Tag: Barbie

The Rochlins watch GTFO

The Rochlins watch GTFO

My Gaming in American Culture class has taken me all over the proverbial map when it comes to consuming all different kinds of media.

From tabletop games like Dungeons and Dragons or Barbie to re-reading books like Ender’s Game or Ready Player One with new lenses. From watching terrible video game-based movies like Tom Hanks’ Mazes and Monsters to documentaries like Second Skin that touch on the psychological effects of an increasingly isolated digital culture.

For my upcoming class, I had to watch a kickstarted documentary from 2015 called GTFO.

But this time I was not alone. GTFO is all about the treatment of females in the video game industry — both in production and play. That particular subject matter drew interest from other members of the Rochlin household:

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I’m assuming they would have otherwise rolled their eyes at the prospect of a documentary about video games (or at least Aly would), so it’s nice that we all had a subject to collectively appreciate.

… Well, it’s not nice that we had to appreciate the examination of sexual harassment/discrimination/misogyny/insert-buzzword-here in any industry.

That’s about what you can expect here, if you’re interested in the subject.

Subjects ranged from women being pressured in professional eSports, the distinct lack of females in game production (only occupying about 10 percent of the industry), the day-to-day harassment in the voice chats of games like Call of Duty, and more large-scale harassment public scandals like Gamergate.

Though Gamergate was a smaller subject, as the major example of harassment highlighted was Aris Bakhtanians’ treatment of Miranda Pakozdi on a livestream marketing campaign for Street Fighter x Tekken in 2012.

I wasn’t privy to that particular story prior to the documentary, but luckily journalists like Jason Schreier have always done their jobs well.

It’s crazy stuff, but not that crazy. Which is an unfortunate takeaway of the documentary to me.

When interviewees shared and even read out examples of terrible rape- and death-threat filled messages they’d received while gaming, my mom and sister seemed pretty shocked.

And yeah, there was some pretty graphic and intense shit read out.

Yet I’ve been gaming for a long time and saw the proliferated multiplayer days of Halo 3 and Call of Duty: Modern Warfare 2 on the Xbox 360 — before I refused to fix my broken console to spite my friends for some ultimately forgotten comment that annoyed me.

I’ve seen that kind of stuff happen, and I have a lot of female friends who play video games that have similar stories to tell.

So I can’t say I was surprised by anything in the documentary.

Which is unfortunate in itself, but the reality of the situation.

However, it’s not a reality that everyone knows about as multiple subjects remarked. The fact that such a well-composed and thorough documentary exists is great in that regard.

I’d definitely recommend watching it for that reason: More awareness is never a bad thing — even if it might put you back $5 for the day.

Especially given some interesting ideas fielded, such as hoping that encouraging more women to get involved at all levels would cause the toxicity to recess. It’s much harder to attack a woman if there are eight in the voice chat than if there’s only one or two.

But that’s enough of me sucking the oxygen out of the room.

I watched a documentary about treatment of women with a couple women, so it only seems right to let them have the last words.


Dara’s Corner:

I’ve always been aware of misogyny and how it is used in the video game industry. However, I was not prepared for how deeply pervasive it really was portrayed in this documentary. It think a lot of the problem stems from the anonymity allowed, and like my husband says, “on the internet, no one knows you are a dog…”


(And Introducing) Aly’s Corner:

Yayyy I finally get one of these! I walked into watching this thinking I’d be bored out of my mind, but it was actually super well done and intriguing for me. I never really considered myself a gamer, mostly because I can’t just sit down and spend hours finishing a game (Jason can attest to that), but the treatment that women in gaming go through is everywhere in society, and it’s kinda scary to see.

Out-of-context eavesdropping

Out-of-context eavesdropping

 

Catching something completely out of context in public.

It’s the trope that has spawned a thousand episodes of a thousand sitcoms. The Live-Action T.V. section of this fan-driven tropes wiki for out-of-context eavesdropping even suggests that the narrative device “was the plot of roughly 2/3s of the episodes of Three’s Company.”

But much like any cliché or stereotype, it is sometimes easy to forget that they exist in entertainment because they’re circumstances people see in real life.

I’ve found myself glancing over my shoulder on occasion when playing Fire Emblem Heroes, for example.

Looking at you Summer Noire.

The excuse of playing a video game somewhat mitigates that particular fear. We all know the Japanese are a special breed in that regard.

But today I had a slightly different experience in that vein, where the concern was being perceived as some kind of sociopath out of context.

So let me provide context that way you all don’t think I’m a sociopath.

Yesterday I spent a lot of time writing my novel. So much so that I skipped out on doing a blog post.

To make up for it I tried doing a silly gif thing:

Figured I should keep practicing that stuff I learned a few weeks back.

Even though I kept throughout today, I needed a change of scenery. Wound up dragging my Dad out to get coffee at a Coffee Bean in Torrance for a couple of hours.

While we were there I checked my school portal and saw the last two Comm Law assignments we needed to complete over Spring Break were finally uploaded.

I would have preferred to work on them at the beginning of the break… But I can’t force my professors to do things just for my convenience.

Luckily the assignments were quick enough to blow through that I can’t complain.

One of them just happened to come with some bizarre imagery.

For our section on copyright and trademark, a case we went over was Mattel v. Walking Mountain Productions. In which Utah artist Tom Forsythe created a number of images using frazzled Barbie dolls in domestic appliances and common food items to comment on the brand’s effect on society’s treatment of women and gender roles.

All that fun stuff.

Forsythe won the case as fair use for commentary and was later compensated for the legal fees.

A very interesting case, but one that required me to watch videos zooming in on pictures of mangled Barbie pieces in enchiladas and stir fry.

Obviously the “school assignment” excuse would have saved me from any dirty looks. Especially given my ability to at least partially explain why the court case is important in First Amendment studies.

But I definitely would have gotten some dirty looks out of context, and I couldn’t help but look over my shoulder to make sure nobody was peering over the hedges.

Even though I would have more things to worry about if a total stranger was watching me from behind a hedge in a public space, I suppose.

Gamers just want to have fun

Gamers just want to have fun

With this showing up in the mail earlier today, I suppose it’s as good a time to talk about it as any.

I’ve spared no shortage of copy writing about my Gaming in American Culture class. From not knowing what to write for my semester-long project to what I wrote about for my semester-long project, from my re-absorption of Ender’s Game for our discussion on militarization of video games to my new absorption of a Barbie game from the early 1900s.

Given my general adoration for all things video games, it makes sense that I’ve been enamored with so many things which have been assigned in this class.

It was a good decision to follow my friend Mimi into a random American Studies class as my ‘fun’ activity for my last semester of undergraduate college education.

One of the most interesting aspects of the class has been the gradual shift of my understanding of U.S. history based on different elements of popular culture that, for the most part, I already knew about.

For instance, that aforementioned analytical reading of Ender’s Game. Or our in-class discussion today about the 1983 Matthew Broderick classic WarGames.

Part of our discussion hinged on the shift from a World War II mentality of game theory in that the best way to win is to make sure your opponents can never fight again to a Cold War mentality of anxious peace through the zero sum game of the nuclear arms race (“The only way to win is not to play”).

But then we also tied the movie into discussions of early hacker culture with the development of Spacewar! in 1962, really the first game that taught people computers could be used for something other than work.

As well as the game that got banned at Stanford for being too addicting and inhibiting work (which you can now play in all its antiquated glory here!).

However, another branch of our discussion was the change in concepts of masculinity that came from gaming culture and nerd-driven movies in the 80s.

A shift from the grizzled frontier-pushing heroes of John Wayne to the intellectual digital frontier exploring cowboys of Matthew Broderick’s David teaching a computer to play tic-tac-toe.

That’s where Carly Kocurek’s book, Coin-Operated Americans, is going to pick up the slack for next week.

According to the blurb on the back, it “explores the development and implications of the ‘video gamer’ as a cultural identity,” most notably in relation to the perception of games as a “boy’s world.” But also looking at the moral panic stemming from 1976’s Death Race and other culture examining video games like Tron and WarGames.

Hence us watching the latter movie before reading the book.

That’s essentially my big task for the next week, getting through this little tome while dealing with Comm Law homework and such.

Luckily, now that my big networking event and midterms are out-of-the-way, I have a little extra time to settle down and read.

So if I wind up coming back in the near future with an obscure book review, now you know why.

I’m a Barbie girl.

I’m a Barbie girl.

For my Gaming in American Culture class today, we spent a good two hours or so playing board games.

As a means of practicing different ways of analyzing games. Not for fun.

Except… There was a lot of fun being had in my group.

Because we played The Barbie Game: Queen of the Prom.

In case you can’t read it through the box glare, the tag line for the game is “A fun game with real life appeal for all girls.”

Developed in the 1960s.

If that doesn’t tell you everything you need to know, I don’t know what will.

That being said, I’m still about to tell you everything you need to know because by God this game is phenomenal in how atrocious it is.

Yet, we need to talk about some decent aspects of the game first. Namely its aesthetic presentation.

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There’s some cacophony on first glance, but the board itself is quite well laid out and screams art deco.

The box itself also comes with this nifty stage for all of the different relevant cards and bank money:

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Don’t worry, I’ll get into what these mean soon enough.

Our version of the game, provided by the professor, also happened to include some extra charm in the way of additional player pieces:

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Naturally I was an origami swan.

So the game is pretty and well laid out.

Unfortunately, that does not save it from being a perfect window into the sexist ways of the 1960s.

So what is the “real life appeal for all girls” that this game boasts?

Well, obviously the ultimate goal is to become prom queen.

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You get there through a lovely crowd of all-white, male/female couples. Unless of course your dress hem is down.

In order to make the arduous journey to prom, there are three things that you (presumably as one of four different Barbie girls™) need to collect along the way.

  1. A prom dress — This one actually makes a decent amount of sense.
  2. A steady boyfriend — Not just a boyfriend. You can get a boyfriend, but he won’t be REAL until he asks you out at a football game and you go steady. Also these are your choices:

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    One of these things is not like the other, and his name is Poindexter.
  3. The presidency in a school club — Seriously, how do you expect to be prom queen if you aren’t even the president of the drama club? You plebe.

With all three, you can achieve true supremacy.

Oh, and that’s only half a joke. The game is designed to make it harder for players to catch up if one is ahead. For instance, most of the club spaces are specific, so players who land there after you cannot receive the same presidency.

Though they may not want to considering how inept the drama club is.

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Mattel is currently reporting a net income of $14.9 million a year.

On top of that, two players cannot share a single boyfriend, so it might be harder to find the stragglers.

That said, boyfriends can’t be THAT hard to come by. Especially if you’re the most popular girl in school.

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Just toss the losers.

Or you get set up on a double date.

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The blinder, the better!

Or you know that some loser is an exploitable secret admirer.

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Fun fact, Poindexter wrote my friend Mimi a poem and got it published in a newspaper. He gave her $5 of the $10 he made from selling the copy… But didn’t ask her out on a date.

Or even better, just pick one out of a hat!

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That’s him! He’s yours!

It’s amazing that I never scored a boyfriend during our playtime when there are so many of them getting thrown about.

… Though that said I might not have wanted one, when date time includes things like this:

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Too bad there’s not a ‘dump his ass’ option.

So finally, there’s the prom dress. I saved this one for last because it’s arguably the most interesting as a game mechanic.

There are four dresses. The cheapest is $30 and the most expensive is $65.

In 2019 that sounds dope as hell. However, this is also Inflation: the game.

You start with $25 and make (typically) $5 at most. One of the few exceptions to that rule is a perfect example of why players who aren’t quick enough to get the cheap dresses are basically screwed.

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Thanks for nothing, Daddy.

All things considered, these goals might not seem like that much compared to a game like Monopoly, where you need to own the entire planet, build out hotels and literally bankrupt all of your friends (as well as your friendships with them).

But what I haven’t told you is that The Barbie Game has one four-sided dice.

So you’re moving around the board at a snail’s pace. While there are a number of spaces and “surprise” cards that allow you to go to whatever part of the board you want — arguably the only semblance of strategy in the entire experience, there are an infinitum more ways to wind up getting sent back home.

We found that this in itself was an interesting commentary on the nature of a teenage girl in the 60s only being able to go out to do one thing at a time before forcibly getting dragged back home for any number of reasons.

But you know. 2019 foresight again.

To extend the game’s runtime even further, there are a few different spaces which do literally nothing.

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This one was the best.

There was some 2010s time traveler in the room when they made this game who threw in this sarcastic Internet-era joke, I swear.

We didn’t get to finish a full game, so unfortunately I can’t regale you with the triumphant story of some lucky prom queen. But I hope if nothing else, this gave you a very interesting look into the mindset of people more than 50 years ago.

Good thing we’ve moved past this kind of stuff.

Oh wait that’s right, this was a reprint of the game.

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Who decided it was a good idea to bring this back in the mid-2000s??

We haven’t learned shit.

Luckily my group played a much better game soon after to wipe away the tears.

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