Why video games need feminism and feminism needs video games. "You play like a girl" it's meant to be an insult, accusing a player of subpar, un-fun playing. If you're a girl, and you grow up, do you "play like a woman"--whatever that means? In this provocative and enlightening book, Shira Chess urges us to play like feminists. Furthermore, she urges us to play video games like feminists. Playing like a feminist is empowering and disruptive; it exceeds the boundaries of gender yet still advocates for gender equality. Playing like a feminist offers a new way to think about how humans play --and also a new way to think about how feminists do their feministing. Chess argues that feminism need video games as much as video games need feminism.
Video games, Chess tells us, are primed for change. Roughly half of all players identify as female, and Gamergate galvanized many of gaming's disenfranchised voices. Games themselves are in need of a creative platform-expanding, metaphysical explosion; feminism can make games better. Chess reflects on the importance of play, and playful protest, and how feminist video games can help us rethink the ways that we tell stories. She proposes "Women's Gaming Circles"--which would function like book clubs for gaming--as a way for feminists to take back play. (An appendix offers a blueprint for organizing a gaming circle.) Play and games can be powerful. Chess's goal is for all of us--regardless of gender orientation, ethnicity, ability, social class, or stance toward feminism--to spend more time playing as a tool of radical disruption.
Bien intéressant comme lecture, un contenu pas trop lourd en théorie et suffisamment vulgarisé pour s'adresse à un plus large publique que simplement académique. Cela dit, on aborde tout de même des concepts et figures comme le rire de la méduse, la figure d'Athéna, la feminist killjoy de Sara Ahmed, un peu de théorie vidéo-ludique, etc.
À quelques égards, cet essai se présente aussi comme un manifeste puisqu'il pousse énormément pour que plus de féministes jouent (et que plus de temps soient libérer pour l'ensemble de la population pour ce faire et que cela ne se fasse pas au détriment d'autres personnes) et que plus de jeux soient féministes. Cela passe par la création de cercle de jeu féministe, des conversations avec des proches et moins proches sur le jeu, la démystification des préjugés et stéréotypes sur les jeux, trouver le type de jeu qui convient aux personnes, repenser la défaite dans les jeux, se soucier de question d'accessibilité, etc. et évidemment aussi, créer plus de jeux féministes!
Les théoricien·nes de jeux vidéos féministes (ou le lectorat de ces personnes) ne retireront peut-être pas grand chose de cet essai (sinon que le questionnement de concepts comme le rire de la méduse et de la feminist killjoy sur des questions de jeux), mais les féministes non-joueuses ou les joueuses et joueurs pas (encore) féministes, cela peut définitivement être intéressant comme ouvrage à explorer puisque Play Like a Feminist propose des voies concrètes pour explorer cette intersection pour ces personnes.
Shira Chess' book begins brightly. She has taken on a difricult task – combining feminist theory with game theory to argue for more feminists in video games. The task is certainly not beyond her expertise or ability, and in the first two chapters the combination works well, with well-presented thoughts on the privilege of leisure and the bias of what "play" means.
From then it unfortunately falls into its own pits. Chess admits that she is a white, middle-class person in the USA and wants to avoid generalising feminism, but simultaneously she uses a very universalising "we" throughout much of the book and makes broad statements ("49% of adults play games") without considering western or wealth bias. It's a pity because her analyses and thoughts on play are well presented (and playful!), but in the end the book doesn't live up to its promise.
Great read and on the more accessible side for what's essentially an academic book. Great footnotes, too - I always appreciate an author who can write good, entertaining footnotes.
The book is much focused on the intersections between feminism, leisure, and protest and has some fun (see what I did there?) ideas for incorporating gaming and community into women's lives as a means of protest. Recommended for anyone interested in understanding how video games and leisure politics can be combined.
Ce livre riche et très dense est à mettre entre toutes les mains des féministes ou celles ou ceux qui souhaitent le devenir, quel que soit leur genre. Un livre qui essaye d'être inclusif et qui rappelle l'importance du jeu (pas seulement des jeux vidéos) et des moments de détente.
good book, started slow with odd language, but it's a short read and i actually really liked the ideas by the end, i didn't learn much but it's good reflection. i read 50% through and started skimming to get the ideas out. 4/5