Posts Tagged ‘Fake Geek Girls’

A couple of years ago, while attending an SFF convention, I made the mistake of participating in a geek trivia contest. Normally, I love this sort of thing, even when I lose badly: I spent a not inconsiderable portion of my tweens and teens playing the original edition of Trivial Pursuit for fun, despite the fact that even the most “recent” events on the cards were all older than me by more than a decade. My parents used to beat me hollow, but I loved it, because I always felt like I learned something. So, understandably, I embarked on this particular quiz with a feeling of optimism. I didn’t care that it was billed as “ridiculously hard” – I just wanted to have a good time, and maybe learn some cool, obscure facts about the history of SFF. Instead, the whole thing quickly became the single worst experience I’ve ever had at a convention.

The Round 1 topic was meant to be SFF literature: no time period specified. Not unreasonably, given the sheer breadth of SFF as a field, I’d expected the questions to cover a reasonable spread of works – some old, some new, some obscure, some famous. Instead, the range was much more limited; obliviously so. Before we all swapped papers for marking, I called out to the straight, white, middle-aged male MC (who’d also written the quiz) and asked a question: was there any answer to Round 1 that was not either a Dead White Male or an Old White Male?

He paused, looking stunned. “Oh,” he said. “I hadn’t noticed that.”

The film round was more of the same: the most recent movie referenced was a work of B-grade 90s SF. Everything else was from the 50s, 60s, or – more commonly –  the 70s. No answers involved women, let alone POC. At this point, the MC decided to hand out the sheet for the picture round. When he reached our table, he pointedly said to me, “You can’t call me sexist now, because an equal number of questions on here are about women. I made sure of it.” Which is to say: on the bonus round that was about identifying SFF characters and celebrities by their predominantly naked or scantily-clad arses, three of the pictures were of women: Ellen Ripley, Catwoman, and Seven of Nine. Three others were of robots, and the remaining four were men. Surprisingly, this didn’t cheer me up.

Next was a Star Wars/Star Trek round, which distinguished itself by featuring a single answer that involved a woman. (The question: what was Seven of Nine’s real name?) By this point, four of the five tables were visibly losing the will to live: the remaining team, which boasted two straight white men in their forties or above – one of whom was close friends with the MC – was something like 30 points ahead of their nearest competitors, and it was becoming increasingly apparent, from comments made by the MC, that the entire quiz had basically been designed as a series of in-jokes between him and his mate; this did not, however, stop him from calling the losing teams “pathetic”. To make things worse, once he’d handed out the arses sheet, the MC started deliberately mispronouncing and mocking our team name when he read out the scores, something which he continued to do for the rest of the evening. As we were the only ones to received this treatment, it was quite obviously meant as retaliation.

Then came the Doctor Who round, which had two questions that referenced the reboot and the rest of which was all about the classic series; which would have been fine, was the focus not specifically centered on a handful of obscure episodes that seemed to be personal favourites of the MC and his mate on the winning team (who was, unsurprisingly, the only one who got the answers right). At the start of this round, the MC announced loudly that these questions would “separate the men from the boys”. At this, a WOC from one of the other teams – who’d also noticed the somewhat SWM-heavy material – turned to me and said, “Well, what about the girls?”

The results of this round were so heavily skewed in favour of the MC’s friend’s team that even he acknowledged there was no point in doing the extra Doctor Who questions, and skipped straight ahead to Round 5, which asked us to list the shows, books, films or series responsible for particular swear words. The answer to the first question was Battlestar Galactica, which was, from memory, the most recent work referenced in the entire quiz. After that, we marked the arses. (Most recent, and most prominent on the answer sheet: a naked Daniel Radcliffe in Equus, though how that counts as SFF, I don’t know. Oh, and the Green Lantern.)

Naturally, the team captained by the MC’s mate won by a landslide; we came last, with a score the MC called “shameful”. By then, it was after midnight: the quiz had dragged on for hours, and the overriding mood among the participants was one of exhaustion, with expressions ranging from grim to baffled. Not unsurprisingly, the most irritated people were, pretty much universally, women and POC, all of whom had been actively excluded by the increasingly hostile host. I didn’t care that we lost: I cared that, at a convention with a diverse range of attendees, and which had put some effort into promoting discussions of bias in SFF, an event that should’ve been a fun end to the proceedings and a celebration of shared experience was instead turned into an exclusionary old boys’ club.

Which is what came to mind this evening, when a not-so-snappily-titled Buzzfeed quiz – What’s Your Geek Number? – cropped up in my Facebook feed. The whole thing is 300 questions long, and in that entire, lengthy list, which mentions a hefty number of specific titles and works by name, only two are created by women: Harry Potter, and My Little Pony. Everything else listed has either been written or created by men, and it’s notable that while there are multiple questions about the purchase and possession of merchandise in the male-oriented franchises, particularly relating to comics and Magic: The Gathering, neither of these female-dominated fandoms is explored in similar detail. In fact, male fans of My Little Pony even get a bonus point for liking the show, as they can effectively answer the same question twice, while women – the show’s traditional fanbase – cannot:

Buzzfeed Brony question

Which is sadly typical of the entire thing. While fandoms, behaviours and pastimes that are commonly held to be male-dominated are discussed in detail – programming, mainstream comics, Star Trek, Star Wars, Magic: The Gathering – there’s a conspicuous absence of female-dominated media. Right at the end, for instance, there are three questions about fanfiction, and a couple of passing references to artwork based on favourite series (though the term ‘fanart’ is never used), but there’s no mention of cosplay, costuming, knitting, filking, fanzines, slash, book blogging, meta-writing, YA novels, webcomics, or any other subcultures known for having a high percentage of female geeks. Which isn’t to say that women don’t program, or read mainstream comics, or like any of the other things the quiz puts a premium on; nor am I suggesting that, at 300 questions, the whole thing was really too short. I know this is just a random Buzzfeed quiz – which is to say, a literal timewaster – and that my analyzing it like this is going to have lots of people rolling their eyes, because why the fuck would anyone take it seriously?

But here’s the thing: at a time when various geeky cultures and subcultures are still gripped by lurking paranoia about the existence of Fake Geek Girls, and where women are so often asked to prove their geek credentials in ways that men just aren’t, creating a quiz whose content perfectly mirrors the extant debates about what “real” geeks are, in a way that makes it clear that “real geek” is code for “guy”, kind of helps to demonstrate the problem. Whenever mainstream culture stereotypes geekdom as a bunch of greasy, cheeto-stained white guys in sweat pants mouthbreathing in the basement of their parents’ house, we bristle collectively, because we know it’s unfair and inaccurate – a caricature some forty years out of date. But when we ourselves make assumptions about what the “average geek” looks like, we still tend to picture some variant of this same guy, with his Boba Fett statues and Kirk v Picard t-shirt, and treat him, if not as a yardstick, then as genesis: the archetypal Patient Zero who first spread the disease of dorkness to his likeminded fellows. We think of women and POC as interlopers, latecomers, erasing the history of their participation in fandom in a bid to reassure a particular resentful, insecure cluster of white men that, even if they’re not the only fans around, they’re still the most important, because they were here first: that men like them were solely responsible, not just for fandom as a concept, but for all those geeky fields – like computing, video games, movies, science fiction and fantasy – with which it’s now associated.

Only, no: they weren’t. Not exclusively. Not by a long shot.

The first ever novel, The Tale of Genji – which was also, coincidentally, a work of fantasy – was written by Lady Murasaki Shikibu in around the year 1000, and is still being read today. In 1666, Margaret Cavendish published what is arguably the first ever work of science fiction, The Blazing World; but even if you discount her work on the grounds of obscurity, Mary Shelley is still recognised as the mother of modern science fiction for her 1818 publication of Frankenstein, which she wrote at the age of 19. The first ever crimefighting vigilante to go don a mask, a cape and a secret identity was the Scarlet Pimpernel, created by Baroness Emma Orczy in 1905. Women have been creating comic books since the late 1800s; even in the male-dominated Golden and Silver Ages, women like Nina Albright, Ruth Atkinson and Marie Severin were still known quantities. The whole concept of young adult novels – and, indeed, of teenagers as a distinct literary audience – was introduced by Sarah Trimmer in 1802, while the novel most widely held to have prompted the separate categorisation of YA in the modern era was S.E. Hinton’s The Outsiders, published in 1967.

The earliest surviving animated feature film, The Adventures of Prince Achmed, was written and directed by Lotte Reiniger in 1926, while the world’s first animated films were the work of Quirino Cristiani. The first female film director, Alice Guy-Blache, was working as early as 1894; depressingly, though, it wasn’t until 1991 that Julie Dash became the first African-American woman to both write and direct a full-length film that was given a general theatrical release, Daughters of the Dust.  Such is the exclusionary strangeness of Hollywood that from the 1920s to about 1940, the only woman working as a director was Dorothy Arzner; yet during the same period, the majority of screenwriters were women. June Mathis was the first female executive for Metro/MGM in 1923; Mary Pickford founded United Artists in 1919; and writer Frances Marion became the first person ever to win two Academy Awards in 1932.

The world’s first computer programmer, Ada Lovelace, wrote her famous algorithm 1842; and even in the modern world, as hard as it is to believe now, computer programming was originally considered to be a female occupation, and as such was female-dominated right up until the late 1960s. The first compiler for a programming language was developed by Rear Admiral Grace Hopper in 1952 – just one of her many pioneering developments. Modern spread-spectrum communication technology is based on an invention originally developed and patented by Hollywood actress Hedy Lamarr and composer George Antheil. Many of the famous Bletchley Park codebreakers were young women; notably Mavis Batey, who cracked the Enigma code used by the German secret service while in her early twenties, thereby ensuring the success of the D-Day landings.

The majority of attendees at the first Star Trek conventions were women. It was Betty Jo Trimble who successfully campaigned to keep the original series running after it was nearly cancelled, just as it was Lucille Ball who pushed NBC to give the show a second chance after they initially rejected the pilot. The first, small Star Trek convention was the work of Sherna Comerford, while a much bigger second convention was organised by Joan Winston. The contents of the first Star Trek fanzine, Spockanalia – which was produced by Devra Langsam and Sherna Comerford – literally defined modern fanfiction, and by 1973, 90% of Star Trek fanfiction was written by women, which fandom also gave us the term Mary Sue (whose origins, contrary to popular belief, were purposefully satirical).

Women have also been involved in video games since the early days, too: to name just three, Roberta Williams co-founded Sierra Entertainment, Carol Shaw designed her first video game in 1978, and Anne Westfall programmed the hit EA game, Archon.  As early as 1993, it was reported that 64% of girls played video games for at least one hour a week, while in 2008, a study found that 94% of girls play video games. I could go on, but hopefully, I’ve made my point: that not only have women and POC always played an integral role in fandom, but that even in geeky arenas commonly held to have been white-male-only spaces until very recently, the assumed narrative is far from accurate. The histories have been glossed and elided, the narrative of white male supremacy touted as the natural result of innate interest and aptitude, rather than the purposeful consequence of exclusion, bigotry and ongoing bias.

And even in the present day, the elision continues. Everyone knows that Joss Whedon wrote Doctor Horrible’s Sing-Along Blog; what’s less well-known is that it was co-written by his sister-in-law, Maurissa Tancharoen, who also worked on Dollhouse and Avengers Assemble. We know that Mamoru Hosada is the breakaway director responsible for The Girl Who Leapt Through Time, Summer Wars and Wolf Children, but not that all three scripts were written by the same woman, Satoko Okudera. After decades of adoration by girls and women – decades in which the franchise has been roundly shunned as ungeeky  – My Little Pony has rocketed to prominence as both a valid fandom and within public consciousness, not because women are now being taken seriously, but because male fans have deemed the franchise worthy of their attention, thereby legitimising it. Here’s how quickly things have changed: in 2005, Penny Arcade ran a strip where a female character was mocked by male geeks for her My Little Pony casemod; come 2013, the Penny Arcade Report is running a supportive piece on bronies battling Hasbro.

Which brings me back to that stupid Buzzfeed quiz, and why, when it evoked the memory of that awful convention trivia night, I found I was physically angry. As innocuous as such small slights are in the abstract, they’re ultimately predicated on something bigger and more insidious: the ubiquity of bias, and the many ways in which ignorance feeds itself. This is why women in fandom are still suspected of being Fake Geek Girls: because the history that supports our claim to geekdom is a history too many of our peers have never learned, and have in fact been actively encouraged not to seek. Until sufficient male support legitimises female-dominated fandoms, we are forced to accept a lesser, periphery status; but once the men do take an interest, then suddenly, the women were never there to begin with.

I don’t care that some mook at Buzzfeed thinks that playing Magic: The Gathering is a more natural and obvious geeky pastime than cosplaying characters or writing fanfiction: I care that he no more seemed to realise he was making that distinction than the MC at the convention trivia night realised his quiz wasn’t just generally difficult, but specialised to the point of exclusion.Liking different fandoms is one thing, but assuming your fandoms are the only, the realest, the most legitimate fandoms, whether consciously or unconsciously, Because Dudes, is a quite another. And I, for one, am sick of it.

The myth of the Fake Geek Girl and her perfidious sister, the Fake Gamer Girl, is like a pervasive popcultural weed. No sooner has the concept been debunked, uprooted and flung on the fire in one quarter than it springs up again in another, its scrappy rootlets osmosing sustenance from the plentiful strata of sexism, misogyny and wilful misunderstanding that underlie most internet forums. Such women, we’re told time and again, are whores and dilettantes: users who care about comics, games, cosplay or whatever other subset of geekdom you’d care to name only insofar as it allows them to manipulate the emotions (and, consequently, wallets) of shy nerdy boys so overwhelmed by the prospect of Actual Live Women that they promptly forget their dignity and roll over like dogs, unaware that the heartless objects of their unrequited affections are collectively giggling behind their perfectly manicured hands and mispronouncing Boba Fett on purpose. It’s like some bizarre high school revenge fantasy where the hot, popular girl who humiliated the geeky boy later tries to ingratiate herself with him for her own nefarious purposes by pretending to like Star Trek, but finds herself thwarted when, instead of falling for her sirenlike charms, he calls her a bitch in front of the whole school and somehow ends up a hero, pronouncing loudly all the while that she wasn’t REALLY hot, anyway.

It is, in short, misogynistic piffle of the highest order; but given our cultural obsession with blaming women for the abuse and sexual harassment they routinely receive, as though the act of simply being female in predominantly or traditionally male spaces is always and inherently an intolerable provocation, I started wondering: how does this logic hold in digital spaces, where one’s biological sex and gender expression are so easily concealed – or even altered – by the click of a button?

To be clear: the assumption that biological sex and gender expression are always obvious IRL – or worse, that they should be obvious – is part of the same problem. Violent, aggressive transphobia doesn’t care whether you’re a white, straight, cisgendered male Redditor who’s cross-dressing as part of a theatre performance or a trans woman of colour out walking with friends: if you don’t look “right” – where “right” means “visually conforming to a narrow gender binary, such that you meet the approval of your antagonists” – then the danger is very real, and frequently fatal. Trans, nonbinary and genderfluid individuals – and particularly those who are poor, women of colour and/or sex workers – are all too commonly the subjects of street harassment, aggression and abuse; hardly a surprising state of affairs, when the idea of a small boy carrying a purse, let alone wearing a feminine Halloween costume, is apparently a sign of the End Times, but the phenomenon is a harrowing indictment of our culture nonetheless. Small wonder, then, that it’s comparatively rare for men to cross-dress IRL in order to experience the male gaze for themselves – as one man recently did in Egypt, to help raise awareness about sexism and street harassment – when the potential consequences could well be more brutal than enlightening.

But online, it’s a different question entirely. Online, you can easily change or conceal your gender identity, whether that means adopting an androgynous username, trying out a professional pseudonym, actively pretending to be a different person on social media, or opting to play a genderswapped character in an MMORPG.  And when it comes to analysing instances of sexual harassment online, what makes these examples so fascinating isn’t just the ease or regularity with which they occur, but the fact that internet users who either present as or are assumed to be female are still unquestioningly treated as women – with all the sexism and social baggage that entails – even when the harassers know how easy it is for the real end-user to lie. That being so, if the men who perpetrate misogyny and sexual harassment online justify their actions on the basis of female provocation – if they believe their targets deserve their scorn, not just for being female, but for being obviously, offensively and stereotypically female – then to what extent do their actions really result, not from any inherent feminine badness, but from confirmation bias, given that they also routinely behave this way towards individuals who are, in fact, male?

Consider, for instance, the experience of Boulet, a male cartoonist who, at one point, posted his work online under a female pseudonym and was stunned by the number of insulting, sexualised and misogynistic comments “she” received, having never experienced the like while posting art under his own name. More recently, a man who pretended to be a woman on OK Cupid – with the aim, ironically enough, of proving to a female friend that online dating was easy for women – quit after only two hours, shocked and disgusted by the deluge of gratuitous, aggressively sexual messages he received. And just last week, a male friend mentioned to me that, since he’s started playing a female character in an online game, he’s been getting hit on by other players – not grossly, but enough that he’s noticed the difference. That exchange prompted me to go on Twitter and ask if any other guys who’d had similar experiences would be willing to share them; what came back, however, was an even more interesting anecdote, wherein a female gamer noted that several men of her acquaintance have preferred to play as – and pretended to be – women in MMORPG environments specifically in order to scam male players.

Which opened up a rather breathtaking possibility: what if the respective myths of the Fake Geek Girl and Fake Gamer Girl are actively being perpetuated, not through the whore-user predations of evil ladies, but because a cynical, sexist subset of male geeks are using stereotypical, strawman portrayals of women to manipulate their peers? If this is what’s happening even some of the time, then not only might it account for the massive dissonance between female experiences in male-dominated gaming spaces (as documented by sites like Fat, Ugly or Slutty and Not In The Kitchen Anymore) and male accounts of the same exchanges, but for the ongoing pervasiveness of the stereotype. Wouldn’t it be wonderful, I mused, to have some data on that!

So I went and did some research. And guess what? There is data.

According to a 2008 study by Zaheer Hussain and Mark D. Griffiths, which was written up in their joint paper, Online Virtual Environments and the Psychology of Gender Swapping, 57% of gamers have played gender-swapped characters in MMORPGs. Broken down further, the statistic revealed that 54% of men had played female characters, while a massive 68% of women had played male characters. (Which suggests the rather interesting possibility that, at least some of the time, you’d be better off assuming that the majority of female characters are, in fact, being played by men, more of which later.) Similarly, when asked to explain their decision to play a character of the opposite gender, there’s a marked difference in the responses given by the men and women surveyed. One woman reported having made a male character “because I was tired of creepy guys hitting on my female characters”, while another noted:

“I make a male character and don’t let anyone know I’m female in real life. It’s interesting how different people treat you when they think you are male”.

By contrast, two men openly admitted to playing female characters in order to get special treatment from other men. “If you make your character a woman, men tend to treat you FAR better,” said one, while another remarked:

“If you play a chick and know what the usual nerd wants to read you will get free items… which in turn I pass them to my other male characters… very simple. Nerd + Boob = Loot.”

Interestingly, a different study from 2003 – published as Online computer gaming: a comparison of adolescent and adult gamers, by M.D. Griffiths, Mark N. O. Davies and Darren Chappell – found that “adolescent gamers were significantly more likely to be male [and] significantly less likely to gender-swap”, with only 45.5% of adolescents gender-swapping compared to 61.8% of adults  – which detail, when put together with the subsequent study, might suggest that the sort of man who plays as a female character in order to manipulate desperate male geeks is more likely to be an adult. However, given that only 6.8% of adolescent gamers surveyed were female, compared to 20.4% of the adults, the reverse could also be true, as implied by the fact that the Nerd + Boob = Loot respondent was only twenty. It’s also worth noting that, according to Nick Yee’s comprehensive 2001 study of Everquest players, The Norrathian Scrolls: A Study of Everquest:

“There was no significant effect in gender of the participant. The gender of the presented character [however] produced a significant effect… and it was found that female characters received significantly more assistance than male characters… It was also found that female players offered significantly less assistance to male characters than male players offered to female characters.”   

In other words, while female players were treating male characters and female characters more or less identically, male players were disproportionately favouring female characters regardless of who was playing them. The same study also noted (my emphasis) that:

“[while] female players who did gender-bend were significantly more likely to do so for gender exploration… male players who did gender-bend were slightly more likely to do so because of in-game advantages

The direction of the gender-bending also produced a significant effect, and it was found the male-to-female gender-bending was significantly more troubling than female-to-male gender-bending…

When asked whether they found their characters of the opposite gender were being treated differently, both male and female players talked about the in-game advantages that came with being a female character… Female characters who have tried playing male characters commented that male characters were treated more seriously, and given more respect.

When asked whether they had learned anything about the opposite gender, many male players talked about what they learned from being constantly harassed by male characters Thus, about 48% of the female characters you meet in the game are actually played by male players.

Let me break that last bit down for you: even though nearly half the female characters were played by men, male players were still not only offering female characters special perks on such an epic scale that many men were playing as women purely to gain advantage over other guys, but the men who were playing male characters were sexually harassing both men AND women in equal measure, so focussed on the character’s gender that they forgot that the player’s might be different. So even though some women who played female characters received spill-over perks on the basis of their presumed gender, so too did many men, who did so, not as the result of playing as their own gender, but through the deliberate manipulation of the sexist assumptions of other male players. The women, meanwhile, despite the “perks” of playing as themselves, were opting for male characters in large numbers in order to avoid the constant sexual harassment of male players.

I could list more studies, but I think I’ve made my point: that the twin myths of the manipulative Fake Geek Girl and Fake Gamer Girl are rooted, not in female cruelty, but in male sexism. By setting female geeks on a pedestal while sexually harassing them as a matter of course, male geeks have created the very system they’re now so angrily raging against: one where many women, deterred by the culture of misogyny in gaming and other digital spaces, either disguise their gender or steer clear altogether, such that their thwarted harassers place a premium on “real” female company. This in turn leads to a manipulative subculture of opportunistic men pretending to be women in order to gain advantage over their male peers, who, somewhat understandably, grow angry and jaded at this treatment. Rather than blaming their troubles on individual users, however, these men generalise their experiences as being typical of all women in geekdom; actual female geeks are attacked, misogyny pervades, and the cycle is complete when women, once again, are driven away by each new wave of sexism.

That being so, the idea that some inherent, toxic femaleness is the ultimate cause of male sexism is proven absurd: it’s all just a misogynistic shell-game of confirmation bias, one where merely seeming female, regardless of one’s actual gender expression, is enough to prompt the sort of harassment, abuse and belittlement that women are told is an unmistakable consequence of our biology and socialisation; a hateful, inherent cocktail that no man should be able to imitate. Misogyny isn’t about what women are, therefore, but about what men perceive women to be. That’s nothing new, of course; the many prejudicial ways culture has of declaring the feminine inferior and the inferior feminine are as old as the proverbial hills. But now, perhaps, with the emergence of digital spaces – when it’s easier than ever for men to assume the unquestioned mantle of female and see what happens next; and when, as a consequence, the inability of sexually interested men online to magically distinguish men from women should surely prove that coquettish, improper female behaviour isn’t the cause of sexual harassment – we can finally start to move forwards.