Gaming Masculinity: Video games as a reflection on masculinity in Computer Science and African American culture [Conference Notes]
Connections between video games and CS have been documented, but not qualitatively, meaning there isn’t a definitive connection between a heavy interest in games and an interest in working with computers. “Hardcore” gaming also does not have a consistent connection between hours played and the interest in CS Major. However, research has shown that gaming practices can be leveraged into CS Interest – and since video games are a cultural touchstone for the Millennial generation, it makes sense to pursue that link.
Looking at the data also revealed more trends: young black males often participated in community of practice, where video game competition was also a form of bonding. Sportmanship was emphasized. From a tech standpoint, African American males are more likely to playing on consoles instead of PCs, which limited opportunities for hacking, cheating, and modifying. However, they did play console games online with using digital cable. In contrast to the CS respondents, they did not consider online gaming to be a social activity, preferring in person play.
Family members were considered important in game play, and game time was often multi-generational. Their gaming experiences were also heavily gendered, playing mostly with male friends. Solo play is considered practice time for family events.
With these differences in mind, Georgia Tech created the Glitch Video Game Testers program to introduce more technical concepts into gaming and to encourage more African American youth to enter computer science programs by demystifying the field.
Latoya’s Note: Clearly, Betsy and I had a lot to discuss with reference to her research. I am fascinated by the paper she and her co-authors produced, and the interesting potential to increase the ranks of blacks in tech through gaming outreach. However, post presentation, one factor stood out to me in particular as needing further exploration. The paper examines the role of race, but not class in the development of skills – and, just speaking from personal experience, class heavily influenced my gaming experience. We discussed the divides around the ability to deconstruct technological items in the home, and how for some families, there would not have been the opportunity to experiment with the family computer by taking it apart. The console vs. PC divide is also, in some ways, a matter of class – to purchase a game console means that the owners will be able to play all the games issued for that console for the next 3 – 5 years, if not more. If a new version comes out of a system comes out, the system will not become obsolete. However, in the 1990s in particular, there was a constant need to upgrade your computer to keep pace with the changing technology. This dynamic was not present with a console – though the desire for new games would be there, older games could still be obtained and played. I am interested to see how discussions of social issues and technology continue to develop.
Related: Can Video Game Testing Spark Interest in Computing Among Black Youth?
Page 2 of 2 | Previous page