Video-games are a leisure activity, played by kids, sometimes adults. When they are played by adults, they’re generally played for enjoyment, not unlike having a cold drink after a hard day’s work.
Games in general are a release from the monotony and frustrations of real life. Their primary function is to provide psychological escapism, within a safe space. People buy them, and play them for the purposes of pleasure. And like all pleasurable pastimes, they are probably best enjoyed in moderation. Like the Japanese Otaku who sacrifice the real world for their online obsessions, critics of video-games can sacrifice their grounding in reality too.
Their obsession can sometimes lead them into the land of the bizarre –
Thanks to a new cohort of culture warriors, today video-games aren’t just a leisure activity. They are now a battleground of abstract theories and warring ideologies. Critics want games to be viewed as art, replete with as many “cutting edge” political messages about racism and sexism as a New York indie gallery. But the trouble is, they are not art. They are entertainment. They are not made to make a political statement; they are made to turn a profit. McIntosh is like a food critic railing against a packet of skittles because he wants it to be a soufflé.
At the centre of this new-age cultural war is Mr. McIntosh (@radicalbytes). He is known for co-writing and producing the videos of ‘Feminist Frequency’ (Anita Sarkeesian) who hit the mainstream press this year in the New York Times and Colbert Report. From a superficial perspective, Sarkeesian and McIntosh make reasonable criticisms of video-games. It is obvious to anyone that games are hyper-masculine. And games as well as the gaming community, would benefit from having more female designers representing the female perspective. This is a no-brainer.
Ultimately, however, the problem with the type of ‘progressive’ thought as spouted by McIntosh, is that it doesn’t lend itself well to real-life circumstances. Everything is ideological; almost nothing is practical. Instead of rolling up his sleeves and creating games himself, McIntosh simply moans from the sidelines. Meanwhile, the connection between video-games and real world behaviours is a spurious one. In fact, when I asked Harvard psychologist Steven Pinker earlier this year about how we can reduce violent inclinations in young men, he suggested that video-games were instrumental for this purpose. Empirical data shows that since video-games have been around, all categories of teenage crime have declined significantly. By most people’s standards, this is a good outcome.
Media and cultural studies grads specialise in the abstract not the empirical. And their obsession with pop-culture, at the expense of real life, leads them to think and say ridiculous things. Only a person with a non-trivial amount of economic privilege, living in the luxury of the first-world, would ever be able to say something this –
Someone seems to be forgetting about all the people in the world who do not have a wifi connection. Or who don’t go to the movies, and who have never played a video-game. I hate to break it to McIntosh, but these people do exist. And it’s a special kind of first-world privilege to forget that not everyone lives in the same culture as you do.
Aside from the obsession with pop-culture, at the crux of culture-war mongering today is an undying conviction that women, as a class, are oppressed. And men, as a class, are “privileged”. It follows a long tradition of left-progressive thought where one group is held up as morally pure, while another group is painted as morally corrupt.
McIntosh explores this theme in depth in his latest video, the 25 Invisible Benefits of Gaming While Male. At 1:11 one guy reads from the auto-cue: “If I enthusiastically express my fondness for video-games no-one will automatically assume I am faking my interest, just to get attention.” At 2:11 another reads: “When purchasing most major video-games in a store, chances are I will not be asked if, or assumed to be buying it for a wife, daughter or girlfriend.” These are examples of invisible male privilege.
Yet to any rational person with a three digit IQ, all these statements are evidence of, is the luxury that pop-culture critics get to live in. To imagine that the hypothetical assumptions made by a hypothetical store clerk in an imaginary store, are evidence of men’s supremacy, is to betray a deeply sheltered emotional life. In countries all over the world, the benefits of being male are not invisible at all. They include being able to work, leave the house un-chaperoned, vote, drive a car, and get an education.
Culture warriors need to realise that every time they talk about how oppressed women are when playing video-games, they are talking about a hobby which requires significant resources and time to pursue and is a sign of first-world privilege by definition. By prioritising the trivial, they ignore examples of discrimination which are profound. Women who are sold into slavery. Women who are barred from getting an education. Women who are brutally beaten for minor transgressions. Culture-warriors also insult Western women in their attempt to imagine us as delicate wallflowers in need of special protection.
Unfortunately, this is what happens when political and cultural debate is ceded to obsessives. Leisure activities are re-cast as battlegrounds of oppression. Trivialities and abstractions are put-forward as “evidence” in a war that relies more on the perceived sins of the imaginary “other side” than real-world data.
And stupid ideas get to live another day.
25 Invisible Benefits of Gaming While Male – Feminist Frequency, December 2, 2014
Video-games are not making us more violent, study shows – The Guardian, November 10, 2014
Are kids getting more virtuous? – Washington Post, November 26, 2014
The End of the World as We Know It – Steven Pinker at the Festival of Dangerous Ideas, September 1 2014