The Serpico Effect

Frank Serpico got shot in the face. That is really what I was talking about when I jokingly coined “The Serpico Effect” when in conversation with Maury about our plans for this blog.  Speak up or raise a fuss, and you can get shot in the face.  The context, though, is where it connects to privilege, social justice and gaming.

Frank’s incredible story can be looked at as an example of what can go wrong for anybody when you make an effort to change things and a lot of people are invested in making sure nothing changes.  What I think is worth examining is the fact that Frank’s role when he took action to expose graft and corruption in the New York City Police Department is that of a privileged individual trying to enact a change in a system that privileges him.

It kind of blows my mind to just think that over, the level of retaliation thrown his way.

I referenced The Serpico Effect in that conversation to try and explain how difficult it is for a privileged individual to do anything about their privilege. For a lot of people with privilege, they are caught in a trap of circumstances.  If they care about justice, they know that they appear to the less privileged to be a collaborator with the oppressive institution.  But if they are cautious regarding consequences, they are very aware that the privilege that they have gives the system serious leverage.  If the system doesn’t benefit you, you don’t have much to lose by complaining about it, but if you do benefit from it, complaining can cost you all those benefits.  Worse, if you make a real mess of things, the retaliation you can expect for throwing a monkey wrench in the machine can escalate to something far worse for you than just having your privileges revoked.

Like getting shot in the face.

Or in the case of Veronica Santangelo, voiced by Felicia Day in Fallout: New Vegas, who, as a consequence of pushing for change in the Brotherhood of Steel, endured an attempted lynching (that would likely have been successful if not for the player’s intervention) by Brotherhood traditionalist extremists.

Or to maybe go back a little further, the case of Ramza Beoulve, in Final Fantasy Tactics, who literally threw down his birthright privilege, then was branded a heretic and became a fugitive.

Or maybe any of the many sympathetic characters in David Simon’s The Wire, powerless to effectively make changes in the institutions that control their lives, have to chose to between diving out of the way of the oncoming train (capitulate) or get run down (defiance until defeat).

As Bunk said to McNulty, “Shit is fucked.”

What can we do about this?

I don’t know.

I’d really like to have a lot of strategy and suggestions.  I’d love to talk to Frank Serpico and ask him about the advice he gives the many police who approach him on how they can effectively speak up about the things that they’ve seen and do not want to be silent about, how to be better lamplighters of the truth, and how to do so in ways that would expose them to a minimum of retaliation yet still accomplish the goal of making change for the better.

But for now, the best advice I can give is based on my puny and ineffectual attempts to speak up for others a few times in my life:

  • Prepare for retaliation.  Not quite being blindsided by the people that you’d previously come to trust takes a bit of the sting out.
  • Don’t expect recognition.  Failing to make a real difference and bringing shit upon yourself won’t get you an A for effort, a thank you for at least trying, or acknowledgement of the cost you’ve paid.  It’s also really possible to look like an utter jerk if you appear to think you’re entitled to this stuff.
  • Don’t expect success.  Even if you successfully get your voice heard, and promises to take action are made, don’t believe it.  If the goal is to shut you up, letting you think you’ve achieved your goal is a remarkably effective tactic.

That’s bleak though.  But I think I need to accept that I’m not quite the heroic personality that Frank Serpico was, and that a lot of similarly privileged folks out there are not either.  And even you have the heroic temperament, the will to do what you think is right in spite of what may come, you can’t help but notice that those people who speak out face significantly high costs.

Like getting shot in the face.

More to come.  In the meantime, tread carefully.

Are we having fun yet?

So, if you’ve read the last few posts, you may be wondering what all this talk about privilege and empathy and rhetoric has to do with gaming. At first glance, nothing.  Then, if you think about it, everything. How? Let me give a few ways:

  1. Nerd Entitlement: Aaronson speaks about being a nerdy white male and being less privileged than other white males. Because gamers and gaming is an often stigmatized group (at least in the United States), our subculture is a geekdom and participants are often “nerds” (whether called that in derision or embracing that as an identity). Gamer culture has a proportionally larger number of “lesser privileged males,” who by virtue of their interest in gaming (or their social awkwardness that drives them to seek it out) become part of this group. Thus, Aaronson’s point of view of not recognizing or understanding privilege as a result of his own marginalization and underclass treatment can be a relatively common one in gamer culture. In fact, I’d argue (and I’m pretty sure Ben agrees) that this is the root of certain feminism-resistant groups in gaming culture and their backlash against feminism in gaming. Lots to say here. More to come.
  2. Games are culture: We can learn a lot about ourselves and our culture by looking at the games we play. Play is a simulation of real life, but with differing structures and rules that create new paradigms designed for fun. Roger Caillois notes that play is governed by rules that provide a level playing field for all participants and consists of finding a response to the opponent’s action – or to the play situation – that is free within the limits set by the rules. These rules are socially and culturally constructed by game designers, storytellers, and the players themselves. Even with these game rules and mechanics, out-of-game power structures and representations get replicated, and the empowerment that is possible from games can often be distributed in normative ways rather than allowing and encouraging the liberating possibilities of play. This phenomenon is an ongoing source of inquiry for us and many others.
  3. Privilege exists in games: Games, as a cultural creation, are not immune to the social issues that exist outside of games, privilege included. Some in-game factors such as genre or historical time period call to mind certain representations of gender, race, and class. Yet certain players have power in games, regardless of their character. This power comes from outside of the game and is not fully mitigated through game mechanics. It is the result of out-of-game cultural norms as well as previous personal experience (in- or out-of-game) with specific players. Generally (but not always) at the top of this category are larger or stronger bodied, white, straight, loud-voiced men. By default their character is often deferred to (many times unconsciously) by other characters due to socialization outside the game. Exploring this privilege and how to use empathy to be aware of it and possibly transfer it is the crux of our work at the moment, and the focus of our upcoming presentation at Intercon O.
  4. Games can be safer spaces: Because games are microcosms that have their own explicit rules, a game can facilitate a respectful and tolerant community, a safer space. The injustices, intolerance, and marginalization that occurs outside of a game can be mitigated or upended within it. Many Nordic Larps and American Freeform games explore these opportunities. In addition, a game has the ability to reset the parameters of reality, which also allows awesome opportunities to explore equality. Fantastic settings don’t need patriarchal systems and realism can be reimagined by players, designers and organizers. Gaming communities also have a specific play culture: guidelines, norms, or implicit rules that may not be codified or written into the game rules and mechanics, but are nonetheless expectations of participants and are enforced informally by community members and/or game organizers. It is here that dialog about empathy, equality, and social justice can be translated into felt reality. And what begins to happen in a game or gaming community can begin to happen outside of it. This is what excites us.

These are just a few ways that we believe the discussions about social justice, nerd privilege, feminism, equality, and other -isms come into play with regard to gaming. We plan to explore each of these in more depth here, and we hope you’ll let us know what you think.