The Reproduction of Hypermasculinity, Misogyny and Rape Culture in Online Video Game Interactions
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THE REPRODUCTION OF HYPERMASCULINITY, MISOGYNY AND RAPE CULTURE IN ONLINE VIDEO GAME INTERACTIONS A Thesis Submitted to the Graduate Faculty of the North Dakota State University of Agriculture and Applied Science By Katherine Mary Bullock In Partial Fulfillment of the Requirements for the Degree of MASTER OF SCIENCE Major Program: Sociology July 2017 Fargo, North Dakota North Dakota State University Graduate School Title THE REPRODUCTION OF HYPERMASCULINITY, MISOGYNY AND RAPE CULTURE IN ONLINE VIDEO GAME INTERACTIONS By Katherine Mary Bullock The Supervisory Committee certifies that this disquisition complies with North Dakota State University’s regulations and meets the accepted standards for the degree of MASTER OF SCIENCE SUPERVISORY COMMITTEE: Christina Weber Chair Christopher Whitsel Robert Mejia Approved: July 31, 2017 Jeffery Bumgarner Date Department Chair ABSTRACT Playing video games is a popular past time for many, and the introduction of online gaming allows people of various backgrounds to interact with one another. Yet, it is clear in the wake of incidences such as Gamergate which saw threats directed towards women, that gaming is still considered a male space that is hostile towards women. Through content analysis of online spaces, this research sought to understand how violence towards femininity manifests in gaming. Through Louis Althusser’s (1972) concept of Ideological State Apparatuses (ISAs) I explore how hypermasculine and misogynistic ideologies are reproduced in online gaming culture. It was found that violence towards women, hypermasculinity, and misogyny were perpetuated through the expression of dominant ideologies that place men above women. That being said, there were a significant number of people who spoke out against these ideologies thus working to dismantle the dominant attitudes that contribute to violence towards women. iii TABLE OF CONTENTS ABSTRACT ...........................................................................................................................iii LIST OF TABLES .................................................................................................................v LIST OF FIGURES ...............................................................................................................vi INTRODUCTION .................................................................................................................1 LITERATURE REVIEW ......................................................................................................8 METHODS ............................................................................................................................29 RESULTS AND ANALYSIS ................................................................................................37 CONCLUSION ......................................................................................................................86 REFERENCES ......................................................................................................................93 iv LIST OF TABLES Table Page 1. Codes, Categories and Frequencies for Fatuglyorslutty.com Posts ...........................38 2. Codes and Frequencies for YouTube Videos ............................................................53 3. Codes, Categories and Frequencies for YouTube Audio...........................................57 4. Codes, Categories and Frequencies for YouTube Comments ...................................63 5. Codes, Categories and Frequencies for Message Board Comments..........................75 6. Codes, Categories and Frequencies for Fatuglyorslutty.com Comments. .................79 v LIST OF FIGURES Figure Page 1. Direct Insults Used in Private Messages 1 .................................................................39 2. Direct Insults Used in Private Messages 2 .................................................................39 3. Sexualization in Private Messages .............................................................................42 4. Continued Harassment in Private Messages ..............................................................45 5. Death Threat in Private Messages..............................................................................47 6. Rape Wish in Private Message ..................................................................................48 7. Misogyny in Private Messages 1 ...............................................................................50 8. Misogyny in Private Messages 2 ...............................................................................50 9. Use of Rape Mod in Grand Theft Auto V..................................................................54 10. Rape Joke Billboard in Grand Theft Auto V .............................................................56 11. Encouraging Rape Mod in YouTube Comments .......................................................64 12. Defending Use of Mod in YouTube Comments ........................................................66 13. Argument that Feminists Overreact to Rape Mod in YouTube Comments ...............70 14. Negative Reaction to Rape Mod in YouTube Comments .........................................71 15. Homophobia in YouTube Comments ........................................................................73 16. Argument that Violence in Games Justifies Rape Mod .............................................76 17. Discussing How to Combat Harassment in Online Gaming Communities ...............80 18. Poem Inspired by Trolls on Fatuglyorslutty.com ......................................................82 19. Shaming Others for Negative Reactions to Messages on Fatuglyorslutty.com .........84 vi INTRODUCTION In the United States, roughly 42% of the population plays some form of video game on a regular basis, which accounts for around 155 million Americans (ESA 2016). Of those 155 million people, roughly 44% are females. Even though the number of female gamers is only 12% lower than the number of male gamers, the world of video games continues to be very much a male dominated one. This can be observed in video game content itself when looking at the hyper-sexualized versions of female characters, to incidents within online gaming communities that pit male and female gamers against each other. Females continue to be second class citizens in the video gaming world, often receiving threats of sexualized violence if they choose to speak out against the misogyny that exists in gaming communities (Wu 2014). The goal of this thesis is to analyze how hypermasculine and misogynistic ideologies that contribute to rape culture are reproduced within online gaming communities. Video games are a relatively new phenomenon, with the first known video game being created by Physicist William Higinbotham in 1958 (APS News, 2008). This game had a simple tennis-like format, similar to the game known as “Pong” which was released by Atari in 1972 and was a key factor in launching the video game industry that we know today (Encyclopedia Britannica, 2013). Since the induction of the industry, there have been remarkable advancements from enhanced graphics to the introduction of motion controlled and virtual reality gaming. One major accomplishment that has greatly changed the way video games are played is the ability to play games online with other players. While it gained little popularity at the time of its release, the game known as Habitat released in 1986 by LucasFilms games, later LucasArts, was the first to allow players to interact with each other during game play (Spohn, 2016; Lecher, 2016). Today, online multiplayer games are becoming more popular, with 48% of frequent gamers playing 1 online with others. The average online player spends 6.5 hours a week playing with others (ESA 2016). These interactions can occur in a variety of online formats from PC to console games and be as simple as taking turns playing a board game on Facebook or as complex as engaging in strategic team battles. Players often communicate, allowing both for positive relationships and hateful interactions. This research focuses on these interactions between players and how these interactions shape and are shaped by sexism and rape culture that exists in gaming culture, and what aspects of gaming culture foster these interactions. To begin, it is important to understand rape culture and socially sanctioned violence towards women and how these concepts came to exist in society. Rape culture can be defined as “a complex set of beliefs that encourages male sexual aggression and supports violence against women [and girls], a society where violence is perceived as sexy and sexuality is violent, and a continuum of threatened violence that ranges from sexual remarks to sexual touching to rape itself” (Cobos, 2014, p. 38). Put another way, rape culture occurs when males are expected to be sexually aggressive, while women are expected to be sexually submissive.1 Rape culture works to perpetuate itself in that, it creates an atmosphere in which rape and gender-based violence is viewed as “acceptable” in certain situations. This is done through the creation and perpetuation of rape myth acceptance, which refers to the notion that, because of something a survivor of sexual violence did or did not do (e.g. how they dressed, not resisting “enough,” etc.) they are in some way responsible for the violence. When looking at the world of video gaming and the violence that takes place between gamers, it can be argued that women are occupying