If we deplore racism and sexism in videogames, how can we defend violence?

A culture of violence is something that normalises violence and makes it acceptable. Games don’t do that because they don’t feature real violence or anything that feels like it, argues Phil Hartup.

Mobile phone rings.

It’s Roman, the once funny, now tedious, cousin of our hero Nico.

A police cruiser pulls up at the lights.

A choice. Answer the phone, listen to Roman's comic inanity and partake of a rudimentary mini game. Or . . . do something else.

Not much of a choice, is it? Two seconds and two shotgun blasts through the windscreen of the police car later, and I’ve embarked on a rampage across Liberty City.

Soon, there's a trio of SWAT vans on my tail, assorted pedestrians splattered across the hood of my newly stolen truck, and a helicopter buzzing low overhead with the cops leaning out of it putting bullets through the roof of my truck with unerring accuracy. To evade the pursuers I cut through the park, scything through the crowded sidewalk, dropping a couple of grenades out of the window of the truck as I go.

It’s fun.

***

Back before games were ubiquitous, back when they were a minority hobby enjoyed only by the young and the geeky, they were a target. Opportunistic politicians and moral guardians in the media looked at games as being dangerous, as being a corrupter of young minds and tried to have them banned, censored and generally defanged. In some cases these attacks succeeded. Australia still bans games deemed too violent for the country that foisted Mel Gibson on an unsuspecting world.

Those days are mostly gone now, and when the head of the National Rifle Association recently tried to blame video games for the Newtown massacre in Connecticut he was rightly mocked for it. But the legacy of spending years with video games as a censorship battleground has not gone away. In those years violence in games was unquestioningly a good thing, if only because it was pissing off Keith Vaz. But that has led to a culture where we don’t question violence, we’re not surprised by it, we presume that a violent solution is the default that we’ll be offered in games. Games like Portal or Amnesia: The Dark Descent, which present themselves like first person shooters yet don’t feature any player-driven violence, are very rare.

We have started to see gaming culture acknowledge the often rampant sexism and racism within itself, both among gamers and developers, and this can only be a good thing. While not much has actually been done about those ills, calling developers out for their problematic products is the first step and it is likely that the criticism levelled at games of the 2012 vintage will pay dividends with future titles. Mr 47 may well have punched his last kinky nun and Borderlands may not see another "girlfriend mode".

But the question then arises, if we are going to address social ills like sexism and racism in gaming, does that mean that violence too should face the chop? Is violence not a social ill? If we believe that sexism and racism are damaging elements to our culture is the next step to limit the behaviour of characters in games?

I sincerely hope not.

The simple reason for this is that violence, in a fictional context, is fun. It is entertaining. Why? There are a number of reasons. The first is that violence in games gives players agency, power and the ability to influence the world. You can point and click and change the world in an immediate and often satisfying way. To a non-gamer this might sound like a trifling matter - so you’ve bested a pile of pixels, bully for you. However, if you’re invested in a game that sense of having an effect on the world it portrays carries emotional weight. Power, even little bits of it, even in a fictional world, feels good.

Of course this doesn’t have to come from an act of violence; it can come from something as harmless as scoring a goal in FIFA or sorting out the crippling personality disorders that you inflicted upon you character in The Sims when you didn’t know what the buttons did.

It is important to remember that as a gamer you are not passively watching acts of violence in the same way that the viewer of a movie is. You are making them happen. You are more than a viewer; even sometimes more than an actor, you are the author of the carnage. It is an important distinction because you are empowered and you are in control. Or at least you are if the game is any good. A weak game puts you in the role of the audience while a strong game lets you write the script. Skyrim, for instance, can be a game about an elf that lives on a mountain with his spouse and kids and who earns his money picking spuds or it can be a game about a big fuzzy cat person who murders everybody in the world and bats their severed heads around her cave all day.

The second thing that makes violence a staple of gaming is that opposition and destruction lead to conflict and chaos and these are inherently interesting things in a safe environment. Conflict gives us a challenge, a test of skill and strategy to be overcome. Chess is a violent game. Sure, you don’t see the pawns get clubbed down with maces, but it’s a simulation of conflict, and it’s great. Meanwhile chaos provides dynamism and a sense of the unpredictable, like a child knocking over their tower of building blocks and watching how the blocks tumble down the gamer gets to see the world react to what they are doing. The success of the Angry Birds series is a testament to the simple joys of knocking things over, watching them fall and squashing smug pigs.

The next reason that violence is entertaining in video games is that it’s liberating. Our avatars in video games don’t have to respect the same laws, be they legal or physical, they don’t have to fear death or pain and if they do die they can just reload from the last save point. This is not to say that gamers secretly desire to inflict massive violence upon the world and are only prevented from doing so by fear for their lives, but it is therapeutic to be able to play by a different set of rules every now and again. Most games still have rules, whether it’s GTA where you meant obey the laws of the land lest the police descend upon you or the Hitman series where you are supposed to avoid dropping bodies all over the place, but the rules are different to real life. Players, even of violent games, are not playing them like wild, uncontrolled beasts, they mostly still follow the rules and the change in what’s allowed and what isn’t provides a feeling of liberty similar to a holiday. Not a particularly exciting or gratifying holiday, granted, and if you try to show your friends your holiday snaps you’re going to find yourself either with fewer friends or at the centre of an intervention, but the principles are similar. You’re a different person, you’re allowed to do different things and nobody at home will find out unless one of your mates brings a camera out with him.

Lastly of course is the business of telling a story. A great story needs high drama and to get high drama in a game there really is nothing better than violence. Here is a bad guy, here is his army conveniently deployed in order of weakest to strongest, fill your boots. It would be great if this were not the case and if games could offer more diversity but some things games just can’t do. For example games have never been able to address the topic of love and sex in a meaningful way, few games have even attempted it barring some creepy Japanese imports, later GTAs and some Bioware RPGs. The subject is difficult to do right due to the fact that games are, naturally, gamey and this makes the process of wooing a character even more ridiculous than killing the ten rats in their basement or beating the hell out of them over the best of three roads. It’s easy to be carried along on a story where you want to bring down the evil overlord and liberate the people but it’s more difficult to create a bond between the player and an artificial significant other.

Often games focus on the accumulation of wealth, or the construction of great works, and this is fine if that’s what floats your boat, but the big two of human drama are sex and violence and we can’t blame games developers too much for largely operating within their comfort zone of explosions, shootings and car chases.

Some might argue that all these things that make games great, the drama, the agency and the challenge; they could all be included in a non-violent game. Perhaps they could, but it would make for a much less diverse art form. As a society we don’t seem to believe that cinema or literature needs to be non-violent. So this then begs the question why not have violence? When you’re killing fictional characters how does that hurt anybody?

When a game is sexist or racist then it can be said that it is a part of a culture of sexism or racism because the game itself is a part of our culture in the same way as a book or movie. Games often need to be called on their problematic content just as a film or book would be. But when a game depicts violence is it part of a culture of violence? No, it is a part of a culture of sitting on something comfy and looking at a screen for hours. A culture of violence is something that normalises violence, makes it acceptable, games don’t do that because they don’t feature real violence or anything that feels like it. A game could incite violence; you could have a game that tries to provoke people into killing one another through its message or content but the mere act of shooting characters on a screen isn’t going to do that in itself. It could be argued that something like Call of Duty or Medal Of Honour makes the slaughter of foreigners in the name of Uncle Sam seem palatable and noble, but it seems fairer to say that US culture in particular already sees officially sanctioned army killings as palatable and noble, and that the video games jingoistic tone is more a part of that culture than the game play.

Players do not see the violence as real, nor do they respond to it as such. It has been observed that the pilots of military drones can be susceptible to PTSD but this has never happened to a gamer and all tired Resident Evil sequels in the world won’t change that. Gamers can become addicted, they can drop dead from deep vein thrombosis, they can learn to hate everybody on Xbox Live, but they won’t ever think that the fake people they are murdering are real.

A screen shot from Grand Theft Auto V.

Phil Hartup is a freelance journalist with an interest in video gaming and culture

Bennett Raglin / Getty
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How gendered are this year’s most popular Christmas present toys?

Meet the groups fighting back against the gendering of children’s toys over the festive season.

You’re a young girl. You go into WH Smith’s to pick out a colouring book for Christmas. You could buy the Girls’ World Doodling and Colouring Book, a "gorgeous gift for any girl". In this, the pictures range "from flowers, fans, feathers, to birds, buttons and butterflies". Or Colouring for Girls: Pretty Pictures to Colour and Complete, where you can colour in "beautiful birds, seashells, cupcakes, pretty patterns and lots more". The counterpart Boys’ Colouring Book has a range beyond buttons and feathers: "Planes, trains and automobiles – plus the odd alien spacecraft".

In the run-up to Christmas, this kind of gendered marketing is rife, particularly finding its way into the predominantly pink colour scheme of girls’ toys.

Take Amazon’s page "2016 Toys for Girls": a pink icecream trolly set, a pink light-up tablet, pink building blocks, pink and purple friendship bracelets and so on.

There are several groups taking action against the "pinkification" of children’s toys. One of these is Let Toys Be Toys, a group that targets large supermarkets with the aim of reducing the gendered marketing used on children’s goods.

The Let Toys Be Toys blog focuses on specific examples of targeted gendering within shops, catalgoues and online. A particularly revealing example of how prevalent this has become in recent years is in two pictures published from the Argos catalogue, one from the Seventies, and one from nowadays. The eye-wateringly pink page from now makes the 1970s page look dour by comparison. The lack of change over four decades of what kind of products are marketed at girls is equally striking:

Despite the efforts of campaign groups such as Let Toys Be Toys, the prevalence of gendering within the highest-rated children's gifts for 2016 is staggering.

Look no further than the Ultimate Christmas Gifts Guide from Toys R Us. One of the most immediately obvious examples is the way in which the pink/blue colour schemes are used to market identical products. This is repeated again and again:

This identical drawing board is uniquely packaged to the binary colour codes that are so common within children's toys stores.

The same applies with this keyboard, where the young girl and boy are pictured almost identically, save for the coordination of their clothes to the colour of their toys.

The message is a hugely limiting one: one that allows little movement away from the binary of pink/blue. The effects of this are longstanding. A recent poll from YouGov shows that "only a third of parents approve of boys playing with Barbies". The data goes on to explain that "while most parents approve of girls playing with toys marketed to boys, a minority of adults approve of the opposite".

Images like this were the inspiration behind Let Toys Be Toys, back in 2012. The campaign began on Mumsnet, the forum for parents, on a section called "AIBU", which stands for "Am I Being Unreasonable?". One parent posted the question: "Am I being unreasonable to think that the gendered way that children’s toys are marketed has got completely out of hand?" The heated discussion that followed led to a sub-section with the founding memebers of Let Toys Be Toys.

This aside, Let Toys Be Toys has made signifcant progess since it began. It targets large stores, focusing on gendered signage both in store and online. In their four years, they have campaigned for signs like "girls' toys" and "boys' toys" to be removed from retailers such as Boots, Debenhams, Morrisons, Toys R Us and TK Maxx. It is the go-to hashtag on Twitter for examples of the often shocking gendering of children’s toys.

"This is ostensibly about toys, but what we’re really talking about is gender stereotypes that shape our children’s worlds in an apparently very unassuming way," says Jess Day, a Let Toys Be Toys campaigner. "It seems very innocent, but actually what we’re doing is giving children very clear instructions about how to be a man and how to be a woman."

These clear instructions work beyond colour coordination: where girls are sold the image of the pink "girly girl", for instance. This is evident in children’s fancy dress costumes. Early Learning Centre’s (ELC) children’s fancy dress range imposes very rigid gender roles. To give examples from the current christmas range:


Credit: ELC

Again, the predominant colour sceme is pink. The roles offered are mainly fairies and princessess: generally make-believe.

“I found it really interesting that there were almost no ads showing girls doing anything," comments Day. "Physically they were very passive. The only physical activity we saw girls doing was dancing. They weren't really moving around much."


Image: ELC

By contrast, young boys are offered the possibility of pretending to be a firefighter, a policeman or a doctor, among other practical, professional roles.

This year's Toys R Us Christmas advert follows on from this, with girls mainly dressed as princesses, and boys dressed as knights and kings. Much like the pink/blue colour scheme that we see all over children's shops, these fancy dress costumes create an unnatural binary. They send out a message that restricts any kind of subversion of these two supposedly polar opposites.

What's more, the subtext is one that is deeply rooted in expectations, building up a picture where careers such as that of a policeman and fireman come more naturally to boys, who have been socialised into these roles from childhood through fancy dress costumes of this type. Instead, girls are later forced to learn that most of us aren't going to become princessess, and none of us fairies – and so the slow process begins to unlearn these expectations.

There are certainly groups who try to counteract this. Manufacturers such as the toy brand IamElemental aims to break down the gendered distinctions between boys' toys and girls' toys, by creating female action figures.

“We always say that we are not anti-doll or anti-princess, but that if you give a girl a different toy, she will tell a different story," says Julie Kershaw, a member of the organisation. "As the mom of two boys, I always say that it’s just as important to put a strong healthy female action figure in a boy’s hand as it is a girl’s”.

Like the campaigners behind Let Toys Be Toys, IamElemental sees children’s toys as the starting point.

“We want kids – both girls and boys  – to internalise these messages early and often,” says Kershaw. “While there are certainly biological differences between girls and boys, gender-specific toys are not a biologically dictated truth. Toys are not “for girls” or “for boys”  – toys are for play; for exploration and creative expression.”

This attitude is ingrained in a child’s early years. Only through reconfiguring the gender sterotypes of the toys we buy for our children can we begin to break down their expectations of how to behave in age. We challenge you this Christmas to avoid these highly gendered products. Below are our three favourite Christmas presents for children this year, for girls AND boys, as approved by Let Toys Be Toys:

Mini Table Tennis (£7.99)


From: The Little Toy Box

Djeco Intro to Origami - Animals (£3.99)

From: Rachel's Toy Shop

Seedling Make Your Own Dino Softie! - Dino(sew)or Kit (£5)


From: Gifts For Little Ones