Gaming Masculinity: Video games as a reflection on masculinity in Computer Science and African American culture [Conference Notes]

by Latoya Peterson

These are the notes for “Gaming Masculinity: Video games as a reflection on masculinity in Computer Science and African American Culture.” The notes are from a paper by Betsy James DiSalvo, presented at the Texas A & M University Race and Ethnic Studies Institute’s Symposium exploring Race, Ethnicity and (New) Media.

The abstract to the paper reads:

There are a number of efforts to broaden participation in computing to include underrepresented groups. However, few of these efforts have identified African American males as a population with cultural and gendered values that may inhibit them from entering Computer Science (CS). In this paper we will explore masculine identities within computer culture and African American culture by using video games as an object of inquiry. We hypotheses that the technological agency exhibited with video games is based upon cultural and gender practices; and by exploring video game play practices we can better understand how to increase the technological agency of African American males and broadening their participation in CS.

The paper/project was funded to help increase participation in the computer sciences, with a particular focus on underrepresented groups.

The research (hosted at the Georgia Institute for Technology) began by examining video game use by African American males, sparked by an exchange with a student. The student lamented:

Me and some of my black friends were talking about the other guys in CS. Some of them have been programming since they were eight. We can’t compete with that. Now, the only thing that I have been doing since I was eight is playing basketball. I would own them on the court. I mean it wouldn’t be fair, they would just stand there and I would dominate. It is sort of like that in CS.

– Undergraduate CS Major

This led to the researchers (Betsy James DiSalvo, Sybrina Y. Atwaters, Jill Dimond, and Dr. Amy Bruckman) to re-examine the assumptions around what makes for a successful computer science graduate. They decided to take a closer look at play practices. Play practices of being outside are the norm in many communities, but are not conducive to computers/gaming which require long amounts of indoors/solo time to become proficient.

The researches also examined the dominant environment in CS programs. Hacker culture is privileged in the CS learning environment, meaning that many students are drawn to the program because of their existing skills. This marginalizes many students who decide to enter at the college level, and do not have years of experience experimenting with programs on their own. CS programs also tend to trend toward the strongest programmers in the class, encouraging a DIY approach to learning, and leaving behind students who are new to the discipline.

DiSalvo and the other researches created a model for the “Idealized CS Masculinity.” The researchers were looking at cultural influences and how our presentations shape our interactions with our peers. For those in the CS community, the norms there rejects the body. There is not a premium placed physical performance, personal appearance, or even in some cases, hygienic personal care. Instead, the community values technological agency and proficiency above all. Competitiveness is encouraged. This type of person is also heavily attracted to technology, computer parts, and the latest gadgets and inventions.

In contrast, the researchers noted Idealized African American Masculinity was very different than computer science norms. For one, feedback from respondents noted that there was a body centric emphasis. A premium was placed on athleticism, physical power, appearance, and physical performance. There was little value placed on technological agency. So, from the beginning, the divergence in values could contribute to why there are less African American males in computer science programs.

However, there was a strange quirk in the research: Young black males may play video games more than most other groups. However, DiSalvo notes this data is not statistically significant – with gaming becoming a ubiquitous activity, there is only a slight increase over other groups with reported play rates.

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