Cyborgs and Consoles: Gender Performativity and the Liberatory Potential of Video Games

JM Potvin - Stories in Post-Human Cultures, 2013 - brill.com
Stories in Post-Human Cultures, 2013brill.com
As a pass-time often constructed as escapist, the virtual worlds in which gaming take place
offer possibilities for creating contexts where traditional or established gender norms need
not apply. Therefore, we must ask ourselves why video gaming, as a medium and a culture,
has instead largely emerged as a site of extreme sexism and misogyny. In this chapter, I
outline how feminist theory can help us work through possible answers to this question, and
can in turn help us reclaim the gaming experience as one of liberation. In her ground …
Abstract
As a pass-time often constructed as escapist, the virtual worlds in which gaming take place offer possibilities for creating contexts where traditional or established gender norms need not apply. Therefore, we must ask ourselves why video gaming, as a medium and a culture, has instead largely emerged as a site of extreme sexism and misogyny. In this chapter, I outline how feminist theory can help us work through possible answers to this question, and can in turn help us reclaim the gaming experience as one of liberation. In her ground-breaking ‘Cyborg Manifesto,’Donna Haraway draws attention to the need for new ways of theorising technoscience; theorisations which are both possible and needed due to the blurring of boundaries that have previously been thought of as distinct. This includes the blurring of boundaries between organism and machine; a blurring that both produces and is represented by the figure of the Cyborg. I argue that the act of playing video games constitutes a temporary experience of Cyborg embodiment and subjectivity. I explore how this conceptualisation of video gaming as a Cyborg experience can help us understand both the potential of video gaming to destabilise gender dualism, as well as possible explanations for why this potential has not yet been met. Drawing on Haraway’s ‘Cyborg Manifesto,’Butler’s theory of gender performativity, and the work of various gaming scholars, I work through the potentials and limitations of video gaming as a site of Cyborg gender liberation, concluding that the liberatory potential of video games persists, but is confined by our positions as subjects and bodies in an always already gendered world.
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