Live the world, don't tell the story

The games industry doesn't need to model itself on the film industry, argues Bill Thompson

Around the turn of the century, people were encouraged to explore a new medium, one based around a technology that could tell stories in a way that tapped directly into the viewer's emotions.

The medium was not videogames but cinema. Between the late 1880s and the start of the 20th century, motion pictures developed from an experimental technology into an established entertainment medium. There were thousands of kinetoscope parlours around the US and Europe and, after Robert Paul introduced the projector in 1895, large audiences for the short films of the day.

The early years of the film industry were as chaotic as any high technology start-up of today, as new inventions flooded on to the market and audiences grew. In the US, film-making became concentrated around southern California.

The Hollywood studio system emerged, offering Ford-like production lines for films with vertically integrated giants controlling every stage of the process, a model that survived for decades.

The big studios remain, but today the film industry in the west is far more fragmented, with star directors and actors holding the real power. It is not even clear that Hollywood is profitable: in Do Movies Make Money? insider Roger Smith calculates that the 2006 releases from Hollywood will lose $1.9bn over five years, once every source of income is added up.

There are some obvious parallels between the film industry and the relatively young videogames industry. Early games were commissioned by the companies that built arcade systems or written by hobbyists for the home computers of the eighties, just as early films were made by the inventors who developed cameras and projectors. As the technology matured, many small companies were started, and a period of consolidation in the 1980s and 1990s created Electronic Arts and the other giants we see today. Major players like Sony, Nintendo and Microsoft funded games development for their consoles, hoping to bring audiences to their next-generation platforms.

Independent control

Now there are signs that the studio model is breaking down - as it did with film. Big name designers like Peter Molyneux are attempting to control their own destiny just as film directors do, although they remain reliant on the big-name publishers to distribute their work, in the same way as independent film-makers need a distribution deal.

From the outside, games seem very similar to films and, indeed, the term "cinematic" is often used approvingly in reviews and discussion. Both are industrialised forms of entertainment, which rely on sophisticated technology to create a product and advanced capitalism to provide a market within which the product can be promoted, sold and consumed.

However, the superficial similarity disguises fundamental differences between the two forms of entertainment which may lead the games industry to diverge from the path taken by film.

Back in 2005, film director Steven Spielberg announced a working partnership with games company Electronic Arts to develop three games, including one for Nintendo's family-friendly Wii. The attendant promotion gave the film industry another chance to claim superiority over mere games developers, and Spielberg remarked: "I am a gamer myself and game development has always intrigued me."

It may have intrigued him, but the assumption that being a good film director automatically equips him to design and develop games is not one that many in the industry would support. Respected games developers like Shigeru Miyamoto, Peter Molyneux, Andy Schatz and Jenova Chen could reasonably argue that their skills in creating engaging and interactive environments are somewhat different from those needed to persuade a bunch of highly-paid actors to sit up and beg in front of the camera.

Commercial relationship

One reason for the confusion may be that the commercial relationship between films and games has been very lucrative, and there is much at stake in encouraging the belief that the overlap is meaningful. Film tie-ins are among the most-hyped titles each year, with Star Wars and Lord of the Rings leading the sale charts and Spider-Man, Harry Potter and The Simpsons all crowding out other games from the shelves.

But a game is not a story. It is a space for interaction and exploration, a space that may be dressed as a medieval world or a vast alien planet, occupied by human-like characters or small yellow blobs. Games require a very different form of engagement from film. Do nothing in the cinema and the story will continue without you. Press no buttons in a game and the action pauses, at least until a character turns up and kills you.

Self-direction

The digital technology that supports film is now very similar to that used for gaming, but the end results are very different. The emotion felt by the audience at the end of Annie Hall was put there by Woody Allan. The sense of achievement my son felt when he completed Halo 3 in hero mode came from inside him, facilitated by developers Bungie - but not created by them.

This difference has provoked a wide-ranging debate online, much of it spurred by a blog entry from RJ Layton, a student at the film school at the University of Southern California.

Studio-system parallels

In a provocative post titled "movies suck" this experienced gamer expressed his profound frustration with the view that "film is something that videogames should aspire to", telling games developers that "instead of trying to make a video game that accomplishes things that films do, why not make a video game that accomplishes things films were never able to?"

Game developers could model their industry on Hollywood, but we should not assume that there are any necessary parallels between the two or even that the games developers of tomorrow would want to find themselves in the same situation as today's struggling, undervalued and exploited independent film-makers. In the fragmented multimedia online world we are currently creating, the space for gaming may owe more to web development and virtual worlds than the old media style of the film industry.

Gaming and me

When I was younger I played Doom and Quake, years ago, on Network Systems but I was never a hardcore gamer. In the eighties, there was a game I liked - an adventure text-based game, called Unix.

About four years ago my son got an Xbox and he insisted I played on Halo with him.

What I want for Christmas...

If I were to get a game for Christmas, I would like a preview of Halo Wars, which is a multiplayer game due out next summer.

Bill Thompson is a technology critic and a trustee of the Cambridge Film Trust

This article first appeared in the 17 December 2007 issue of the New Statesman, Christmas and New Year special 2007

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We need to talk about the online radicalisation of young, white women

Alt-right women are less visible than their tiki torch-carrying male counterparts - but they still exist. 

In November 2016, the writer and TED speaker Siyanda Mohutsiwa tweeted a ground-breaking observation. “When we talk about online radicalisation we always talk about Muslims. But the radicalisation of white men online is at astronomical levels,” she wrote, inspiring a series of mainstream articles on the topic (“We need to talk about the online radicalisation of young, white men,” wrote Abi Wilkinson in The Guardian). It is now commonly accepted that online radicalisation is not limited to the work of Isis, which uses social media to spread propaganda and recruit new members. Young, white men frequently form alt-right and neo-Nazi beliefs online.

But this narrative, too, is missing something. When it comes to online radicalisation into extreme right-wing, white supremacist, or racist views, women are far from immune.

“It’s a really slow process to be brainwashed really,” says Alexandra*, a 22-year-old former-racist who adopted extreme views during the United States presidential election of 2016. In particular, she believed white people to be more intelligent than people of colour. “It definitely felt like being indoctrinated into a cult.”

Alexandra was “indoctrinated” on 4Chan, the imageboard site where openly racist views flourish, especially on boards such as /pol/. It is a common misconception that 4Chan is only used by loser, basement-dwelling men. In actuality, 4Chan’s official figures acknowledge 30 percent of its users are female. More women may frequent 4Chan and /pol/ than it first appears, as many do not announce their gender on the site because of its “Tits or GTFO” culture. Even when women do reveal themselves, they are often believed to be men who are lying for attention.

“There are actually a lot of females on 4chan, they just don't really say. Most of the time it just isn't relevant,” says Alexandra. Her experiences on the site are similar to male users who are radicalised by /pol/’s far-right rhetoric. “They sowed the seeds of doubt with memes,” she laughs apprehensively. “Dumb memes and stuff and jokes…

“[Then] I was shown really bullshit studies that stated that some races were inferior to others like… I know now that that’s bogus science, it was bad statistics, but I never bothered to actually look into the truth myself, I just believed what was told to me.”

To be clear, online alt-right radicalisation still skews majority male (and men make up most of the extreme far-right, though women have always played a role in white supremacist movements). The alt-right frequently recruits from misogynistic forums where they prey on sexually-frustrated males and feed them increasingly extreme beliefs. But Alexandra’s story reveals that more women are part of radical right-wing online spaces than might first be apparent.

“You’d think that it would never happen to you, that you would never hold such horrible views," says Alexandra. "But it just happened really slowly and I didn't even notice it until too late."

***

We are less inclined to talk about radical alt-right and neo-Nazi women because they are less inclined to carry out radical acts. Photographs that emerged from the white nationalist rally in Charlottesville this weekend revealed that it was mostly polo shirt-wearing young, white men picking up tiki torches, shouting racial slurs, and fighting with counter-protestors. The white supremacist and alt-right terror attacks of the last year have also been committed by men, not women. But just because women aren’t as visible doesn’t mean they are not culpable.  

“Even when people are alt-right or sympathisers with Isis, it’s a tiny percentage of people who are willing or eager to die for those reasons and those people typically have significant personal problems and mental health issues, or suicidal motives,” explains Adam Lankford, author of The Myth of Martyrdom: What Really Drives Suicide Bombers, Rampage Shooters, and Other Self-Destructive Killers.

“Both men and women can play a huge role in terms of shaping the radicalised rhetoric that then influences those rare people who commit a crime.”

Prominent alt-right women often publicly admit that their role is more behind-the-scenes. Ayla Stewart runs the blog Wife With a Purpose, where she writes about “white culture” and traditional values. She was scheduled to speak at the Charlottesville “Unite the Right” rally before dropping out due to safety concerns. In a blog post entitled “#Charlottesville May Have Redefined Women’s Roles in the Alt Right”, she writes:

“I’ve decided that the growth of the movement has necessitated that I pick and choose my involvement as a woman more carefully and that I’m more mindful to chose [sic] women’s roles only.”

These roles include public speaking (only when her husband is present), gaining medical skills, and “listening to our men” in order to provide moral support. Stewart declined to be interviewed for this piece.

It is clear, therefore, that alt-right women do not have to carry out violence to be radical or radicalised. In some cases, they are complicit in the violence that does occur. Lankford gives the example of the Camp Chapman attack, committed by a male Jordanian suicide bomber against a CIA base in Afghanistan.

“What the research suggests in that case was the guy who ultimately committed the suicide bombing may have been less radical than his wife,” he explains. “His wife was actually pushing him to be more radical and shaming him for his lack of courage.” 

***

Just because women are less likely to be violent doesn’t mean they are incapable of it.

Angela King is a former neo-Nazi who went to prison for her part in the armed robbery and assault of a Jewish shop owner. She now runs Life After Hate, a non-profit that aims to help former right-wing extremists. While part of a skinhead gang, it was her job to recruit other women to the cause.

“I was well known for the violence I was willing to inflict on others… often times the men would come up to me and say we don’t want to physically hurt a woman so can you take care of this,” King explains. “When I brought other women in I looked for the same qualities in them that I thought I had in myself.”

King's 1999 mugshot

 

These traits, King explains, were anger and a previous history of violence. She was 15 when she became involved with neo-Nazis, and explains that struggles with her sexuality and bullying had made her into a violent teenager.

“I was bullied verbally for years. I didn't fit in, I was socially awkward,” she says. One incident in particular stands out. Aged 12, King was physically bullied for the first time.

“I was humiliated in a way that even today I still am humiliated by this experience,” she says. One day, King made the mistake of sitting at a desk that “belonged” to a bully. “She started a fight with me in front of the entire class… I’ve always struggled with weight so I was a little bit pudgy, I had my little training bra on, and during the fight she ripped my shirt open in front of the entire class.

“At that age, having absolutely no self-confidence, I made the decision that if I became the bully, and took her place, I could never be humiliated like that again.”

Angela King, aged 18

King’s story is important because when it comes to online radicalisation, the cliché is that bullied, “loser” men are drawn to these alt-right and neo-Nazi communities. The most prominent women in the far-right (such as Stewart, and Lauren Southern, a YouTuber) are traditionally attractive and successful, with long blonde hair and flashing smiles. In actuality, women that are drawn to the movement online might be struggling, like King, to be socially accepted. This in no way justifies or excuses extreme behaviour, but can go some way to explaining how and why certain young women are radicalised. 

“At the age of 15 I had been bullied, raped. I had started down a negative path you know, experimenting with drugs, drinking, theft. And I was dealing with what I would call an acute identity crisis and essentially I was a very, very angry young woman who was socially awkward who did not feel like I had a place in the world, that I fit in anywhere. And I had no self-confidence or self-esteem. I hated everything about myself.”

King explains that Life After Hate’s research reveals that there are often non-ideological based precursors that lead people to far right groups. “Individuals don’t go to hate groups because they already hate everyone, they go seeking something. They go to fill some type of void in their lives that they’re not getting.”

None of this, of course, excuses the actions and beliefs of far-right extremists, but it does go some way to explaining how “normal” young people can be radicalised online. I ask Alexandra, the former 4Chan racist, if anything else was going on in her life when she was drawn towards extreme beliefs.

“Yes, I was lonely,” she admits.                                                       

***

That lonely men and women can both be radicalised in the insidious corners of the internet shouldn’t be surprising. For years, Isis has recruited vulnerable young women online, with children as young as 15 becoming "jihadi brides". We have now acknowledged that the cliché of virginal, spotty men being driven to far-right hate excludes the college-educated, clean-cut white men who made up much of the Unite the Right rally last weekend. We now must realise that right-wing women, too, are radicalised online, and they, too, are culpable for radical acts.  

It is often assumed that extremist women are radicalised by their husbands or fathers, which is aided by statements by far-right women themselves. The YouTuber, Southern, for example, once said:  

“Anytime they [the left] talk about the alt-right, they make it sound like it’s just about a bunch of guys in basements. They don’t mention that these guys have wives – supportive wives, who go to these meet-ups and these conferences – who are there – so I think it’s great for right-wing women to show themselves. We are here. You’re wrong.”

Although there is truth in this statement, women don’t have to have far-right husbands, brothers, or fathers in order to be drawn to white supremacist or alt-right movements. Although it doesn’t seem the alt-right are actively preying on young white women the same way they prey on young white men, many women are involved in online spaces that we wrongly assume are male-only. There are other spaces, such as Reddit's r/Hawtschwitz, where neo-Nazi women upload nude and naked selfies, carving a specific space for themselves in the online far-right. 

When we speak of women radicalised by husbands and fathers, we misallocate blame. Alexandra deeply regrets her choices, but she accepts they were her own. “I’m not going to deny that what I did was bad because I have to take responsibility for my actions,” she says.

Alexandra, who was “historically left-wing”, was first drawn to 4Chan when she became frustrated with the “self-righteousness” of the website Tumblr, favoured by liberal teens. Although she frequented the site's board for talking about anime, /a/, not /pol/, she found neo-Nazi and white supremacist beliefs were spread there too. 

“I was just like really fed up with the far left,” she says, “There was a lot of stuff I didn't like, like blaming males for everything.” From this, Alexandra became anti-feminist and this is how she was incrementally exposed to anti-Semitic and racist beliefs. This parallels the story of many radicalised males on 4Chan, who turn to the site from hatred of feminists or indeed, all women. 

 “What I was doing was racist, like I – deep down I didn't really fully believe it in my heart, but the seeds of doubt were sowed again and it was a way to fit in. Like, if you don't regurgitate their opinions exactly they’ll just bully you and run you off.”

King’s life changed in prison, where Jamaican inmates befriended her and she was forced to reassess her worldview. Alexandra now considers herself “basically” free from prejudices, but says trying to rid herself of extreme beliefs is like “detoxing from drugs”. She began questioning 4Chan when she first realised that they genuinely wanted Donald Trump to become president. “I thought that supporting Trump was just a dumb meme on the internet,” she says.

Nowadays, King dedicates her life to helping young people escape from far-right extremism. "Those of us who were involved a few decades ago we did not have this type of technology, cell phones were not the slim white phones we have today, they were giant boxes," she says. "With the younger individuals who contact us who grew up with this technology, we're definitely seeing people who initially stumbled across the violent far-right online and the same holds for men and women.

"Instead of having to be out in public in a giant rally or Klan meeting, individuals find hate online."

* Name has been changed

Amelia Tait is a technology and digital culture writer at the New Statesman.

This article first appeared in the 17 December 2007 issue of the New Statesman, Christmas and New Year special 2007