now seems like a good time to remind all of you that, “not a feminist” and, “not a feminist I agree with” mean different things
now seems like a good time to remind all of you that, “not a feminist” and, “not a feminist I agree with” mean different things
Amazing spoke guard art for my wheelchair done by my lovely cousin (go check her out)!!! 65 Pink Roses for Cystic Fibrosis :)
Oh my god, so cute. Brb, dying.
This cool kid right here is my little sister. Obviously she’s adorable, but I need your help to help her out.
My little sister has cancer. The doctors think it may be Ewing’s Sarcoma, which is a bone cancer that mostly affects children. She just had to have surgery…
There is topless Natalie Dormer on my dash
THIS IS NOW THE BEST DAY EVER
How is a single human being allowed to be that impossibly hot?
SOME KIND OF SORCERY IS MY GUESS O.O
Superhero-crazy Anya and Stella demonstrate what girls run into when they try to buy action figures at the store.
This is ridiculously over dramatic…I literally just saw Gamora from the Legends series today at TRU. They also have the Black Widow legends figure (which I havent seen in person, personally)
Another good option is hitting up…like…a comic book store and getting the Marvel Select figures. It’s also kind of an awkward time to find Black Widow and Wonder Woman stuff because I have an Avengers black widow 3.5” figure, but obviously since the Avengers is no longer selling merchandise, and Winter Soldier merchandise as a whole is lacking, she’s not an easy one to find.
Point is, action figures at big box stores generally suck, so you need to look towards the higher end action figures, like the Legends series (which they looked at but didn’t have Gamora in stock) and the Marvel Select series, which are only 25 bucks a figure which is damn reasonable for the quality.
Or head to the Lego section and pick up a Wonder Woman/Superman set or a Guardians set with Gamora or Nebula, or Black Widow, they’re all there!
Ok, but not really? I have yet to see a Gamora toy. Then again, I haven’t been looking. Saying “it’s an awkward time” for someone iconic like WW or someone who has been part of a popular film franchise, like BW, is not a great excuse. I would never expect to hear someone say “it’s an awkward time for Superman or Iron Man stuff right now”. Like, that wouldn’t happen.
"Action figures at big box stores generally suck"…I guess? But, again, I can go into one at any time and walk out with any number of white male superhero figures for $15 or less.
Let’s talk about other stores and also Lego: If you’re a parent of 2 kids, can you afford/are you willing to buy $25 action figures and $50 lego sets outside of large holidays?
Speaking from personal experience, as someone who goes to big box stores, comic shops, specialty toy stores and cons, it’s ridiculous. This past year I’ve seen…4(ish) BW figures(outside of lego because lol set prices) and all but one were collectibles priced at $50 or more and not suitable for what these girls want to do with them. The other was also in the higher price range and, quite frankly, looked awful.
Obviously we can all spend a little more or jump through some hoops to get what we are looking for, but that’s not the point here.
The last few weeks in videogame culture have seen a level of combativeness more marked and bitter than any beforehand.
First, a developer—a woman who makes games who has had so much piled on to her that I don’t want to perpetuate things by naming her—was the target of a harassment campaign that attacked her personal life and friendships. Campaigns of personal harassment aimed at game developers are nothing new. They are dismayingly common among those who happen to be women, or not white straight men, and doubly so if they also happen to make the sort of game that in any way challenge the status quo, even if that challenge is only made through their very existence. The viciousness and ferocity with which this campaign occurred, however, was shocking, and certainly out of the ordinary. This was something more than routine misogyny (and in games, it often is routine, shockingly). It was an ugly spectacle that should haunt and shame those involved for the rest of their lives.
It’s important to note that this hate campaign took the guise of a crusade against ‘corruption’ and ‘bias’ in the games industry, with particular emphasis on the relationships between independent game developers and the press.
These fires, already burning hot, were further fuelled yesterday by the release of the latest installment in Anita Sarkeesian’s ‘Tropes vs. Women in Video Games’ video series. In this particular video, Sarkeesian outlines “largely insignificant non-playable female characters whose sexuality or victimhood is exploited as a way to infuse edgy, gritty or racy flavoring into game worlds. These sexually objectified female bodies are designed to function as environmental texture while titillating presumed straight male players.” Today, Sarkeesian has been forced to leave her home due to some serious threats made against her and her family in response to the video. It is terrifying stuff.
Taken in their simplest, most basic form, a videogame is a creative application of computer technology. For a while, perhaps, when such technology was found mostly in masculine cultures, videogames accordingly developed a limited, inwards-looking perception of the world that marked them as different from everyone else. This is the gamer, an identity based on difference and separateness. When playing games was an unusual activity, this identity was constructed in order to define and unite the group (and to help demarcate it as a targetable demographic for business). It became deeply bound up in assumptions and performances of gender and sexuality. To be a gamer was to signal a great many things, not all of which are about the actual playing of videogames. Research like this, by Adrienne Shaw, proves this point clearly.
When, over the last decade, the playing of videogames moved beyond the niche, the gamer identity remained fairly uniformly stagnant and immobile. Gamer identity was simply not fluid enough to apply to a broad spectrum of people. It could not meaningfully contain, for example, Candy Crush players, Proteus players, and Call of Duty players simultaneously. When videogames changed, the gamer identity did not stretch, and so it has been broken.
And lest you think that I’m exaggerating about the irrelevance of the traditionally male dominated gamer identity, recent news confirms this, with adult women outnumbering teenage boys in game-playing demographics in the USA. Similar numbers also often come out of Australian surveys. The predictable ‘what kind of games do they really play, though—are they really gamers?’ response says all you need to know about this ongoing demographic shift. This insinuated criteria for ‘real’ videogames is wholly contingent on identity (i.e. a real gamer shouldn’t play Candy Crush, for instance).
On the evidence of the last few weeks, what we are seeing is the end of gamers, and the viciousness that accompanies the death of an identity. Due to fundamental shifts in the videogame audience, and a move towards progressive attitudes within more traditional areas of videogame culture, the gamer identity has been broken. It has nowhere to call home, and so it reaches out inarticulately at invented problems, such as bias and corruption, which are partly just ways of expressing confusion as to why things the traditional gamer does not understand are successful (that such confusion results in abject heartlessness is an indictment on the character of the male-focussed gamer culture to begin with).
The gamer as an identity feels like it is under assault, and so it should. Though the ‘consumer king’ gamer will continue to be targeted and exploited while their profitability as a demographic outweighs their toxicity, the traditional gamer identity is now culturally irrelevant.
The battles (and I don’t use that word lightly; in some ways perhaps ‘war’ is more appropriate) to make safe spaces for videogame cultures are long and they are resisted tempestuously, but through the pain and suffering of people who have their friendships, their personal lives, and their professions on the line, things continue to improve. The result has been a palpable progressive shift.
This shift is precisely the root of such increasingly violent hostility. The hysterical fits of those inculcated at the heart of gamer culture might on the surface be claimed as crusades for journalistic integrity, or a defense against falsehoods, but—along with a mix of the hatred of women and an expansive bigotry thrown in for good measure—what is actually going on is an attempt to retain hegemony. Make no mistake: this is the exertion of power in the name of (male) gamer orthodoxy—an orthodoxy that has already begun to disappear.
The last few weeks therefore represent the moment that gamers realised their own irrelevance. This is a cold wind that has been a long time coming, and which has framed these increasingly malicious incidents along the way. Videogames have now achieved a purchase on popular culture that is only possible without gamers.
Today, videogames are for everyone. I mean this in an almost destructive way. Videogames, to read the other side of the same statement, are not for you. You do not get to own videogames. No one gets to own videogames when they are for everyone. They add up to more than any one group.
On some level, the grim individuals who are self-centred and myopic enough to be upset at the prospect of having their medium taken away from them are absolutely right. They have astutely, and correctly identified what is going on here. Their toys are being taken away, and their treehouses are being boarded up. Videogames now live in the world and there is no going back.
I am convinced that this marks the end. We are finished here. From now on, there are no more gamers—only players.
You know who one of the most avid gamers in my family is? My mom. I grew up during the inception of home gaming systems. We got an Atari 2600 within a year of it being released. After that, it was a ColecoVision. Mom’s favorite games were Dig Dug and Squish’em Sam. We also had a Commodore 128 she played games on frequently as well.
After I moved out, she bought a Playstation, and then when the Playstation 2 came out, my siblings and I pooled together and got her one for Christmas. She’d play Spyro the Dragon, Crash Bandicoot, and Gex for hours a week. Now, she loves playing games on the iPad.
My dad could care less for games. He just never got into them. My love for gaming came from my mom. And she’s really, really good at them! Like, really good.
All that to say I never grew up with any inkling that there was such thing as the “girl gamer” myth. In fact, the first time I heard about it being a thing, I was surprised, but not surprised because society is such a misogynistically screwed up place. I’ve known girl gamers all my life. Add this to the ever growing list of things that need to die in a fire.
Also, once again, I fear for the world my kids are growing up in. It grieves me every time I read another one of these stories, and they’re becoming far too frequent, with the threats of violence becoming increasingly more and more disturbing.
I want to say more, but I’m kinda angry right now about all of it and don’t know if I’ll come across coherently.
In the 1890s, when Freud was in the dawn of his career, he was struck by how many of his female patients were revealing childhood [sexual] victimization to him. Freud concluded that child sexual abuse was one of the major causes of emotional disturbances in adult women and wrote a brilliant and humane paper called “The Aetiology of Hysteria.” However, rather than receiving acclaim from his colleagues for his ground-breaking insights, Freud met with scorn. He was ridiculed for believing that men of excellent reputation (most of his patients came from upstanding homes) could be perpetrators of incest.
Within a few years, Freud buckled under this heavy pressure and recanted his conclusions. In their place he proposed the “Oedipus complex,” which became the foundation of modern psychology… Freud used this construct to conclude that the episodes of abuse his clients had revealed to him had never taken place; they were simply fantasies of events the women had wished for… This construct started a hundred-year history in the mental health field of blaming victims for the abuse perpetrated on them and outright discrediting of women’s and children’s reports of mistreatment by men.
For The First Time Ever, All Four Eyewitness Accounts of The Murder of Michael Brown Put In Chronological Order: The most detailed side-by-side telling of each eyewitness account of the Mike Brown murder in chronological order #JusticeForMichaelBrown [@ShaunKing]
Reblog the fuck out of this
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