. Surely there were pockets of people
working together with similar interests, but one of the notable points
of criticism was the lack of a clear agenda. Each individual seemed to
have his or her own personal mission of change, which enabled all
participants to disavow whatever they found displeasing and made
discussing issues with proponents of the movement frustrating, as
talking with one person had no bearing on the next. Ostensibly, the
most charitable read of the movement was that it was about concerns
A Toxic Culture 82
surrounding journalistic ethics and corruption. However, for those on
the outside, Frank Lantz’s experience was common: “I have not been
able to find a single explanation of a coherent GamerGate position. It
remains completely unclear what is being called for or denounced. As
far as I can tell there are no useful ideas with which to engage here—
only an inarticulate mess of confused feelings, uninformed opinions,
and second- a nd third-order meta-arguments.”68 Or, more simply, in
the words of Film Crit Hulk, “the end result is that you can’t even
get to the nugget of disagreement on the world view. there is no
world view. there is only the attack and the response.”69 Find-
ing common ground among GamerGaters ceased to be practical, but
there were a couple of themes in the discourse that are largely indic-
ative of what was going on: concerns about a lack of control and the
harassment of women.
The most frequently cited touch point for GamerGaters was the
insistence that a key part of their movement was about journalism
ethics.70 The most constructive read of the group is as a consumer
boycott of people concerned about journalistic coverage that insulted
their target audience instead of providing objective coverage of rele-
vant news.71 The most common flashpoint in this regard was a flurry of
articles that appeared shortly after the #GamerGate hashtag was born
that decried the death of the gamer. The two most widely circulated
and referenced essays were those by Leigh Alexander and Dan Gold-
ing.72 The argument about the end of gamers had three key claims.
First, video games were reaching a broader audience than ever before
and, as such, game publishers need not focus on the classic gamer ste-
reotypes as their primary audience. This argument largely followed in
a tradition of cultural criticism that proclaimed the death of the author
or a variety of other subject positions, and was backed up by data that
clearly indicate the audience of videogame players is far more diverse a
group than the white males of means who match the typical stereotype
of a group of gamers.73 Second, the term “gamer” was at one point a
key reclamation of space that reframed people away from being a nerd
or some other insulting label into something more positive. However
useful “gamer” had been, all progress was now being compromised by
fractures in the community that led to some subsets of people advo-
cating against and silencing others. This line of thought is akin to lov-
ing an idea so much that you smother it, promoting a gamer-above-all
83 A Toxic Culture
identity so vigorously that the very idea of a “gamer” is conflated with
“jerk.”74 Finally, Casey Johnston, among others, argued that the hostil-
ity shown toward women engaging in cultural criticism demonstrated
that the label “gamer” was becoming irretrievable, as each silenced and
harassed woman “advances the goals of the most poisonous ‘gamers,’
while regressing everything else.”75 For those who self-identified as
gamers these articles were likely hard to read, as they questioned a
thing that was core to who gamers were and wanted to be. That this
tumult happens around video games is one element that makes them
a different kind of media form, as there are people who care about
identifying as a gamer so deeply that they can get lost in something
like GamerGate. It is hard to imagine something happening on such a
wide, sustained scale in many other communities of media enthusiasts
(e.g., those passionate about literature, film, or music).76
In the wake of these articles and as the number of posts behind
GamerGate grew, supporters of the movement launched Operation
Disrespectful Nod, which targeted advertisers and outlets that pub-
lished what they deemed anti-gamer articles. There were rallying cries
for journalists to be fired and for companies to cease their affiliation
with certain publications. Intel was the first to cave, prematurely ter-
minating an advertising campaign with Gamasutra, the publisher of
Alexander’s article.77 Intel later released a statement explaining that
it was not seeking to take sides in the matter and that it valued diver-
sity as a company; later it established a $300 million fund to advance
diversity in the tech industry.78 Adobe was targeted after a flurry of
tweets by a Gawker writer, and the company asked that its logo be re-
moved from a page on the site.79 Adobe later clarified that it wished to
take a stance against bullying and that it was “not and [has] never been
aligned with Gamergate.”80 GamerGate claimed victory in both cases,
but these were also points where additional attention was brought to
the movement and how its members were choosing to conduct their
business. Max Read of Gawker chose to sum up the events of Disre-
spectful Nod as a story about how the blog got “rolled by the dishon-
est fascists of Gamergate.”81
Beyond focusing on those in the videogame industry, Gamer-
Gate also targeted academics, largely tied to a session at the Digital
Games Research Association (DiGRA) conference in 2014. In a fish-
bowl panel titled “The Playful Is Political,” game researchers were
A Toxic Culture 84
brought into conversation about issues surrounding diversity, repre-
sentation, and video games. Notes were communally taken on a Goo-
gle Doc set up by the organizers, Shira Chess and Adrienne Shaw.82
As GamerGate was roiling through the internet, GamerGaters found
a link Shaw had posted on Twitter to the Google Doc, which would
subsequently be defaced and used as the origin point of a campaign
to attempt to discredit an academic organization and its members.83
Ranging from theories of a covert connection to the United States de-
fense-department agency DARPA to decrying members of the board
as feminists, GamerGaters rallied against academics who allegedly set
out to censor their favorite games. Primarily focusing on women ac-
ademics, DiGRA president Mia Consalvo, organizer Adrienne Shaw,
and scholars Katherine Cross and Torill Mortensen, among others,
were harassed and/or doxxed.84 Members of GamerGate set out on
Operation Digging DiGRA in an effort to “fact-check” academic es-
says in the DiGRA Online Library, which led conference organizer
Jose Zagal to note that this was one of the first times a substantial por-
tion of academic research had “come under [broad public] question,
scrutiny, and comment.”85 Chess and Shaw argued that a key point
of divergence in having nonacademics review structures that are part
of academe is that “academia simply does not make sense from the
outside. More than that it is perceived as threatening.”86 Like many
cultural products, academia comes with titles and rituals, obscure prac-
tices and judgments that may seem invisible for those in the system
yet are inscrutable for those outside it. Within academia, those who
choose to focus on issues of diversity, difference, and issues affecting
marginalized groups have always had to walk a harder road than those
who study less radical topics.87 GamerGate’s move to address academia
is a chance to see the connections that run throughout the whole of
the culture surrounding video games, as well as a notable point that
women were overwhelmingly more likely to be harassed than men
and that the communities and cultures surrounding games reach far
beyond their initial platforms.88
Gamers rallying under the banner of GamerGate were effectively
a conservative force within games. As Adrienne Shaw argues, the label
“gamer” is fundamentally consumerist, as it is defining a group of peo-
ple by their media consumption habits.89 In seeking to limit the kinds
of games that should be published and how those games should be
85 A Toxic Culture
discussed, the movement sought to reframe video games and those
who played them in a particular way. The impact on videogame cul-
ture and its relationship to meritocracy can be best seen in the dif-
ferential treatment of women and in the reception of GamerGate in
the mainstream media.
Plenty of disturbing things happened within the context of the
movement, which had the result of scaring every woman in the game
industry, and any of a number of different situations could be isolated
and analyzed.90 However, I think there are two particularly illustrative
moments that show how deeply the problems in game culture run. It
would be easy to pick the instances of people being run out of their
homes or opting out of the industry in response to harassment, but
I would hope anyone reading this book would reject those things as
obviously terrible. Looking more deeply at what could initially seem
to be small issues makes it possible to see just how slanted and insidi-
ous the bias in harassment can be. First, one of the cofounders of the
gaming site Kongregate, Emily Greer, posted about the harassment
she has received for her participation in the game industry. Prompted
by GamerGate to reflect on the difference between messages sent to
her and her brother, she wrote that she had assumed the harassment
she received was “normal for a co-founder of a game site” and was
surprised to hear that her brother and fellow cofounder did not have
the same experience. Counting up their messages, she found that she
receives about four times as much harassment as her male sibling.91
Greer viewed her experience as normal, typical, just the way things
were. However, that kind of belief is precisely what ensures differen-
tial access to games and subverts any hope for an actual meritocratic
order within them, as it guarantees structural inequality for some.
Greer’s experience is different from her brother’s—it is harder, which
is not an unusual position for many people who are not white, male,
and straight in videogame culture, as they are judged by the inter-
sections of many different factors that have nothing to do with their
skill plus their effort. Greer has been successful and achieved status
as a cofounder, but the sexism she faced made her journey more diffi-
cult than her brother’s. In a meritocracy, structural obstacles like this
should not exist, as they interfere with proper assessments of merit by
denying equal opportunity of starting positions. Unfortunately, situa-
tions like this are all too common.
A Toxic Culture 86
A second test of difference in a similar circumstance directly re-
lated to GamerGate is the response to Chris Kluwe and Felicia Day.
Kluwe, a self-proclaimed gamer and former punter in the National
Football League, wrote a scathing piece about GamerGate with fas-
cinating use of profanity and name-calling, and then conducted an
“Ask Me Anything” on reddit targeted at proponents of GamerGate.92
Felicia Day, an actor and frequent media personality within the vid-
eogame community, wrote a piece about how GamerGate scared her
and how she had remained silent on the issue due to concerns about
“self-protection and fear.”93 Day’s piece was far more sympathetic
and worlds less offensive than Kluwe’s. Nonetheless, Day was imme-
diately doxxed in the comments, as “Gaimer8” published her address
and e-mail, yet nothing of a similar magnitude happened to Kluwe.94
Kluwe subsequently noted that the reason no one had come after him
was evidence of a societal misogyny, and that “until we get to the root
causes of it, similar things are just going to happen over and over in
different arenas.”95 Day and Kluwe received different treatment be-
cause one conforms to certain aspects of what is expected and one does
not. Although sexism is not unique to gaming, the way external media
covered GamerGate further illustrates what videogame culture is like.
The mainstream media reception of GamerGate only occurred
after events had been roiling in the videogame community for weeks.
There are two key elements to consider in the reaction: the tone of
the pieces and whom the media targeted as experts to either quote
or to have write editorials. The New York Times came out against
GamerGate, arguing that the movement “made it impossible to over-
look an ugly truth about the culture that surrounds” video games, and
subsequently turned to Anita Sarkeesian for an editorial that argued
“the term ‘gamer’ is no longer useful as an identity because games
are for everyone.”96 Vox noted that “#GamerGate’s most prominent
targets are all women,” Newsweek analyzed the discussion to argue
that women were harassed more than men, Time had Leigh Alexan-
der write an essay, CNN and the Washington Post went to Brianna
Wu, and Zoë Quinn was the subject of an extended interview for the
BBC.97 Perhaps the harshest reception for GamerGaters was from
Stephen Colbert, who used an episode of his late-night talk show The
Colbert Report to criticize GamerGate and then turned to Anita Sar-
keesian for an interview.98 In the wake of the Colbert interview, one
87 A Toxic Culture
journalist summed up the situation as follows: “Gamergate died ironi-
cally from what it wanted most: mainstream exposure.”99 Attention to
GamerGate may have reached its mass-media peak with the airing of
an episode of Law & Order: Special Victims Unit that dramatized “a
virtual carbon copy of [GamerGate’s] darker fantasies.”100 By gaining
attention, the ideas and actions of GamerGate were exposed to a dif-
ferent kind of audience, and people less intimately tied to the videog-
ame community had a difficult time understanding what was going
on. I know I found the events hard to explain to anyone who was not
immersed in it; however, in addition to widespread social problems
with misogyny and sexism, one of the best explanations for what was
happening was a desperate effort to hold on to meritocratic norms in
video games.
The worst part was that the additional exposure did not kill
GamerGate: the movement just became more concentrated and, in
many ways, more extreme. GamerGate “is not over, and some of the
wounds it opened . . . are as fresh as ever.”101 Reflecting on what will
come out of GamerGate, Natalie Zina Walschots contends that it will
“take years to sort out the impact on the industry, on the commu-
nity, on the way games are made and played. Years before we figure
out what game journalism can possibly look like in a post-Gamergate
world. Years before we can even begin to get a grip on the personal
trauma suffered by so many after such a massive campaign of ha-
rassment and violence. And before any of that work can be done,
Gamergate has to end first. It’s an inevitable victory, perhaps, but one
that’s going to leave deep, presently unfathomable scars.”102 Summa-
ries of the GamerGate movement dominated end-of-year reflections
in 2014; as an example, Ben Kuchera wrote that “GamerGate’s lasting
legacy will likely be the fact that they’ve made harassment of women
in the video game industry impossible to ignore,” and that “it’s be-
come a completely insular network of paranoid, reactionary gamers
who just want things to go back to the way things were, before they
had to exist in a world where women played games and outlets wrote
about more than just ‘fun factor.’”103 GamerGate also managed to be-
come NeoGAF’s Fail of the Year and The Vine’s biggest nerd story of
2014, and was named in the Electronic Frontier Foundation’s state-
ment about the challenge of online harassment.104 Legal implications
also began to surface, with women harassed by GamerGate speaking
A Toxic Culture 88
in front of Congress, members of Congress calling for prosecution
in cases of online harassment, the United States Department of Jus-
tice announcing an intent to pursue cases of online harassment, and
frequent GamerGate target Brianna Wu publishing essays calling for
involvement by the FBI and prosecutors representing districts from
which she has received death threats.105 GamerGate is unlikely to end
quietly, and while it still simmers its targets will continue to feel the
brunt of the harassment and rage, which ends up silencing many and,
at the very least, guaranteeing unequal access to video games.
Contemporary society is riddled with sexism, and this is certainly
part of the problem in GamerGate. However, videogame culture is
particularly impacted because of the desperate effort of some to cling
to the ideals of a meritocracy. Meritocracy in video games tells play-
ers that they are special, that they are uniquely gifted; if you were a
gamer who defined a large part of yourself around video games, why
wouldn’t you fight tooth and nail to hold on to that feeling? Meritoc-
racies generally function to insulate those who get ahead, a dynamic
that occurs throughout society. Meritocracy amplifies the real-world
effects and harms of social biases. To enact the ideology in practice
requires equal opportunity. Structural inequality undercuts its func-
tioning by confounding attempts to assess merit, while the preva-
lence of the ideology reassures the most successful that they earned
their position because they are the most skilled and hardest working.
Video games actualize meritocracy, as they teach players judging peo-
ple based on their relative merit is right, normal, and something that
should be encouraged. As one Twitter user put it in the wake of Intel’s
decision to pull advertising from Gamasutra, “I support meritocracy, I
support equality, I support #gamergate, I support @intel.”106
GamerGate is about many things, but one crucial lesson it can
teach concerns how meritocracies fall apart. In his disassembling of
meritocracy, Christopher L. Hayes argues that one of the first casu-
alties of the ideology’s failings is a growing lack of faith in our insti-
tutions, “since people cannot bring themselves to disbelieve in the
central premise of the American dream, they focus their ire and skep-
ticism instead on the broken institutions it has formed.”107 Game jour-
nalism is far from perfect, but it is arguably one of the most prominent
institutions in video games. Short of critiquing the people who pro-
89 A Toxic Culture
duce the games that gamers love, game journalism is the structure that
shapes what gamers want, how they think, and what should be hap-
pening in the industry. Game journalism is a key component of game
culture, and the academic study of games, targeted through attacks
on DiGRA, is tied to prominent universities and key elements of in-
stitutional power. If Hayes is right, it is also reasonable to expect that
these are the elements of videogame culture that will be vilified well
before players question their skills or the overall role of meritocracy
in videogame design.
Within the general critique of game journalism, a specific request
of many GamerGaters was that reviews should be objective evalua-
tions of a game.108 Cultural criticism holds that an objective review is
impossible, as merely describing features is imposing ideological val-
ues on a game review, but it is striking that to strive for objectivity in
game reviews is consistent with a meritocratic position. A different way
of describing this position would be to say that it is about evaluating
games based on their merits and what they offer to players. An objec-
tive review would strip out context and subjective claims, building a
foundation for equality of opportunity in reviewing, where all games
are judged based on externally verifiable elements like their frame
rates and length. In large part, the problem is not just that videogame
culture, like our culture more broadly, is a white, straight, wealthy,
male space, but that it is an especially meritocratic space. GamerGate
is a preview of the kind of thing that happens when meritocracies fall
apart, as those in relative positions of power scramble to hold on to
what they have. GamerGate was also a forerunner of what happened
in politics throughout the United States and United Kingdom in 2016,
as Matt Lees wrote for The Guardian: “This hashtag was the canary
in the coalmine, and we [broader society and the media] ignored it.”109
We must stop ignoring moments like this, and deconstructing the
meritocratic appeals in video games is a key part of disassembling
a movement like GamerGate. Video games offer a particular route
into understanding broader culture and, right now, that requires fo-
cusing on the underanalyzed aspects of those games and the culture
surrounding them. Defining games and gamers in a specific manner
rewards the investment that a certain subgroup of players has made
over years. Seeing that cultural capital eroded is hard, making the
A Toxic Culture 90
status quo something worth desperately fighting for. Unfortunately,
certain aspects of game design and production are a base from which
these problems arise in the first place.
Moving Forward
Video games and game culture are symbol systems rife with implica-
tions and assumptions. Meaning swirls within games, the way they are
played, and the discussion around them. Game culture is currently a
toxic place that excludes and ridicules those who are presumed to not
fit. Critique of what exists is not welcome, and dissent is frequently
shut down in comments or campaigns to harass those who dare to
speak out. Rhetorical analysis and critical thought about meritocracy
offer a chance to examine what works, how it works, what it does, and
what can be learned from it.
In the case of video games, the meritocratic order is borrowed
from broad technological culture and most thoroughly applied in the
case of digital games, where it forecloses reflection about how bro-
ken that assumed meritocracy is. Rather than acting as a test of skills,
being good at games is about a complex assembly of sociotechnical
factors that benefit certain people more than others. Being encouraged
to play games, growing up with them, having the money and time to
play them, and being born with the physical capabilities to excel all
help give certain people structural advantages that outweigh individual
skills or effort. Understanding how meritocracy pairs up with video
games requires a deeper dive into meritocratic game design and mer-
itocratic game narratives, with a particular focus on how prominent
both are and why that matters.
3
Coding Meritocracy
Norms of Game Design and Narrative
This brief manifesto for game design, echoing Daniel Bell’s calls for a
meritocracy based on equality of opportunity, is integrated through-
out contemporary video games. Leveling in video games provides the
kind of design and narrative function of inequality that Castronova
praises here. Leveling gives a quick and easy way for players to com-
pare themselves to others. Leveling provides a clear goal for players
Coding Meritocracy 108
to strive for, motivating them to keep playing for the next perk that
will make them stronger. Leveling promises a transparent kind of in-
equality that makes abstract effort at a game concrete and intelligi-
ble. Leveling is the kind of game mechanic that drives commentary
like the following from Simon Parkin: “There are many reasons that
video games are a potent draw to the human mind, but perhaps none
more so than the fact that they are endlessly fair and just. They re-
ward you for your efforts with empirical, unflinching fairness. Work
hard in a game and you level up. Take the path that’s opened to you
and persevere with it and you can save the world. Every player is given
an equal chance to succeed.”26 These ideas are foundational to the es-
tablishment and advancement of meritocratic norms in games. When
considered in isolation, video games certainly seem fair (e.g., they are
consistent from player to player), but there is enough difference and
challenge to them to create inequality among players (and certainly
in comparison to those who do not play games). As Parkin continues,
this sort of appeal is alluring, “especially to people whose experiences
in life have been of injustice and arch unfairness,” but the particular
notion of fairness embedded in systems like leveling drives the devel-
opment and adoption of meritocratic norms.27
Meritocracy is predicated on inequality of character and effort.
The ideological drive behind it is to sort people based on their abil-
ity and talents. However, the clear, obvious issue with meritocracy is
that it can be hard to measure a person’s skills and drive. Certainly, as-
sessments can be developed, interviews can be done, and conclusions
can be reached about a person’s relative merit; it is attempted all the
time. However, the design conceit of leveling in contemporary games
is that it makes those judgments automatic, fluid, and so easy that they
recede into the background. Leveling ensures the appearance that we
all start from the same place and then allows us to see how we stack
up against other players, as we know they are going through the same
things we are. The status inequality Castronova believes we seek is
translated into a number that grows slowly over time and broadcasts
our efforts and skill to everyone we encounter. However, the notion
that we all start from the same place requires deliberate inattention
to the resources players bring to a game in the first place. From skill
transfer to economic resources to free time, players rarely start at the
109 Coding Meritocracy
same place, much like standardized exams in schools assess far more
than just talent and effort.
Leveling is perhaps the single most powerful meritocratic trope
in contemporary games, a design and narrative device that is rapidly
approaching omnipresence in video games. Fed by the prominence
of leveling in such a wide variety of games, levels teach players that
there is a preferred approach to play. Engagement is driven by accru-
ing the next level, the next piece of gear, the next win. Effort in the
game is readily translated into clear demarcations of skill and ability
that fundamentally affect how players interact with one another. It was
generally understood at the launch of World of Warcraft that hitting
the maximum level in a massively multiplayer online game (MMOG)
was just the pretext to begin a new game based on the continuous ac-
quisition of newer, better gear. In games like Destiny, levels are inte-
grated as a way to gate progress and require players to grind to get to
the appropriate spot of progression and then be tested in some new
way, all of which is just a fancy way of quantifying player effort and
ability. Leveling is a clear game-design element, but it is also tightly
anchored into a narrative of progress, advancement, and winning. By
integrating leveling into games, designers set up a certain kind of ex-
pectation about how the game will work and how players will interact
with it. Beyond the primary story of whatever is happening in Azeroth
or the NFL, game players are encouraged to think about games in
particular kinds of ways, ones where the allegedly central story often
recedes and the compulsion to get just one more level or a bit more
progress becomes the driving narrative experience. Leveling is often
the key way players interact with the game, as it is the feature that lets
us believe we are all starting from the same place and establishing our
power and status through our own skill and effort.
There are a few examples of games where players could actually
lose levels, most notably in MMOGs like EverQuest and Final Fan-
tasy XI Online. In these games, if players died they faced harsh con-
sequences, from losing experience points to accruing experience debt
that would have to be paid off before they could level freely again.
Should a character lose enough experience points they would actually
drop levels, becoming less powerful and requiring them to earn their
way back up to reach the same level of status. In my experience this
Coding Meritocracy 110
led to a very risk-averse style of play for most of the game, as players
sought to limit their chances of dying in ordinary play and focused
on engaging in battles they knew they were likely to win so as not to
risk penalties accrued upon death. These design features certainly fit
norms of meritocracy, as players who could not prove themselves wor-
thy were the ones being punished, but they have largely faded away—
for instance, a successor to these titles, World of Warcraft, was hailed
for getting rid of harsh penalties for death and facilitating more dy-
namic, risky play.28
The ubiquity of leveling in games shapes the terms on which we
interact with them and crafts the environment of what we expect and
how things work. Leveling is a key part of the symbol system of video
games that translates the abstract efforts of button pushing into a
framework of progression, advancement, and skill. Status inequalities
become clear, and leveling helps us figure out both who we should
be looking up to and who should be looking up to us, based on what
players have displayed in the game. Effectively, leveling works to facil-
itate and adjudicate decisions made based on merit. By infusing both
design and narrative, leveling is a primary ordering premise of con-
temporary video games that frames how we think video games should
work while requiring us to operate under the auspices of a meritocratic
system, with all its flaws.
Leveling is a starting point for seeing how thoroughly meritocratic
elements are integrated into games, one that is particularly powerful
because of its prevalence. Perhaps a single example of the merito-
cratic norms in games is enough for some, but a deeper dive into spe-
cific cases of games, game elements, and how they work together to
advance a meritocratic ideology demonstrates just how much video
games celebrate and depend on a presumed social order based on skill
and ability, even though initial access points to video games are rid-
dled with inequality.
4
Judging Skill
From World of Warcraft to Kim Kardashian: Hollywood
The general perspective of those who enjoy the game is that “playing
Souls is like climbing a mountain. If you’re at the top it’s worth brag-
ging about, since plenty gave up along the way.”53 All the focus on skill,
though, has a notable impact on how the games are discussed. For the
most part, the newest entry in the series, Bloodborne, was met with
praise, as writers focused on how the skill required by the game pushed
players to their limits and made their eventual successes all the richer.
There were few critical reviews, but two focused on the harms of
pursuing skill at the cost of all else. First, one reviewer contended that
the success of beating the first boss “was simply not worth the aggrava-
tion” and, ultimately, “this kind of game isn’t for everyone, and I’m an
example of who they’re not for.”54 The end result of an insular focus
on skill is more harmful, however, as it actively screens potential new
players out based on their lack of skill. Developing skill-screening tests
means that the community of people left writing, talking, and think-
ing about games is far different from the pool of potential players
for games. Bloodborne demonstrates a moment where, for one game
journalist, those in game journalism and in core game culture more
broadly “can’t just shout to ourselves about the stuff we like. The
echo chamber of praise for Bloodborne reminds us what an incredi-
Judging Skill 136
ble lack of perspective we have within the world of games criticism,
and that’s not just a practical failure, it’s boring to boot.”55 With an
extreme emphasis on skill, games like these limit who is likely to play
them. Instead of broadening the base of potential players, these games
target those already part of videogame culture, especially when they
are celebrated as essential, system-selling releases. It is reasonable to
have games targeted at existing audiences, but the focus on skill in a
single-player game is notable, especially when one considers how the
computer is such a gracious loser.
A primary difference between single-and multiplayer games is lo-
cating where the wins and losses accrue. In most multiplayer games,
about half the players will win and about half will lose. On the other
hand, single-player is a bastion of wins for humans. In addition, instead
of facing the horrific words that come with a loss in a game like League
of Legends, when the computer loses there is only joy for the human
winner. Single-player video games are typically set up to be defeated,
for the player to win and claim the inevitable victory. This feeds di-
rectly into the notion of a meritocracy—just as players deserve their
failure in a well-designed game, they are accountable and responsible
for their eventual wins. Single-player games are often about testing
limits, engaging in trial and error, and figuring out patterns that are
repeated and how to conquer them. This kind of process twists meri-
tocracy, potentially beyond recognition, because in the case of single-
player video games we are all potentially winners; there quite literally
is no limit to the number of people at the top and no need for down-
ward mobility. If we are all winning, there is no space in which to get
the status differential that makes those at the top feel more powerful,
other than by developing and playing super-difficult games like Blood-
borne. As such, inequality typically resides in two locations: in compar-
ison to those outside of games and in multiplayer games.
Setting games up on a meritocratic foundation means encourag-
ing inequity and difference. In the case of contemporary single-player
games, there are three ways to foment inequality: by adding extra-
difficult modes, by developing games that let the hardcore show off
their skills, or by making gamers feel superior by exploiting the space
in the gap between those who game and those who do not. Policing
these boundaries is crucial to sustaining the hierarchy necessary to feel
superior. The notion that anyone could game or anyone could win
flattens social space far too much and is checked by contentions that
137 Judging Skill
certain games, techniques, players, designers, and people are more real
or worthwhile than others. Single-player games have taught us that
if we are talented enough and work hard enough we will win, which
does a lovely job of making everyone feel superior, but it also sets a
precedent that makes for sore losers and vocal backlash when the last
few remaining pegs of differentiation between those who can beat
games and those who cannot are removed.
Multiplayer games are outstanding at demonstrating inequality
and difference. Because they are executed on computers, it is trivially
easy to develop measuring systems that track how successful you are
relative to others. Networked and placed on the Internet, suddenly
the neighborhood gets a whole lot bigger, as the best person you know
offline is not nearly as good as the players you can find online. We can
be ranked and see just how good or bad we are. The singular conceit of
playing with other people is that, at some point, you will be let down;
you will lose because of the actions of another. This idea should be
easy to see in League of Legends, as discussed previously, but it also ap-
pears in a game like World of Warcraft. As WoW released expansions,
raiding, a primary way in which players interacted with large groups
of people, became more difficult. Expectations for individual play-
ers were higher and the action, or lack of action, of one person could
threaten the potential for victory for the other twenty-four people in
a raid group.56 As things became more difficult there was a profusion
of add-ons to the game with one sole purpose: tracking who screwed
up. From EnsidiaFails to YouFail to Failbot to WhoFailedWhen, sud-
denly it was important to monitor who was not performing up to ex-
pectations. These player-created additions to the game were set up to
enforce meritocratic structures and remind players just who was doing
the worst and ruining things for everyone else. While single-player
gaming is based on your inevitable, earned victory, multiplayer as-
sures that you will inevitably be let down or crushed by someone else.
These twin dynamics—that you inevitably earn success in one
version of video games and are disappointed in another—frame the
appeals and context in which players interact. Video games are con-
trolled, contrived experiences, but they are also complicated symbol
systems that structure what players expect and how they are likely
to act. This kind of framing is perfectly suited for a meritocracy. On
the one hand, players can feel good because they are successful; they
can do something that other people cannot. On the other hand, the
Judging Skill 138
fault for failure typically resides in the actions of another. Add in the
dominant masculine norms found in communities built around video
games, and players are constantly placed in positions where proving
their merit and their masculinity is an ongoing battle, making their
status fragile and in need of defense. Assessments of merit and mascu-
linity are clouded and losing erodes both, foreclosing efforts at deliber-
ation and reflection. Building a community around video games based
on meritocracy has one most likely outcome: toxicity and a tendency
to lash out at those who question the normal order of video games.
141
Learning from Others 142
the kinds of appeals that are made and judged as valid. Meritocracy is
a restrictive ideology based on inequality, which is readily fueled by
the lack of diversity in video games.
A limited, focused audience restricts the range of acceptable
thought in games, a dynamic that is also fed by the role of computers
in arbitrating what happens in video games. Offline games are subject
to the human enforcement of rules, which is necessarily a social pro-
cess of negotiation. From house rules to rerolls to subjective decision
making to human error, offline games are riddled with imperfection.
On the other hand, video games are adjudicated by computers, which
are typically read as unbiased agents of rule enforcement. Although
quality work in platform studies demonstrates just how different com-
puter platforms are and how subjectivity is present in computerized
systems, computers are perceived to be neutral.1 For those already in-
vested in meritocratic systems, computers and games can seem like a
perfect pair, as a videogame system will make consistent decisions that
do not change as different players get behind the controller. Although
a game may be decried as unfair or cheap, it will stay the same kind
of unfair for all players, which can convince those playing that their
own personal, individual skill is the cause of their success. The depen-
dence on computers in video games makes a meritocratic approach to
gaming even more persuasive and further restricts the symbol system
surrounding video games.
As it currently stands, the lack of diversity in and around games
enables a continued focus on meritocracy, which further restricts the
kinds of people interested and welcomed to play video games. Breaking
the hold of meritocracy requires looking more broadly, to seeing other,
related activities that can rattle the focus on skill and outline alter-
nate ways of thinking about games. Breaking the hold of meritocracy
stands to change game culture and could help facilitate a videogame
culture that can address the toxicity that currently resides within it.
Deconstructing Merit
One could certainly make a strong argument that all major, contem-
porary Western institutions are riddled with meritocratic norms. A
possible exception is the strong social safety net programs in Scandi-
navia, but meritocracy is currently a dominant ideology for much of
143 Learning from Others
the world. Lessons from a pair of major Western social structures in-
dicate some of the ways they stand apart from video games and how
thinking about them can generate approaches to building a different
game culture. One of the clearest links to video games can be found
in the greater institution of sports. Although periodically dismissed
because of a jock–geek divide, sports offer another largely merito-
cratic system, but one that is far more aware of how considerations of
merit are often broken. There are also the clean links between sports
and video games in the paired content of sports video games and the
growth of eSports within video games. A second link can be found
in U.S. higher education, which ostensibly selects students based on
merit and awards millions a year in merit-based scholarships, but also
preserves several areas where meritocracy is disregarded in favor of
developing a diverse community of people, particularly at highly se-
lective colleges and universities.
These two institutions are largely selected because they are re-
lated to, yet independent from, videogame culture. Associations can be
made, but the three cultures are largely distinct and only occasionally
overlap. Sports and higher education cultures have substantial prob-
lems, some of which can be traced to meritocratic norms, but they also
offer a chance to help see just how dependent on merit videogame
culture is and a chance to get outside of video game culture to look at
it differently. The most difficult part of disrupting a symbol system is
figuring out how to get a vantage point from without to help imagine
ways in which it could be structured differently. By looking at sports
and U.S. higher education it is possible to see some lessons that can
be taken and employed in detoxifying videogame culture. These two
examples are not perfect, but they set the table for looking differently
at meritocratic game design and narrative, to create a perspective that
could then be used to address the toxicity at its root.
163
Conclusion 164
the notion of what constitutes a “game.” A big tent approach, with a
broad umbrella to include a number of different activities, gives game
culture the chance to learn from new communities of people and get
some joy out of doing something new and different alongside the old
and beloved. New mechanics do trickle into older games, and the first
step to getting rid of the toxicity in games is embracing the possibilities
that exist. Meritocratic games have their place—I certainly enjoyed
Grand Theft Auto IV and I spent plenty of time competitively raiding
in World of Warcraft—but I am also tremendously excited about the
possibility of exploring new ideas.
One broad way to start thinking about games differently is to assess
what it is that games let the player do. The typical path of a game is as
an empowerment fantasy. By way of a meritocratic design trope that
allows the player to move forward and become more powerful over
time, video games are often about making the player more capable
than he or she, or any human, really is. From sports games that have
players embodying All-Stars to first-person shooters that let players
soak up more bullets and dish out more damage than a human ever
could, games are about making the fantastic ordinary. Focusing on
empowerment limits the kind of story that can be told and restricts
the kind of mechanics players are likely to encounter. These elements
feed a meritocratic symbol system, as these games instruct players that
they are special, different, and superior to those who cannot hack it.
However, there are games emerging that challenge such an expecta-
tion of empowerment.
In 2013, Richard Hofmeier’s Cart Life dominated the Indepen-
dent Games Festival Awards, winning the grand prize, an award for
game narrative, and a third award given to the best abstract, uncon-
ventional game. Cart Life is a different kind of game; Leigh Alexander
observes that the player has to “remember to pay rent, buy grocer-
ies, perhaps try to make friends in the community. If you have time.
Time in Cart Life passes mercilessly, with no opportunity to correct
for things you’ve missed.”2 One character in the game needs to smoke
or he slows down, another character needs to pick up her daughter
after school. The player is placed in a position seeking to balance all
the kinds of chores and tasks a normal person has to juggle on a reg-
ular basis. Alexander argues that the game is effectively about reflec-
tion, as it “has the odd power to throw your life into sharp relief” and
165 Conclusion
is effectively “a reminder of how deeply games can communicate the
value of small victories.”3 Sporting a Metacritic rating of 79, with pos-
itive reviews from a number of mainstream game outlets, Cart Life
provides a different kind of game experience. Instead of building a
game around making a player increasingly powerful, the game has
you live through the life of someone with everyday problems. The
game is not about a fantasy, aspirational life; it is about reflecting on
the life of people around you about whom you do not always think.
The game is all about empathy and, although players are striving to
make their lives better, it is not driven by the same sort of aspirational
meritocratic narrative typical of most video games.
Another, related game that demonstrates a different mode of game
building is Lucas Pope’s Papers, Please. Simulating the life of a border
patrol agent in Arstotzka, a communist state placed in an imagined
Cold War period, Papers, Please requires players to make the kinds
of decisions border patrol agents need to make on a regular basis.
In the flow of people seeking entry into your country are smugglers,
spies, and terrorists, as well as visitors simply seeking to reunite with
loved ones. The game has been highly reviewed by a wide variety of
sources, earning praise in publications ranging from the paragon of
core gaming, IGN, the PC-focused Rock, Paper, Shotgun, and broader
news sites like the New Statesman.4 Papers, Please—with an 85 score on
Metacritic, which would make many AAA game developers envious—
forces players into a position where they are simultaneously trying
to make border control decisions and take care of their family. Play-
ers are paid for each person correctly processed and can be fined for
improper decisions. Side deals can be cut with shady characters, and
players are often faced with such moral choices as separating families
or deciding whether to let a human trafficker with proper paperwork
into the country, all while trying to process enough people to buy food
and medicine for your own family. The game is dark, stressful, and, as
the additional levels of paperwork stack up, quite difficult. The game
is also notable because of how it is built, which is fundamentally dif-
ferent from most video games.
Reviews of the game tell of its core features, describing how Papers,
Please is an experience, one in which, Justin McElroy believes, play-
ers, in their work at the immigration booth, “will reduce the living,
breathing humans in front of your window to a series of documents.
Conclusion 166
It’s inevitable. Once you’ve made this essential leap, you’ll be staggered
at the injustice you’re willing to visit on your fellow man.”5 The game
instructs about the everyday grind faced by bureaucrats, and Richard
Cobbett observes that “very few other games have so perfectly encap-
sulated just how being trapped in this kind of dehumanising role can
be, in the best possible way, and both inside and out of the dreaded
grey booth.”6 Not exactly “fun,” but not exactly not fun; John Walker
argues that the game “is unquestionably something unique” because
“it is, undeniably a paperwork sim. And perhaps that’s enough to put
some off it entirely. But it’s definitely worth getting past that (other-
wise entirely sensible) prejudice in this case. It’s peculiarly engrossing,
darkly ominous, and a fascinating exploration of morality versus prog-
ress.”7 Players are encouraged to reassess their prior conceptions of
how they would act in a pressure-filled situation, since, according to
Leigh Alexander, they are forced to choose whether they wish to “per-
form nude body-scans on frail refugees” to prevent terrorism, which
“forces you to think about the human cost of bureaucracy by creat-
ing empathy with all its living components.”8 Even through the rapid
pace of the game, in which players seek to process as many people as
they can, Papers, Please encourages reflection and critical thought. Did
I really just turn that person down? What choices do I need to make
to provide for my family? Is the fastest way to process people simply
to turn everyone down?
Papers, Please feels and plays differently than most video games,
which Leigh Alexander explains by examining the core of the game:
“Most computer games are power fantasies, but in exploring the daily
work of a border control agent, [game designer Lucas] Pope’s con-
cocted a disempowerment fantasy. What if you weren’t the brave spy
or roguish smuggler, but the guy who has the boring job of stopping
him?”9 Effectively, the game inverts the typical videogame experience.
The player is not all-powerful but rather consistently stressed and
routinely placed in situations where there are no good, easy choices.
Playing more often can certainly make one more skilled at process-
ing documentation, but the end state of the game is something more
like survival than the glorious future that lies at the end of many other
titles. In fact, beating the game unlocks an “endless mode” where
all there is to do is process documentation. Papers, Please, dark and
gloomy, largely breaks away from meritocratic norms in both narra-
167 Conclusion
tive and design. It fosters space for reflection and encourages players
to think about choices made both within games and within the world
that exists outside them.
A third game that offers a non-meritocratic mode of play is Tell-
tale’s series The Walking Dead: The Game.10 Based in the world de-
veloped by the comic books of the same name, the games are episodic
and individual episodes are packaged into seasons held together by
overarching stories and adventures. The game starts by placing play-
ers in the role of Lee Everett, a former University of Georgia pro-
fessor who was convicted of murder and is being transported to jail
when the zombie apocalypse begins. Shortly after beginning he comes
across Clementine, a young girl whose parents are away and whose
babysitter has been transformed into a zombie. The game, especially
the first season, is well reviewed, earning praise from a variety of dif-
ferent outlets, with Metacritic scores in the high 80s and low 90s, de-
pending on the platform being considered. However, one of the most
notable aspects of the series is how it subverts typical notions of what
a game is or should be.
Reviews of the series typically focus on the role of choice in its de-
sign. One reviewer contends that “the most engaging moments in the
series revolve around choice” and that “choices have meaning. Charac-
ters you interact with remember what you’ve said and respond accord-
ingly down the line.”11 The game is morally ambiguous, since the rules
are different in a zombie apocalypse, and reviewer Hollander Cooper
found that players are quickly forced to acknowledge that “there’s no
‘right’ when right can mean shooting an innocent child before it can
turn into a flesh-eating beast, and there’s no ‘wrong’ when wrong can
mean stealing the supplies you need from those just as needy as you.
The Walking Dead is the story of the choices you can’t live with, and
the choices you can, coming together to create an experience as de-
pressing and pessimistic as it is remarkable and memorable.”12 The
game basically funnels players into situations where they are forced
to make a decision in conversation or where they are forced to quickly
respond to a quick-time event in order to defend imperiled charac-
ters. Each episode has a handful of decision points where players can
choose different routes through the game, which means that, for Greg
Miller, the game is effectively “like a coloring book: we each have the
same black and white sketch, but it’s up to us to fill it in as we see fit.
Conclusion 168
The relationships I’ve built, the emotions I’ve felt, the choices I’ve
made—that’s what makes The Walking Dead: The Game so endear-
ing.”13 Choice means conferring agency to players, even if there are a
limited number of scripted options from which the player is deciding.
When it works, Hollander Cooper argues that the game is designed
in a way that, “despite not always being in control, The Walking Dead
makes you feel as though you are. Even though you can’t always save
someone from death, you can give it your best try, shaping the person
you are. And it’s up to you to decide if it’s worth the effort to change
what, in all likelihood, can not [sic] be changed.”14 By effectively mak-
ing the game about choices, rather than combat, The Walking Dead
works differently from many other games and becomes more acces-
sible for a broad audience. By setting the game in a dark, postapoca-
lyptic setting, the design and narrative of The Walking Dead squeeze
out meritocratic narrative and design because there is no grand, es-
capist victory.
The game does not clearly fit in an established gaming genre; its
fence s traddling is best shown in the Touch Arcade reviews of the first
two seasons. The reviews are written by different people, and the dif-
ficulty of labeling the game is clear. The first season is assessed as “an
adventure game first and foremost. When there is ‘action,’ it occurs in
QTE [quick-time event] segments that have you tapping or swiping
contextually as a zombie runs towards you.”15 Fewer than two years
later, the review of the second season notes, “this is less an adventure
game and more of a visual novel, albeit one that does a very good job
of keeping the player within the lines while simultaneously making
them feel like the story is their own.”16 For me, the most interesting
thing about the two seemingly oppositional statements is that I agree
with both of them. The game is both an adventure game and a visual
novel. The Walking Dead: The Game straddles boundaries and sits
in a space between genres, which makes it distinct from other video
games. By opting out of traditional categories, and by utilizing the
narrative tropes that are typical of a zombie apocalypse, The Walking
Dead bucks the meritocratic trends endemic to most contemporary
video games.
An extension of defying established game genres is that The Walk-
ing Dead series does not really depend on skill in the traditional sense
169 Conclusion
of video games. There are quick-time events, which can be somewhat
tricky or difficult to manage, but they do not serve as the same sort of
obstacle as the kinds of interactions found in most traditional titles.
Instead of needing to jump on platforms, navigate three-dimensional
spaces, or master complicated series of button presses, all of which are
routinely found in adventure games, the actions in The Walking Dead
are relatively rare and can be repeated as often as one needs in order to
complete them. Most of the experience of playing the game is reading,
moving around in small, contained areas, and simple selections made
from menus. The events add depth and dynamism to play, but they are
structured in a manner that is forgiving and appeal to a much broader
audience than most other games. By engaging in a more accessible
level of design, The Walking Dead and other games by Telltale subvert
the typical knowledge scaffolding found in video games, as it is acces-
sible to those well versed in video games as well as those who are not.
These benefits are compounded by the fact that the game is based on
a world developed in comic books and television shows. Those origin
points mean that the games implicitly reward transmedia knowledge
found in other texts, quite possibly inviting a larger audience to play.
In blending elements of a visual novel with game play, The Walking
Dead points to another way to avoid the meritocratic trap of video:
by subverting design based on skill transfer, and thereby rejecting the
structural inequality that comes with it.
The Walking Dead’s focus on functioning like a visual novel pro-
vides a way of thinking about the Fullbright Company’s Gone Home.
In this “game” the player takes a first-person role as Kaitlin Green-
briar, who returns to the house where her parents and sister, Saman-
tha, live, only to find it empty. Samantha left a note on the door to
instruct Kaitlin to not look for any answers; the player can explore
throughout the house to unravel what her family has been doing. Set
in the mid-1990s and offering rich environmental detail, Gone Home
is as much an experience as anything else. Unlike the visual novel of
The Walking Dead, in Gone Home there are no other characters with
whom to talk. Instead, everything is found through interaction with
the house and the objects within it. Resonance comes in the interac-
tion with the artifacts Kaitlin discovers and in how the game is de-
signed to make the player “feel like you’re in a space, but that you’re
Conclusion 170
also playing a game, and the game is playing back with you.”17 Gone
Home is a compelling, immersive, and interesting experience that chal-
lenges the traditional structure of games.
One of the most interesting aspects of Gone Home is how the re-
ception of the game encouraged reflection about what actually con-
stitutes a video game. While one review described it as “a first-person
exploratory adventure game,” another went out of its way to point out
that the game play is limited to “walking, reading, and the occasional
mix-tape listening” and continued on to note that the game “has no
action to speak of. You’ll never see a character’s face, and you’ll never
earn a score on a leaderboard. No online, no multiplayer, no DLC
[downloadable content].”18 Both reviews were quite positive, but they
did not know what to do with the game, a dynamic that surprised the
developers as they found Gone Home becoming “ingrained in the dis-
cussion of what a video game actually is.”19 Gone Home shares elements
with many video games, from mode of distribution to the profile of
the designers to the way in which players move through a rich world.
However, you cannot win Gone Home or prove that you played it
better than someone else did; it is not a meritocratic proving ground.
These factors are precisely why Gone Home is an important piece in
beginning to think about games differently.
Discussion of Gone Home typically focuses on the emotional power
of the game, which is particularly meaningful because the primary
characters and themes in the game are not represented in most video
games. In her review, Danielle Riendeau wrote, “Gone Home resonated
deeply for me, partially because the particulars of the story are eerily
familiar. I was surprised by the story, and even more surprised by my
reaction. I’ve mowed down thousands of bad guys and aliens and evil
henchmen in my 25-plus-year gaming career. And I’ve enjoyed emo-
tional experiences and fallen for a number of memorable characters in
that time. But I never expected to see myself—or such a strong reflec-
tion of myself and my own life—in a video game.”20 For people who
grew up in the 1990s, Gone Home is a version of our childhood or ad-
olescence. It may not be our tale, but it is close enough to many of our
experiences that the game prompts feeling, nostalgia, and reflection.
A less lyrical, more direct assessment states that “games like The Last
of Us and BioShock Infinite allow us to explore exceptionally realized
worlds, but Gone Home’s world just feels straight-up real.”21 A third
171 Conclusion
review argues that Gone Home’s constraints make it feel “stunningly
universal, even though from some angles it’s unique, complicated,
even difficult.”22 Simultaneously possessing a central story and com-
pelling bits and pieces that drive the player to look deeper, Gone Home
is largely about what it was like to live at a particular point in time.
With a different focus and different mechanics than most games,
it should not be surprising that classification of Gone Home is difficult.
The game subverts dominant expectations and is also a compelling
enough experience that it is eminently worthy of attention and discus-
sion. Gone Home is troublesome because it demonstrates an alternate
way of doing things, proving that the games we have played up until
this point were only part of what can be made. In challenging dom-
inant norms and expectations, Gone Home shows how a compelling
videogame experience can be made without any sort of meritocratic
element. Without the leaderboards or crosshairs, one can still develop
a game worthy of awards and extended analysis. Something new can
be done, but when the new way of playing comes along we won’t al-
ways know what to do with it.
Entire genres of games also challenge parts of the design or nar-
rative endemic in meritocratic video games. A whole raft of so-called
casual games offers alternate modes of game design, often in a way that
maximizes the ability of a wide group of people to play the game and
minimizes the need for finely honed skill. Often derided as “clicker”
games, titles like FarmVille, Mafia Wars, and Kim Kardashian: Holly-
wood are not difficult to play. Most of the action in the games is rele-
gated to a simple click, and then bars move, items spray into the air,
and the cycle is repeated until your energy is exhausted, at which point
you need to wait until your energy refills to play again. Often played
on Facebook or mobile devices, many casual games have a fundamen-
tally different audience than console and PC titles do, one that skews
more heavily toward women and others who are left out of the tradi-
tional category of gamers.
This genre of games often employs elements of meritocratic nar-
ratives, but the mechanics often subvert key elements of meritocratic
game design. Instead of designing the game around puzzles, compli-
cated series of button presses, or the ability to maneuver with two
thumb sticks, games like Kim Kardashian: Hollywood reward per-
sistence, patience, and the desire to keep pushing buttons to watch
Conclusion 172
bars move, all of which challenge the dominant design norms of video
games. Effort is certainly involved in these games, but by stripping out
skill requirements the barrier for entry is lowered and the potential
audience is vast. Casual games are often regarded as lesser than more
mainstream video games, but that perception is based almost exclu-
sively on the relative level of skill involved in playing them. Calling
these games “clickers” or “casual” marginalizes them, and those jeers
are linked to the games’ resistance of meritocratic design norms be-
cause they don’t require the player to show off any “real” skills.
Core console games can also represent complicated relationships
with meritocratic norms. Players in No Man’s Sky get more powerful
over the course of the game in a fairly traditional meritocratic fash-
ion, but the design of the game is more complicated than that. Highly
promoted in advance of its launch and excoriated, even sued, for not
meeting prerelease expectations, No Man’s Sky stepped outside the
meritocratic framework, promoting exploration and long-term en-
gagement. Separating the game from the hype around it is difficult,
largely because the developer made so many promises that no game
could possibly meet.23 However, one of the most interesting parts of
the game’s release was how reviewers discussed the game. In general,
game reviews are odd things to read and write. Effectively a statement
of personal taste about whether an expenditure is “worth” it, game re-
viewers are obligated to demonstrate that they have sufficiently en-
gaged the game and have developed a knowledgeable opinion about
it. That often leads to an instrumental kind of play based on devel-
oping a perspective that can then be conveyed in an article. Reviews
for No Man’s Sky are different, largely because the game is different.
The Kotaku review engages in two quite different approaches within
a single review. The first was instrumental, as the reviewer sought to
chew through the story to generate something to write about. The
second was lyrical and focused on leisurely exploration. In the end,
Kirk Hamilton concludes, “The first time I played No Man’s Sky, I
moved forward too fast. The second time, I stood still. Now, I’m ready
to set out again, anchored by the things I’ll leave behind.” Hamilton’s
key takeaway is that, when confronted with a different kind of game,
we must relearn how to play it. Forcing a non-meritocratic game into
a highly rigid framework makes it harder to appreciate it on its own
terms. Certainly the promotion surrounding the game led to criticism,
173 Conclusion
but there is plenty of room to see how introducing a game based on
exploration requires that players and journalists take time to reframe
their perspectives and appreciate it on its own terms.
Another example of a video game that demonstrates resistance
to meritocratic norms is Faunasphere, a now-defunct massively mul-
tiplayer online game (MMOG) played on browsers and Facebook.
Faunasphere, subject to a book-length analysis by Mia Consalvo and
Jason Begy, was largely popular with middle-aged women players and
resisted the fantasy and science-fiction tropes that dominate most
other video games. The game allowed players to have multiple pets,
and the limit on how many they held was tied to whether they were
paying for the game. Although there were levels to progress through,
the game did not inspire the kind of competition that typifies most ti-
tles. Instead, increasing levels helped players become more successful
at breeding their pets, but the best breeding opportunities required
cooperation. These design choices, in combination with players who
were largely unaware of typical norms in online games, meant that the
game featured what Consalvo and Begy deem a “culture of niceness.”24
The early game play in Faunasphere “depended on players helping one
another—usually by giving one another eggs for crossbreeding fauna
or different items in order to decorate personal spheres [a house-like
space].”25 It is quite notable that Faunasphere both attracted a differ-
ent player base than other games and helped structure positive in-
teractions for players. That said, the game only survived for about
two years. Although there are plenty of other short-lived MMOGs in
gaming history, it is notable that a game company was unable to find
a way to sufficiently market and monetize a title that did not target
conventional demographics.
A final group of titles that show a different future for games, I
would deem experimental. Johann Sebastian Joust, Die Gute Fabrik’s
no-graphics, motion-controller version of the folk game Ninja, is a
great example of an alternate mode of design. Players in Johann Se-
bastian Joust are given motion controllers and tasked with keeping
their motion in sync with the music while knocking opponents out of
sync. As the music speeds up, players can move more quickly, but they
must be ready to slow down when the tempo of the music changes.
There are certainly barriers to play—one needs a whole lot of mo-
tion controllers—but when the game is being played it works as an
Conclusion 174
invitation for other people to join in. There are far fewer barriers to
playing a game like Joust than most video games, as it relies on move-
ments and the kind of interaction that is far more typical of daily life
than years of sitting behind a controller or a keyboard, even though
the game design advantages those with long arms and good balance.
Other games, like thatgamecompany’s Journey or David O’Reilly’s
Mountain, challenge fundamental notions about what games are and
can be. Journey is a game without words, and reviews laud “its beauti-
ful story without a line of dialogue either spoken or written out” and
describe it as a game where “you never fight. You don’t score points
or compete with anyone. You don’t make meaningful choices or ven-
ture about an open world. There is no clear set of goals or obstacles
to achieve or overcome.”26 In Journey you can play and interact with
another person in a deep, resonant manner, but you cannot talk with
them. Further, the primary interaction you share is one of helping the
other player move forward, instead of competing against them in an
attempt to reach a mutually exclusive goal. The director of Journey
argues that player interaction is structured by game design: “I believe
that very often it’s not really the player that’s an asshole. It’s the game
designer that made them an asshole. If you spend every day killing
one another how are you going to be a nice guy? All console games
are about killing each other, or killing one another together. . . . Our
games make us assholes.”27 Journey is designed with the explicit intent
to cause players to interact positively; by changing how characters in
the game interacted, Journey set up a system designed to encourage
cooperation by awarding the most feedback to players for acts aiding
others.28 This parallels the kind of interactions Consalvo and Begy cite
in Faunasphere: by focusing on something other than killing things,
the terms of interaction change and the community can become more
positive and helpful. Changing the terms for engagement and in-game
incentive structures can have a massive impact on how players interact
and what they choose to do.
Mountain is odd and challenging, especially as it is a game you do
not really play. As an “ambient procedural mountain simulator,” Moun-
tain gives the player “nothing to ‘play’; your mountain exists, sunlight
and dark play over its green craggy face, weather happens to it. Occa-
sionally a few words appear on the screen: The mountain has thoughts
or feelings about the weather or the night.”29 In the end, Mountain
175 Conclusion
is at least in part about talking and thinking about the experience of
playing it. It has a certain kind of peace and leads some to wax elo-
quent about the game as a deep endurance challenge; others tend to
uninstall it fairly quickly.30 The game does have an end point, gener-
ally when the mountain is destroyed by something, but the riddle of
Mountain lies mostly in the empty space of interaction between the
player and the procedures generating the mountain. The player does
not have any more control over the mountain than they do over an
offline mountain; the game feels mainly like an inkblot that resists easy
categorization. Even if a game like Mountain is quickly uninstalled,
it is important and worthy of attention because it resists everything I
thought a game could be.
There is also room for experimentation in game modes and de-
sign. When game companies design multiplayer modes, they have
clear choices about how those modes will be played and the terms
for interaction among players. From cooperative to competitive play,
multiplayer can be designed in a number of ways, but the journalist
Mark Serrels speaks for many when he notes that multiplayer modes
in video games often make players “feel a little violent” because they
often encounter situations where they face verbal harassment for mak-
ing small mistakes, which is “not fun. Not fun at all. A huge barrier to
entry. No-one likes to be shouted at or abused.”31 Multiplayer can be
designed differently, however. Games like Splatoon and Rocket League
are designed to make it okay for players to not be able to perform as
well as others. Developing games that do not depend on killing, in-
creasing the dynamics of the visual design, making the game quicker
so players do not have to dwell on a loss, and giving players a clear role
to play opens up opportunities and decreases the barriers to entry for
new players. These kinds of chances offer up a version of multiplayer
that is more like recreational sports leagues than competitive ones,
which creates a multiplayer space where, Serrels argues, “everyone
is playing, everyone’s enjoying the experience. Even if you lose, even
if you played terribly, everyone leaves happy. Everyone shakes hands
at the end. Everyone is having a good time.”32 Multiplayer is a place
where games still have room to innovate; the design choices made in
those modes are a key factor in disrupting meritocratic norms and re-
placing them with collaboration and fun.
Although many of the games mentioned as positive examples could
Conclusion 176
be readily classified as indie darlings, I certainly hope there are more
interesting games coming on a much wider scale. For now, the inde-
pendent game movement is largely where innovation in games is hap-
pening. This is likely because mainstream, AAA games now require
massive budgets, which make publishers and developers exception-
ally risk averse. Independent studios have more room for experimen-
tation and exploration, so they often can take a chance and produce
games that do not fit conventional norms. The important lesson that
can be taken from these games is that non-meritocratic games can be
designed, can be interesting, and can be successful. AAA games like
Borderlands 2 and the debut of the “Best Friends Forever” mode also
demonstrate how innovation can happen across games, even if the
debut of that particular mode was marred by the casual sexism of the
discussion around it. Although I doubt that a few games here or there
will resolve the toxicity in game culture, games like these change the
terms on which players interact. There will still be jerks who play, as
there are jerks everywhere, but dropping the meritocratic norms of
video games puts players in a dramatically different position than they
are in contemporary, mainstream games. Disrupting what currently
exists is a fundamental part of addressing toxicity, which needs to reach
beyond banning particular players to affect the design and narrative
in the games themselves. The abandonment of meritocratic norms is
likely what makes these games contentious for some, as it is readily
apparent they symbolize a new future for video games.
Our Obligation
There is no one, clear answer to fixing games. However, the vid-
eogame community stands apart in its willingness to attack its own.
As I write, GamerGate is still ongoing—and I am sure that more
will occur between when I write this and when you read this—but
among the many takeaways from GamerGate is the undercurrent
that those in the videogame community understand what is going on,
but those outside it do not.39 There are certainly elements of game
journalism worthy of questioning—from the pro-consumption stand-
point of most reviews to the money paid to YouTubers in exchange
for favorable coverage of games and the promotion of questionably
legal, assuredly rigged gambling sites through online videos—but, as
a movement, GamerGate functions more like a mob of harassment
than a bona fide organization for addressing structural problems in
video games.40 The general technology community calls it “the most
depressing thing to have happened in games in quite some time,” and
larger, general-purpose publications refer to it as a “misogynist and
racist movement” that should be considered a hate group: “There is
no neutral stance to take on that—we are either with them or against
them.”41 Videogame culture is insular, restricted, and toxic. There are
real impacts to these kinds of campaigns beyond the people harassed
and bullied out of covering video games—namely, many won’t take
on writing about video games as a topic in the first place. One jour-
nalist recounted talking to a colleague who was grateful for not cov-
ering video games even though “here is a guy who spends all day on
the phone with officials from the Pentagon trying to ferret out which
multi-billion dollar weapon systems are actually expensive boondog-
gles and, thanks to Gamergate, he’s terrified to even spill a drop of
virtual ink covering video games.”42 Toxic culture and repressive cam-
paigns have the effect of pushing people out, silencing voices, and
cutting off discussion. Reconstructing videogame culture requires rec-
ognizing that many talented, good people are being bullied and have
stopped thinking about, writing about, and playing games before they
even started. Although some people at the heart of GamerGate have
been linked to misogynist, white supremacist, and other hate cam-
Conclusion 180
paigns, the videogame community provided a fertile ground within
which to attract adherents to their message and sustain the effort long
past its sell-by date.
Games have been telling gamers for a long time that if they are
good enough and work hard enough they will have earned the wins
they collect at the end of the level. There is no single cause to all these
problems, but these concerns are closely linked to the kinds of issues
Michael Young originally hypothesized would occur under a meritoc-
racy. The hate, the lack of understanding, the feelings of superiority,
all these elements are tightly linked to symbol systems related to merit
and earning one’s advancements. As Whitney Phillips observed about
trolls and discourse online, it is often the systems and structures that
need to be addressed, as changing problematic norms is a key factor
in addressing troublesome communities.
The job of rhetorical analysis is to disrupt moments like this one in
video games. Rhetorical criticism is well designed to assess a symbol
system and how it works to enable certain kinds of appeals and dis-
courage others. The new perspective that can be given by rhetoric is
similar to the direct engagement that can be furthered by certain kinds
of education. In advocating for the active learning that often typifies a
Jesuit education, Rev. Peter-Hans Kolvenbach explained that “when
the heart is touched by direct experience, the mind may be challenged
to change.”43 The beautiful thing about video games is that they can
provide a direct experience for their players. The horrible thing is that
they have primarily offered only a limited, meritocratic experience.
However, there is plenty of room for change. Addressing toxicity in
games requires taking on the meritocratic design and narratives woven
within them. Certain games and elements of other parts of culture give
a roadmap for how video games can change, which can disrupt what
exists now with something new. I hope that is a journey we, as a part
of videogame culture, take on in order to make video games a more
accepting, less toxic place. It is dangerous for any of us to go alone,
so we must gather what resources we can to make video games and
game culture better. We have an obligation and an opportunity to fix
a desperately broken system. It’s time for change. We can do it. We
need to do it. Let’s get started.
Acknowledgments
Although my name is the one on the cover of this book, there are many
people without whom this project simply could not have happened.
Thank you to everyone who helped make this possible.
The initial seeds of this project began in the Arrupe Seminar at
Seattle University. Thank you to Father Peter Ely, SJ, and Jennifer
Tilghman-Havens for being exceptional moderators and to all of my
Arrupe group mates. I would not have thought about this project in
the way I did without the Arrupe Seminar. Funding for the begin-
ning of this project came as a part of a Seattle University College of
Arts and Sciences Dean’s Research Fellowship. Thank you to Anina
Walas and Katheryn Smith for rocking your projects. Thanks to the
colleagues in my department for supporting my work.
Professional feedback at many conferences and presentations was
incredibly valuable. My first presentation on this topic was given as
part of an invitation by Mia Consalvo at her M-Lab at Concordia
University. Thank you to Mia for offering the opportunity to pres-
ent the work in a nascent stage and to all who attended. In particular,
Bart Simon made huge contributions to the early stages of my think-
ing, and many of my responses to his comments show up in the final
version of the work. Thank you to Adrienne Shaw for answering all
of my questions about the University of Minnesota Press. Thank you
to all who made contributions or comments that helped push and
adapt my thinking or provided an example for how to think about
181
Acknowledgments 182
these concepts. Substantial credit for the quality of the arguments in
the book is due to the contributions of its reviewers: Mia Consalvo,
Torill Mortensen, Carly Kocurek, and the anonymous “Reviewer 2.”
Thank you to Cathy Hannabach and Emma Johnson at Ideas on First
for the awesome index.
The University of Minnesota Press has been amazing through-
out this process. I am deeply indebted to Jason Weidemann, who
gave great advice for my first book; I am so glad we got to work to-
gether on this one. His comments on the manuscript were insight-
ful and provocative, and he definitely made the book better. Danielle
Kasprzak and Erin Warholm gave great guidance and feedback, and
I hope to work with them more in the future. Nicholas Taylor and
Mike Stoffel deserve credit for quality copyediting. Thanks to Daniel
Ochsner for moving the book through the production process. Thank
you to everyone at the Press who made this possible and consistently
made it a better book.
Thank you to all the people who kept me going and asked good
questions. Thank you to Fatima Azami and everyone at Mother’s Place
for watching Piper. Thank you to Caitlin Ring Carlson for running
and keeping me sane, and to Wayno for driving us to races and in-
troducing me to SWGOH. Thanks to Rick Malleus for helping me
keep perspective. Thank you to Beth Slattery for providing the first
feedback on the written version of this project. Thank you to Me-
lissa Marion Rosenberry and my best friend, Suzanne, for keeping
me laughing. Thank you to Martha Aby for quality walks and talks.
Thanks to Eleanor, Addy, Amy, and Beth Meyer for helping me keep
perspective on life. Thanks to the fine folks at Georgetown Brewery,
particularly Lauren and Max, for keeping me hydrated. Thank you
to the people involved in Lost and Battlestar Galactica, who gave me
something to watch as I wrote.
Most of all, thank you to my family. Lisa, your constant requests
for a dedication amused me. Maybe one of these days. Mom and Dad,
thanks for asking questions, giving feedback, and supporting me. I ap-
preciate it. Thanks to the Minnesota crew of Trudie Harris, Greg Har-
ris, Richard Wieser, and Ashley Wieser for making each trip there fun.
Thanks to Casey Byrne and Chris Lott. Thank you to Adam Conway.
Most of all, thank you to Erin, Piper, and Ingrid. I could not do what
I do without you three. Thank you so much for all you add to life.
Notes
Introduction
1. Taylor Wofford, “APA Says Video Games Make You Violent, but Crit-
ics Cry Bias,” Newsweek, 20 August 2015, http://www.newsweek.com/apa-video
-games-violence-364394.
2. Tom Chatfield, “Videogames Now Outperform Hollywood Movies,”
The Guardian, 27 September 2009, http://www.theguardian.com/technology/
gamesblog/2009/sep/27/videogames-hollywood; Aphra Kerr, The Business and
Culture of Digital Games: Gamework and Gameplay (London: Sage, 2006).
3. In this text I generally use videogame culture and the culture around
video games as interchangeable terms. I contend that there is a culture around
video games that is distinct from other cultures. Although the people participat-
ing in the culture around video games are also part of other cultures, the interac-
tions around video games offer a specific set of common texts and experiences. It
is important to remember that videogame culture is certainly affected by other
cultural norms, including meritocracy, norms and practices of the internet, and
various other social and cultural factors. This culture is largely populated by
people who would describe themselves as gamers and is often referred to as a
hardcore audience for video games.
4. Keith Stuart, “Gamer Communities: The Positive Side,” The Guardian,
31 July 2014, http://www.theguardian.com/technology/gamesblog/2013/jul/31/
gamer-communities-positive-side-twitter.
5. Leigh Alexander, “GDC Online: Bartle on MUD’s ‘Soul,’ Design ‘Must
Want to Say Something,’” Gamasutra, 8 October 2010, http://www.gamasutra.
com/view/news/121595/GDC_Online_Bartle_On_MUDs_Soul_Design_
Must_Want_To_Say_Something.php.
183
Notes to Introduction 184
6. Simon Parkin, “The Man Who Made a Game to Change the World,”
Eurogamer, 30 October 2014, http://www.eurogamer.net/articles/2014-10-30
-the-utopia-that-never-died.
7. Ibid.
8. Chief Pat, “The State of Clash Royale,” YouTube, 15 July 2016, https://
www.youtube.com/watch?v=C_vHdhSgGmw.
9. PandabBoj, “What Part of This Game Is Fun Exactly?” Clash Royale
Forum, 27 July 2016, http://forum.supercell.net/showthread.php/1213578
-What-part-of-this-game-is-fun-exactly; QuaternionsRock, “Legendaries Are
Slowly Breaking the Game (Not Just Another Rant Post),” reddit, 27 July 2016,
https://www.reddit.com/r/ClashRoyale/comments/4uvxbc/legendaries_are_
slowly_breaking_the_game_not_just/.
10. International Game Developers Association, “Game Developer De-
mographics: An Exploration of Workforce Diversity,” October 2005, http://c
.ymcdn.com/sites/www.igda.org/resource/collection/9215B88F-2AA3-4471
-B44D-B5D58FF25DC7/IGDA_DeveloperDemographics_Oct05.pdf.
11. International Game Developers Association, “Developer Satisfaction Sur-
vey 2015: Summary Report,” 2 September 2015, https://c.ymcdn.com/sites/www
.igda.org/resource/collection/CB31CE86-F8EE-4AE3-B46A-148490336605/
IGDA%20DSS%202015-SummaryReport_Final_Sept15.pdf.
12. Robin Potanin, “Forces in Play: The Business and Culture of Videogame
Production,” in Fun and Games ’10: Proceedings of the 3rd International Confer-
ence on Fun and Games, ed. Vero Vanden Abeele et al. (New York: ACM, 2010),
138.
13. Matthew Handrahan, “Ubisoft: Creativity and Commerce in AAA Devel-
opment,” Games Industry, 28 June 2016, http://www.gamesindustry.biz/articles
/2016-06-28-ubisoft-creativity-and-commerce-in-aaa-development.
14. Paul Tamburro, “Top 10 Most Memorable GTA Characters,” Crave, 2
November 2012, http://www.craveonline.com/site/198965-top-10-most-mem
orable-gta-characters.
15. Arthur Chu, “It’s Dangerous to Go Alone: Why Are Gamers So Angry?”
The Daily Beast, 28 August 2014, http://www.thedailybeast.com/articles/2014
/08/28/it-s-dangerous-to-go-alone-why-are-gamers-so-angry.html.
16. Paul Kennedy, “The Dangerous Game: Gamergate and the ‘Alt-Right,’”
CBC Radio, 30 November 2016, http://www.cbc.ca/radio/ideas/the-dangerous
-game-gamergate-and-the-alt-right-1.3874259.
17. Whitney Phillips, This Is Why We Can’t Have Nice Things: Mapping
the Relationship between Online Trolling and Mainstream Culture (Cambridge,
Mass.: MIT Press, 2015), 11.
18. The website 100 People: A World Portrait tracks breakdowns in what our
lives would be like if we were a village of one hundred people; see http://www
185 Notes to Introduction
.100people.org/statistics_100stats.php. This is also one of Father Steven Sund-
borg’s favorite anecdotes to use in his speeches.
19. Kovie Biakolo, “The Lie of Meritocracy and the Illusion of the Amer-
ican Dream,” Thought Catalog, 8 January 2014, http://thoughtcatalog.com/
kovie-biakolo/2014/01/the-lie-of-meritocracy-and-the-illusion-of-the-ameri-
can-dream/; Christopher L. Hayes, Twilight of the Elites: America after Mer-
itocracy (New York: Crown, 2012); Leanne S. Son Hing, D. Ramona Bobocel,
and Mark P. Zanna, “Meritocracy and Opposition to Affirmative Action: Mak-
ing Concessions in the Face of Discrimination,” Journal of Personality and Social
Psychology 83, no. 3 (2002): 493–509; Leanne S. Son Hing, D. Ramona Bobocel,
Mark P. Zanna, Donna M. Garcia, Stephanie S. Gee, and Katie Orazietti, “The
Merit of Meritocracy,” Journal of Personality and Social Psychology 101, no. 3
(2011): 433–50.
20. Matthew H. Barton and Paul D. Turman, “VH1’s ‘Behind the Music’ and
American Culture: The Role of Myth in a Meritocracy,” Texas Speech Communi-
cation Journal 34 (Summer 2009): 8–23; Jennifer Goodman, “The Meritocracy
Myth: National Exams and the Depoliticization of Thai Education,” Sojourn:
Journal of Social Issues in Southeast Asia 28, no. 1 (2013): 101–31; Naa Oyo A.
Kwate and Ilan H. Meyer, “The Myth of Meritocracy and African American
Health,” American Journal of Public Health 100, no. 10 (2010): 1831–34; Ste-
phen J. McNamee and Robert K. Miller, The Meritocracy Myth (Lanham, Md.:
Rowman & Littlefield, 2004).
21. Dylan Matthews, “Donald Trump Isn’t Rich Because He’s a Great In-
vestor: He’s Rich Because His Dad Was Rich,” Vox, 2 September 2015, http://
www.vox.com/2015/9/2/9248963/donald-trump-index-fund.
22. Ezra Klein, “Ta-Nehisi Coates: ‘I’m a Big Believer in Chaos,’” Vox, 19
December 2016, http://www.vox.com/conversations/2016/12/19/13952578/ta
-nehisi-coates-ezra-klein.
23. Glenn Kessler, “Trump’s False Claim He Built His Empire with a ‘Small
Loan’ from His Father,” Washington Post, 20 December 2016, https://www
.washingtonpost.com/news/fact-checker/wp/2016/03/03/trumps-false-claim-
he-built-his-empire-with-a-small-loan-from-his-father/.
24. Alex Abad-Santos, “Donald Trump and Kim Kardashian Are Kin-
dred Spirits,” Vox, 19 December 2016, http://www.vox.com/culture/2016/12
/19/13956596/donald-trump-kim-kardashian-kindred-spirits.
25. Henry Farrell, “How the Chris Hayes Book Twilight of the Elites Ex-
plains Trump’s Appeal,” Vox, 13 October 2016, http://www.vox.com/the-big
-idea/2016/10/13/13259860/twilight-elites-trump-meritocracy.
26. Daniel Bell, The Coming of Post-Industrial Society: A Venture in Social
Forecasting (New York: Basic Books, 1973), 453; Michael Young, The Rise of the
Meritocracy (1958; repr., New Brunswick, N.J.: Transaction, 2008).
Notes to Introduction 186
27. Peter Saunders, “Might Britain Be a Meritocracy?” Sociology 29, no. 1
(1995): 27.
28. Peter Saunders, “Social Mobility in Britain: An Empirical Evaluation of
Two Competing Explanations,” Sociology 31, no. 2 (1997): 283.
29. Sigal Alon and Marta Tienda, “Diversity, Opportunity, and the Shift-
ing Meritocracy in Higher Education,” American Sociological Review 72, no. 4
(2007): 489.
30. Jo Littler, “Celebrity and ‘Meritocracy,’” Soundings 26 (Spring 2004): 122.
31. Jo Littler, “Meritocracy as Plutocracy: The Marketing of ‘Equality’ under
Neoliberalism,” New Formations 80–81 (2013): 52.
32. Ruth Levitas, “Shuffling Back to Equality?” Soundings 26 (Spring 2004):
69.
33. Littler, “Meritocracy as Plutocracy,” 54.
34. Son Hing, Bobocel, and Zanna, “Meritocracy and Opposition to Affir-
mative Action,” 433.
35. Phillips, This Is Why We Can’t Have Nice Things; Adrienne Shaw, “The
Internet Is Full of Jerks, Because the World Is Full of Jerks: What Feminist
Theory Teaches Us about the Internet,” Communication and Critical/Cultural
Studies 11, no. 3 (2014): 273–77.
36. Amanda Hess,“Why Women Aren’t Welcome on the Internet,” Pacific Stan-
dard, 6 January 2014, http://www.psmag.com/navigation/health-and-behavior
/women-arent-welcome-internet-72170/.
37. Laura Hudson, “That Game of Thrones Scene Wasn’t a ‘Turn-On,’ It
Was Rape,” Wired, 21 April 2014, http://www.wired.com/2014/04/game-of
-thrones-rape/; Maureen Ryan, “‘Tyrant’s’ Rape Cliches Are Just the Last Straw,”
Huffington Post, 24 June 2014, http://www.huffingtonpost.com/2014/06/24/tyrant
-fx_n_5525441.html.
38. Zeynep Tufekci, “No, Nate, Brogrammers May Not Be Macho, but
That’s Not All There Is to It,” The Message, 19 March 2014, https://medium
.com/technology-and-society/2f1fe84c5c9b.
39. Lea Coligado, “A Female Computer Science Major at Stanford: ‘Floored’
by the Sexism,” Fortune, 17 February 2015, http://fortune.com/2015/02/17/
a-female-computer-science-major-at-stanford-floored-by-the-sexism/; Mi-
chelle Goldberg, “Feminist Writers Are So Besieged by Online Abuse
That Some Have Begun to Retire,” Washington Post, 20 February 2015,
https://www.washingtonpost.com/opinions/online-feminists-increasingly-ask
-are-the-psychic-costs-too-much-to-bear/2015/02/19/3dc4ca6c-b7dd-11e4-a
200-c008a01a6692_story.html; Hess, “Why Women Aren’t Welcome on
the Internet”; Ellen Pao, “Former Reddit CEO Ellen Pao: The Trolls
Are Winning the Battle for the Internet,” Washington Post, 16 July 2015,
https://www.washingtonpost.com/opinions/we-cannot-let-the-internet-trolls
187 Notes to Introduction
-win/2015/07/16/91b1a2d2-2b17-11e5-bd33-395c05608059_story.html; Julia
Carrie Wong, “Women Considered Better Coders—but Only If They Hide
Their Gender,” The Guardian, 12 February 2016, http://www.theguardian
.com/technology/2016/feb/12/women-considered-better-coders-hide-gender
-github.
40. Leigh Alexander, “EA’s LGBT Event Aims to Be a First Step toward
Cultural Change,” Gamasutra, 7 March 2013, http://www.gamasutra.com/view/
news/187769/EAs_LBGT_event_aims_to_be_a_first_step_toward_cultural_
change.php; Mia Consalvo, “Confronting Toxic Gamer Culture: A Challenge for
Feminist Game Studies Scholars,” Ada, November 2012, http://adanewmedia
.org/2012/11/issue1-consalvo/; Adrienne Shaw, “Changing the Conversation,
Not Just the Games,” Antenna, 12 March 2013, http://blog.commarts.wisc
.edu/2013/03/12/changing-the-conversation-not-just-the-games/; John Walker,
“Misogyny, Sexism, and Why RPS Isn’t Shutting Up,” Rock, Paper, Shotgun, 6
April 2013, http://www.rockpapershotgun.com/2013/04/06/misogyny-sexism
-and-why-rps-isnt-shutting-up/.
41. Jenny Haniver, “About,” Not in the Kitchen Anymore, 21 February 2016,
http://www.notinthekitchenanymore.com/about/; gtz jaspir, likeOMGitsFE-
DAY, and inklesspen, “Fat, Ugly, or Slutty,” n.d., Fat, Ugly, or Slutty, http://
fatuglyorslutty.com/.
42. Amanda Marcotte, “Online Misogyny: Can’t Ignore It, Can’t Not Ignore
It,” Slate, 13 June 2012, http://www.slate.com/blogs/xx_factor/2012/06/13/on-
line_misogyny_reflects_women_s_realities_though_in_a_cruder_way_than_is_
customary_offline_.html.
43. Consalvo, “Confronting Toxic Gamer Culture”; Mathew Jones, “Com-
ments Aren’t Disabled: Here’s What People Are Saying about Tropes vs.
Women,” Gameranx, 8 March 2013, http://www.gameranx.com/features/
id/13300/article/comments-aren-t-disabled-here-s-what-people-are-saying
-about-tropes-vs-women/.
44. Leigh Alexander, “Opinion: In the Sexism Discussion, Let’s Look at
Game Culture,” Gamasutra, 16 July 2012, http://www.gamasutra.com/view/
news/174145/.
45. Chu, “It’s Dangerous to Go Alone.”
46. Film Crit Hulk, “Film Crit Hulk Smash: on despair, gamergate and
quitting the hulk,” Badass Digest, 27 October 2014, http://badassdigest
.com/2014/10/27/film-crit-hulk-smash-on-despair-gamergate-and-quitting
-the-hulk/.
47. Maeve Duggan, “Online Harassment,” Pew Research Center: Internet, Sci-
ence & Tech, 22 October 2014, http://www.pewinternet.org/2014/10/22/online
-harassment/.
48. Edge Staff, “Why Is the Game Industry Still Fixated on Breasts?” Edge
Notes to Introduction 188
Online, 15 March 2013, http://www.edge-online.com/features/why-is-the-game
-industry-still-fixated-on-breasts/.
49. Rory Young, “Team Ninja Studio Head Says DOA 5’s Female Depiction
Is Cultural,” Neoseeker, 23 August 2012, http://www.neoseeker.com/news/20486
-team-ninja-studio-head-says-doa-5s-female-depiction-is-cultural/.
50. Becky Chambers, “Why Games with Female Protagonists Don’t Sell, and
What It Says about the Industry,” The Mary Sue, 23 November 2012, http://
www.themarysue.com/why-games-with-female-protagonists-dont-sell-and
-what-it-says-about-the-industry/.
51. Rich McCormick, “Adding Female Characters to New ‘Assassin’s Creed’
Would ‘Double the Work,’ Says Ubisoft,” The Verge, 11 June 2014, http://www
.theverge.com/2014/6/11/5799386/no-female-characters-in-assassins-creed
-unity-too-much-work; Rachel Weber, “Naughty Dog: We’ve Been Asked to
Push Ellie to the Back of the Box Art,” Games Industry, 12 December 2012,
http://www.gamesindustry.biz/articles/2012-12-12-naughty-dog-theres-a
-misconception-that-if-you-put-a-girl-on-the-cover-the-game-sells-less; Mike
Williams, “Rockstar’s Houser Explains Lack of Female Protagonist in GTA
V,” Games Industry, 10 September 2013, http://www.gamesindustry.biz/articles
/2013-09-10-rockstars-houser-explains-lack-of-female-protagonist-in-gta-v.
52. Nathan Ditum, “FIFA’s Struggle to Include Women Reveals a Lot about
Gaming’s Problems with Diversity,” Kotaku, 15 July 2015, http://www.kotaku.co
.uk/2015/07/15/fifas-struggle-to-include-women-reveals-a-lot-about-gamings
-problems-with-diversity.
53. Evan Narcisse, “Video Games’ Blackness Problem,” Kotaku, 19 February
2015, http://kotaku.com/video-games-blackness-problem-1686694082.
54. Tauriq Moosa, “Colorblind: On The Witcher 3, Rust, and Gaming’s Race
Problem,” Polygon, 3 June 2015, http://www.polygon.com/2015/6/3/8719389/
colorblind-on-witcher-3-rust-and-gamings-race-problem.
55. Ibid.
56. Sidney Fussell, “Video Games without People of Color Are Not ‘Neu-
tral,’” Offworld, 26 June 2015, http://boingboing.net/2015/06/26/race-video
-games-witcher-3.html.
57. Don Crothers, “GamerGate Drives Critic Tauriq Moosa Off Twitter,”
Inquisitr, 27 June 2015, http://www.inquisitr.com/2207377/gamergate-drives
-critic-tauriq-moosa-off-twitter/; Jessica Lachenal, “#IStandWithTauriq: Tauriq
Moosa Leaves Twitter After Sustained Harassment Campaign Led by Gamer-
Gate,” The Mary Sue, 27 June 2015, http://www.themarysue.com/i-stand-with
-tauriq/.
58. Potanin, “Forces in Play,” 136.
59. Ibid., 140, 141.
189 Notes to Introduction
60. Carly A. Kocurek, Coin-Operated Americans: Rebooting Boyhood at the
Video Game Arcade (Minneapolis: University of Minnesota Press, 2015), 188.
61. Kishonna L. Gray, Race, Gender, and Deviance in Xbox Live: Theoretical
Perspectives from the Virtual Margins (New York: Routledge, 2014), 16.
62. Ibid.
63. Nathan Grayson, “Twitch Chat Racism Changed Hearthstone Pro Ter-
rence Miller’s Career,” Kotaku, 7 October 2016, http://kotaku.com/hearthstone
-pro-terrence-miller-hopes-to-clean-up-twitc-1787551043.
64. Mia Consalvo and Christopher A. Paul, “Welcome to the Discourse of
the Real: Constituting the Boundaries of Games and Players,” FDG (2013):
55–62.
65. Adrienne Shaw, Gaming at the Edge: Sexuality and Gender at the Mar-
gins of Gamer Culture (Minneapolis: University of Minnesota Press, 2014).
66. Stephanie Llamas, “Why all Gamers Matter—My View as a Female
Games Analyst,” Superdata, 28 October 2014, http://www.superdataresearch
.com/blog/why-all-gamers-matter/.
67. To view the opening cinematics and early game play, see kingdavidgam
ing, “The Beginning of Skyrim (Part 1)” and “The Beginning of Skyrim (Part
2),” YouTube, 12 November 2011, https://www.youtube.com/watch?v=5Cdoyqs
NdaE and https://www.youtube.com/watch?v=MiqjhkpNqg8.
68. Statistic Brain, “Skyrim: The Elder Scrolls V Statistics,” Statistic Brain,
12 April 2015, http://www.statisticbrain.com/skyrim-the-elder-scrolls-v-statis
tics/.
69. For more on rhetoric, see Ian Bogost, “Writing Books People Want to
Read: Or, How to Stake Vampire Publishing,” Ian Bogost, 30 May 2011, http://
bogost.com/writing/blog/writing_books_people_want_to_r/; Ian Bogost, “The
Rhetoric of Video Games,” in The Ecology of Games: Connecting Youth, Games,
and Learning, ed. Katie Salen, 117–39 (Cambridge, Mass.: MIT Press, 2008);
Kenneth Burke, A Rhetoric of Motives (Berkeley, CA: University of California
Press, 1969); Karlyn Kohrs Campbell and Susan Schultz Huxman, The Rhetor-
ical Act: Thinking, Speaking, and Writing Critically (Belmont, Calif.: Thomson/
Wadsworth, 2009); Ronald Greene, “The Aesthetic Turn and the Rhetorical
Perspective on Argumentation,” Argumentation & Advocacy 35, no. 1 (1998):
19; Todd Harper, “Rules, Rhetoric, and Genre: Procedural Rhetoric in Persona
3,” Games and Culture 6, no. 5 (2011): 395–413; Christopher A. Paul, Wordplay
and the Discourse of Video Games: Analyzing Words, Design, and Play (New York:
Routledge, 2012); Edward Schiappa, “Second Thoughts on the Critiques of Big
Rhetoric,” Philosophy and Rhetoric 34, no. 3 (2001): 260–74; Robert L. Scott, “On
Viewing Rhetoric as Epistemic,” Central States Speech Journal 18, no. 1 (1967):
9–17; Gerald A. Voorhees, “The Character of Difference: Procedurality, Rhet-
Notes to Introduction 190
oric, and Roleplaying Games,” Game Studies 9, no. 2 (2009): http://gamestudies
.org/0902/articles/voorhees; David Zarefsky, “Knowledge Claims in Rhetorical
Criticism,” Journal of Communication 58, no. 4 (2008): 629–40.
70. For a thorough explanation of “The Journey” and how it plays in prac-
tice, see Chris Tapsell, “FIFA 17 The Journey Walkthrough—How to Play a
Full Season and Get All Rewards,” Eurogamer, 25 November 2016, http://www
.eurogamer.net/articles/2016-11-25-fifa-17-the-journey-walkthrough-how
-to-play-a-full-season-and-get-all-rewards. Also, the mode was not included
in PS3 and Xbox 360 versions of the game, as EA claimed there were techni-
cal limitations with the older consoles, likely having to do with their use of the
Frostbite game engine.
1. Leveling Up in Life
1. Henry Farrell, “How the Chris Hayes Book Twilight of the Elites
Explains Trump’s Appeal,” Vox, 13 October 2016, http://www.vox.com/the-
big-idea/2016/10/13/13259860/twilight-elites-trump-meritocracy.
2. The Guodian manuscripts are tremendously informative about ancient
China, to the point where it has been said that they transformed “our under-
standing of the formative era of China’s religious and political philosophy.” See
Kenneth Holloway, Guodian: The Newly Discovered Seeds of Chinese Religious
and Political Philosophy (New York: Oxford University Press, 2009), 1.
3. Ibid., 13, 14, 110, 130.
4. Benjamin A. Elman, Civil Examinations and Meritocracy in Late Imperial
China (Cambridge, Mass.: Harvard University Press, 2013), 1.
5. The most thorough integrations of meritocracy that I have read about
in China happened during the T’ang (618–906), Ming (1368–1644), and Qing
(1644–1912) dynasties. There are also some mentions of a move toward meri-
tocracy in the Sui dynasty (581–618). For more, see Denis Twitchett, The Birth
of Chinese Meritocracy: Bureaucrats and Examinations in T’ang China (London:
China Society, 1976).
6. Elman, Civil Examinations and Meritocracy in Late Imperial China, 316.
7. Robin Potanin, “Forces in Play: The Business and Culture of Videogame
Production,” in Fun and Games ’10: Proceedings of the 3rd International Confer-
ence on Fun and Games, ed. Vero Vanden Abeele et al. (New York: ACM, 2010),
135–43. Another excellent argument from a similar perspective is Janine Fron,
Tracy Fullerton, Jacquelyn Ford Morie, and Celia Pearce, “The Hegemony of
Play,” DiGRA ’07: Proceedings of the 2007 DiGRA International Conference: Sit-
uated Play 4 (September 2007): 1–10.
8. The first published use of the term I have seen actually comes in the
writing of Alan Fox, who wrote an essay called “Class and Equality” for Socialist
Quarterly two years before Young’s book. Fox’s use of the term is overwhelm-
191 Notes to Chapter 1
ingly negative, as the meritocracy is seen as an extension of a social system that
furthered the “distance between the extremes of the social strata.” Fox also casts
meritocracy in moral terms, with those at the top taking advantage of the “un-
blessed” and not recognizing that they are “blessed.” See Alan Fox, “Class and
Equality,” Socialist Commentary, May 1956, 11–13.
9. Michael Young, The Rise of the Meritocracy (1958; repr., New Brunswick,
N.J.: Transaction, 2008), xvii.
10. Patricia Hernandez, “Overwatch: The Kotaku Review,” Kotaku, 1 June
2016, http://kotaku.com/overwatch-the-kotaku-review-1779831636.
11. Ibid.
12. Nathan Grayson, “Overwatch Doesn’t Do Enough for Its Support He-
roes,” Kotaku, 1 June 2016, http://kotaku.com/overwatch-doesnt-do-enough-for
-its-support-heroes-1779909864; Philippa Warr, “Overwatch: Why We Need a
2-Person Play of the Game,” Rock, Paper, Shotgun, 31 May 2016, https://www
.rockpapershotgun.com/2016/05/31/overwatch-play-of-the-game/.
13. Grayson, “Overwatch Doesn’t Do Enough for Its Support Heroes.”
14. Nathan Grayson, “The Overwatch Characters Who Get Play of the
Game Most (and Least) Often,” Kotaku, 7 September 2016, http://kotaku.com/
the-overwatch-characters-who-get-play-of-the-game-most-1786354626.
15. Nathan Grayson, “Overwatch’s Director on Competitive Mode, Contro-
versies, and the Future,” Kotaku, 18 July 2016, http://kotaku.com/overwatchs
-director-on-competitive-controversies-and-1783869335.
16. Ibid.
17. Blizzard Entertainment, “Welcome to Competitive Play,” Overwatch, 28
June 2016, https://playoverwatch.com/en-us/blog/20167051.
18. Nathan Grayson, “How Overwatch’s Competitive Mode Works,” Ko-
taku, 29 June 2016, http://kotaku.com/how-overwatchs-competitive-mode
-works-1782839858.
19. Patricia Hernandez, “Overwatch Fans Have Turned Soldier 76 into a
Dad,” Kotaku, 29 July 2016, http://kotaku.com/overwatch-fans-have-turned
-soldier-76-into-a-dad-1784531869.
20. Nathan Grayson, “Overwatch’s Competitive Mode Is at Odds with the Rest
of the Game,” Kotaku, 1 July 2016, http://kotaku.com/overwatchs-competitive
-mode-is-at-odds-with-the-rest-of-1782990226.
21. Ibid.
22. InternetBitch6969, “Competitive Community Is Mostly Toxic,” reddit,
1 July 2016, https://www.reddit.com/r/Overwatch/comments/4qsntg/competi
tive_community_is_mostly_toxic/.
23. Nathan Grayson, “How Blizzard Is Trying to Fix Overwatch’s Toxicity
Problem,” Kotaku, 15 July 2016, http://kotaku.com/how-blizzard-is-trying-to
-fix-overwatchs-toxicity-probl-1783749976.
24. Ibid.
Notes to Chapter 1 192
25. Whitney Phillips, This Is Why We Can’t Have Nice Things: Mapping
the Relationship between Online Trolling and Mainstream Culture (Cambridge,
Mass.: MIT Press, 2015).
26. Geoff Colvin, “A CEO’s Passionate Defense of ‘Stack Ranking’ Employ-
ees,” Fortune, 19 November 2013, http://fortune.com/2013/11/19/a-ceos-passion
ate-defense-of-stack-ranking-employees/; Jodi Kantor and David Streitfeld, “In-
side Amazon: Wrestling Big Ideas in a Bruising Workplace,” New York Times, 15
August 2015, https://www.nytimes.com/2015/08/16/technology/inside-amazon
-wrestling-big-ideas-in-a-bruising-workplace.html.
27. Young, Rise of the Meritocracy, 96.
28. Michael Young, “Down with Meritocracy,” The Guardian, 28 June 2001,
http://www.guardian.co.uk/politics/2001/jun/29/comment.
29. Nathan Grayson, “The Guy with the Lowest Possible Rank in Over-
watch,” Kotaku, 23 August 2016, http://kotaku.com/the-guy-with-the-lowest
-possible-rank-in-overwatch-1785662123.
30. Ibid.
31. Jesper Juul, The Art of Failure: An Essay on the Pain of Playing Video
Games (Cambridge, Mass.: MIT Press, 2013), 81.
32. Ibid., 1.
33. David Harvey summarizes many of these changes, arguing that the ac-
celeration of consumption in modern society was driven by two key factors
that permeated society: the expansion of mass markets in video and children’s
games, and a transition toward the consumption of services and away from the
consumption of goods. For more, see David Harvey, The Condition of Postmo-
dernity (Oxford, U.K.: Basil Blackwell, 1989).
34. Young, “Down with Meritocracy.”
35. Christopher L. Hayes, Twilight of the Elites: America after Meritocracy
(New York: Crown, 2012), 45.
36. Robert Guthrie, “Inside the Grim World of Minecraft’s Prison Servers,”
Kotaku, 24 June 2016, http://kotaku.com/inside-the-grim-world-of-minecrafts
-prison-servers-1782517890.
37. Ibid.
38. Young, Rise of the Meritocracy, xi.
39. Ibid., xi–xii.
40. Daniel Bell, “On Meritocracy and Equality,” Public Interest 29 (Fall 1972):
30.
41. R. J. Herrnstein, I.Q. in the Meritocracy (Boston: Little, Brown, 1971),
221–22.
42. Daniel Bell, The Coming of Post-Industrial Society: A Venture in Social
Forecasting (New York: Basic Books, 1973), 426–27.
193 Notes to Chapter 1
43. Bell consistently uses the universal “man” to refer to all people. Claiming
that there are not substantial structural barriers to exhibiting skill and effort is
particularly rich when relying on sexist language to make the case.
44. Herrnstein, I.Q. in the Meritocracy, 221.
45. Peter Saunders, “Social Mobility in Britain: An Empirical Evaluation of
Two Competing Explanations,” Sociology 31, no. 2 (1997): 282.
46. Bell, “On Meritocracy and Equality,” 31–32.
47. Ibid., 40.
48. Ibid., 67.
49. Saunders, “Social Mobility in Britain,” 562.
50. Bell, Coming of Post-Industrial Society, 454.
51. Stephen J. McNamee and Robert K. Miller, “The Meritocracy Myth,”
Sociation Today 2, no. 1 (2004): 3.
52. Ibid., 4.
53. Naa Oyo A. Kwate and Ilan H. Meyer, “The Myth of Meritocracy and
African American Health,” American Journal of Public Health 100, no. 10 (2010):
1831–34.
54. Jo Littler, “Celebrity and ‘Meritocracy,’” Soundings 26 (Spring 2004): 60.
55. Ibid.
56. Meritocracy and meritocratic norms can also be seen in plenty of other
contexts and in many other countries. For more, see Livia Barbosa, “Meritocracy
and Brazilian Society,” Revista de Administração de Empresas 54, no. 1 (2014):
80–85; Jennifer Goodman, “The Meritocracy Myth: National Exams and the
Depoliticization of Thai Education,” Sojourn: Journal of Social Issues in Southeast
Asia 28, no. 1 (2013): 101–31; Surinder S. Jodhka and Katherine Newman, “In
the Name of Globalisation: Meritocracy, Productivity and the Hidden Language
of Caste,” Economic and Political Weekly 42, no. 41 (2007): 4125–32; Takehiko
Kariya, Education Reform, and Social Class in Japan: The Emerging Incentive Di-
vide, trans. Michael Burtscher (New York: Routledge, 2013); Kenneth Paul Tan,
“Meritocracy and Elitism in a Global City: Ideological Shifts in Singapore,” In-
ternational Political Science Review 29, no. 1 (2008): 7–27; Godfrey B. Tangwa,
Road Companion to Democracy and Meritocracy: Further Essays from an African
Perspective (Bamenda, Cameroon: Langaa RPCIG, 2010).
57. Hayes, Twilight of the Elites, 22.
58. Shannon K. McCoy and Brenda Major, “Priming Meritocracy and the
Psychological Justification of Inequality,” Journal of Experimental Social Psychol-
ogy 43, no. 3 (2007): 341.
59. John Beck, Meritocracy, Citizenship and Education: New Labour’s Legacy
(London: Continuum, 2008), 25.
60. Kwate and Meyer, “Myth of Meritocracy and African American Health.”
Notes to Chapter 1 194
61. Richard Breen and John H. Goldthorpe, “Class Inequality and Meritoc-
racy: A Critique of Saunders and an Alternative Analysis,” British Journal of So-
ciology 50, no. 1 (1999): 22.
62. Brian Ashcraft, “Korean Woman Kicks Ass at Overwatch, Gets Accused
of Cheating [Update],” Kotaku, 21 June 2016, http://kotaku.com/korean-woman
-kicks-ass-at-overwatch-gets-accused-of-ch-1782343447.
63. Aja Romano, “How a Teen Girl’s Mad Overwatch Skills Struck a
Major Blow to Sexism in Gaming,” Vox, 23 June 2016, http://www.vox.com
/2016/6/23/12002454/how-a-teen-girl-s-mad-overwatch-skills-struck-a-major
-blow-to-sexism-in-gaming.
64. Ashcraft, “Korean Woman Kicks Ass at Overwatch, Gets Accused of
Cheating.”
65. Romano, “How a Teen Girl’s Mad Overwatch Skills Struck a Major Blow
to Sexism in Gaming.”
66. Samuel Lingle, “Blizzard Vows Zero Tolerance for Overwatch Cheaters
but Adds: ‘Some Players Are Just Really Good,’” Daily Dot, 13 May 2016, http://
www.dailydot.com/esports/blizzard-overwatch-anti-cheat/.
67. The treatment of people of color in video games is complicated, particu-
larly given the prominence and success of many high-profile Asian, particularly
Korean, players. Racism is a massive issue in game culture regardless.
68. Hayes, Twilight of the Elites, 225.
69. Jeff Spross, “You’re Probably Richer Than You Think You Are: How In-
equality Screws with Our Perspective,” The Week, 27 January 2015, http://theweek
.com/articles/535887/youre-probably-richer-than-think-are-howinequality
screws-ourperspective.
70. Craig Haney and Aida Hurtado, “The Jurisprudence of Race and Mer-
itocracy: Standardized Testing and ‘Race-Neutral’ Racism in the Workplace,”
Law and Human Behavior 18, no. 3 (1994): 240.
71. James Brightman, “I’m Doing This Because I’m a Gamer,” Games Indus-
try, 2 June 2016, http://www.gamesindustry.biz/articles/2016-06-02-im-doing
-this-because-im-a-gamer; Potanin, “Forces in Play.”
72. Carly A. Kocurek, Coin-Operated Americans: Rebooting Boyhood at the
Video Game Arcade (Minneapolis: University of Minnesota Press, 2015), xxiii.
73. Halli Bjornsson, “Smart Lessons 17 Million Organic Installs Taught Us
about Mobile,” Games Industry, 19 July 2016, http://www.gamesindustry.biz
/articles/2016-07-19-smart-lessons-17-million-organic-installs-taught-us
-about-mobile.
74. Ageism is relatively under-discussed as it pertains to video games, but
one take on it can be found in Jeff Vogel, “Age, Pleasing Apple, and Trying to
Climb Out of the Hole,” Bottom Feeder, 10 June 2015, http://jeff-vogel.blogspot
.com/2015/06/age-pleasing-apple-and-trying-to-climb.html.
195 Notes to Chapter 1
75. Neil Irwin, “Ben Bernanke on Life, Love, and Intestinal Parasites,” Wash-
ington Post, 2 June 2013, http://www.washingtonpost.com/blogs/wonkblog/
wp/2013/06/02/ben-bernanke-on-life-cynicism-beauty-and-love.
76. Robert H. Frank, Success and Luck: Good Fortune and the Myth of Meri-
tocracy (Princeton, N.J.: Princeton University Press, 2016), Kindle ed., loc. 318.
77. Ibid., loc. 82.
78. Zack Beauchamp, “One Graphic That Shows Your Mom Was Right: The
World Isn’t Fair,” Vox, 28 May 2015, http://www.vox.com/2015/5/28/8663065/
inequality-global-income; Matt O’Brien, “Poor Kids Who Do Everything
Right Don’t Do Better Than Rich Kids Who Do Everything Wrong,” Washing-
ton Post, 18 October 2014, http://www.washingtonpost.com/blogs/wonkblog/
wp/2014/10/18/poor-kids-who-do-everything-right-dont-do-better-than-rich
-kids-who-do-everything-wrong/.
79. William Deresiewicz, “Don’t Send Your Kid to the Ivy League: The Na-
tion’s Top Colleges Are Turning Our Kids into Zombies,” New Republic, 21 July
2014, http://www.newrepublic.com/article/118747/ivy-league-schools-are-over
rated-send-your-kids-elsewhere.
80. Danielle Douglas-Gabriel, “College Is Not the Great Equalizer for
Black and Hispanic Graduates,” Washington Post, 17 August 2015, http://www
.washingtonpost.com/news/wonkblog/wp/2015/08/17/college-is-not-the
-great-equalizer-for-black-and-hispanic-graduates/; Christopher Ingraham,
“Still Think America Is the ‘Land of Opportunity’? Look at This Chart,”
Washington Post, 22 February 2016, https://www.washingtonpost.com/news/
wonk/wp/2016/02/22/still-think-america-is-the-land-of-opportunity-look-at
-this-chart/.
81. Jo Littler, “Meritocracy as Plutocracy: The Marketing of ‘Equality’ under
Neoliberalism,” New Formations 80–81 (2013): 55.
82. Stephen J. McNamee and Robert K. Miller, The Meritocracy Myth (Lan-
ham, Md.: Rowman & Littlefield, 2004), 208.
83. Thank you to Mia Consalvo for lending this phrasing.
84. Anna Anthropy, Rise of the Videogame Zinesters: How Freaks, Normals,
Amateurs, Artists, Dreamers, Drop-Outs, Queers, Housewives, and People Like You
Are Taking Back an Art Form (New York: Seven Stories Press, 2012), Kindle ed.,
loc. 100.
85. Raph Koster, Theory of Fun for Game Design (Sebastopol, Calif.: O’Reilly,
2013), Kindle ed., loc. 1314.
86. Adrienne Shaw, Gaming at the Edge: Sexuality and Gender at the Mar-
gins of Gamer Culture (Minneapolis: University of Minnesota Press, 2014), 41.
87. Matthew Handrahan, “Ubisoft: Creativity and Commerce in AAA De-
velopment,” Games Industry, 28 June 2016, http://www.gamesindustry.biz/
articles/2016-06-28-ubisoft-creativity-and-commerce-in-aaa-development.
Notes to Chapter 1 196
88. Potanin, “Forces in Play.”
89. Hayes, Twilight of the Elites, 40.
90. Kocurek, Coin-Operated Americans.
91. Anthropy, Rise of the Videogame Zinesters, loc. 105.
92. Koster, Theory of Fun for Game Design, loc. 1343.
93. Kocurek, Coin-Operated Americans; Potanin, “Forces in Play.”
94. Anthropy, Rise of the Videogame Zinesters, loc. 236.
95. Peter Kellner, “Yes, We Still Need Meritocracy,” New Statesman, 9 July
2001, http://www.newstatesman.com/node/153755; Ruth Levitas, “Shuffling
Back to Equality?” Soundings 26 (Spring 2004): 69.
96. Jennifer de Winter, Shigeru Miyamoto: Super Mario Bros., Donkey Kong,
The Legend of Zelda (New York: Bloomsbury, 2015).
97. Emilio J. Castilla and Stephen Benard, “The Paradox of Meritocracy in
Organizations,” Administrative Science Quarterly 55, no. 4 (2010): 572.
98. Robin DiAngelo, “White Fragility,” International Journal of Critical
Pedagogy 3, no. 3 (2011): 54–70; Ryan D. Enos, “Casual Effect of Intergroup
Contact on Exclusionary Attitudes,” Proceedings of the National Academy of Sci-
ences of the United States of America 111, no. 10 (2014): 3699–704; German
Lopez, “Research Says There Are Ways to Reduce Racial Bias: Calling Peo-
ple Racist Isn’t One of Them,” Vox, 15 November 2016, http://www.vox.com/
identities/2016/11/15/13595508/racism-trump-research-study; Dylan Mat-
thews, “Donald Trump Has Every Reason to Keep White People Thinking
about Race,” Vox, 30 November 2016, http://www.vox.com/policy-and-politics
/2016/11/30/13765248/donald-trump-race-priming-political-science.
99. Shannon K. McCoy and Brenda Major, “Priming Meritocracy and the
Psychological Justification of Inequality,” Journal of Experimental Social Psychol-
ogy 43, no. 3 (2007): 342.
100. Ibid., 351.
101. Frank, Success and Luck, 1472.
102. Craig Haney and Aida Hurtado, “The Jurisprudence of Race and Mer-
itocracy: Standardized Testing and ‘Race-Neutral’ Racism in the Workplace,”
Law and Human Behavior 18, no. 3 (1994): 224.
103. James Fraser and Edward Kick, “The Interpretive Repertories of Whites
on Race-Targeted Policies: Claims Making of Reverse Discrimination,” Socio-
logical Perspectives 43, no. 1 (2000): 26–27.
104. McCoy and Major, “Priming Meritocracy and the Psychological Justifi-
cation of Inequality,” 342.
105. McNamee and Miller, Meritocracy Myth, 40.
106. For much more on eSports, see “e-Sports and Pro Gaming Literature,”
T. L. Taylor, n.d., http://tltaylor.com/teaching/e-sports-and-pro-gaming-litera
197 Notes to Chapter 2
ture/. For more on competitive gaming and Korea, see Dal Yong Jin, Korea’s
Online Gaming Empire (Cambridge, Mass.: MIT Press, 2010).
107. Todd Harper, The Culture of Digital Fighting Games: Performance and
Practice (New York: Routledge, 2014).
108. Littler, “Meritocracy as Plutocracy,” 66.
109. Christopher A. Paul, “Eve Online Is Hard and It Matters,” in Internet
Spaceships Are Serious Business: An Eve Online Reader, ed. Marcus Carter, Kelly
Bergstrom, and Darryl Woodford, 17–30 (Minneapolis: University of Minne-
sota Press, 2016).
110. Nick Monroe, “‘Git Gud’ Culture Gives Us the Best of Gaming,” Gam-
eranx, 18 May 2016, http://gameranx.com/features/id/54186/article/git-gud
-culture-gives-us-the-best-of-gaming/.
111. Carol C. Mukhopadhyay, “StarPower: Experiencing a Stratified Soci-
ety,” What’s Race Got to Do with It?, 2004, http://www.whatsrace.org/pages/
starpower.htm; Simulation Training Systems, “StarPower—Use & Abuse of
Power, Leadership & Diversity,” n.d., http://www.simulationtrainingsystems
.com/schools-and-charities/products/starpower/.
112. Donella Meadows, “Why Would Anyone Want to Play Starpower,” Do-
nella Meadows Institute, 4 December 2011, http://www.donellameadows.org/
archives/why-would-anyone-want-to-play-starpower/.
113. Lisa Miller, “The Money-Empathy Gap,” New York Magazine, 1 July
2012, http://nymag.com/news/features/money-brain-2012-7/.
114. Jessica Gross, “6 Studies on How Money Affects the Mind,” TED Blog,
20 December 2013, http://blog.ted.com/2013/12/20/6-studies-of-money-and
-the-mind/.
115. Current norms of merit and success in games were set by early players,
and the most successful helped craft systems that were self-beneficial; those prac-
tices then filtered out to the wider community of players. For more on ideology,
see Antonio Gramsci, Prison Notebooks: Volume One, trans. Joseph A. Buttigieg
and Antonio Callari (New York: Columbia University Press, 1992).
2. A Toxic Culture
1. John Banks and Sal Humphreys, “The Labour of User Co-creators:
Emergent Social Network Markets?” Convergence 14, no. 4 (2008): 401–18; John
Banks and Jason Potts, “Co-creating Games: A Co-evolutionary Analysis,” New
Media & Society 12, no. 2 (2010): 253–70; Ian Bogost, Persuasive Games: The
Expressive Power of Videogames (Cambridge, Mass.: MIT Press, 2007); Mia Con-
salvo and Jason Begy, Players and Their Pets: Gaming Communities from Beta to
Sunset (Minneapolis: University of Minnesota Press, 2015); T. L. Taylor, “The
Notes to Chapter 2 198
Assemblage of Play,” Games and Culture 4, no. 4 (2009): 331–39; T. L. Taylor,
Play between Worlds: Exploring Online Game Culture (Cambridge, Mass.: MIT
Press, 2006); Gerald A. Voorhees, “I Play Therefore I Am: Sid Meier’s Civiliza-
tion, Turn-Based Strategy Games and the Cogito,” Games and Culture 4, no. 3
(2009): 254–75.
2. Kenneth Burke, Language as Symbolic Action: Essays on Life, Literature,
and Method (Berkeley: University of California Press, 1966); Kenneth Burke, A
Rhetoric of Motives (Berkeley: University of California Press, 1969).
3. Ellie Zolfagharifard, “Could Our Ancestors See Blue? Ancient People
Didn’t Perceive the Colour Because They Didn’t Have a Word for It, Say Scien-
tists,” Daily Mail Online, 2 March 2015, http://www.dailymail.co.uk/sciencetech/
article-2976405/Could-ancestors-blue-Ancient-civilisations-didn-t-perceive
-colour-didn-t-word-say-scientists.html.
4. David Zarefsky, “Knowledge Claims in Rhetorical Criticism,” Journal of
Communication 58, no. 4 (2008): 629–40.
5. Bogost, Persuasive Games; Jeroen Bourgonjon, Kris Rutten, Ronald Soe-
taert, and Martin Valcke, “From Counter-Strike to Counter-Statement: Using
Burke’s Pentad as a Tool for Analysing Video Games,” Digital Creativity 22, no.
2 (2011): 91–102; Todd Harper, “Rules, Rhetoric, and Genre: Procedural Rhet-
oric in Persona 3,” Games and Culture 6, no. 5 (2011): 395–413; Ken S. McAl-
lister, Game Work: Language, Power, and Computer Game Culture (Tuscaloosa:
University of Alabama Press, 2004); Christopher A. Paul, Wordplay and the Dis-
course of Video Games: Analyzing Words, Design, and Play (New York: Routledge,
2012); Gerald A. Voorhees, “The Character of Difference: Procedurality, Rhet-
oric, and Roleplaying Games,” Game Studies 9, no. 2 (2009): http://gamestudies
.org/0902/articles/voorhees.
6. Mia Consalvo and Christopher A. Paul, “Welcome to the Discourse of
the Real: Constituting the Boundaries of Games and Players,” FDG (2013):
55–62.
7. Taylor, “Assemblage of Play.”
8. Banks and Humphreys, “Labour of User Co-creators”; Banks and Potts,
“Co-creating Games.”
9. Adrienne Shaw, “What Is Video Game Culture? Cultural Studies and
Game Studies,” Games and Culture 5, no. 4 (2010): 403–24.
10. Charlie Hall and Danielle Riendeau, “Mass Surveillance, Watch Dogs
and the Militarized Police: When Strapping Cameras on People Is a Good
Idea,” Polygon, 14 August 2014, http://www.polygon.com/2014/8/14/6000267/
ferguson-police-cameras-watch-dogs; Htown, “Polygon—‘What Watch Dogs
Can Teach Us About the Situation in Ferguson,’” NeoGAF, 14 August 2014,
http://www.neogaf.com/forum/showthread.php?t=874691; Stephen Totilo, “An-
tonin Scalia’s Landmark Defense of Violent Video Games,” Kotaku, 13 Feb-
199 Notes to Chapter 2
ruary 2016, http://kotaku.com/antonin-scalias-landmark-defense-of-violent
-video-games-1758990360.
11. Carly A. Kocurek, Coin-Operated Americans: Rebooting Boyhood at the
Video Game Arcade (Minneapolis: University of Minnesota Press, 2015).
12. Adrienne Shaw, “Do You Identify as a Gamer? Gender, Race, Sexuality,
and Gamer Identity,” New Media & Society 14, no. 1 (2012): 28–44; Adrienne
Shaw, “On Not Becoming Gamers: Moving beyond the Constructed Audience,”
Ada: A Journal of Gender, New Media, and Technology 2 (2013): http://adanew
media.org/2013/06/issue2-shaw/.
13. Mia Consalvo, Timothy Dodd Alley, Nathan Dutton, Matthew Falk,
Howard Fisher, Todd Harper, and Adam Yulish, “Where’s My Montage? The
Performance of Hard Work and Its Reward in Film, Television, and MMOGs,”
Games and Culture 5, no. 4 (2010): 381–402; Nick Yee, “The Labor of Fun: How
Video Games Blur the Boundaries of Work and Play,” Games and Culture 1, no.
1 (2006): 68–71.
14. Adrienne Shaw, “The Internet Is Full of Jerks, Because the World Is Full
of Jerks: What Feminist Theory Teaches Us about the Internet,” Communication
and Critical/Cultural Studies 11, no. 3 (2014): 273–77.
15. Brad McCarty, “70 Million Users, 1+ Billion Hours Every Month:
League of Legends Is the World’s Most Played Video Game,” The Next Web,
12 October 2012, http://thenextweb.com/shareables/2012/10/12/70-million
-users-1-billion-hours-every-month-league-of-legends-is-the-worlds-most
-played-game/; Paul Tassi, “Monstrous Viewership Numbers Show ‘League of
Legends’ Is Still eSports King,” Forbes, 11 December 2015, http://www.forbes
.com/sites/insertcoin/2015/12/11/monstrous-viewership-numbers-show-league
-of-legends-is-still-esports-king; Paul Tassi, “Riot’s ‘League of Legends’ Reveals
Astonishing 27 Million Daily Players, 67 Million Monthly,” Forbes, 27 January 2014,
http://www.forbes.com/sites/insertcoin/2014/01/27/riots-league-of-legends
-reveals-astonishing-27-million-daily-players-67-million-monthly/.
16. Jeffrey Lin, “Why Do You Hate ‘Toxic’ Players? They Are Fun and If
Needed They Can Be Muted Anyway,” ask.fm, 2015, http://ask.fm/RiotLyte/
answer/130575100866; Christian Nutt, “League of Legends: Changing Bad Player
Behavior with Neuroscience,” Gamasutra, 5 December 2012, http://www.gama
sutra.com/view/news/178650/League_of_Legends_Changing_bad_player_
behavior_with_neuroscience_.php.
17. Game Politics Staff, “Riot Cracking Down on Unruly ‘League of Leg-
ends’ Players,” Game Politics, 22 July 2014, http://gamepolitics.com/2014/07/22/
riot-cracking-down-unruly-league-legends-players.
18. Megan Farokhmanesh, “Riot Continues to Crack Down on ‘Toxic’
League of Legends Pro Players,” Polygon, 2 June 2014, http://www.polygon
.com/2014/6/2/5772642/riot-league-of-legends-ban-pro-players; Ethan Gach,
Notes to Chapter 2 200
“League of Legends Pro Suspended during Worlds for Toxic Chat, Will Be Fined
$2,000,” Kotaku, 9 October 2016, http://kotaku.com/league-of-legends-pro
-suspended-during-worlds-for-toxic-1787589483; Michael McWhertor, “The
League of Legends Team of Scientists Trying to Cure ‘Toxic Behavior’ On-
line,” Polygon, 13 October 2012, http://www.polygon.com/2012/10/17/3515178/
the-league-of-legends-team-of-scientists-trying-to-cure-toxic; Jenna Pitcher,
“Riot Tests New League of Legends Insta-Ban Feature,” IGN, 27 August 2014,
http://www.ign.com/articles/2014/08/27/riot-tests-new-league-of-legends-insta
-ban-feature.
19. Timothy Burke, “Hell Is Other Gamers (and Some Games),” Easily Dis-
tracted, 2 August 2012, http://blogs.swarthmore.edu/burke/blog/2012/08/02/
hell-is-other-gamers-and-some-games/.
20. Andrew Todd, “Video Games, Misogyny, and Terrorism: A Guide to
Assholes,” Badass Digest, 26 August 2014, http://badassdigest.com/2014/08/26/
video-games-misogyny-and-terrorism-a-guide-to-assholes.
21. Colin Campbell, “Sarkeesian Driven out of Home by Online
Abuse and Death Threats,” Polygon, 27 August 2014, http://www.polygon
.com/2014/8/27/6075679/sarkeesian-driven-out-of-home-by-online-abuse
-and-death-threats.
22. Zoë Quinn, “Once Again, I Will Not Negotiate with Terrorists,”
Quinnspiracy, August 19, 2014, http://ohdeargodbees.tumblr.com/post/9518865
7119/once-again-i-will-not-negotiate-with-terrorists.
23. Zoë Quinn, “Final Thoughts on This Whole Kerfuffle,” Zoë Quinn,
29 August 2014, http://ohdeargodbees.tumblr.com/post/96115946094/final
-thoughts-on-this-whole-kerfuffle.
24. Carolyn Cox, “[updated] Female Game Journalists Quit over Harass-
ment, #GamerGate Harms Women,” The Mary Sue, 4 September 2014, http://
www.themarysue.com/gamergate-harms-women/.
25. Anna Merlan, “A Man Is Making Bizarre, Terrifying YouTube Videos
about Brianna Wu,” Jezebel, 2 February 2015, http://jezebel.com/a-man-is
-making-bizarre-terrifying-youtube-videos-abou-1683221832; Stephen To-
tilo, “Another Woman in Gaming Flees Home Following Death Threats,”
Kotaku, 11 October 2014, http://kotaku.com/another-woman-in-gaming
-flees-home-following-death-thre-1645280338; Brianna Wu, “Why GSX Is
Withdrawing from PAX East,” Space Channel 6, 2015, http://spacechannel6
.com/post/111384260988/why-gsx-is-withdrawing-from-pax-east.
26. Brianna Wu, “No Skin Thick Enough: The Daily Harassment of
Women in the Game Industry,” Polygon, 22 July 2014, http://www.polygon
.com/2014/7/22/5926193/women-gaming-harassment.
27. Crystal K. M., “Having Thick Skin: Harassment in the Industry,” Phoe-
201 Notes to Chapter 2
nixDown, 23 July 2014, http://iphoenixdown.com/2014/07/23/having-thick
-skin-harassment-in-the-industry/.
28. It is notable how having two people who likely have vastly different
amounts of experience with a game or game genre leads to the more experi-
enced person being more successful. This certainly seemed to be testing some-
thing other than merit or skill at Killer Instinct.
29. Rebecca Greenfield, “The Rape ‘Joke’ at Microsoft’s E3 Reveal Is a Big-
ger Deal Than Another Bad ‘Joke,’” The Atlantic, 10 June 2013, https://www
.theatlantic.com/technology/archive/2013/06/microsoft-e3-rape-joke/314326/.
30. Jillian Scharr, “What the Xbox Press Event Rape Joke Says about
the Gaming Industry,” NBC News, 11 June 2013, http://www.nbcnews.com/
id/52175677/ns/technology_and_science-tech_and_gadgets/t/what-xbox-press
-event-rape-joke-says-about-gaming-industry.
31. Carol Pinchefsky, “Really? IGDA Party at GDC Brings on the Female
Dancers,” Forbes, 27 March 2013, http://www.forbes.com/sites/carolpinchefsky
/2013/03/27/really-igda-party-at-gdc-brings-on-the-female-dancers/.
32. Megan Farokhmanesh, “Women in the Gaming Industry Share Their
Reason to Be in the Business,” Polygon, 28 March 2013, http://www.polygon
.com/2013/3/28/4155650/women-in-the-gaming-industry-share-their-number
-one-reason-to-be-in.
33. Griffin McElroy, “IGDA Draws Backlash, Member Resignations over
Female Dancers at GDC Party (Update: IGDA Responds),” Polygon, 28 March
2013, http://www.polygon.com/2013/3/28/4157266/igda-gdc-party-brenda
-romero-resignation.
34. Lesley, “What Are Dickwolves, and What Do They Have to Do with
Rape Culture? A Cautionary Tale of How Not to Respond to Feminist Crit-
icism,” xoJane, 4 September 2013, http://www.xojane.com/issues/dickwolves
-penny-arcade-pax-rape-culture-mike-krahulik; Maddy Myers, “Gaming, Rape
Culture, and How I Stopped Reading Penny Arcade,” Boston Phoenix, 7 March
2011, http://thephoenix.com/boston/life/116456-gaming-rape-culture-and
-how-i-stopped-reading-pe/; Anastasia Salter and Bridget Blodgett, “Hypermas-
culinity & Dickwolves: The Contentious Role of Women in the New Gaming
Public,” Journal of Broadcasting & Electronic Media 56, no. 3 (2012): 401–16.
35. Rachel Edidin, “Why I’m Never Going Back to Penny Arcade Expo,”
Wired, 5 September 2013, http://www.wired.com/2013/09/penny-arcade-expo
-dickwolves/.
36. Elizabeth Sampat, “Quit Fucking Going to PAX Already, What Is Wrong
with You,” Elizabeth Sampat, 3 September 2013, http://elizabethsampat.com/
quit-fucking-going-to-pax-already-what-is-wrong-with-you/.
37. Nicholas T. Taylor, “Play Globally, Act Locally: The Standardization of
Notes to Chapter 2 202
Pro Halo 3 Gaming,” International Journal of Gender, Science and Technology 3,
no. 1 (2011); T. L. Taylor, Raising the Stakes: The Professionalization of Com-
puter Gaming (Cambridge, Mass.: MIT Press, 2012); Emma Witkowski, “On the
Digital Playing Field: How We ‘Do Sport’ with Networked Computer Games,”
Games and Culture 7, no. 5 (2012): 349–74.
38. Todd Harper, The Culture of Digital Fighting Games: Performance and
Practice (New York: Routledge, 2014), 125.
39. Nathan Grayson, “Twitch Chat Racism Changed Hearthstone Pro Ter-
rence Miller’s Career,” Kotaku, 7 October 2016, http://kotaku.com/hearthstone
-pro-terrence-miller-hopes-to-clean-up-twitc-1787551043.
40. IGN Staff, “Cross Assault: The Full Story,” IGN, 21 March 2012, http://
www.ign.com/articles/2012/03/21/cross-assault-the-full-story.
41. Dylan Garner, “Capcom Announces Cast for ‘Cross Assault’ Reality Se-
ries,” Video Game Writers, 16 February 2012, http://videogamewriters.com/cap-
com-announces-cast-for-cross-assault-reality-series-39004.
42. IGN Staff, “Cross Assault.”
43. Patrick Klepek, “When Passions Flare, Lines Are Crossed [updated],”
Giant Bomb, 2012, http://www.giantbomb.com/articles/when-passions-flare-
lines-are-crossed-updated/1100-4006/.
44. Ibid.
45. Jim Sterling, “Sexual Harassment and Fightin’ Drama, Together at
Last!” Destructoid, 28 February 2012, http://www.destructoid.com/sexual
-harassment-and-esports-drama-together-at-last-222877.phtml.
46. Amy O’Leary, “In Virtual Play, Sex Harassment Is All Too Real,” New
York Times, 1 August 2012, http://www.nytimes.com/2012/08/02/us/sexual
-harassment-in-online-gaming-stirs-anger.html.
47. Harper, Culture of Digital Fighting Games; Maddy Myers, “One
Woman’s Battle against the Anxious Masculinity of the Fighting-Games
Scene,” Boston Phoenix, 16 October 2012, http://thephoenix.com/boston/rec
room/145892-one-womans-battle-against-the-anxious-masculinity/.
48. Wesley Yin-Poole, “Borderlands 2: Gearbox Reveals the Mechromancer’s
‘Girlfriend Mode’ Update: Randy Pitchford Unhappy with Connotations,” Eu-
rogamer, 13 August 2012, http://www.eurogamer.net/articles/2012-08-13-border
lands-2-gearbox-reveals-the-mechromancers-girlfriend-mode.
49. Ibid.
50. Ian Miles Cheong, “Girlfriend Mode: Casual Sexism in the Game Indus-
try,” Gameranx, 13 August 2012, http://www.gameranx.com/features/id/8535/
article/girlfriend-mode-casual-sexism-in-the-game-industry/.
51. Brandon Sheffield, “Opinion: Borderlands 2’s ‘Girlfriend Mode’ and Ca-
sual Sexism,” Gamasutra, 14 August 2012, http://www.gamasutra.com/view/
203 Notes to Chapter 2
news/175878/Opinion_Borderlands_2s_Girlfriend_Mode_and_casual_sexism
.php.
52. Colin Moriarty, “Opinion: Borderlands 2 and the Girlfriend Mode
Farce,” IGN, 13 August 2012, http://www.ign.com/articles/2012/08/14/opinion
-borderlands-2-and-the-girlfriend-mode-farce.
53. Leigh Alexander, “The Mixed Blessing of ‘Girlfriend Mode,’” Gama-
sutra, 20 September 2012, http://www.gamasutra.com/view/news/177006/The_
mixed_blessing_of_Girlfriend_Mode.php.
54. “The Pledge,” Gamers against Bigotry, 2014, http://gamersagainstbigotry
.org/.
55. Jason Schreier, “Anti-bigotry Gaming Site Defaced with Racial Slurs,”
Kotaku, 24 July 2012, http://kotaku.com/5928723/anti+bigotry-gaming-site
-defaced-with-racial-slurs; Jason Simon, “Gamers against Bigotry Targeted
by Hackers, 1500 Pledges Erased,” Kill Screen Daily, 24 July 2012, http://
killscreendaily.com/articles/news/gamers-against-bigotry-targeted-hackers
-pledges-erased/.
56. One of the best analyses of race in video games is Kishonna L. Gray,
Race, Gender, and Deviance in Xbox Live: Theoretical Perspectives from the Vir-
tual Margins (New York: Routledge, 2014).
57. David Leonard, “Not a Hater, Just Keepin’ It Real : The Importance of
Race-and Gender-Based Game Studies,” Games and Culture 1, no. 1 (2006):
83–88.
58. David Leonard, “Young, Black (& Brown) and Don’t Give a Fuck: Virtual
Gangstas in the Era of State Violence,” Cultural Studies ↔ Critical Methodolo-
gies 9, no. 2 (2009): 248–72; Paul, Wordplay and the Discourse of Video Games.
59. Kishonna L. Gray, “Deviant Bodies, Stigmatized Identities, and Racist
Acts: Examining the Experiences of African-American Gamers in Xbox Live,”
New Review of Hypermedia and Multimedia 18, no. 4 (2012): 261–76.
60. Derek A. Burrill, Die Tryin’: Videogames, Masculinity, Culture (New York:
Peter Lang, 2008), 138.
61. R. W. Connell, Masculinities: Knowledge, Power, and Social Change
(Berkeley: University of California Press, 1995), 54–56.
62. Many of the articles referenced in this section have at least some ele-
ment of the origins of GamerGate in them, though I am partial to Jack Gard-
ner’s. An ongoing timeline of GamerGate is being maintained as of this writing
at GamerGhazi, “A Comprehensive Timeline of Gamergate (with Sources),”
reddit, 3 September 2015, https://www.reddit.com/r/GamerGhazi/wiki/time
line. Additional histories can be found in the following: Zachary Jason, “Game
of Fear,” Boston Magazine, May 2015, http://www.bostonmagazine.com/news/
article/2015/04/28/gamergate/; Helen Lewis, “Gamergate: A Brief History of
Notes to Chapter 2 204
a Computer-Age War,” The Guardian, 11 January 2015, http://www.theguard
ian.com/technology/2015/jan/11/gamergate-a-brief-history-of-a-computer
-age-war.
63. Jack Gardner, “GamerGate’s Origins and What It Is Now,” Game In-
former, 20 October 2014, http://www.gameinformer.com/blogs/members/b/
jackalope38_blog/archive/2014/10/20/gamergate-39-s-origins-and-what-it-is
-now.aspx.
64. Ibid.
65. Quinn, “Once Again, I Will Not Negotiate with Terrorists.” There is an
interlude here, wherein Quinn is accused of ruining an event put on by the Fine
Young Capitalists. 4Chan raised money to fund the Fine Young Capitalists and
spite Quinn, which also led to the creation of Vivian James, who was taken up
as a symbol for the movement, was to feature in video games, was designed as
the average female gamer, and whose color scheme is a reference to a rape GIF.
66. Andy Baio, “72 Hours of #Gamergate,” The Message, 27 October
2014, https://medium.com/message/72-hours-of-gamergate-e00513f7cf5d;
Cox, “[updated] Female Game Journalists Quit over Harassment”; Aja Ro-
mano, “Zoe Quinn Claims 4chan Was Behind GamerGate the Whole Time,”
Daily Dot, 6 September 2014, http://www.dailydot.com/geek/zoe-quinn-outs
-4chan-behind-gamergate/; Brianna Wu, “Rape and Death Threats Are Ter-
rorizing Female Gamers: Why Haven’t Men in Tech Spoken Out?” Washing-
ton Post, 20 October 2014, http://www.washingtonpost.com/posteverything/
wp/2014/10/20/rape-and-death-threats-are-terrorizing-female-gamers-why
-havent-men-in-tech-spoken-out/.
67. Zoë Quinn, “5 Things I Learned as the Internet’s Most Hated Person,”
Cracked, 16 September 2014, http://www.cracked.com/blog/5-things-i-learned
-as-internets-most-hated-person/.
68. Frank Lantz, “#Gamergate,” Gamasutra, 24 October 2014, http://www
.gamasutra.com/blogs/FrankLantz/20141024/228523/GamerGate.php.
69. Film Crit Hulk, “Film Crit Hulk Smash: on despair, gamergate and
quitting the hulk,” Badass Digest, 27 October 2014, http://badassdigest
.com/2014/10/27/film-crit-hulk-smash-on-despair-gamergate-and-quitting
-the-hulk/.
70. This was also turned into a meme in critique of GamerGate. Cf. Victo-
ria McNally, “Gamergate Roundup: IGN & Occupy Wall Street Comment on
GG, Internet Makes Hella Memes,” The Mary Sue, 24 October 2014, http://
www.themarysue.com/gamergate-round-up/.
71. There are various arguments to make about how game journalism is bro-
ken, but I am partial to ones like Dave Cook, “How Modern Games Coverage
Has Reduced Critics to Human Punching Bags,” Vice, 13 April 2015, http://
205 Notes to Chapter 2
www.vice.com/en_uk/read/how-modern-games-coverage-has-reduced-critics
-to-human-punching-bags-224.
72. Leigh Alexander, “‘Gamers’ Don’t Have to Be Your Audience: ‘Gamers’
Are Over,” Gamasutra, 28 August 2014, http://www.gamasutra.com/view/news
/224400/Gamers_dont_have_to_be_your_audience_Gamers_are_over.php;
Dan Golding, “The End of Gamers,” Dan Golding, 28 August 2014, http://
dangolding.tumblr.com/post/95985875943/the-end-of-gamers.
73. Andy Chalk, “BioWare Breaks Down Mass Effect 3 Game Modes,” The
Escapist, 11 January 2012, http://www.escapistmagazine.com/news/view/115186
-BioWare-Breaks-Down-Mass-Effect-3-Game-Modes.
74. Jonathan Holmes,“Why Does the Term ‘Gamer’ Feel Important?” Destruc-
toid, 31 August 2014, http://www.destructoid.com/why-does-the-term-gamer
-feel-important-280451.phtml.
75. Casey Johnston, “The Death of the ‘Gamers’ and the Women Who
‘Killed’ Them,” Ars Technica, 28 August 2014, http://arstechnica.com/gaming
/2014/08/the-death-of-the-gamers-and-the-women-who-killed-them/.
76. The saga of the “Sad Puppies” and the 2015 Hugo Awards for science
fiction points to how readers can have substantial cultural conflicts. For more,
see Amy Wallace, “Who Won Science Fiction’s Hugo Awards, and Why It
Matters,” Wired, 23 August 2015, http://www.wired.com/2015/08/won-science
-fictions-hugo-awards-matters/.
77. Rich McCormick, “Intel Buckles to Anti-feminist Campaign by Pull-
ing Ads from Gaming Site,” The Verge, 2 October 2014, http://www.theverge
.com/2014/10/2/6886747/intel-buckles-to-anti-feminist-campaign-by-pulling
-ads-from-gaming.
78. Owen S. Good, “Intel Issues Apology Regarding Its Advertising and
‘Gamergate,’” Polygon, 4 October 2014, http://www.polygon.com/2014/10/4
/6906909/intel-gamergate-advertising-gamasutra; Josh Lowensohn, “Intel
Opposes Gamergate as Part of $300 Million Effort to Fix Diversity in Tech,”
The Verge, 6 January 2015, http://www.theverge.com/2015/1/6/7505929/intel
-investing-300-million-to-fix-diversity-ces-2015.
79. Eric Johnson, “Adobe Distances Itself from Gawker after Writer’s Gamer-
gate Tweet,” Recode, 22 October 2014, http://recode.net/2014/10/22/adobe
-distances-self-from-gawker-after-writers-gamergate-tweet/.
80. Adobe Corporate Communications, “When Anti-bullying Efforts Back-
fire,” Adobe News, 28 October 2014, http://blogs.adobe.com/conversations
/2014/10/when-anti-bullying-efforts-backfire.html.
81. Max Read, “How We Got Rolled by the Dishonest Fascists of Gamer-
gate,” Gawker, 22 October 2014, http://gawker.com/how-we-got-rolled-by-the
-dishonest-fascists-of-gamergat-1649496579.
Notes to Chapter 2 206
82. In an effort at disclosure, I was elected a board member of DiGRA at
this conference, am serving as vice president as of this writing, and was both an
invited member of the fishbowl and an active note taker for the session.
83. Shira Chess and Adrienne Shaw, “A Conspiracy of Fishes, or, How We
Learned to Stop Worrying about #Gamergate and Embrace Hegemonic Mas-
culinity,” Journal of Broadcasting & Electronic Media 59, no. 1 (2015): 208–20;
Shira Chess and Adrienne Shaw, “We Are All Fishes Now: DiGRA, Feminism,
and Gamergate,” Transactions of the Digital Games Research Association 2, no.
2 (2016): 21–30; Torill Elvira Mortensen, “Anger, Fear, and Games: The Long
Event of #Gamergate,” Games and Culture, 13 April 2016, 1–20.
84. Mortensen, “Anger, Fear, and Games.”
85. Jose Zagal, “On Chairing a Games Research Conference,” Transactions
of the Digital Games Research Association 2, no. 2 (2016): 16.
86. Chess and Shaw, “Conspiracy of Fishes,” 214.
87. Chess and Shaw, “We Are All Fishes Now.”
88. Mortensen, “Anger, Fear, and Games.”
89. Adrienne Shaw, “Do You Identify as a Gamer? Gender, Race, Sexuality,
and Gamer Identity,” New Media & Society 14, no. 1 (2012): 28–44.
90. Keith Stuart, “Brianna Wu and the Human Cost of Gamergate: ‘Every
Woman I Know in the Industry Is Scared,’” The Guardian, 17 October 2014,
http://www.theguardian.com/technology/2014/oct/17/brianna-wu-gamergate
-human-cost.
91. Emily Greer, “A Natural A/B Test of Harassment,” Kongregate Developer
News, 23 October 2014, http://developers.kongregate.com/blog/a-natural-a-b
-test-of-harassment.
92. Chris Kluwe, “Why #Gamergaters Piss Me the F*** Off,” The Cauldron,
21 October 2014, https://medium.com/the-cauldron/why-gamergaters-piss
-me-the-f-off-a7e4c7f6d8a6; Sarah Gray, “‘Gamergate Is Now Irredeemably
Toxic’: The Top 10 Takeaways from Chris Kluwe’s Reddit AMA,” Salon, 23 Oc-
tober 2014, http://www.salon.com/2014/10/23/gamergate_is_now_irredeemably
_toxic_the_top_10_takeaways_from_chris_kluwes_reddit_ama/.
93. Felicia Day, “The Only Thing I Have to Say about Gamer Gate,”
Felicia’s Melange, 23 October 2014, http://thisfeliciaday.tumblr.com/post
/100700417809/the-only-thing-i-have-to-say-about-gamer-gate.
94. Brandon Griggs, “Actress Harassed Online over #Gamergate,” CNN, 23
October 2014, http://www.cnn.com/2014/10/23/living/felicia-day-gamergate/
index.html; Kirk Hamilton, “Felicia Day and Gamergate: This Is What Happens
Now,” Kotaku, 24 October 2014, http://kotaku.com/felicia-day-and-gamergate
-this-is-what-happens-now-1650544129.
95. Sam Laird, “Chris Kluwe: GamerGate a Symptom of Society’s Misog-
207 Notes to Chapter 2
yny Problem,” Mashable, 26 October 2014, http://mashable.com/2014/10/25/
gamergate-chris-kluwe/.
96. Chris Suellentrop, “Can Video Games Survive?” New York Times,
25 October 2014, http://www.nytimes.com/2014/10/26/opinion/sunday/the
-disheartening-gamergate-campaign.html; Anita Sarkeesian, “It’s Game
Over for ‘Gamers,’” New York Times, 28 October 2014, http://www.nytimes
.com/2014/10/29/opinion/anita-sarkeesian-on-video-games-great-future.html.
97. Dave Lee, “Zoe Quinn: Gamergate Must Be Condemned,” BBC News,
29 October 2014, http://www.bbc.com/news/technology-29821050; Todd
VanDerWerff, “#Gamergate Has Won a Few Battles: It Will Lose the War,”
Vox, 23 October 2014, http://www.vox.com/2014/10/23/7044593/gamergate;
Leigh Alexander, “Sexism, Lies, and Video Games: The Culture War Nobody
Is Winning,” Time, 5 September 2014, http://time.com/3274247/video-game
-culture-war/; Taylor Wofford, “Is Gamergate about Media Ethics or Harass-
ing Women? Harassment, the Data Shows,” Newsweek, 25 October 2014, http://
www.newsweek.com/gamergate-about-media-ethics-or-harassing-women
-harassment-data-show-279736; Wu, “Rape and Death Threats Are Terroriz-
ing Female Gamers.”
98. Alex Abad-Santos, “#Gamergate Loves Stephen Colbert: Stephen Col-
bert Does Not Love Them Back,” Vox, 30 October 2014, http://www.vox.com/
xpress/2014/10/30/7131071/stephen-colbert-anita-sarkeesian-gamergate; Brian
Crecente, “Brianna Wu: ‘I’m Not Going to Get Bullied out of This Industry,’” Poly-
gon, 14 October 2014, http://www.polygon.com/2014/10/14/6974547/brianna
-wu-im-not-going-to-get-bullied-out-of-this-industry; Lee, “Zoe Quinn.”
99. Chris Plante, “Gamergate Is Dead,” The Verge, 30 October 2014, http://
www.theverge.com/2014/10/30/7131931/gamergate-is-dead.
100. Adi Robertson, “The Law & Order Gamergate Episode Manages to
Be Even More Depressing Than Gamergate,” The Verge, 12 February 2015,
http://www.theverge.com/2015/2/12/8026175/law-and-order-svu-gamergate
-episode. Discussion about the episode was widespread both before and after
it aired. Other perspectives on it can be found in Leigh Alexander, “Law &
Order: SVU ‘Intimidation Game’ Is Not What Games Are About,” Hopes&
Fears, 13 February 2015, http://www.hopesandfears.com/hopes/culture/video
-games/168413-gamergate-svu-episode-reviewed-by-leigh-alexander; Cait-
lin Dewey, “This Is the Final Word on Gamergate—and It’s from ‘Law &
Order: SVU,’” Washington Post, 11 February 2015, https://www.washington
post.com/news/the-intersect/wp/2015/02/11/this-is-the-final-word-on-gamer
gate-and-its-from-law-order-svu/; Philip Kollar, “Law & Order: SVU to Air
Episode Based on GamerGate,” Polygon, 29 January 2015, http://www.poly
gon.com/2015/1/29/7949153/law-order-svu-gamergate-episode-nbc-tv; Jason
Notes to Chapter 2 208
Schreier, “So That Was Law & Order’s Gamergate Episode,” Kotaku, 11 Feb-
ruary 2015, http://kotaku.com/so-that-was-law-orders-gamergate-episode
-1685333828.
101. Eric Johnson, “Shadows of Gamergate, but Few Answers, Material-
ize at Gaming Industry Shindig,” Recode, 9 February 2015, http://recode.net
/2015/02/09/shadows-of-gamergate-but-few-answers-materialize-at-gaming
-industry-shindig/.
102. Natalie Zina Walschots, “Finish Him!” This, 10 March 2015, http://this.org
/magazine/2015/03/10/finish-him/.
103. Ben Kuchera, “The Year of GamerGate: The Worst of Gaming Cul-
ture Gets a Movement,” Polygon, 30 December 2014, http://www.polygon.com
/2014/12/30/7460777/gamergate-2014-just-the-worst.
104. mr stroke, “GAF FOTY 2014-Fail of the Year-Results-Winner of the
2014 Shit Sandwich Goes to . . . ,” NeoGAF, 23 December 2014, http://www
.neogaf.com/forum/showthread.php?t=957568; Paul Verhoeven, “The Big-
gest Nerd Stories of 2014,” TheVine, 28 December 2014, http://www.thevine
.com.au/life/tech/the-biggest-nerd-stories-of-2014-20141228-292442/; Nadia
Kayyali and Danny O’Brien, “Facing the Challenge of Online Harassment,” Elec-
tronic Frontier Foundation, 8 January 2015, https://www.eff.org/deeplinks/2015
/01/facing-challenge-online-harassment.
105. Brian Crecente, “Depression Quest Creator Speaks at Congressional
Briefing on Cyberstalking,” Polygon, 15 April 2015, http://www.polygon.com/2015
/4/15/8420237/depression-quest-creator-speaks-at-congressional-briefing-on;
Jeff Grubb, “Massachusetts Congresswoman Urges FBI to Take Gamergate
Seriously,” VentureBeat, 10 March 2015, http://venturebeat.com/2015/03/10/
massachusetts-congresswoman-urges-fbi-to-take-gamergate-seriously/; Mary
Elizabeth Williams, “Twitter Trolls, Your Days Are Numbered: The Depart-
ment of Justice Is Finally Taking Online Harassment Like #Gamergate Seri-
ously,” Salon, 29 May 2015, http://www.salon.com/2015/05/29/twitter_trolls
_your_days_are_numbered_the_department_of_justice_is_finally_taking_on-
line_harassment_like_gamergate_seriously/; Brianna Wu, “It’s Time for the
FBI to Prosecute Gamergate Trolls,” Daily Dot, 12 March 2015, http://www
.dailydot.com/opinion/brianna-wu-fbi-death-threats-gamergate/; Brianna Wu,
“[updated] Gamergate Death Threat Is a Slam Dunk for Prosecutors: Will
They Act?” The Mary Sue, 22 May 2015, http://www.themarysue.com/will
-prosecutors-act-on-gamergate-death-threat/.
106. Benjamin Barber, Twitter, 15 October 2014, https://twitter.com/endo
morphosis/status/522520577249001473.
107. Hayes, Twilight of the Elites.
108. Lantz, “#GamerGate.”
109. Matt Lees, “What Gamergate Should Have Taught Us about the ‘Alt-
209 Notes to Chapter 3
Right,’” The Guardian, 1 December 2016, https://www.theguardian.com/tech
nology/2016/dec/01/gamergate-alt-right-hate-trump. See also Paul Kennedy,
“The Dangerous Game: Gamergate and the ‘Alt-Right,’” CBC Radio, 30 No-
vember 2016, http://www.cbc.ca/radio/ideas/the-dangerous-game-gamergate
-and-the-alt-right-1.3874259.
3. Coding Meritocracy
1. Jesper Juul, The Art of Failure: An Essay on the Pain of Playing Video
Games (Cambridge, Mass.: MIT Press, 2013).
2. Robin Potanin, “Forces in Play: The Business and Culture of Videogame
Production,” in Fun and Games ’10: Proceedings of the 3rd International Confer-
ence on Fun and Games, ed. Vero Vanden Abeele et al. (New York: ACM, 2010),
135–43.
3. Christopher L. Hayes, Twilight of the Elites: America after Meritocracy
(New York: Crown, 2012); Ruth Levitas, “Shuffling Back to Equality?” Sound-
ings 26 (Spring 2004): 59–72; Jo Littler, “Meritocracy as Plutocracy: The Mar-
keting of ‘Equality’ under Neoliberalism,” New Formations 80–81 (2013): 52–72;
Kenneth Paul Tan, “Meritocracy and Elitism in a Global City: Ideological Shifts
in Singapore,” International Political Science Review 29, no. 1 (2008): 7–27; Mi-
chael Young, “Down with Meritocracy,” The Guardian, 28 June 2001, http://
www.guardian.co.uk/politics/2001/jun/29/comment; Michael Young, The Rise
of the Meritocracy (1958; repr., New Brunswick, N.J.: Transaction, 2008).
4. Jennifer Goodman, “The Meritocracy Myth: National Exams and the
Depoliticization of Thai Education,” Sojourn: Journal of Social Issues in South-
east Asia 28, no. 1 (2013): 101–31; Naa Oyo A. Kwate and Ilan H. Meyer, “The
Myth of Meritocracy and African American Health,” American Journal of Public
Health 100, no. 10 (2010): 1831–34; Stephen J. McNamee and Robert K. Miller,
The Meritocracy Myth (Lanham, Md.: Rowman & Littlefield, 2004).
5. Juul, Art of Failure, 74–75.
6. Ben Barrett, “Getting Better at Hearthstone with Computers,” Rock,
Paper, Shotgun, 4 September 2014, http://www.rockpapershotgun.com/2014
/09/04/getting-better-at-hearthstone-with-computers/.
7. At the first ever Clash Royale tournament the mortar player was merci-
lessly booed and the card was made weaker shortly after the tournament. The
card creates a building that enables players to attack from their side of the map,
which is a more defensible position and does not facilitate “fun” play. In tourna-
ment fighting games, certain characters and stages are often banned as players
find them too powerful and unbalanced, thereby subverting the contest of skill
they are seeking. Sports games are based on unbalanced teams, but those teams
are all given ratings. It is typically considered bad form to use a radically more
Notes to Chapter 3 210
powerful team than your opponent does, unless an agreement was made to do
so in advance. That agreement typically is made to pursue a more equal contest
where the more skilled player (I’m looking at you, Miguel Sicart) takes a lesser
team and still beats me.
8. Mia Consalvo, Cheaters: Gaining Advantage in Videogames (Cambridge,
Mass.: MIT Press, 2007).
9. Chris Kohler, “Why Can’t Nintendo Stop Ruining Mario Kart?” Wired,
15 May 2014, http://www.wired.com/2014/05/mario-kart-8-wii-u/.
10. Celestius, “Most Annoying Mario Kart Wii Items,” TheTopTens, 19 July
2016, http://www.thetoptens.com/annoying-mario-kart-wii-items/.
11. Stephen Totilo, “The Maker of Mario Kart Justifies the Blue Shell,”
Kotaku, 9 March 2011, http://kotaku.com/5780082/the-maker-of-mario-kart
-justifies-the-blue-shell.
12. BlazeAssassin, “I Wish They Would Add a ‘Skill’ Mode to MP Games,”
GameFAQs, 28 March 2012, http://www.gamefaqs.com/boards/632974-mario
-party-9/62381927; Turbo_TRex, “There’s Too Much Reliance on Luck in
This Game,” GameFAQs, 19 January 2014, http://www.gamefaqs.com/boards
/711406-mario-party-island-tour/68375685.
13. “Banned Stage,” SmashWiki, n.d., http://www.ssbwiki.com/Banned_
stage.
14. Mia Consalvo, “Hardcore Casual: Game Culture Return(s) to Raven-
hearst,” FDG ’09: Proceedings of the 4th International Conference on Foundations
of Digital Games (New York: ACM, 2009), 50–54.
15. Derek Strickland, “Halo Online Pay to Win Microtransactions Re-
vealed,” VR World, 26 March 2015, http://www.vrworld.com/2015/03/26/halo
-online-pay-to-win-microtransactions-revealed/.
16. Leigh Alexander, “Watergun Assassin: The Grand Game Story of Street
Wars,” Gamasutra, 6 August 2014, http://www.gamasutra.com/view/news
/222713/Watergun_assassin_The_grand_game_story_of_Street_Wars.php.
17. Stephen Totilo, “The Uncracked Secrets of Pokémon Go Egg-Hatching,”
Kotaku, 28 July 2016, http://kotaku.com/the-uncracked-secrets-of-pokemon-go
-egg-hatching-1784339902.
18. Alexander, “Watergun Assassin.”
19. Ethan Ham, “Rarity and Power: Balance in Collectible Object Games,”
Game Studies 10, no. 1 (2010): http://gamestudies.org/1001/articles/ham.
20. Eli Hodapp, “‘Hearthstone’ Curse of Naxxramas Review: Easily the
Best Way New Collectable Card Game Cards Have Ever Been Released,”
Touch Arcade, 21 August 2014, http://toucharcade.com/2014/08/21/hearthstone
-curse-of-naxxramas-review/.
21. Ibid.
22. Eugene Lee, “Tomb Raider to Survivor, Reimagining Lara Croft,” En-
211 Notes to Chapter 4
tropy, 30 June 2014, http://entropymag.org/tomb-raider-to-survivor-reimagin
ing-lara-croft/.
23. Evan Narcisse, “Tomb Raider: The Kotaku Review,” Kotaku, 25 February
2013, http://kotaku.com/5986619/tomb-raider-the-kotaku-review.
24. This is especially interesting in consideration of how Lara Croft was re-
booted away from her lineage of inheritance and wealth in the newest install-
ment of the series.
25. Edward Castronova, Synthetic Worlds: The Business and Culture of Online
Games (Chicago: University of Chicago Press, 2005), 114.
26. Simon Parkin, “If You Love Games, You Should Refuse to Be Called a
Gamer,” New Statesman, 9 December 2013, http://www.newstatesman.com/if
-you-love-games-you-are-not-a-gamer.
27. Ibid.
28. Elizabeth Harper, “Should You Lose Experience When You Die?” En-
gadget, 7 April 2007, https://www.engadget.com/2007/04/07/should-you-lose
-experience-when-you-die/.
4. Judging Skill
1. Jesper Juul, The Art of Failure: An Essay on the Pain of Playing Video
Games (Cambridge, Mass.: MIT Press, 2013).
2. Benjamin Sell and Michael Hartman, “Gear Score in World of War-
craft: What Is It and How Do I Know What Mine Is?” Altered Gamer, 18 April
2012, http://world-of-warcraft.alteredgamer.com/wow-basics/71203-gear-score
-in-world-of-warcraft-what-is-it-and-how-do-i-know-what-mine-is/; “Gear
Score,” WoWWiki, n.d., http://wowwiki.wikia.com/wiki/Gear_score.
3. Gus Mustrapa, “Gamer Earns Every World of Warcraft Achievement,”
Wired, 3 December 2009, http://www.wired.com/2009/12/world-of-warcraft
-achievement/; Starym, “A History of World Firsts: Vanilla,” Manaflask,
1 March 2014, http://manaflask.com/en/articles/a-history-of-world-firsts
-vanilla#; Gergo Vas, “The First Player to Unlock All 2,057 of World of War-
craft’s Achievements,” Kotaku, 22 April 2014, http://kotaku.com/russian-player
-unlocks-all-2-057-achievements-in-world-1566029494.
4. For general background on raiding, please see Mark Chen, Leet Noobs:
The Life and Death of an Expert Player Group in World of Warcraft (New York:
Peter Lang, 2011).
5. A general background on DKP can be found in Krista-Lee Malone,
“Dragon Kill Points: The Economics of Power Gamers,” Games and Culture 4,
no. 3 (2009): 296–316.
6. Mark Silverman and Bart Simon, “Discipline and Dragon Kill Points in
the Online Power Game,” Games and Culture 4, no. 4 (2009): 364.
Notes to Chapter 4 212
7. Ibid., 371.
8. Michael McWhertor, “The League of Legends Team of Scientists Trying
to Cure ‘Toxic Behavior’ Online,” Polygon, 13 October 2012, http://www.poly
gon.com/2012/10/17/3515178/the-league-of-legends-team-of-scientists-trying
-to-cure-toxic; Paul Tassi, “Riot’s ‘League of Legends’ Reveals Astonishing 27
Million Daily Players, 67 Million Monthly,” Forbes, 27 January 2014, http://
www.forbes.com/sites/insertcoin/2014/01/27/riots-league-of-legends-reveals
-astonishing-27-million-daily-players-67-million-monthly/.
9. McWhertor, “League of Legends Team of Scientists Trying to Cure
‘Toxic Behavior’ Online.”
10. Colin Campbell, “How Riot Games Encourages Sportsmanship in
League of Legends,” Polygon, 20 March 2014, http://www.polygon.com
/2014/3/20/5529784/how-riot-games-encourages-sportsmanship-in-league
-of-legends.
11. Luke Plunkett, “Pro League of Legends Player Banned for Harass-
ment, Abuse & ‘Negative Attitude,’” Kotaku, 4 December 2012, http://kotaku
.com/5965713/pro-league-of-legends-player-banned-for-harassment-abuse
-negative-attitude. For academic studies of the governance systems in League
of Legends, see Jeremy Blackburn and Haewoon Kwak, “stfu noob! Predicting
Crowdsourced Decisions on Toxic Behavior in Online Games,” in WWW ’14:
Proceedings of the 23rd International Conference on World Wide Web (New York:
ACM, 2014), 877–88; Yubo Kou and Bonnie Nardi, “Governance in League of
Legends: A Hybrid System,” FDG (2014): https://pdfs.semanticscholar.org/;
Haewoon Kwak, Jeremy Blackburn, and Seungyeop Han, “Exploring Cyber-
bullying and Other Toxic Behavior in Team Competition Online Games,” in
CHI ’15: Proceedings of the 33rd Annual ACM Conference on Human Factors in
Computing Systems (New York: ACM, 2015), 3739–48.
12. Elo is a system originally designed for chess that has found its way into a
number of technical products in some form, from video games to the forerun-
ner to Facebook. The system is based on trying to match players of equal skill
against each other. Players start out with a baseline rating, which goes up and
down as they lose matches. Beating a higher-rated player leads to a larger boost
than beating a player with a similar rating to your own. Conversely, losing to
a lower-ranked player can lead to a substantial lowering of your own rating. In
my experience, Elo makes games feel weightier as there are somewhat durable
consequences to each match.
13. YurdleTheTurtle, “Beginner’s Guide to Ranked Games,” League of Leg-
ends Community, 5 May 2013, http://forums.na.leagueoflegends.com/board/
showthread.php?t=1194168.
14. Ibid.
15. Nathan Grayson, “The Guy with the Lowest Possible Rank in Over-
213 Notes to Chapter 4
watch,” Kotaku, 23 August 2016, http://kotaku.com/the-guy-with-the-lowest
-possible-rank-in-overwatch-1785662123.
16. Dillion Skiffington, “League of Legends’ Neverending War on Toxic
Behavior,” Kotaku, 19 September 2014, http://kotaku.com/league-of-legends
-neverending-war-on-toxic-behavior-1636894289.
17. Riot Socrates, “Ranked Restrictions,” League of Legends Boards, 24
September 2014 http://boards.na.leagueoflegends.com/en/c/miscellaneous
/1LJP1ovA-ranked-restrictions.
18. Nathan Grayson, “League of Legends Restricting Toxic Players from
Ranked Games,” Kotaku, 23 September 2014, http://kotaku.com/league-of
-legends-restricting-toxic-players-from-ranked-1638305092.
19. Skiffington, “League of Legends’ Neverending War on Toxic Behavior.”
20. Ibid.
21. Yannick LeJacq, “Losing in MOBAs Should Be More Fun,” Ko-
taku, 29 April 2015, http://kotaku.com/losing-in-mobas-should-be-more
-fun-1701067967.
22. Philippa Warr, “Wot I Learned: League of Legends Q&A,” Rock, Paper,
Shotgun, 26 October 2014, http://www.rockpapershotgun.com/2014/10/26/lol
-2015-changes/.
23. Yannick LeJacq, “Why Riot Tweaks League of Legends to Make It Better
for Its Best Players,” Kotaku, 19 May 2015, http://kotaku.com/why-riot-tweaks
-league-of-legends-to-make-it-better-for-1705527275.
24. Jeffrey Lin, “Tweet,” Twitter, 28 May 2015, https://twitter.com/riotlyte/
status/604005785245335552.
25. Brenna Hillier, “Only 2% of League of Legends Matches Include Abuse,
Says Riot,” VG247, 9 July 2015, http://www.vg247.com/2015/07/09/only-2-of
-league-of-legends-matches-include-abuse-says-riot/.
26. Vikki Blake, “‘Online Harassment Is Not an Impossible Problem,’ Says
Riot,” Destructoid, 9 July 2015, http://www.destructoid.com/-online-harassment
-is-not-an-impossible-problem-says-riot-295658.phtml.
27. Five-star heroes have a 0.01 percent chance of being drawn out of the
free pack that players get once a day and a 0.25 percent chance of being drawn
out of a paid pack. A paid character costs about five dollars as of this writing.
28. Paul Tassi, “The World’s Best ‘Clash Royale’ Player Has Spent $12k
on the Game, and for Good Reason,” Forbes, 1 April 2016, http://www.forbes
.com/sites/insertcoin/2016/04/01/the-worlds-best-clash-royale-player-has
-spent-12k-on-the-game-and-for-good-reason.
29. Eli Hodapp, “Seven Ways ‘Clash Royale’ Should Be More Like Pepper-
oni Pizza,” Touch Arcade, 20 May 2016, http://toucharcade.com/2016/05/20/
seven-ways-clash-royale-should-be-more-like-pepperoni-pizza/.
30. Dean Takahashi, “With Patience, I Defeated Supercell’s Monetization
Notes to Chapter 4 214
Strategy in Clash Royale,” VentureBeat, 28 April 2016, http://venturebeat.com
/2016/04/28/with-patience-i-defeated-supercells-monetization-strategy-in
-clash-royale/.
31. dragonroar3, “Tournaments Make Me Not Want to Play Ranked,” red-
dit, 10 July 2016, https://www.reddit.com/r/ClashRoyale/comments/4s45yv
/tournaments_make_me_not_want_to_play_ranked/.
32. Eli Hodapp, “Supercell Doubles Down on Never Muting Emotes in
‘Clash Royale,’” Touch Arcade, 14 June 2016, http://toucharcade.com/2016/06/14
/supercell-doubles-down-on-never-muting-emotes-in-clash-royale/.
33. Clash Royale Team, “Emotes,” Clash Royale, 14 June 2016, https://
clashroyale.com/blog/news/emotes.
34. Hodapp, “Supercell Doubles Down on Never Muting Emotes in ‘Clash
Royale.’”
35. Clash Royale Team, “Rethinking Emotes,” Clash Royale, 6 September
2016, https://clashroyale.com/blog/news/rethinking-emotes.
36. David Amsden, “‘Madden’ and Me: How Football’s Biggest Video Game
Took Over My Life,” Rolling Stone, 28 August 2015, http://www.rollingstone.com
/sports/features/madden-and-me-how-footballs-biggest-video-game-took
-over-my-life-20150828.
37. Owen S. Good, “Meet the Million-Point Man of Xbox Live,” Polygon, 22
March 2014, http://www.polygon.com/2014/3/22/5533384/meet-the-million
-point-man-of-xbox-live; Greg Kumparak, “It Took 8 Years, but Someone
Just Broke One Million Gamerscore on Xbox Live,” TechCrunch, 12 March
2014, http://techcrunch.com/2014/03/12/it-took-8-years-but-someone-just
-broke-one-million-gamerscore-on-xbox-live/; Luke Plunkett, “Meet the First
Gamer to Get One Million Achievement Points,” Kotaku, 13 March 2014,
http://kotaku.com/watch-live-as-a-hero-gets-a-gamerscore-of-over-one-mill
-1542821937/1542852654.
38. Good, “Meet the Million-Point Man of Xbox Live.”
39. Joel Goodwin, “The Trouble with Serious Games,” Electron Dance,
14 September 2014, http://www.electrondance.com/the-trouble-with-serious
-games/.
40. Jen Gerson, “Dragon Age Writer Jennifer Hepler Talks about Leaving
Bioware, but Not for Being Harrassed,” National Post, 19 August 2013, http://
news.nationalpost.com/2013/08/19/jennifer-hepler/.
41. Susana Polo, “Inclusion: What Jennifer Hepler’s Story Is All About,”
The Mary Sue, 20 February 2012, http://www.themarysue.com/inclusion-what
-jennifer-heplers-story-is-all-about/.
42. Ibid.
43. Andy Chalk, “BioWare Breaks Down Mass Effect 3 Game Modes,” The
215 Notes to Chapter 4
Escapist, 11 January 2012, http://www.escapistmagazine.com/news/view/115186
-BioWare-Breaks-Down-Mass-Effect-3-Game-Modes.
44. Tina Amini, “BioWare Writer Describes Her Gaming Tastes; Angry
Gamers Call Her a ‘Cancer,’” Kotaku, 20 February 2012, http://kotaku.com
/5886674/bioware-writer-describes-her-gaming-tastes-angry-gamers-call-her
-a-cancer; Stephanie Gutowski, “Attack of the Internet: Saving Bioware’s Jen-
nifer Hepler,” RipTen Videogame Blog, 24 February 2012, http://www.ripten
.com/2012/02/24/attack-of-the-internet-saving-biowares-jennifer-hepler/.
45. Chris Priestly, “Our Statement Supporting a Valued Employee,” BioWare
Forum, 21 February 2012, http://forum.bioware.com/topic/259859-our-state
ment-supporting-a-valued-employee/.
46. Mike Fahey, “Average Gamers Are Going to Hate Bioshock Infinite’s 1999
Mode,” Kotaku, 23 January 2012, http://kotaku.com/5878338/average-gamers
-are-going-to-hate-bioshock-infinites-1999-mode.
47. Ibid.
48. Patricia Hernandez, “GTA Players Beat All of the Heists without Ever
Dying,” Kotaku, 16 March 2015, http://kotaku.com/gta-v-players-beat-all-of
-heists-without-ever-dying-1691705013; Patricia Hernandez, “The Man Who
Does the Impossible in Super Mario 64,” Kotaku, 17 March 2015, http://kotaku
.com/the-man-who-does-the-impossible-in-super-mario-64-1656869221; Jason
Schreier, “Someone Beat Pillars of Eternity in under 40 Minutes,” Kotaku,
14 April 2015, http://kotaku.com/someone-beat-pillars-of-eternity-in-under
-40-minutes-1697709938.
49. Nic Rowen, “Review: Evolve,” Destructoid, 13 February 2015, http://www
.destructoid.com/review-evolve-287650.phtml.
50. Laura Hudson, “In Bloodborne’s Brutal World, I Found Myself,” Off-
world, 10 April 2015, http://boingboing.net/2015/04/10/bloodborne.html.
51. Patricia Hernandez, “Incredible Bloodborne Player Beats Game without
Ever Leveling Up,” Kotaku, 3 April 2015, http://kotaku.com/incredible-blood-
borne-player-beats-game-without-ever-le-1695418129; Patrick Klepek, “Skilled
Dark Souls II Player Makes Toughest Enemies Look Like Chumps,” Kotaku, 10
February 2015, http://kotaku.com/skilled-dark-souls-ii-player-makes-toughest
-enemies-loo-1684963271.
52. Hudson, “In Bloodborne’s Brutal World, I Found Myself.”
53. Patrick Klepek, “Apparently I’m Not Playing Demon’s Souls the ‘Right
Way,’” Kotaku, 19 February 2015, http://kotaku.com/apparently-im-not-playing
-demons-souls-the-right-way-1686815820.
54. Dan Stapleton, “How and Why Bloodborne Lost Me,” IGN, 26 March
2015, http://www.ign.com/articles/2015/03/26/how-and-why-bloodborne-lost
-me.
Notes to Chapter 5 216
55. Dave Thier, “Echo Chamber: ‘Bloodborne’s’ Critical Praise Is Gam-
ing Journalism’s Failure,” Forbes, 27 March 2015, http://www.forbes.com/sites
/davidthier/2015/03/27/echo-chamber-bloodbornes-critical-praise-is-gaming
-journalisms-failure/print/.
56. Or nine, or thirty-nine, depending on when and what you were raiding.
57. Katherine Sierra, “Silicon Valley Could Learn a Lot from Skater Cul-
ture: Just Not How to Be a Meritocracy,” Wired, 23 February 2015, http://www
.wired.com/2015/02/silicon-valley-thinks-can-learn-skater-culture-terrible
-idea/.
Conclusion
1. TEDxMarin, “Paul Piff: Does Money Make You Mean?” TED, October
2013, https://www.ted.com/talks/paul_piff_does_money_make_you_mean.
2. Leigh Alexander, “Gamer’s Paradise: The Bleak, Toilsome World of Cart
Life,” Creators Project, 13 March 2013, http://thecreatorsproject.vice.com/blog
/gamers-paradise-the-bleak-toilsome-world-of-icart-lifei.
3. Ibid.
4. Alexander, “Gamer’s Paradise”; Richard Cobbett, “Papers, Please Review,”
IGN, 12 August 2013, http://www.ign.com/articles/2013/08/12/papers-please
-review; John Walker, “Wot I Think: Papers, Please,” Rock, Paper, Shotgun, 12 Au-
gust 2013, http://www.rockpapershotgun.com/2013/08/12/wot-i-think-papers
-please/.
5. Justin McElroy, “Papers, Please Review: Mundane Tyranny,” Polygon,
9 August 2013, http://www.polygon.com/2013/8/9/4606420/papers-please
-review-mundane-tyranny.
6. Cobbett, “Papers, Please Review.”
7. Walker, “Wot I Think.”
8. Leigh Alexander, “GTA V Is Not Subversive—but These Games Are,”
The Guardian, 27 September 2013, http://www.theguardian.com/technology
/2013/sep/27/gta-v-transgressive-video-games.
9. Leigh Alexander, “Papers, Please: Why Make a Computer Game about
223 Notes to Conclusion
Border Control?” New Statesman, 16 September 2013, http://www.newstatesman
.com/sci-tech/2013/09/papers-please%20why-make-computer-game-about
-border-control.
10. Thank you to Nicholas T. Taylor for suggesting I analyze The Walking
Dead.
11. Brad Nicholson, “‘Walking Dead: The Game’ Review—a Dark Zombie
Tale,” Touch Arcade, 27 November 2012, http://toucharcade.com/2012/11/27
/the-walking-dead-the-game-review-a-dark-zombie-tale/.
12. Hollander Cooper, “The Walking Dead Game Review,” GamesRadar, 26
November 2012, http://www.gamesradar.com/the-walking-dead-review/.
13. Greg Miller, “The Walking Dead: The Game Review,” IGN, 12 De-
cember 2012, http://www.ign.com/articles/2012/12/12/the-walking-dead-the
-game-review.
14. Cooper, “Walking Dead Game Review.”
15. Nicholson, “Walking Dead.”
16. Shaun Musgrave, “‘The Walking Dead: Season Two’ Review: Experience
the Apocalypse from a Different Perspective,” Touch Arcade, 29 August 2014,
http://toucharcade.com/2014/08/29/the-walking-dead-season-two-review/.
17. Brandon Sheffield, “What Makes Gone Home a Game?” Gamasutra,
20 March 2014, http://gamasutra.com/view/news/213612/What_makes_Gone
_Home_a_game.php.
18. Dale North, “Review: Gone Home,” Destructoid, 1 October 2013, http://
www.destructoid.com/review-gone-home-262626.phtml.
19. Kris Graft, “For Gone Home’s Designer, ‘What Is a Game?’ Is a Question
Worth Exploring,” Gamasutra, 14 March 2014, http://www.gamasutra.com/view/
news/212853/For_Gone_Homes_designer_what_is_a_game_is_a_question_
worth_exploring.php.
20. Danielle Riendeau, “Gone Home Review: Living Room,” Polygon, 15
August 2013, http://www.polygon.com/2013/8/15/4620172/gone-home-review
-if-these-walls-could-talk.
21. Marty Sliva, “Gone Home Review,” IGN, 15 August 2013, http://www
.ign.com/articles/2013/08/15/gone-home-review.
22. Leigh Alexander, “How Gone Home’s Design Constraints Lead to a
Powerful Story,” Gamasutra, 15 August 2013, http://gamasutra.com/view/
news/198340/How_Gone_Homes_design_constraints_lead_to_a_powerful_
story.php.
23. Jason Schreier, “The No Man’s Sky Hype Dilemma,” Kotaku, 18 August
2016, http://kotaku.com/the-no-mans-sky-hype-dilemma-1785416931.
24. Mia Consalvo and Jason Begy, Players and Their Pets: Gaming Commu-
nities from Beta to Sunset (Minneapolis: University of Minnesota Press, 2015),
44.
Notes to Conclusion 224
25. Ibid., 67.
26. Erik Kain, “‘Journey’ Review: Making Video Games Beautiful,” Forbes,
4 December 2012, http://www.forbes.com/sites/erikkain/2012/12/04/journey
-review-making-video-games-beautiful/.
27. Simon Parkin, “Jenova Chen: Journeyman,” Eurogamer, 21 July 2015,
http://www.eurogamer.net/articles/2012-04-02-jenova-chen-journeyman.
28. Ibid.
29. Leigh Alexander, “There Is Nothing to ‘Do’ in O’Reilly’s Mountain—
and That’s a Good Thing,” Gamasutra, 8 July 2014, http://gamasutra.com/view/
news/220443/There_is_nothing_to_do_in_OReillys_Mountain__and_thats_a_
good_thing.php.
30. Ben Kuchera, “Mountain Could Be a $1 Joke, and I Think I’m the Butt,”
Polygon, 3 July 2014, http://www.polygon.com/2014/7/3/5868087/mountain
-indie-game-joke-satire-self-loathing; Cameron Kunzelman, “Mountain Re-
view (PC/Mac/iOS),” Paste, 3 July 2014, http://www.pastemagazine.com/articles
/2014/07/mountain-review-pcmacios.html.
31. Mark Serrels, “Multiplayer Games Where It’s Okay to Suck,” Ko-
taku, 28 July 2015, http://kotaku.com/multiplayer-games-where-its-okay-to
-suck-1720756255.
32. Ibid.
33. TEDxMarin, “Paul Piff: Does Money Make You Mean?”; Robert H.
Frank, Success and Luck: Good Fortune and the Myth of Meritocracy (Princeton,
N.J.: Princeton University Press, 2016), Kindle ed.
34. Shannon K. McCoy and Brenda Major, “Priming Meritocracy and the
Psychological Justification of Inequality,” Journal of Experimental Social Psychol-
ogy 43 (2007): 341–51.
35. Monica Y. Bartlett and David DeSteno, “Gratitude and Prosocial Behav-
ior: Helping When It Costs You,” Psychological Science 17, no. 4 (2006): 319–25.
36. Nancy Digdon and Amy Koble, “Effects of Constructive Worry, Imag-
ery Distraction, and Gratitude Interventions on Sleep Quality: A Pilot Trial,”
Applied Psychology: Health and Well-Being 3, no. 2 (2011): 193–206.
37. C. Nathan DeWall, Nathaniel M. Lambert, Richard S. Pond Jr., Todd
B. Kashdan, and Frank D. Fincham, “A Grateful Heart Is a Nonviolent Heart:
Cross-Sectional, Experience Sampling, Longitudinal, and Experimental Evi-
dence,” Social Psychological and Personality Science 3, no. 2 (2012): 232–40.
38. Richard Bartle, “Hearts, Clubs, Diamonds, Spades: Players Who Suit
Muds,” Muse, 28 August 1996, http://www.mud.co.uk/richard/hcds.htm.
39. Jay Hathaway, “What Is Gamergate, and Why? An Explainer for Non-
Geeks,” Gawker, 10 October 2014, http://gawker.com/what-is-gamergate-and
-why-an-explainer-for-non-geeks-1642909080; Matt Lees, “What Gamergate
Should Have Taught Us about the ‘Alt-Right,’” The Guardian, 1 December
225 Notes to Conclusion
2016, https://www.theguardian.com/technology/2016/dec/01/gamergate-alt
-right-hate-trump.
40. Mike Fahey, “YouTube Corruption Sinks Even Deeper into the Gutter,”
Games Industry, 8 July 2016, http://www.gamesindustry.biz/articles/2016-07-08
-youtube-corruption-sinks-even-deeper-into-the-gutter; Rob Fahey, “Dirty
Videos,” Games Industry, 10 October 2014, http://www.gamesindustry.biz
/articles/2014-10-10-dirty-videos.
41. Jennifer Allaway, “#Gamergate Trolls Aren’t Ethics Crusaders; They’re
a Hate Group,” Jezebel, 13 October 2014, http://jezebel.com/gamergate
-trolls-arent-ethics-crusaders-theyre-a-hate-1644984010; Tadhg Kelly, “The
#Gamergate Question,” TechCrunch, 7 September 2014, http://techcrunch
.com/2014/09/07/the-gamergate-question/; Leo Reyna, “#Gamergate Revealed
as Misogynist and Racist Movement from 4chan,” The Examiner, 6 September
2014, http://www.examiner.com/article/gamergate-revealed-as-misogynist-and
-racist-movement-from-4chan; Jon Stone, “Gamergate’s Vicious Right-Wing
Swell Means There Can Be No Neutral Stance,” The Guardian, 13 October
2014, http://www.theguardian.com/technology/2014/oct/13/gamergate-right
-wing-no-neutral-stance.
42. Aaron Sankin, “Why the Trolls Are Winning #Gamergate,” The Daily Dot,
17 October 2014, http://www.dailydot.com/opinion/trolls-winning-gamergate
-anita-sarkeesian/.
43. Peter-Hans Kolvenbach, “The Service of Faith and the Promotion of
Justice in American Jesuit Higher Education,” Santa Clara University, 6 Octo-
ber 2000, https://www.scu.edu/ic/programs/ignatian-tradition-offerings/stories/
the-service-of-faith-and-the-promotion-of-justice-in-american-jesuit-higher
-education.html.
This page deliberately left blank
Gameography
Ascension: Deckbuilding Game. Card game. Designed by John Fiorillo and Jus-
tin Gary. Stone Blade Entertainment, 2010. Also available on iOS. https://
boardgamegeek.com/boardgame/69789/ascension-deckbuilding-game.
Bioshock (series). The first game was developed by 2K Australia and 2K Bos-
ton. 2K Games, 2007. http://www.mobygames.com/game-group/bioshock
-series.
Bioshock Infinite. PS3. Developed by Irrational Games. 2K Games, 2013. http://
www.mobygames.com/game/bioshock-infinite_.
Bloodborne. PS4. Developed by FromSoftware. Sony Computer Entertainment,
2015. http://www.mobygames.com/game/playstation-4/bloodborne.
Borderlands (series). The first game was developed by Gearbox Software. 2K
Games, 2009. http://www.mobygames.com/game-group/borderlands-series.
Borderlands 2. Xbox 360. Developed by Gearbox Software. 2K Games, 2012.
Android, Linux, PS3, Windows. http://www.mobygames.com/game/border
lands-2.
Bully. PS2. Developed by Rockstar Vancouver. Rockstar Games, 2006. PS3, PS4.
http://www.mobygames.com/game/bully.
227
Gameography 228
Candy Crush Saga. iOS. Developed by Midasplayer AB. King.com, 2012. An-
droid, browser, Windows Apps. http://www.mobygames.com/game/candy
-crush-saga.
Cart Life. Windows. Developed by Richard Hofmeier. Open source, 2011.
https://en.wikipedia.org/wiki/Cart_Life.
Civilization (series). The first game was developed by MPS Labs. MicroProse
Software, 1991. http://www.mobygames.com/game-group/civilization
-series.
Clash of Clans. iOS. Developed by Supercell. Supercell, 2012. Android. http://
www.mobygames.com/game/clash-of-clans.
Clash Royale. iOS. Developed by Supercell. Supercell, 2016. Android. https://
en.wikipedia.org/wiki/Clash_Royale.
Cook, Serve, Delicious. iOS. Developed by Vertigo Gaming. Vertigo Gaming,
2013. Windows. https://itunes.apple.com/us/app/cook-serve-delicious!/
id582153229.
Cow Clicker. Browser. Developed by Ian Bogost. Ian Bogost, 2010. https://
en.wikipedia.org/wiki/Cow_Clicker.
Dark Souls. PS3. Developed by FromSoftware. FromSoftware, 2011. Xbox 360.
http://www.mobygames.com/game/dark-souls.
Dark Souls II. PS3. Developed by FromSoftware. Namco Bandai, 2014. Win-
dows, Xbox 360. http://www.mobygames.com/game/dark-souls-ii.
Dark Souls III. PS4. Developed by FromSoftware. FromSoftware, 2016. Win-
dows, Xbox One. http://www.mobygames.com/game/dark-souls-iii.
Dear Esther. Windows. Developed by The Chinese Room. The Chinese Room,
2012. Linux, Macintosh. http://www.mobygames.com/game/dear-esther.
Demon’s Souls. PS3. Developed by FromSoftware and Sony Computer Enter-
tainment Japan. Atlus USA, 2009. http://www.mobygames.com/game/ps3/
demons-souls.
Destiny. PS4. Developed by Bungie. Activision Publishing, 2014. PS3, Xbox 360,
Xbox One. http://www.mobygames.com/game/destiny_.
Diablo. Windows. Developed by Blizzard Entertainment and Blizzard North.
Blizzard Entertainment, 1996. Macintosh, PlayStation. http://www.moby
games.com/game/diablo.
Dominion. Card game. Designed by Donald X. Vaccarino. Rio Grande Games,
2008. Also available on iOS. https://boardgamegeek.com/boardgame/36218/
dominion.
Donkey Kong. Arcade. Developed by Ikegami Tsushinki and Nintendo. Nin-
tendo, 1981. Available on many, many platforms. http://www.mobygames
.com/game/donkey-kong.
Dragon Age II. PS3. Developed by BioWare. Electronic Arts, 2011. Macintosh,
Windows, Xbox 360. http://www.mobygames.com/game/dragon-age-ii.
The Elder Scrolls V: Skyrim. PS3. Developed by Bethesda Game Studio.
229 Gameography
Bethesda Softworks, 2011. Windows, Xbox 360. http://www.mobygames
.com/game/elder-scrolls-v-skyrim.
EVE Online. Windows. Developed by CCP Games. Crucial Entertainment,
2003. Linux, Macintosh. http://www.mobygames.com/game/eve-online.
EverQuest. Windows. Developed by Verant Interactive. 989 Studios, 1999. Mac-
intosh. http://www.mobygames.com/game/everquest.
FarmVille. Browser. Developed by Zynga Game Network. Zynga Game Net-
work, 2009. iOS. http://www.mobygames.com/game/farmville.
Fashion Story. iOS. Developed by TeamLava. TeamLava, 2011. Android. http://
www.mobygames.com/game/fashion-story.
Faunasphere. Browser. Developed by BigFish Games. BigFish Games, 2009.
http://www.mmorpg.com/faunasphere.
FIFA 14. PS4. Developed by Electronic Arts Canada. Electronic Arts, 2013.
Xbox One. http://www.mobygames.com/game/fifa-14.
FIFA 16. PS4. Developed by Electronic Arts Canada. Electronic Arts, 2015.
Windows, Xbox One. http://www.mobygames.com/game/fifa-16.
FIFA 17. PS4. Developed by Electronic Arts Canada and Bucharest. EA Sports,
2016. PS3, Windows, Xbox 360, Xbox One. https://en.wikipedia.org/wiki/
FIFA_17.
Final Fantasy (series). The first game was developed by Square. Square, 1987.
http://www.mobygames.com/game-group/final-fantasy-series.
Final Fantasy XI Online. PS2. Developed by Square Enix. Square Enix, 2003.
Windows. http://www.mobygames.com/game/final-fantasy-xi-online_.
Gone Home. Windows. Developed by The Fullbright Company. The Fullbright
Company, 2013. Linux, Macintosh, PS4, Xbox One. http://www.mobygames
.com/game/gone-home.
Grand Theft Auto (series). The first game was developed by DMA Design Lim-
ited. BMG Interactive Entertainment, 1997. http://www.mobygames.com/
game-group/grand-theft-auto-series.
Grand Theft Auto III. PS2. Developed by DMA Design Limited. Rockstar
Games, 2001. Android, iOS, Macintosh, PS3, PS4, Windows. http://www
.mobygames.com/game/grand-theft-auto-iii.
Grand Theft Auto IV. PS3. Developed by Rockstar North. Rockstar Games,
2008. Windows, Xbox 360. http://www.mobygames.com/game/grand
-theft-auto-iv.
Grand Theft Auto V. PS4. Developed by Rockstar North. Rockstar Games, 2013.
PS3, Windows, Xbox 360, Xbox One. http://www.mobygames.com/game/
grand-theft-auto-v.
Grand Theft Auto: Chinatown Wars. Nintendo DS. Developed by Rockstar
Leeds and Rockstar North. Rockstar Games, 2009. Android. iOS, PSP.
http://www.mobygames.com/game/grand-theft-auto-chinatown-wars.
Grand Theft Auto: San Andreas. Windows. Developed by Rockstar North.
Gameography 230
Rockstar Games, 2004. Android, Fire OS, iOS, Macintosh, PS2, PS3, PS4,
Windows, Windows Apps, Windows Phone, Xbox, Xbox 360. http://www
.mobygames.com/game/grand-theft-auto-san-andreas.
Halo (series). The first game was developed by Bungie Studios. Microsoft Cor-
poration, 2001. http://www.mobygames.com/game/halo-combat-evolved.
Halo Online. Windows. Developed by Saber Interactive. Innova Software, 2015.
https://www.reddit.com/r/HaloOnline/.
Hearthstone: Heroes of Warcraft. iOS. Developed by Blizzard Entertainment.
Blizzard Entertainment, 2014. Android, Macintosh, Windows. http://www
.mobygames.com/game/hearthstone-heroes-of-warcraft.
Johann Sebastian Joust. PS3. Developed by Die Gute Fabrik. Die Gute Fabrik,
2014. Linux, PS4, Windows. https://en.wikipedia.org/wiki/Sportsfriends.
Journey. PS4. Developed by thatgamecompany. Sony Computer Entertainment
America, 2012. PS3. http://www.mobygames.com/game/journey.
Killer Instinct. Xbox One. Developed by Double Helix Games. Microsoft
Studios, 2013. Windows Apps. http://www.mobygames.com/game/killer
-instinct_.
Kim Kardashian: Hollywood. iOS. Developed by Blammo Games. Glu Mobile,
2014. Android, Browser, Macintosh. http://www.mobygames.com/game/
kim-kardashian-hollywood.
The Last of Us. PS4. Developed by Naughty Dog. Sony Computer Entertain-
ment America, 2013. PS3. http://www.mobygames.com/game/ps3/last-
of-us.
League of Legends. Windows. Developed by Riot Games. Riot Games, 2009.
Macintosh. http://www.mobygames.com/game/league-of-legends.
Madden NFL (series). The first game in the series was John Madden Football.
Developed by Electronic Arts. Electronic Arts, 1988. http://www.moby
games.com/game-group/madden-series.
Mafia Wars. Browser. Developed by Zynga Game Network. Zynga Game Net-
work, 2008. http://www.mobygames.com/game/browser/mafia-wars.
Magic: The Gathering. Card game. Designed by Richard Garfield. Wizards of the
Coast, 1993. https://boardgamegeek.com/boardgame/463/magic-gathering.
Mario Kart (series). The first game in the series was Super Mario Kart. Devel-
oped by Nintendo EAD. Nintendo, 1992. http://www.mobygames.com/
game-group/mario-kart-series.
Mario Kart 64. Nintendo 64. Developed by Nintendo EAD. Nintendo, 1996.
Wii, Wii U. http://www.mobygames.com/game/mario-kart-64.
Mario Kart Wii. Wii. Developed by Nintendo EAD. Nintendo, 2008. http://
www.mobygames.com/game/mario-kart-wii.
Mario Party (series). The first game was developed by Hudson Soft Company.
Nintendo of America, 1999. http://www.mobygames.com/game-group/
mario-party-series.
231 Gameography
Mario Party 8. Wii. Developed by Hudson Soft Company. Nintendo of Amer-
ica, 2007. http://www.mobygames.com/game/mario-party-8.
Mario Party 10. Wii U. Developed by Nd Cube. Nintendo of America, 2015.
http://www.mobygames.com/game/mario-party-10.
Marvel Mighty Heroes. iOS. Developed by DeNA. DeNA, 2015. Android. http://
dena.com/intl/press/2015/03/dena-and-marvel-release-marvel-mighty
-heroes-a-real-time-multiplayer-brawler-for-iphone-ipad-ipod-to.html.
Marvel Puzzle Quest. iOS and Windows. Developed by Demiurge Studios. D3
Publisher of America, 2013. Android. http://www.mobygames.com/game/
marvel-puzzle-quest.
Mass Effect 3. PS3. Developed by BioWare Corporation. Electronic Arts, 2012.
Windows, Xbox 360. http://www.mobygames.com/game/mass-effect-3.
Minecraft. Windows. Developed by Mojang. Mojang, 2010. Browser, Linux,
Macintosh. http://www.mobygames.com/game/minecraft.
Monaco: What’s Yours Is Mine. Windows. Developed by Pocketwatch Games.
Headup Games GmbH & Co., 2013. Macintosh. http://www.mobygames
.com/game/monaco-whats-yours-is-mine_.
Mountain. iOS. Designed by David O’Reilly, 2014. Android, Linux, Macintosh.
http://www.mobygames.com/game/mountain.
MUD1. Designed by Roy Trubshaw and Richard Bartle, 1978. https://en.wiki
pedia.org/wiki/MUD1.
NBA 2K (series). The first game was developed by Visual Concepts Enter-
tainment. SEGA of America, 1999. http://www.mobygames.com/search/
quick?q=nba2k.
NBA 2K13. PS3. Developed by Visual Concepts. 2K Sports, 2012. Android,
iOS, PSP, Wii, Wii U, Windows, Xbox 360. https://en.wikipedia.org/wiki/
NBA_2K13.
NBA 2K16. PS4. Developed by Visual Concepts. 2K Sports, 2015. Android,
iOS, PS3, Windows, Xbox 360, Xbox One. https://en.wikipedia.org/wiki/
NBA_2K16.
Ninja. Folk game. http://ultimateninjacombat.com/.
No Man’s Sky. PS4. Developed by Hello Games. Hello Games, 2016. Windows.
http://www.mobygames.com/game/no-mans-sky.
Overwatch (Origins Edition). PS4. Developed by Blizzard Entertainment. Bliz-
zard Entertainment, 2016. Windows, Xbox One. http://www.mobygames
.com/game/overwatch-origins-edition.
Papers, Please. iOS and Windows. Developed by 3909. 3909, 2013. Linux, Mac-
intosh. http://www.mobygames.com/game/papers-please.
Persona 4 Golden. PS Vita. Developed by Atlus Co. Index Digital Media, 2012.
http://www.mobygames.com/game/ps-vita/persona-4-golden.
The Pioneer Trail. Browser. Developed by Zynga East. Zynga, 2010. https://
en.wikipedia.org/wiki/The_Pioneer_Trail.
Gameography 232
Pokémon Go. iOS. Developed by Niantic, Nintendo, and The Pokémon Com-
pany, 2016. Android. http://www.mobygames.com/game/pokmon-go.
Pong. Arcade. Developed by Atari and Atari, Inc., 1972.
Populous. SNES. Developed by Bullfrog Productions. Electronic Arts, 1989.
Multiple platforms. http://www.mobygames.com/game/populous.
Red Dead Redemption. Xbox 360. Developed by Rockstar San Diego. Rockstar
Games, 2010. PS3. http://www.mobygames.com/game/red-dead-redemption.
Restaurant Story. iOS. Developed by TeamLava. TeamLava, 2010. Android.
http://www.mobygames.com/game/restaurant-story.
Risk. Board game. Designed by Albert Lamorisse and Michael I. Levin, 1959.
https://boardgamegeek.com/boardgame/181/risk.
Rocket League. PS4. Developed by Psyonix. Psyonix, 2015. Linux, Macintosh,
Windows. http://www.mobygames.com/game/rocket-league.
Sally’s Spa. iOS. Developed by GamesCafe.com. RealArcade, 2008. Android,
BlackBerry, Macintosh, Windows, Windows Phone. http://www.mobygames
.com/game/sallys-spa.
Solitaire. Card game. https://en.wikipedia.org/wiki/Patience_(game).
Space Invaders. Arcade. Developed by Taito. Taito, 1978. Multiple platforms.
http://www.mobygames.com/game/space-invaders.
Splatoon. Wii U. Developed by Nintendo EAD. Nintendo of America, 2015.
http://www.mobygames.com/game/wii-u/splatoon.
Star Wars Galaxies. Windows. Developed by Sony Online Entertainment. Lucas-
Arts, 2003. http://www.mobygames.com/game/windows/star-wars-galaxies
-an-empire-divided-collectors-edition.
Star Wars: The Old Republic (series). The first game was developed by BioWare.
LucasArts, 2003. http://www.mobygames.com/game-group/star-wars-the
-old-republic-games.
Starcraft. Windows. Developed by Blizzard Entertainment. Blizzard Entertain-
ment, 1998. Macintosh. http://www.mobygames.com/game/starcraft.
Stardom: The A-List. iOS. Developed by Blammo Games. Glu Mobile, 2011.
Android. http://www.mobygames.com/game/stardom-the-a-list.
Stardom: Hollywood. iOS. Developed by Blammo Games. Glu Mobile, 2013.
Android. http://www.mobygames.com/game/stardom-hollywood.
StarPower. Live action game. Designed by R. Garry Shirts, 1969. https://
boardgamegeek.com/boardgame/32398/starpower.
Street Fighter. Arcade. Developed by Capcom. Capcom, 1987. Multiple plat-
forms. http://www.mobygames.com/game/street-fighter.
Street Fighter X Tekken. PS3. Developed by Capcom and Dimps. Capcom En-
tertainment, 2012. PS Vita, Windows, Xbox 360. http://www.mobygames
.com/game/street-fighter-x-tekken.
StreetWars. Live action game. Designed by Franz Aliquo and Liao Yutai, 2004.
https://en.wikipedia.org/wiki/StreetWars.
233 Gameography
Super Mario 64. Nintendo 64. Developed by Nintendo EAD. Nintendo, 1996.
Wii, Wii U. http://www.mobygames.com/game/super-mario-64.
Super Mario Bros. NES. Developed by Nintendo and Systems Research & De-
velopment. Nintendo, 1985. Arcade, Game Boy Advance, Nintendo 3DS,
Wii, Wii U. http://www.mobygames.com/game/super-mario-bros.
Super Smash Bros. Nintendo 64. Developed by HAL Laboratory. Nintendo,
1999. Wii. http://www.mobygames.com/game/super-smash-bros.
Tekken. Arcade. Developed by Namco Limited. Namco Limited, 1994. Android,
PlayStation, PS3, PSP, PS Vita. http://www.mobygames.com/game/tekken.
Tom Clancy’s The Division. PS4. Developed by Ubisoft Massive. Ubisoft, 2016.
Windows, Xbox One. http://www.mobygames.com/game/tom-clancys
-the-division.
Tomb Raider. PS3. Developed by Crystal Dynamics. Square Enix, 2013. Linux,
Macintosh, Windows, Xbox 360. http://www.mobygames.com/game/tomb
-raider__.
Ultima Online. Windows. Developed by ORIGIN Systems. Electronic Arts,
1997. http://www.mobygames.com/game/windows/ultima-online.
Uncharted (series). The first game was developed by Naughty Dog. Sony Com-
puter Entertainment America, 2007. http://www.mobygames.com/game
-group/uncharted-series.
Uncharted 3: Drake’s Deception. PS3. Developed by Naughty Dog. Sony Com-
puter Entertainment America, 2011. http://www.mobygames.com/game/
ps3/uncharted-3-drakes-deception.
The Walking Dead: The Game. iOS. Developed by Telltale. Telltale, 2012. An-
droid, PS3, Xbox 360. http://www.mobygames.com/game/walking-dead
-episode-1-a-new-day.
The Witcher 3: Wild Hunt. PS4. Developed by CD Projekt RED. CD Projekt,
2015. Windows, Xbox One. http://www.mobygames.com/game/witcher-3
-wild-hunt.
World of Warcraft. Windows. Developed by Blizzard Entertainment. Blizzard
Entertainment, 2004. http://www.mobygames.com/game/world-of-warcraft.
XCOM: Enemy Unknown. iOS and Xbox 360. Developed by Firaxis Games.
2K Games, 2012. Android, Linux, Macintosh, PS3, Windows. http://www
.mobygames.com/game/xcom-enemy-unknown.
XCOM 2. PS4. Developed by Firaxis Games. Feral Interactive, 2016. Linux,
Macintosh, Windows, Xbox One. http://www.mobygames.com/game/
xcom-2.
Yahtzee. Dice game. Designed by Edwin S. Lowe. Milton Bradley, 1956. https://
boardgamegeek.com/boardgame/2243/yahtzee.
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INDEX
235
Index 236
Bernake, Ben, 49, 53 Clash Royale, 3–4, 95, 97, 127–30, 209n7
Bethesda, 22 class, 3, 8–12, 14, 19, 32–33, 39–40,
BioShock, 2 43, 45–46, 50, 55, 60, 80, 89, 104,
BioShock’s Infinite, 134, 170 117, 151, 157, 191n90, 210n24
BioWare, 131–32 classism, 14, 43
Black Lives Matter, 11, 30 CNN, 86
blackness, 18. See also race Cobbett, Richard, 166
Blair, Tony, 38 co-creativity, 65–68
Blizzard, 34–35, 37, 46, 94–95 code, 2, 15, 23, 34, 73, 139, 144, 146,
board games, 20, 22 159
Bogost, Ian, 66 Colbert, Stephen, 86; The Colbert
Borderlands, 106 Report, 87
Borderlands 2, 77, 176 Cold War, 165
Best Friends Forever mode, 77 collectible card games (CCGs), 96,
Breen, Richard, 46 102–3, 107, 127
Brexit, 11 Connell, R. W., 80
buffs, 96 Consalvo, Mia, 81, 84, 173–74
Bully, 21 consoles, 1, 20, 36, 54, 92–93, 99–
Burill, Derrick, 80 100, 158, 171–72, 174, 190n70
business culture, 37 conventions, 64, 72, 75; sexual
violence at, 73–74
Candy Crush, 20, 101 Cook, Serve, Delicious, 21
Capcom, 75–76 Cooper, Hollander, 167, 168
Cart Life, 164–65 cost of games, 19, 40, 53–55, 90, 93,
Castilla, Emilio, 56 100, 102–3, 107, 124, 127–28,
Castronova, Edward, 107, 108 158
casual games, 19, 105–7, 159, 171–72 Counter-Strike, 75
Chambers, Becky, 157 Cow Clicker, 99
characters, 6, 17–19, 25–27, 77–79, Cox, Raymond, 130–31
103–4, 107, 116–17, 124–26, Cracked, 81
169–70; non-playable, 17, 23–24, Croft, Lara, 103–4
118 Cross, Katharine, 81, 84
cheating, 46–47, 97, 155 Cross Assault: sexual violence at,
Chess, Shira: The Playful Is Political 75–77
fishbowl panel, 84 Cyclops, 146
Chief Pat, 3–4
China, 29–34, 44–45, 154, 190n2 Dallas Mavericks, 149
Chu, Arthur, 6, 16 Dames Making Games, 159
Civilization, 21 DARPA, 84
Clash of Clans, 1, 95, 127 Day, Felicia, 86
237 Index
Depression Quest, 80 England, 27, 146, 152. See also Great
DeSteno, David, 177 Britain; United Kingdom
Destiny, 4, 20, 106, 109 English Football Association, 146
DeWall, Nathan, 177 equality, 3, 11–13, 15, 44–45, 60,
Diablo, 101 86, 88–89, 94, 107–8, 209n7; of
Dickwolf, 74 opportunity vs. results, 42–43.
Die Gute Fabrik, 173 See also inequality
Digdon, Nancy, 177 eSports, 3, 56, 58, 75, 122, 143, 149,
Digital Games Research Association 219n35
(DiGRA), 83, 89, 205n82; The EVE Online, 59
Playful Is Political fishbowl EverQuest, 3, 107, 109, 111
panel, 84 EVE University, 59
disability, 79
discrimination, 56–58, 79, 99 Facebook, 20, 171, 173
Ditum, Nathan, 18 failure, 10, 30, 38–39, 43–44, 50,
diversity, 83, 161; conferences about, 56–60, 87–88, 94, 99, 117, 134,
15, 84; developers and, 4–5, 14, 136,–39, 150–51
48, 51, 124; in education, 50, 84, fairness, 3–4, 6, 12–13, 33, 41, 43, 45,
143, 156–60; in games, 18–19, 49, 53, 57, 60, 93–102, 106–8,
53, 73, 141–42, 159; players and, 135, 142, 153–54, 157
20–21, 58, 79, 82, 122, 158, 178. FarmVille, 20, 94, 99, 171
See also race Farrell, Henry, 30
The Division, 4 Fashion Story, 21
Dominion, 103 Fat, Ugly, or Slutty, 15
Donkey Kong, 177 Faunasphere, 173–74
Douthat, Ross, 157 Federal Bureau of Investigation
doxxing, 84, 86 (FBI), 88
Dragon Age II, 131 feminism, 81, 84
Drake, Sir Francis, 5, 104 Ferguson, MO, 67
FIFA, 1–2, 21, 44, 95, 107, 144
Edidin, Rachel, 74 FIFA 14, 115
The Elder Scrolls V: Skyrim, 22–24 FIFA 16, 17
Electronic Arts (EA), 106, 190n70 FIFA 17, 27, 114, 190n70
EA Sports, 107; Ultimate Team, 107 FIFA World Cup, 146, 150
Electronic Entertainment Expo (E3), Film Crit Hulk, 16, 82
73–74 Final Fantasy, 26, 111
Electronic Frontier Foundation, Final Fantasy XI Online, 109
87–88 Fine Young Capitalists, 204n65
Elman, Benjamin, 32 first-person shooters, 34, 46, 78–79,
Elo systems, 118–21, 212n12 106, 164
Index 238
football (American), 76, 86, 144, 179–80, 203n62. See also Opera-
147–48, 151. See also National tion Disrespectful Nod
Football League gamers, 5, 16, 25–26, 46, 48, 53, 59,
Fox, Alan, 190n8 63, 65–66, 69, 29, 76, 97–98, 118,
Frank, Jenn, 72, 81 124, 134, 136, 148, 150, 154, 171,
Frank, Robert H., 49–50, 57, 177 180, 183n3; antiviolence activism
Freedman, Josh, 156 of, 79; limits of concept, 20–21,
free-to-play games, 40, 96, 100, 124, 25, 67–68; violence of, 2, 16, 44,
127–28, 158 71, 74, 80–90, 179–80, 204n65.
Froome, Chris, 152 See also players
Fullbright Company, 169 Gamers against Bigotry, 79
fun, 36, 52, 68, 87, 98, 107, 119, 121, Gamerscore, 34, 130–31
129–30, 134, 166, 175, 178 game studies, 26, 38, 61, 65–67
game tutorials, 52
Gaimer8: misogynist attacks on Gardner, Jack, 203n62
Felicia Day, 86 Gawker, 83
Gamasutra, 83, 88 Gearbox Software, 77
game design, 2–7, 13–14, 19, 21–29, Geguri, 46–47
33–36, 40, 43–44, 64, 67–69, 77, gender, 9, 13–20, 45, 57–58, 73,
92, 107, 134, 145, 154, 173–75; 78–79; among game designers,
meritocracy and, 10, 51–61, 4, 48; among players, 19, 24, 80,
89–110, 113–14, 117–18, 122–30, 82, 85, 173. See also feminism;
133, 136–38, 143, 146, 148–49, masculinity; misogyny
155, 161, 164, 167–72, 176–77, General Electric, 37
180; toxicity and, 37, 70–72, genre, 4, 20, 43, 52–53, 55–56, 66,
75, 78–79, 90, 121–26, 129–30, 106, 111, 114–15, 117, 124,
138–39, 143–44, 153, 176, 180, 127, 130, 163, 168–72. See also
204n65 individual genres
game designers, 7, 17, 22–24, 51–54, George, Paul, 152
58, 67–68, 72, 77–78, 95, 98, Germany, 146, 152
100–1, 103, 109, 112, 117, 123, “girlfriend mode,” 77–78
137, 141, 145, 148, 155, 166, 170, Girls Make Games, 159
176–79; gender demographics Girls Who Code, 159
of, 4, 48; racial demographics of, GitHub, 15
18–19 Gjoni, Eron, 80–81
Game Developers Conference: 2013 Glu Mobile, 105
International Game Developer’s Golding, Dan, 82
Association party, 73 Goldthorpe, John, 46
Gameranx, 59 Gollop, Julian, 154
GamerGate, 2, 16, 44, 80–90, Gone Home, 20, 169–71, 177
239 Index
Goodwin, Joel, 131 Hofmeier, Richard, 164
Grand Theft Auto (GTA), 21, 79, 115, Holloway, Kenneth, 31
117; Chinatown Wars, 116; III, homophobia, 15, 49. See also doxxing;
5–6, 115–16; IV, 116, 164; San jerks; trolls; violence
Andreas, 116; V, 116; Vice City, 116 Houston Rockets, 149
gratitude, 177–78 Hudson, Laura, 135, 161
Gray, Kishonna, 19, 79
Grayso, Nathan, 36–37 Hurtado, Aida, 47
Great Britain, 12, 38. See also
England; United Kingdom ideology, 2, 6, 8, 10–14, 25, 29–30,
Greer, Emily, 85 34, 41, 44, 50–51, 55–58, 61, 64,
Grey, Kishonna, 19 67, 74, 88–89, 91, 108, 110, 120,
“the grind,” 35, 40, 68, 94, 109, 121, 124, 142. See also meritocracy
153 IGN, 76, 154, 165
Guardian, 72, 89 IGXE, 107
Guinness World Records, 130 Independent Games Festival Awards,
Guodian Chu Slips, 30–32, 190n2 164
Guthrie, Robert, 40 India, 44
inequality, 18, 30–31, 43, 45, 120
Halo Online, 100 in games, 38, 94, 107–10, 124, 126,
Hamilton, Kirk, 172 136–39; meritocracy and, 12–13,
Handrahan, Matthew, 4 30–31, 33, 41, 44, 47–51, 53,
Haney, Craig, 47 57–59, 133, 142; structural, 3, 8,
Harper, Todd, 58, 66, 75, 77 10–14, 22, 28, 53, 60, 85, 88, 95,
Harvey, David, 192n33 125, 152, 169, 219n39. See also
hate speech, 15–17, 20, 79 equality
Hawk-Eye, 146 Intel, 83, 88
Hayes, Christopher, 39, 45, 47, 53, International Game Developers
88–89 Association (IGDA): 2013 game
Hearthstone, 94, 95 Developers Conference party, 73
Hemingway, John, 77 Developer Satisfaction Survey, 4
Hepler, Jennifer, 132–33 iOS, 92
Hernandez, Patricia, 34, 36 #IStandWithTauriq, 19
Herrnstein, R.J., 41–42, 44
higher education, 1, 8, 11, 14, 28, 41, James, Vivian, 204n65
50, 143, 155, 159–61, 178; attacks jerks, 69, 71, 77, 83, 123, 160, 163,
on academics, 81, 83–84, 89; 176. See also ageism; classism;
race and, 4, 50, 156–58. See also GamerGate; misogyny; racism;
academics; affirmative action toxicity; trolls; violence
Hodapp, Eli, 129 Johann Sebastian Joust, 173
Index 240
Johnson, Dustin, 147 leveling systems, 2, 6, 27–28, 44, 69,
Johnston, Casey, 83 92, 106–10, 112
journalism, 2, 4, 6, 16, 18, 52, 72–73, Levine, Ken, 134
81–83, 87, 89, 101, 134–36, 158, Levitas, Ruth, 12
173, 179, 204n71 liberalism, 41–42
Journey, 194 Littler, Jo, 12, 50, 59
Juul, Jesper, 38–39, 94, 111 Lizard Square, 71
Lockwood Publishing, 48
Kaplan, Jeff, 35, 37 loot, 101, 106, 113
Khoo, Robert, 74 Lost, 149
Killer Instinct, 73, 201n28 Lowe, Zach, 148
Kim Kardashian: Hollywood (KKH), LRN2PLAY NOOB, 59
2, 21, 26, 105, 111, 171
Kluwe, Chris, 86 Madden, John, 144
Koble, Amy, 177 Madden NFL, 20–21, 95, 107, 130,
Kocurek, Carly, 19, 48, 54, 67 144, 148
Kohler, Chris, 97–98 Mafia Wars, 171
Kolvenbach, Peter-Hans, 180 Magic: The Gathering, 102
Kongregate, 85 Major, Brenda, 45, 56–57, 177
Konno, Hideki, 98 Major League Baseball (MLB):
Korea, 58 Advanced Media, 146; PITCHf/x
Korean eSports Association (KeSPA), tracking system, 145
58 Mario Kart 64, 97; blue/spiny shell,
Koster, Raph, 52, 54, 151 97–98, 148; Wii, 98. See also
Kotaku, 35, 36, 81, 172 Super Mario Bros.
Krahulik, Mike, 74 Mario Party, 97, 155; 8, 98; 10, 154;
Kuchera, Ben, 87 Chump Charity, 98
Marvel Mighty Heroes, 124–26
labor, 26, 40, 68–69, 94, 105, 112–13, Fury’s Files, 124
153 Marvel Puzzle Quest, 95
The Last of Us, 170 Mascherano, Javier, 151
Law & Order: Special Victims Unit, masculinity, 11, 17, 80, 138, 153
87 Mass Effect 3, 132
leaderboards, 40, 56, 125, 130–131, massively multiplayer online game
138, 170–71, 177 (MMOG), 109, 111–12, 15,
League of Legends (LoL), 69, 118–21, 117, 173; competitive raiding,
123–24, 153, 178, 219n35; Player 113, 120, 164; dragon kill points
Behavior team, 70, 117; World (DKP), 113–14
Championships, 122 McAllister, Ken, 66
Lees, Matt, 89 McCoy, Shannon, 45, 56–57, 177
241 Index
McElroy, Justin, 165 multiplayer online battle arena
McLuhan, Marshall, 65 (MOBA), 69, 95, 117, 121, 127–28
McNamee, Stephen, 44, 50, 58 Myers, Maddy, 77
meritocracy, 3, 7–15, 24–50, 85,
87–90, 120, 122–133, 141–43, 146, Narcisse, Evan, 18
178, 183, 190n8, 193n56; Chinese narrative, 2, 5–7, 18, 20–21, 23,
history of, 29–33, 44, 190n2; in 26–29, 53, 60–61, 64, 79, 90–93,
game design, 5–6, 21–22, 51–68, 132, 143, 160, 164, 176, 180;
75–80, 91–114, 136–38, 176–77; in meritocratic, 10, 26, 103–10,
game narratives, 103–10, 114–18, 114–18, 163–73
163–73; gamer identity and, 20; NASA, 161
in higher education, 143, 155–60; National Basketball Association
in sports, 143–55, 160–61; toxicity (NBA), 76, 115, 146, 148–49;
and, 138–44, 161, 180; “the meta,” All-Stars, 152, 164
95, 148. See also theorycraft National Football League (NFL), 86,
Metacritic, 165, 167 109, 144–45, 147, 151
Microsoft, 73, 130–31 National Suicide Prevention Lifeline,
Miller, Greg, 167 80
Miller, Robert, 44, 50, 58 NBA 2K, 2, 21, 144; 13, 115; 16, 114
Minecraft: prison servers, 40 NBC News, 73
misogyny, 14–16, 43–44, 49, 72, NCAA, 150, 153, 178
76, 78, 85–88, 179–80, 193n43. NeoGAF, 87
See also doxxing; GamerGate; nerfs, 96
“girlfriend mode”; jerks; Neurath, Walter, 41
Operation Digging DiGRA; New Statesman, 165
Operation Disrespectful Nod; Newsweek, 86
sexual violence; toxicity; trolls; New York City, 11, 116
violence New York Times, 76, 86
Mitchell, Billy, 151 Ninja, 173
Miyamoto, Shigeru, 56, 134–35 Nintendo, 1, 56, 77, 86, 97–98
mobile games, 1, 20, 92, 95, 99, 101, No Man’s Sky, 172
124, 158–59, 171 Not in the Kitchen Anymore, 15
Monaco: What’s Yours Is Mine, 178
Moneyball, 148 Offworld, 161
Monopoly, 60, 122, 177 Olympics, 153
Monroe, Nick, 59–60 Operation Digging DiGRA, 84. See
Moosa, Tauriq, 18–19 also DiGRA
Mortensen, Torill, 84 Operation Disrespectful Nod, 83
Mountain, 174–175 O’Reilly, David, 174
MUD1, 3, 34, 51, 153 Overwatch, 4, 34–38, 46–47, 120
Index 242
Pac-Man, 151 Potanin, Robin, 4, 19, 32, 48
Pakozdi, Miranda, 76 Princeton University, 49
Papers, Please, 165–66
Parkin, Simon, 108 Quinn, Zoë, 72, 80, 86, 204n65;
pay-to-win games, 40, 96, 100, 124, “5 Things I Learned as the
128 Internet’s Most Hated Person,”
PC games, 1, 20, 36, 69, 92, 93, 99, 81
165, 171, 178
Penguin, 41 race, 6, 8–12, 14–15, 20, 23, 56, 58,
Penny Arcade, 74, 81 79; in higher education, 50,
Penny Arcade Expo (PAX), 73; 84, 143, 156–60; among game
Enforcers, 74 designers, 4, 48, 58; among
perfect game, 150–51 players, 18–19, 24, 58, 75, 79–80,
Persona 4 Golden, 21 82, 85, 89, 122, 180, 194n67. See
Pew Research Center, 16 also affirmative action; blackness;
Phillips, Whitney, 7, 37, 180 diversity; whiteness
Piff, Paul, 60, 163, 177 racism, 15, 19, 43, 49, 56, 75, 79, 179,
The Pioneer Trail, 105 194n67. See also doxxing; jerks;
Pixelles, 159 toxicity; trolls; violence
Plato, 30 ranking systems, 3, 34–40, 118–22,
players, 2–6, 22–23, 25, 34–40, 124–25, 127, 129, 131, 137,
44, 46–47, 66–67, 91, 111–39, 212n12. See also stack ranking
141–42, 145–55, 157, 159, Rea, Jared, 76
177–80, 197n115, 209n7, 212n12, Read, Max, 83
213n27; gamer identity and, Ready at Dawn, 48
20–21, 68; gender and, 15–16, 19, Red Dead Redemption, 21
24, 46–49, 71, 74–80, 82, 85, 89, reddit, 36, 86
173; meritocracy and, 7, 9, 13, representation, 24, 53, 66, 91, 104,
26–28, 33, 51–61, 63–64, 88–89, 145, 153–54, 170, 172, 178;
92–110, 160, 163–76, 197n115; gendered, 17–19, 73; racialized,
race and, 18–19, 24, 58, 75, 79, 18–19, 79, 157. See also avatars
82, 89, 122, 194n67; toxicity Restaurant Story, 5
and, 69–71, 74–75, 144. See also rhetorical analysis, 25, 63–66, 68, 90,
gamers 93, 139, 161, 180
PlayStation, 1 Riendeau, Danielle, 170
Plimpton, George, 144 Riot Games, 69–70, 120, 122–24,
Pokémon Go, 101 178; Ranked Restrictions, 121;
Pong, 144 Team Player Behavior, 118; The
Pope, Lucas, 165, 166 Tribunal, 118
Populous, 21 Risk, 122
243 Index
Rock, Paper, Shotgun, 165, 178 Souls, 134; Dark Souls II, 134;
Rocket League, 175 Dark Souls III, 134; Demon’s
role-playing games, 3, 20, 68, 106–7, Souls, 134
111 Space Invaders, 177
Romano, Aja, 46 Splatoon, 175
sports, 75, 79–80, 95–96, 120, 122,
Sally’s Spa, 21 150–55, 158, 160–61, 175,
Sampat, Elizabeth, 74 177–78, 219n39; analytics,
Sarkeesian, Anita, 80, 86–87 148–49; meritocracy in, 28,
Tropes vs. Women in Video Games, 16, 143–55, 160–61; replay systems,
72, 81 144–47, 149; television coverage,
Saunders, Peter, 12, 41, 42, 43 122, 146, 152
Seattle Seahawks, 147 sports games, 79, 97, 106–7, 114–15,
Serrels, Mark, 175 143–44, 147–48, 164, 209n7; “My
Shaw, Adrienne, 53, 67–69, 81; The Player” option, 26–27. See also
Playful Is Political fishbowl eSports
panel, 84 stack ranking, 37
Sicart, Miguel, 209n7 standardized tests, 14, 53–54, 109,
Sierra, Katherine, 139 157
Silverman, Mark, 113–14 Starcraft, 58
Simon, Bart, 113–14 Stardom: Hollywood, 105
Sirlin, David, 145 StarPower, 60
skill, 2–6, 73, 159–61, 166, 168, Star Wars, 111; Galaxies, 52; The
171–72, 178, 193n43, 200n28, Old Republic, 132
209n7, 212n12 Steam: Greenlight program, 80
achievement and, 130–36 Street Fighter, 2, 75, 95
judging, 111–40 Street Fighter X Tekken, 75
meritocracy and, 9, 11–14, 24–33, StreetWars, 101, 102
35–39, 41–61, 63–64, 68, 75, Sundborg, Steven, 185n18
85, 88–110, 141–42, 146–51, Super Bowl, 147
163, 176–77; versus luck, 40, 53, Supercell, 3, 95, 96, 127, 129–30
53–54, 92, 151–55, 177 Super Mario 64, 97, 134; Bros., 101.
skill transfer, 43, 51–52, 55, 108, 169 See also Mario Kart
skill trees, 77–78 Super Smash Bros., 95, 98
Smedly, John, 71
soccer, 17, 27, 75, 146–47, 150–52 Taylor, Nicholas T., 75
solitaire, 20, 94 Taylor, T. L., 75
Something Awful, 81 Tekken, 75, 76
Sony Online Entertainment, 71 television, 14, 22, 99, 133, 149, 161,
Souls: Bloodborne, 135–36; Dark 169; sports coverage, 122, 146, 152
Index 244
Telltale, 167, 169 U.S. Congress, 88
tennis, 144, 146, 150, 154 U.S. Department of Justice, 88
thatgamecompany, 174 U.S. Federal Reserve, 49
theorycraft, 148, 150. See also “the U.S. Supreme Court, 67
meta”
Time magazine, 86 TheVine, 87
Todd, Andrew, 71 violence, 1, 6, 19–20, 24, 71–72,
Tomb Raider, 103–4 117–18, 129, 132, 139, 175; bul-
Totilo, Stephen, 101 lying, 83; at gaming conventions,
Touch Arcade, 129, 168 73–74; sexual violence, 2, 14–16,
Tour de France, 152 73–90, 179. See also ageism;
toxicity, 10, 15, 36, 38, 61, 69–90, classism; doxxing; GamerGate;
118, 120, 133, 138–40, 160, hate speech; homophobia; jerks;
163–64, 178–79; game design misogyny; Operation Digging
and, 37, 121–26, 129–30, 138–39, DiGRA; Operation Disrespectful
143–44, 153, 176, 180, 204n65; Nod; racism; toxicity; trolls
meritocracy and, 128, 138–44, Voorhees, Gerald, 66
161, 180. See also ageism; clas- Vox, 86
sism; GamerGate; homophobia;
jerks; misogyny; racism; trolls; Walker, John, 166
violence The Walking Dead: The Game,
trolls, 7, 37, 118, 120, 180. See also 167–69
ageism; classism; GamerGate; Walschots, Natalie Zina, 87
homophobia; jerks; misogyny; Washington Post, 86
racism; toxicity; violence Weerasuriya, Ru, 48
Tropes vs. Women in Video Games, 16, whiteness, 6, 8, 10–11, 14, 23–24, 56,
72, 81 58, 75, 80, 82, 85, 89, 157, 180;
Trubshaw, Roy, 3, 153 among game designers, 4, 18–19,
Trump, Donald, 10–11 48. See also race
Trump Organization, 11 winning, 3–4, 6, 8, 11, 15, 26–27,
Twitch.tv, 76 34, 38, 40, 43, 49, 56, 69, 72, 75,
Twitter, 19, 71, 81, 83–84, 88, 132 81, 92, 95–98, 100, 102, 109–10,
113, 117–122, 124, 126–29, 133,
Ubisoft, 4, 53 136–137, 145–49, 151–53, 161,
UEFA Champions League, 150 163–64, 170, 176–77
Ultima Online, 3, 52 Wired, 97
Uncharted, 5; 3: Drake’s Deception, The Witcher 3: Wild Hunt, 18
104 Witkowski, Emma, 75
United Kingdom, 29–30. See also World of Warcraft (WoW), 1–3, 20,
England; Great Britain 107, 109–13, 117, 137, 164
USA Basketball, 152 Wu, Brianna, 72, 86, 88
245 Index
Xbox, 1; 360, 55, 190n70; One, 73; Young, Michael, 11–12, 29, 35,
Live, 131 38–41, 45, 91, 93, 180, 190n8;
XCOM: Enemy Unknown, 154–55 The Rise of the Meritocracy, 33–34
YouTube, 3, 179
Yakuza, 5
Yahtzee, 94 Zagal, Jose, 84
Young, Cy, 150 Zynga, 105
Christopher A. Paul is associate professor of communication at
Seattle University. He is author of Wordplay and the Discourse of
Video Games: Analyzing Words, Design, and Play.