There is a phrase used in role-playing gaming circles to describe when the game's guide and leader (the "game master," or "GM") attempts to force scenarios regardless of how it fits the organic narrative that has developed from his player's actions: railroading. No matter the detriment to the story or the game, the GM has decided that events will proceed in a particular way and will barge through all forces to the contrary in order to ensure that it occurs.
Ironically, given the subject matter, never before have I felt so railroaded as a nonfiction reader. I went into this expecting a significantly different piece: as an academic-cum-hobbyist, I had in mind a work that would marry the history of some gaming phenomena and modern (more and less positive) communities. “The Privilege of Play” instead offers a poorly-argued, bleak view on the cultural and interpersonal dynamics of gaming, relying on readers’ blind trust and seeming to use the novelty of his field as a crutch to avoid engaging with contradictory, interdisciplinary evidence.
I rarely comment upon author bias or suggest how authors' experiences might negatively inform publications, but given that Trammell starts the book with a preface detailing how he perceived himself as being ostracized from some of his early gaming communities due to perceptions of racism, I find it appropriate to do so here. The entire book reads as though it is a work of self-reification intended to reassure the author that his personal decisions to depart from certain "nerd circles" were justified. One expects better and more from someone who has established himself at the supposed vanguard of gaming studies. For someone who has elsewhere shown almost a philologist’s ability to parse and analyze both vocabulary and historical trends elsewhere in his oeuvre, Trammell does not live up to his own standards. It is especially disheartening to see the lack of quality control in a field as new as gaming studies – the earliest founders of the field, so to say, should know that they set a precedent and that a disproportionate number of eyes will be on the development of the field.
The scholarship presented in this volume is not at a high level and its references are unfortunately spotty (particularly in certain sections discussed below). As a result, the book relies heavily on readers simply believing the author's interpretations of modern gaming. This is very unfortunate given that the author does painfully little to elicit trust from his audiences – the book exhibits clear misunderstandings of the communities regarding which Trammell is masquerading as an expert, features assertions so nonsensical that it seems he is writing in such a fashion deliberately, and, to put it bluntly, ignores notable incidents in analog gaming in favor of promulgating a false narrative. No wonder -- infamous incidents of blatant racism and sexism in tabletop gaming over the past decade prompted swift and appropriately brutal statements from the community condemning the bad actors. This does not concord with the perspective Trammell seeks to claim, and therefore is left aside in favor of vague assertions repeated ad nauseum with little veracity.
Beyond higher-level issues of content, the tone of the book is deliberately over-casual and does not suit the content (nor does it do anything to “sell” the credibility of the author’s arguments). The lack of adherence to an academic “voice” is increasingly common in some scholarly circles, particularly cultural and gender studies, but is jarring and at odds with the serious content of the book. It is also applied patchily, coming off as affect rather than humble and approachable (the usual excuse given for the adoption of this tone in academic writing). While not a lethal diagnosis for the tract, it is another unfortunate aspect of the book that reduces the argument’s efficacy.
Immediately after personally-revealing preface, the reader is subjected to an exercise in frustration that reveals much more about critics of gaming – especially those seeking to be offended – than gaming itself – a pointed yet ultimately pointless anecdote regarding a historically-inspired board game involving slavery (as a spoiler for later in the introduction, historical accuracy in the game is equated to casual racism). The author does little to contextualize this other than to use it as an introduction to his definitions of "The Hobby" -- the author's term for board games and related gaming communities. This sets a tone for the book as a whole, which seems intentionally obscuring in terms of connections between ideas.
Soon after arises another of the most significant issues that pervades the entirety of the text: he asserts that "tabletop gamers refer to themselves as hobbyists and gaming as 'the hobby'" (2). This is a broad (and uncited) overgeneralization -- "the hobby" villainized here is a term applied almost exclusively in wargaming. Wargaming in itself is a nexus of activities. It is a "hobby," if you will, not merely "a game," because it inherently contains many different activities. A wargamer may, on any day, spend hours hand-painting miniatures, reading novels or writing lore for the game's universe, creating "terrain" (scale-model buildings), learning to sculpt with clay, or -- if other out-of-game demands are not more pressing -- actually play a game. Trammell aggrandizes "the hobby" and attributes to it a sense of gatekeeping entirely unlike any other pastime inherently linked to "white masculine expectations." This is according to no one but Trammell, who unironically rebuts his own statement at the end of the paragraph, claiming that "the hobby" merely signals that "one is speaking to another like-minded geek." A far cry from racism and sexism. Nevertheless, now that this misunderstanding has been applied, it will similarly misinform much of the writing; rigor is not well-exercised either, it seems, by Trammell himself or by his editors.
The author presses on, expanding its already-flawed claims to suggest that it is a "mainstay in all hobby communities that focus on male interests." He has, it ought to be noted, already excluded video games and hiking from things with which tabletop gaming is similar. Nonetheless, the usage of "the hobby" is apparently endemic to such male-driven hobbies (specifically backpacking!). The railroad spike is further hammered by rephrasing several times and in several not-at-all dissimilar ways that the gaming is inherently white, minorities are excluded, and therefore gaming and "the hobby" must also be white. A final bit must be included here, in which Trammell essentially equates the popularity of the aforementioned historical board game to a reinforcement of racial tension—even though, by his own admission, the game adheres to historical accuracy. Leaving aside the informative and educational value of historical board games reads as deliberate misinterpretation of the motives of publishers and players alike. Last but certainly not least, Trammell drops a couple of throwaway bombshells that source the roots of both digital media and the “tech world” (perhaps even the Internet!) in white and male dominated gaming. The bit reads as if it were part of a very halfhearted grant application where niche scholarship must be shown to have far-reaching or “real world” applications in order to merit funding.
As with the rest of the introductory material, the author has cited very little scholarship or evidence for the bold claims of the piece beyond his own opinions. Groundbreaking research into the many arenas of gaming has been long overdue, but given how intensely Trammell wishes to link inherent racial and psychological factors to gaming, one expects that he would have found even tangentially-linked evidence to bolster those connections.
Similarly, the next section regarding his understanding of “geek culture” suffers from a lack of strong theoretical basing: although “white privilege” and “hegemonic masculinity” are blandly employed across most social science fields, the lack of any precise foundations for the framework Trammell uses is disappointing. The terms require exacting definitions to convey appropriately to the reader the ways in which the author employs them. All the reader receives is a limp effort at saying that white privilege and masculinity are linked and that both exist – not due diligence given that the two terms inform the entirety of Trammell’s argument (nor at the level of rigor Trammell has previously demonstrated in his analyses of historical “play,” for instance, which provided a far more thorough and rich discussion of the theoretical framework applied to the writing of the paper). He only revisits his (lack of) definitions to gesture indistinctly at the markedness and unmarkedness of whiteness and directs the reader to other publications if they should seek a real discussion of the implications. This would be standard practice if “white privilege” did not form a support beam for his entire book; as such, it is insufficiently treated. The concept is fraught and not monolithic, and to proceed as though there were a commonly accepted understanding in nuanced contexts is disingenuous.
The author unoriginally attempts to claim that “genealogical” descent links modern tech-culture insidership with the inherent outsider-ness common in “geek” identity. His innovation is that geek culture is “insidiously post-racial.” To paraphrase the relationship succinctly, Trammell posits that geek culture is inherently self-Othering. This is seen as a method of identity construction; as part of this, geeks view themselves as race-blind and therefore overlook racial dynamics in their communities. Leaving aside questions of its validity, “colorblind” thinking as a solution to racism has largely passed out of vogue in progressive theory and practice, and in progressive gaming communities the trend runs towards embracing mosaics of diversity in many combinations rather than an ignoring of cultural difference. Even at its worst, however, a “colorblind” atmosphere is a far cry from a white-dominated, minority-deprecating culture.
Perhaps most disappointing is the attempt at equating “geekness” with “white privilege” in the introduction. Trammell’s writing does nothing to assist in the comprehension of what seems a pivotal point in his presentation of the book. The confusing set of principles seems to claim that “geeks” must inherently be white because they require (or desire) some materialist environment that is itself defined by whiteness (perplexingly posed as similar to “white flight” phenomena). This is compounded by an argument that overemphasizes the “outsider” status of geeks, creating a one-to-one correlation between anti-progressive mid-century politics (aka racists posing as “free thinkers”) and “outsider geeks.” This equation is unbased and rings hollow in everything but demography – unsurprisingly, the major aspect that Trammell draws upon in order to prove his point. Such demographic analysis amounts to minorities generally having less disposable to spend on luxuries such as gaming, though he ignores the fact that this signals the racial disparities in gaming as being practical rather than ideological. The differences in socio-economic groups’ ability to partake of “leisure” also has seen much ink shed already. His attempts to claim that invaluable social networks (“of privilege”) were created by shared hobbies or gaming are paltry at best – instead, his evidence indicates that members of similar social and cultural groups also shared activities. This is a very unsurprising and uninteresting take but seems the more accurate one.
A particular aspect of the whole “defining geekery” situation that Trammell has avoided is a sticky one – genre. He tries and fails to throw away the indelible fact that gaming is a subset of geek-fandom, then quickly sweeps this attempt under the rug by citing his own writings about non-white/non-male gamers. Many of the games implicated in this study are set in fictionalized universes of science-fiction and fantasy; many of these critical of foibles and injustices of modern life, such as racism or sexism. Moreover, the pioneering “fandom” was arguable that of the original Star Trek television series in the late 1960s, which presented a utopian conception of humanity that had advanced beyond racial and sexual tensions exemplified through the (alien) concept of “IDIC” – infinite diversity in infinite combinations. Ignoring this foundational aspect of geek culture in favor of purely white, male communities is irresponsibly misrepresentational.
This could potentially be overlooked since tabletop gaming is a subset of geek communities, perhaps somewhat insulated from the progressive effects of science-fiction – except for the fact that Trammell has claimed that the tenets of white privilege and male hegemony apply to (and define) the very identity of “geek.” The female script-writers and petition organizers who powered the first iteration of Star Trek (not to mention the array of minorities involved in the earliest “Trekker” communities) might have something to say about that. This position is not surprising given that, in Trammell’s view, “geek femininity” (aka “geek girls”) cannot exist if “hegemonic masculinity” exists in the same community. Even if masculine-toxic “microaggressions” are rampant in a gaming group, the statement entirely discounts female agency and the potential and power of non-white non-males to engage in such supposedly white and male spaces. This exemplifies the book’s lack of regard for the agency of both minority and female gamers, and is reinforced when he claims that games simply do nothing than further the status quo of white masculinity.
This sort of dismissal is related to another logical fallacy that is woven throughout the book – that if a group (e.g. “women”) see advertising and “portrayals” of hobbyists that neglect to include representatives of the group, it eliminates their participation or interest in the activity. Whether in historical advertising that played to gender norms (such as the wifely attention to laundry juxtaposed with the male train operator) or in “portrayals in media” today, absence is not necessarily prohibitive, and a significant proportion of any “invisible” populus is actually motivated by their own exclusion towards being transgressive and claiming a space. This seems to be a novel concept for third wave gaming studies more generally, but Trammell in particular.
Other facets of the work that are perplexing and troubling are plenty. For instance, the author presents a characterization of mid-century model train operators as primarily concerned with an Old West romance, celebrating outlaws and rebels – on no grounds whatsoever, at least none expressed. The traditional appeal of model railroading is in the construction, operation, and elevation (occasionally literally) of the track, not as a setting for cowboy-and-Indian skirmish wargames. He cites no magazine articles that illustrate this tendency and he does not include any information about games set in the world of a model railroad track. In another point, Trammell inexplicably draws upon the bunk concept of “speleology” – not actually the study of caves, but rather an obscure, post-processual (and, frankly, post-fact), anti-archaeological product of Foucault that justifies poor historical practice as an inevitable result of some individuals being less prominent historically than others.
A final point in all of this that is amusing and troubling at the same time is how incredibly oblivious the author seems to the fact that “the hobby” (as he defined it) has precise parallels in both non-white and female-dominated communities that make (and made) use of the same hobby stores, magazines, and communities that are supposedly comfortable domains only to men. To add an anecdote to Trammell’s pile of uncontextualized scenes: online marketplaces tag the same components of railroad modeling, wargames, and hand-painted miniatures with not just the keywords for those communities, but also “dollhouses,” “scale rooms,” and “presepio.” The first two of these additional keywords refer to two scale-modeling communities associated strongly with women; the latter is a southern European (in early 20th century terms that should be familiar to Trammell given his apparent fluency with the topic, strongly “not-quite-white”) tradition of making scale model scenes more and less loosely associated with Latin Nativity or “creche” scenes.
Racism and sexism exists in nearly all communities to varying extents, an unfortunate side effect of history, cultural conflict, and the tribal mentality of unevolved human beings. Trammell provides no convincing evidence either for modern gaming in general – or tabletop gaming in particular – being outstanding examples of racist or sexist “institutions.” Rather, he provides a number of examples where correlation is discerned instead of causation – for instance, the fact that MIT accepted fewer female students and students of color than white males during the heyday of its model train club is not taken as the cause of more males being involved in the club. Trammell altogether ignores the broader scope of second-wave gaming research that has highlighted the preferences of many female gamers towards cooperative rather than competitive gaming (mentioned here as one of the likely causes for the higher proportion of male wargamers, for instance). He does, however, exhibit an expert-level ability to touch on pieces of information that contradict his arguments ever-so-gently, only to set them aside immediately in favor of some other “hot” idea that will distract the reader from what he just ignored.
This book paints an unnecessarily grim and dark picture, the product of which will likely be continued academic misunderstanding and misinterpretation of the groups of gamers involved in the hobbies described. This is unfortunate. It is unsound scholarship, and it does a disservice to the many minority gamers – nonwhite and female alike – involved in the communities panned here. Theirs are the voices silenced in order to create the narrative Trammell has in this text. As a final note with which to leave the readers of this review, it is worth noting that the numerical racial and gender disparities present in gaming might be better fixed by not incorrectly telling minorities and women that the communities are foundationally opposed to their presence and only with “permission” will they even be able to exist at all.
This review was written in response to an advance reading copy (ARC) provided by NetGalley.