Encounters at the Imaginal Crossroads: an Exploration of the Experiences of Women in Role-Playing Games
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MIAMI UNIVERSITY The Graduate School Certificate for Approving the Dissertation We hereby approve the Dissertation of Christopher J. Dyszelski Candidate for the Degree: Doctor of Philosophy ________________________________________________________ Roger M. Knudson, Ph.D., Director ________________________________________________________ Karen Maitland Schilling, Ph.D., Reader _________________________________________________________ Ann Fuehrer, Ph.D., Reader _________________________________________________________ C. Lee Harrington, Ph.D., Graduate School Representative ABSTRACT ENCOUNTERS AT THE IMAGINAL CROSSROADS: AN EXPLORATION OF THE EXPERIENCES OF WOMEN IN ROLE-PLAYING GAMES By Christopher J. Dyszelski This study was a critical, archetypal, feminist ethnography and psychological inquiry into the experiences of women in tabletop role-playing gaming and its culture. Informed by performance ethnographic practice and the spirit of these games, it is written as an adventurous journey into and encounter with these experiences based on participant observation, interviews with gaming professionals, an online questionnaire of 428 gamers, and series of interviews with female gamers. Ethnographically, this study documents the history and experiences of women in the culture of gaming. It presents profiles of a diversity of female gamers and explores historically the ways that women have established themselves as members of this culture and shaped this traditionally male dominated hobby. It also examines a multiplicity of opinions about and experiences of sexism, prejudice, and discrimination of women in gaming. While demonstrating the progress in the games and their culture to become more inclusive and welcoming to women, it shows there is still far to go. It also demonstrates how despite the possibility and creative potential for gaming and its culture to imagine completely new social worlds, the same power dynamics and social structures are recreated in the games, groups, and culture. Psychologically, the study uses archetypal, relational, and pluralistic models of the self to demonstrate the complex imaginal relationship between self and character and the notion that role-playing games can be transformational liminoid spaces. The study explored the multiplicity of three participants, through a series of interviews, one series with the player, one interacting with each participant in role as one of their characters, and then a final series reflecting on the experience of the two previous interviews, the process, and the themes that were discussed. These interviews demonstrate three different relationships between self and character, as well as the ways that those imaginal relationships have impacted the lives of these women in powerful ways that reach beyond just fun and games. ENCOUNTERS AT THE IMAGINAL CROSSROADS: AN EXPLORATION OF THE EXPERIENCES OF WOMEN IN ROLE-PLAYING GAMES A DISSERTATION Submitted to the Faculty of Miami University in partial fulfillment of the requirements for the degree of Doctor of Philosophy Department of Psychology by Christopher Justin Dyszelski Miami University Oxford, Ohio 2006 Dissertation Director: Roger M. Knudson, Ph.D. TABLE OF CONTENTS Page FOREWARD: A GUIDE TO READING 1 CHAPTER 1: INTRODUCTION 2 Identity Crisis at the Crossroads 5 The Playground of Active Imagination 7 Role-playing Games as Transformative Liminoid Spaces 10 Women in Gaming 16 CHAPTER 2: THE INWARD JOURNEY 21 CHAPTER 3: METHOD IN THE MADNESS 45 Points of Encounter 50 Participant Observation 50 An Insiders’ Perspective 51 Internet Questionnaire 51 In-Depth Interviews 54 CHAPTER 4: IN THE EYES OF THE BEHOLDER 66 The Eye of History 69 Eye Spy A Gamer Girl 86 Sexism is in the Eye of the Beholder 98 Opinions of Sexism in Gaming 103 Stereotypes of Gamers and Gaming 107 Sexism in The Material Culture of Gaming: Art, Media, and Language 111 Negative Gender Relations 118 CHAPTER 5: ENCOUNTERS AT THE CROSSROADS 133 “Worlds Apart” 138 “Worlds Apart” Commentary 152 “Fireballs” 154 “Fireballs” Commentary 185 ii “Called” 187 “Called” Commentary 229 CHAPTER 6: THE RETURN 235 The Liminoid In “Worlds Apart” 237 The Liminoid In “Fireballs” 238 The Liminoid In “Called” 240 REFERENCES 269 APPENDICES Appendix A: RPG Companies List 278 Appendix B: Gaming Professional Recruitment Letter 280 Appendix C: Introduction Email and Consent Form 281 Appendix D: Gaming Professional Interview Question Guide 285 Appendix E: Internet Questionnaire Invitation Email 286 Appendix F: List of Gaming Communities, Gaming Sites and Email Lists 287 Appendix G: Overview and Consent Form, Questionnaire, Debriefing Form 289 Appendix H: Questionnaire Analysis 290 Appendix I: Female Interview Participant Recruitment Letter 291 Appendix J: Statement of Informed Consent for Female Gamer Interviews 292 Appendix K: Female Gamer Interviews Initial Questions 295 Appendix L: Female Gamer Interview 2 Instructions and Questions 296 Appendix M: Interview 3 Instructions and Questions 298 TABLES Table 1: Year of First Game for Female Players 299 Table 2: Introduction to RPG’s 300 Table 3: Game Systems Played Monthly for at Least Six Months 301 Table 4: Favorite Table-top Role-playing Game or System to Play or GM 302 iii Table 5: Importance of Storytelling, Character Building, Dice and Rules Structure in Ideal Gaming Group 303 Table 6: Agreement on Character Creation Elements 304 Table 7: Personal Experience of Gender Prejudice, Discrimination and Harassment 305 Table 8: Observed Experience of Gender Prejudice, Discrimination and Harassment 306 Table 9: Rumors of Gender Prejudice, Discrimination and Harassment 307 Table 10: Ratings of Gender Equity in Gaming Artwork 308 Table 11: Ratings of Gender Equity in Gaming Language 309 Table 12: Ratings of Gender Equity in Other Gaming Media and Events 310 Table 13: Opinion of Women Being Involved in Gaming Group 311 Table 14: Opinion of Gaming Books and Media as Sexist 312 Table 15: Perception of Change in Gender Equality Issues in Gaming 313 Table 16: Opinions of Helpful Actions to Make Gaming More Gender Equal and Less Sexist 314 Table 17: Opinion of Most Helpful Action to Make Gaming More Gender Equal and Less Sexist 316 iv DEDICATION This project is dedicated to Coyote, Raven, Monkey, Eshu, Papa Legba, Loki, Mercury, Hermes, and to all tricksters who have made their paradoxical and slippery presences known in personal, symbolic, real, and imaginal ways throughout my life and particularly in the development of this project. You are the guardians of the crossroads, guides for journeys, and paragons of multiplicities. I acknowledge you and hope your spirits shine in this work. v ACKNOWLEDGEMENTS This journey has indeed been a long one full of adventure, mystery, challenge, pain, and accomplishment. Many have helped me to finally reach its conclusion and I owe a dragon’s hoard in gold to each of you. I turn my thanks first to my committee who stuck with me as this project evolved out of my master’s thesis, despite the twists and turns and ways that life got in the way sometimes. My advisor Dr. Roger Knudson introduced me to Hillman and archetypal psychology, a theory that felt like home long before I could articulate that, and helped me to think about and give voice to the imaginal that was already such a strong part of my being. His patient and soulful guidance, scholarly challenges, gently persistent prodding, wise outlook, and sharp editing pen have truly shaped me into the therapist, researcher, and scholar I have become. To Dr. Karen Maitland Schilling I give thanks for her ongoing support and persistent challenge that I be and do my best. To Dr. Ann Fuehrer I give thanks for her warm support, encouragement, and gentle challenges to hold up the mirror of self-reflection no matter how hard that gaze might be to hold. To Dr. C. Lee Harrington I must acknowledge true appreciation for sticking with the journey and for offering her unique perspective and appreciation of the challenges of doing research on a topic that is so dear and close to one’s heart. Next I must give deepest thanks to all the participants in this project. First to Christine, Jennifer, Emily and their characters Kai Tilanne, Siv and Lily, who shared their lives and stories and gave so openly of their time and energy to an interview process that stretched out much longer than anticipated. I thank you for your dedication to the process, your insights, and enthusiasm. I am also indebted to the gaming professionals Kim, Todd, Scott, Nikola, Ally, Steve, Marc, Cindy, Liz, Gavin, David, and Tammy, who also took time from their busy schedules and work to share their thoughts, perspectives, stories and ideas with me. A special acknowledgement goes to Samantha, who lost her fight in this world but has moved on to adventures elsewhere. We fight on! I’d also like to note Mike Stackpole whose help, knowledge, contacts, and participation in a previous project served as inspiration in moving this project forward. I am also truly thankful to all the many members of the worldwide gaming community who participated in the online questionnaire. Your excited response and efforts to spread the word not only provided a wonderfully rich mine of information but also reminded me about the positive and supportive aspects of the community of which I am honored to be a part. I want to thank all my colleagues in graduate school who walked this road with me. Most importantly I must warmly thank (and blame) Dr. Christian Mauro as one of the first and dearest friends of my graduate school days. He really started me down this road when in his difficulty to truly understand my obsessive hobby he suggested, “That would be a great topic for your thesis.” Thank you brother for remaining a shining light to the future by which I guide my steps. “Do or do not. There is no try.” I also must acknowledge Mike Gray for taking on the mantle I left for him and providing an ongoing supportive connection to Miami, a guide to thinking truly big thoughts, a critical eye, and the reminder of the poetry and “carnivale” that is the world.