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Second-hand masculinity: Do boys with
intellectual disabilities use computer
games as part of gender practice?


   David Charnock and Penny J Standen
Introduction
• Mainstream (normalised?) masculinity.
   – Frosh et al (2002) ‘Popular
     masculinities’
• Disabled masculinity.
   – Gerschick and Miller (1994) The three R’s
     Reformation, Reliance and Rejection.
• Intellectually disabled masculinity.
  – Care staff and segregated environments.
Aim
• To explore whether boys with ID
  have a culturally normative idea of
  what it means to be a boy, what
  influences this and what ideas the
  boys have about their futures as
  men.
Aim
• To focus on the boys’ use of games
  as a potential space for gendered
  practice and their experience of
  second hand masculinity via the
  hyper-masculine characters typically
  found in many commercial games.
Method
• Participants.
  – 21 boys with ID in transition from school
    to the adult world
• Procedure.
  – Initial observation.
  – Group interviews.
  – Individual interviews.
• Analysis.
Results: Games as space for gendered
practice.

• Console games are used by boys
  with ID as an opportunity for
  gendered practice, which appears
  directly to contrast with their
  experiences in the real world.
  – Opportunities to try out culturally
    normative ideas.
  – Opportunity for choice and control.
Results: Games as space for gendered
practice.
Chris:   These fights, you know these bullies at
         (names mainstream school) they had a
         fight with me, just… and all the time I get
         into trouble. And you know the other time
         right in this lesson I accidentally wacked
         my hand on the teacher’s face like
         that…because (names two other boys),
         those two dimwits got me into trouble and
         they had to put me out.
Results: Games as space for gendered
practice.
Chris:   These fights, you know these bullies at
         (names mainstream school) they had a
         fight with me, just… and all the time I get
         into trouble. And you know the other time
         right in this lesson I accidentally wacked
         my hand on the teacher’s face like
         that…because (names two other boys),
         those two dimwits got me into trouble and
         they had to put me out.
John:    So I just Log in and there’s all those people
         that you’ve got you can’t go on single
         player mode now.
Results: Games as a construct of hyper-
masculinity

• Boys with ID use games to embody
  an identity of hyper-masculinity, in
  direct contrast to their lives.
  – Opportunities to embody an
    exaggerated form of masculinity.
  – Opportunity to be free of Intellectual
    Disability (ID).
Results: Games as a construct of hyper-
masculinity

Andy:    I’ve got some fighting games. I’ve got
         Prince of Persia, South time for the PS
         2, halo 2 for the X-Box, for the normal
         X-Box, and I’m hoping that I might get
         my X-Box 360 to get Halo 3 and
         Assassins Creed.
Results: Games as a construct of hyper-
masculinity

Ian:     I’ve finished Ironman.
Int.:    Oh have you?
Ian:     Yeh. So I’ve got to wait to get the
         Incredible Hulk now.
Int.:    Yeh? So you like things that are real
         action that you have to work through.
Ian:     The Black Knight’s coming soon as well.
Int.:    The Black Knight? What’s that?
Ian:     Batman.
Results: Games as a construct of hyper-
masculinity

John:    …so I was in this instance and all of a
         sudden this creature we killed it of
         course and then something happened
         it just went off and then on and then
         she was there again and of course we
         were at full house so we had to kill her
         again.
Results: Games as a construct of hyper-
masculinity

John:    There was like two dead bodies there
         when we came back and then we went
         there again it didn’t happen again but
         with other ones it did and we were
         quite annoyed at it. We weren’t
         annoyed ‘cause we got extra things
         with it, but we were annoyed that it
         actually did happen when we were
         resting and everything.
Conclusion
•Understanding ‘the way we do boy’.
  – idiosyncratic, sometimes culturally
    normative for them, but never
    dominated by their impairments.
•Gaming as…
  – a place for gendered practice.
  – a catalyst for the questioning of positive and
    problematic images of masculinity.
And so…
•Should games be specifically designed
to help us engage with boys about
their developing identity?
or
•Should we engage better with the
games boys love to begin a dialogue
about their developing identity?
Thank you!

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Second-hand masculinity: Do boys with intellectual disabilities use computer games to pursue a masculine ideal?

  • 1. Second-hand masculinity: Do boys with intellectual disabilities use computer games as part of gender practice? David Charnock and Penny J Standen
  • 2. Introduction • Mainstream (normalised?) masculinity. – Frosh et al (2002) ‘Popular masculinities’ • Disabled masculinity. – Gerschick and Miller (1994) The three R’s Reformation, Reliance and Rejection. • Intellectually disabled masculinity. – Care staff and segregated environments.
  • 3. Aim • To explore whether boys with ID have a culturally normative idea of what it means to be a boy, what influences this and what ideas the boys have about their futures as men.
  • 4. Aim • To focus on the boys’ use of games as a potential space for gendered practice and their experience of second hand masculinity via the hyper-masculine characters typically found in many commercial games.
  • 5. Method • Participants. – 21 boys with ID in transition from school to the adult world • Procedure. – Initial observation. – Group interviews. – Individual interviews. • Analysis.
  • 6. Results: Games as space for gendered practice. • Console games are used by boys with ID as an opportunity for gendered practice, which appears directly to contrast with their experiences in the real world. – Opportunities to try out culturally normative ideas. – Opportunity for choice and control.
  • 7. Results: Games as space for gendered practice. Chris: These fights, you know these bullies at (names mainstream school) they had a fight with me, just… and all the time I get into trouble. And you know the other time right in this lesson I accidentally wacked my hand on the teacher’s face like that…because (names two other boys), those two dimwits got me into trouble and they had to put me out.
  • 8. Results: Games as space for gendered practice. Chris: These fights, you know these bullies at (names mainstream school) they had a fight with me, just… and all the time I get into trouble. And you know the other time right in this lesson I accidentally wacked my hand on the teacher’s face like that…because (names two other boys), those two dimwits got me into trouble and they had to put me out. John: So I just Log in and there’s all those people that you’ve got you can’t go on single player mode now.
  • 9. Results: Games as a construct of hyper- masculinity • Boys with ID use games to embody an identity of hyper-masculinity, in direct contrast to their lives. – Opportunities to embody an exaggerated form of masculinity. – Opportunity to be free of Intellectual Disability (ID).
  • 10. Results: Games as a construct of hyper- masculinity Andy: I’ve got some fighting games. I’ve got Prince of Persia, South time for the PS 2, halo 2 for the X-Box, for the normal X-Box, and I’m hoping that I might get my X-Box 360 to get Halo 3 and Assassins Creed.
  • 11. Results: Games as a construct of hyper- masculinity Ian: I’ve finished Ironman. Int.: Oh have you? Ian: Yeh. So I’ve got to wait to get the Incredible Hulk now. Int.: Yeh? So you like things that are real action that you have to work through. Ian: The Black Knight’s coming soon as well. Int.: The Black Knight? What’s that? Ian: Batman.
  • 12. Results: Games as a construct of hyper- masculinity John: …so I was in this instance and all of a sudden this creature we killed it of course and then something happened it just went off and then on and then she was there again and of course we were at full house so we had to kill her again.
  • 13. Results: Games as a construct of hyper- masculinity John: There was like two dead bodies there when we came back and then we went there again it didn’t happen again but with other ones it did and we were quite annoyed at it. We weren’t annoyed ‘cause we got extra things with it, but we were annoyed that it actually did happen when we were resting and everything.
  • 14. Conclusion •Understanding ‘the way we do boy’. – idiosyncratic, sometimes culturally normative for them, but never dominated by their impairments. •Gaming as… – a place for gendered practice. – a catalyst for the questioning of positive and problematic images of masculinity.
  • 15. And so… •Should games be specifically designed to help us engage with boys about their developing identity? or •Should we engage better with the games boys love to begin a dialogue about their developing identity?