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Code Before Content?
Brogrammer Culture in Games and Electronic Literature
Anastasia Salter
University of Central Florida
@anasalter
http://anastasiasalter.net
“the brogrammer effect”
Jordan Weissmann
“the problem is that aside from those few guys reveling in their
spray-tanned fantasy ‘brogrammer’ masculinity, very few people
in programming identify with the term ‘brogrammer’. The
brogrammer is always someone else-- he is THOSE Facebook guys
who yell too loudly at parties and wave bottles in the air, he is
not the nice, shy guy who gets paid 30% more because of his
race, gender and appeal to the boy-genius fetishes of VCs…in
reality, programmers in Silicon Valley can be fully and invisibly
privileged without ever touching a Grey Goose bottle-service
setup or a tube of hair gel”
Kate Losse
Women in the Games Industry
Programmers and Engineers: 5%
Artists and Animators: 9%
Game Designers: 13%
Producers: 22%
Audio Professionals: 9%
QA Testers: 12%
Business and Management: 21%
Gamasutra Salary Survey 2014
#1ReasonWhy Tweet Themes
Gendered Assumptions
Rape and Sexual Harassment
Overt Sexualization
Silencing
Harassment
7,780 tweets (November 26-30 2012) collected and analyzed with Bridget Blodgett
#1reasonwhy because a boss
interchanged the terms ‘configure’ and
‘rape.’ So every morning we met to
plan how we would rape the
computers
Yes, make 2012 your year of code. Learn to code. Not
only is it a critical skill for DH folks, but coding should also
be considered a basic literacy. I have been coding since I
was 10 years old, when I learned BASIC (and its GOTOs)
on my Commodore 64, one of the first popular home
computers. I learned to code not because I had specific
problems I wanted to solve; instead, coding was (and is)
fun, a way of thinking, a way of making the computer do
neat things, and an entry into a fascinating and rich
culture.
Michael Widner
“Learn to Code; Learn Code Culture”
HASTAC 2012
Should you choose to learn in a group setting, you will
immediately be conspicuous. It might be hard to see why
this is a problem; after all, everyone wants more women
in programming. Surely people are glad you’re there.
Well, that’s true, as far as it goes. But it also makes you
extremely conscious of your mistakes, confusion, and skill
level. You are there as a representative of every woman.
If you mess up or need extra clarification, it’s because
you really shouldn’t — you suspected this anyway — you
shouldn’t be there in the first place.
Miriam Posner
“Some Things to Think About Before You Exhort Everyone to Code”
2012
Articulating a need for a feminist corrective in the digital
humanities has come at a much slower pace, perhaps
because the instrumentalism of a "tool" seems much less
blatantly anti-feminist than the instrumentalism of a gun.
Elizabeth Losh
“What can the digital humanities learn from feminist game studies?”
Digital Humanities Quarterly 9.2, 2015
Jeremy Douglass proposes three distinct areas of code as
feminist act: code feminism, which is made to be used
and executed for a feminist purpose; feminist codework,
which is code-like but not intended to be run; and
feminist code, which is “executable, syntactically
subversive embedded language or new programming
[code] languages affording a fundamentally different
feminist paradigm for software development.
Critical Code Studies Working Group 2014
Could this have been a feminist act? To a certain extent, the
surface narrative is a feminist one, an explosion of surreal sex and
violence couched in a game/narrative with no real resolution.
However, my own sense of The princess murderer as a
‘transgressive’ text did not seem to be derived from the narrative.
Rather I felt that I was treading on a male preserve - programming
code - and appropriating it to ‘perform’ the narrative. It was at
that point that the programming code started to infest the
narrative itself - any attempt to separate them seemed superficial.
geniwate on making The princess murderer (2003, with Deena Larsen)
Electronic Book Review
January 28, 2005
I wrote Tournedo Gorge because I
wanted to mash the space of
computation with the female,
domestic, and tactile.
Kathi Inman Berens
Tournedo Gorge
2012
No wonder hypertext fiction had a lull–they
hid behind middle-upper class literary
pretensions, acting like it was some kind of
avant-garde science. I’m seeing academic
essays on hypertext buried behind passwords,
I’m seeing a hypertext editor like Twine for
$300, I’m seeing stories selling for $30. How
many people are buying those?
Porpentine
“Creation Under Capitalism and the Twine Revolution”
2012
“It’s made in Twine, because
nothing says ‘hey, that’s not
really a game!’ like Twine”
Dietrich Squinkifer
An example might be found in those who see Twine as a new means to facilitate
non-traditional creators’ voices in games, and those who see Twine as an
unexpected resurgence of hypertext fiction for the web. For the former group, the
association with a prior (and largely white and male) tradition exerts an unwelcome
colonizing force that undermines the liberationist possibilities of the platform and its
practitioners. For the latter, the refusal to acknowledge said lineage signals a
blinkered ahistoricism that, in refusing to answer for the shift from (e-)literature to
games, posits a cultural and aesthetic move for which it has no theory or
justification—a situation that might even undermine its ultimate mission. It’s
possible that this conflict cannot be reconciled, at least not in the present. Would
that really be such a calamity? Does it not signal the unexpected richness and
intrigue of the topic, rather than suggest that one “side” is righteous and the other
wicked?
Ian Bogost
Thank you!
Anastasia Salter
@anasalter
http://anastasiasalter.net

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Code before Content (elo slides)

  • 1. Code Before Content? Brogrammer Culture in Games and Electronic Literature Anastasia Salter University of Central Florida @anasalter http://anastasiasalter.net
  • 2.
  • 4. “the problem is that aside from those few guys reveling in their spray-tanned fantasy ‘brogrammer’ masculinity, very few people in programming identify with the term ‘brogrammer’. The brogrammer is always someone else-- he is THOSE Facebook guys who yell too loudly at parties and wave bottles in the air, he is not the nice, shy guy who gets paid 30% more because of his race, gender and appeal to the boy-genius fetishes of VCs…in reality, programmers in Silicon Valley can be fully and invisibly privileged without ever touching a Grey Goose bottle-service setup or a tube of hair gel” Kate Losse
  • 5.
  • 6.
  • 7.
  • 8. Women in the Games Industry Programmers and Engineers: 5% Artists and Animators: 9% Game Designers: 13% Producers: 22% Audio Professionals: 9% QA Testers: 12% Business and Management: 21% Gamasutra Salary Survey 2014
  • 9.
  • 10. #1ReasonWhy Tweet Themes Gendered Assumptions Rape and Sexual Harassment Overt Sexualization Silencing Harassment 7,780 tweets (November 26-30 2012) collected and analyzed with Bridget Blodgett
  • 11.
  • 12. #1reasonwhy because a boss interchanged the terms ‘configure’ and ‘rape.’ So every morning we met to plan how we would rape the computers
  • 13. Yes, make 2012 your year of code. Learn to code. Not only is it a critical skill for DH folks, but coding should also be considered a basic literacy. I have been coding since I was 10 years old, when I learned BASIC (and its GOTOs) on my Commodore 64, one of the first popular home computers. I learned to code not because I had specific problems I wanted to solve; instead, coding was (and is) fun, a way of thinking, a way of making the computer do neat things, and an entry into a fascinating and rich culture. Michael Widner “Learn to Code; Learn Code Culture” HASTAC 2012
  • 14.
  • 15.
  • 16. Should you choose to learn in a group setting, you will immediately be conspicuous. It might be hard to see why this is a problem; after all, everyone wants more women in programming. Surely people are glad you’re there. Well, that’s true, as far as it goes. But it also makes you extremely conscious of your mistakes, confusion, and skill level. You are there as a representative of every woman. If you mess up or need extra clarification, it’s because you really shouldn’t — you suspected this anyway — you shouldn’t be there in the first place. Miriam Posner “Some Things to Think About Before You Exhort Everyone to Code” 2012
  • 17.
  • 18. Articulating a need for a feminist corrective in the digital humanities has come at a much slower pace, perhaps because the instrumentalism of a "tool" seems much less blatantly anti-feminist than the instrumentalism of a gun. Elizabeth Losh “What can the digital humanities learn from feminist game studies?” Digital Humanities Quarterly 9.2, 2015
  • 19. Jeremy Douglass proposes three distinct areas of code as feminist act: code feminism, which is made to be used and executed for a feminist purpose; feminist codework, which is code-like but not intended to be run; and feminist code, which is “executable, syntactically subversive embedded language or new programming [code] languages affording a fundamentally different feminist paradigm for software development. Critical Code Studies Working Group 2014
  • 20.
  • 21.
  • 22. Could this have been a feminist act? To a certain extent, the surface narrative is a feminist one, an explosion of surreal sex and violence couched in a game/narrative with no real resolution. However, my own sense of The princess murderer as a ‘transgressive’ text did not seem to be derived from the narrative. Rather I felt that I was treading on a male preserve - programming code - and appropriating it to ‘perform’ the narrative. It was at that point that the programming code started to infest the narrative itself - any attempt to separate them seemed superficial. geniwate on making The princess murderer (2003, with Deena Larsen) Electronic Book Review January 28, 2005
  • 23.
  • 24.
  • 25.
  • 26.
  • 27. I wrote Tournedo Gorge because I wanted to mash the space of computation with the female, domestic, and tactile. Kathi Inman Berens Tournedo Gorge 2012
  • 28.
  • 29.
  • 30. No wonder hypertext fiction had a lull–they hid behind middle-upper class literary pretensions, acting like it was some kind of avant-garde science. I’m seeing academic essays on hypertext buried behind passwords, I’m seeing a hypertext editor like Twine for $300, I’m seeing stories selling for $30. How many people are buying those? Porpentine “Creation Under Capitalism and the Twine Revolution” 2012
  • 31.
  • 32.
  • 33. “It’s made in Twine, because nothing says ‘hey, that’s not really a game!’ like Twine” Dietrich Squinkifer
  • 34. An example might be found in those who see Twine as a new means to facilitate non-traditional creators’ voices in games, and those who see Twine as an unexpected resurgence of hypertext fiction for the web. For the former group, the association with a prior (and largely white and male) tradition exerts an unwelcome colonizing force that undermines the liberationist possibilities of the platform and its practitioners. For the latter, the refusal to acknowledge said lineage signals a blinkered ahistoricism that, in refusing to answer for the shift from (e-)literature to games, posits a cultural and aesthetic move for which it has no theory or justification—a situation that might even undermine its ultimate mission. It’s possible that this conflict cannot be reconciled, at least not in the present. Would that really be such a calamity? Does it not signal the unexpected richness and intrigue of the topic, rather than suggest that one “side” is righteous and the other wicked? Ian Bogost
  • 35.
  • 36.
  • 37.

Editor's Notes

  1. Electronic literature exists at the intersection of the humanities, arts, and STEM: an acronym that itself defines a contested battleground of technical skills. The lack of diversity in STEM has received considerable scrutiny, and computer-related fields particularly suffer from a lack of diversity. This has contributed to the rise of “brogrammer” culture in disciplines with strong computer science components, and with it a rhetorical collision of programming and hypermasculine machismo. Brogrammer culture is self-replicating: in technical disciplines, the association of code with masculinity and men’s only spaces plays a pivotal role in reinforcing the status quo. Artistic spaces are not exempt from the influence of this culture, as the technologies produced from Silicon Valley become the same tools with which we work, socialize, and create. Code (and our analysis of code’s influence) must consider this unevenness in distribution of STEM knowledge, access and skills. Given the dramatic under-representation of women in computer science disciplines, the privileging of code-driven and procedural works within the discourse of electronic literature is likewise inherently gendered. Electronic literature is part of what is broadly termed STEAM (which integrates arts into these technical disciplines), and thus presents a potentially powerful point of entry as well as a medium for critique and transformation. The emergence of platforms friendly to non-coders (such as Twine, which I analyze here) broadens participation in electronic literature and gaming space, but often such works are treated and labeled differently from code-driven and procedural works that occupy the same space. I argue that electronic literature communities must be aware of the gendered rhetoric and socialization surrounding code, and be vigilant against the tendency to value code (and, by extension, male-coded labor) over content when evaluating works in this form and developing a canon. I will consider the current state of this discourse through an analysis of selected works and trends represented in the latest volume of the Electronic Literature Collection, released in February 2016, on which I served as a member of the editorial team.