Today’s Guardian has an article on the UK Conservative Party’s “minority problem”: it’s inability to get a decent vote share from non-white British citizens. The article seems to be quite neutral on the issue of the Tory’s appeal and electoral strategies, at times even appearing to be pasting text from a Conservative pollster (at times the voice changes, and it seems to have a slightly different perspective to the main thrust of the article, as if text had been copied from an email). The key problem for the Tories is that they just don’t seem to be able to muster a decent representation amongst minorities, which in the UK primarily means British of black or South Asian descent, and are being outpolled by Labour at a cracking rate (16% vs. 68% according to a quoted survey). Now that they’re in a coalition with the Liberal Democrats the Tories are starting to realize that even a small improvement in minority vote could have saved them a world of trouble, and as is often the case that huge gap seems like it should be easy pickings. So what is going wrong? The article describes a series of problems which bear more on the party’s image and past representation of its identity, rather than on anything about its current policy content, and I think the problems they face – and the solutions they have begun to recognize as important – are in many ways analagous to the problem of getting more women to participate in role-playing. The ultimate end point for the Tories if they fail to up this vote is also similar to that facing gaming if it doesn’t diversify its appeal: obscurity and insularity.
The problem the Tories have identified is a really frustrating one: a large proportion of minority voters identify with their policy but just won’t vote for the party. They like the content, but are put off by what’s on the box, and by the people they historically associate with the scene. The article sites studies that found
while better-off white people were significantly more likely to vote Conservative than their less wealthy counterparts, the same was not true for non-whites. That is despite the fact that minority groups were more right wing than the majority on the key issue of tax and spend.
and also identified non-white British as naturally inclined to Tory policy:
high-income people, politically on the right, who want a smaller government (and a tough stance on crime and immigration according to other studies) are still much less likely to vote Tory if they are non-white. Whatever the offer, they simply think this is not a party for people like them [emphasis mine].
Basically the problem is not the policies of the party, or some lack of alignment on fundamental shared goals: it is that the party itself turns them off. There’s something wrong, to the extent that one study even found
even when people support an idea (many minorities take a tough stance on immigration for example), finding out it is a Tory policy puts them off
This is a sign that the problem is the way they perceive the party, both presently and as a party with a political past. It’s not difficult to find examples of why minorities might be uncomfortable with the Tories, such as this election slogan from 1964:
If you want a nigger for your neighbour, vote Labour
I guess the person who coined that slogan didn’t think about the effect it would have 30 years or 50 years later, but a slogan like that kind of echoes down the ages, doesn’t it? The studies cited found other problems too: the “go home” anti-immigrant buses, historic support for apartheid, and the author cites her own discomfort at the claim that “multiculturalism has failed.” The posturing on Europe probably also looks different to groups of people who are more suspicious of the xenophobic direction of politics than are mainstream voters – these dog whistles aren’t heard just by the dogs, but also by their prey, and there’s a lot of bad faith that the Tories have to ask potential minority voters to overlook. They were, after all, going to be the blood on the streets in 1964 …
These challenges facing the Tory party are an interesting mirror of one of the main strands of debate about how to engage women in role-playing, and particularly whether the behavior of men in gaming spaces, and the representation of women in gaming, might be part of the problem. I have argued before that the reason that care in representation of women is important is not that they care about seeing tits-and-arse for its own sake, but that images of lingerie-clad sex dolls with chain mail panties mark out the hobby as a male-only space. They serve the role of girly calendars in a workshop, to make women feel like they are intruding in a male space. These tits-and-arse pictures are the “nigger for a neighbour” campaign slogan of gaming. Alongside them comes the behavior of gamer men – the BO problems, the staring, the rampant mansplaining (fuck, gaming must be the only hobby where socially maladjusted dudes mansplain to other men, like alphasplaining or something), and all of this wrapped up in a nice package in which the men in the hobby are aging as a cohort. And on top of that the rape humour, rape games, and barely-suppressed sexual violence of some products. It’s not that women don’t mind a bit of sexual violence in entertainment (hey, GoT is very popular with chicks!) or tits-n-arse (women like to perve on men just as much as men do on women), and everyone who is an adult has learnt to suffer through BO problems (except the sufferers, apparently); it’s the combination of these things as representative face of the hobby that makes women back away smiling. For a long time the hobby (and the world of nerd-dom generally) has made it uncool and uncomfortable for women to be gamers. Even though they might like the content of the games, and be perfectly comfortable with (or even into) the idea of scantily-clad heroes hacking away at orcs, they simply think this is not a party for people like them.
We’re like the conservative party of hobby-space.
The solution has not come rapidly to the gaming community – certainly in past posts on the topic here, and threads I read elsewhere, I get the sense that male gamers often don’t care about women joining their groups, are actively opposed to it, think that changing the way women are represented and written about is “political correctness” or “suppression of artistic freedom,” or think that these aspects of the hobby are a fixed thing like descending armour class, and that the only people who we care to let into the hobby are people who accept these things. This misses the representational issues and the issue of boys’ club mentality, and it means acting as if the preferences of the boys in the group are not actually malleable preferences, but god-given fixed parts of the environment. Just as the Tories have taken the assumption that the only minorities they want in their club are black men and women who are somehow comfortable with a party that until recently publicly called them “niggers.” Because you know, that’s just how it was back then. Now that the Tories have worked out that they’re heading into very difficult times if they don’t start to reach out to a group that constitutes 14% of the population, they’re working first and foremost on those representational issues, and then on trying to show they’re honest about opening up policy to minorities, to try and overcome that sticky sense of bad history that keeps the party glued to the spot.
But hey, the Tories did well: they only ignored 14% of the population. For most of its history the RPG industry has overlooked 50% of the population …
Some people I know think it doesn’t matter – we’re just a hobby after all and there are lots of other things women can do. But I think that the problem is bigger than that. We are aging as a cohort, with only a small number of people joining us, and the kinds of representational issues that keep women from joining us also make non-nerdy men suspicious of us. If we continue to age with only small numbers of (male) newcomers, as a market we will get smaller, with an associated decline in diversity and quality of products available to us. We will stagnate. This is the fate facing the Republicans in the USA, who also have a minority problem but face structural problems in coming to terms with it, and can’t find a way out of this bind of shrinking into obscurity[1]. We don’t need to be like that, and I think some of the more modern game companies have realized that. I read on YDIS that D&D 5th Edition has a wider range of non-white figures in art, and less sexploitation art; games like Malifaux and World of Darkness, while often rooted in an overly gothic and sub-cultural aesthetic, have at least tried to diversify the way they represent women in both art and game terms. I think Ars Magica was the first game I ever read that regularly had female characters as examples, female players as examples, and switched between male and female pronouns in text. These are small things but it’s these representational issues which first and foremost, I think, signify to women that they aren’t welcome. It’s small steps, but if the UK conservative party can do it, surely we can too?
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fn1: Spit-flecked obscurity, so there is that …
September 1, 2014 at 12:45 am
Yeah, in America the Republican party has serious problems with minority outreach, exacerbated by ignorance if not outright denial of the fact that the Republican party was the progressive party up until the Southern Strategy of the 60s, so that for example it’s true but pretty profoundly misleading to say that Martin Luther King was a Republican. (On the other hand that also means that the present day Democrats are not so much good on race issues as the lesser evil.) The GOP is aware of the issue, but rather than reconsidering any of their policies they tend to look for new ways to package the same policies.
The thing that totally blows me away is that there are women who’ve found the culture around video games to be more bearable than tabletop games. Considering the kind of stuff that’s gone on in video games in just the past week, that’s kind of staggering. There are definitely publishers with problems, but I think for tabletop the overall culture is the bigger issue. Wizards of the Coast and Paizo have been doing very well in terms of diversity in their games lately, not to mention the likes of Evil Hat. While that’s attracted some compliments and complaints from various quarters, harassment and such are still a problem.
For my part I don’t see inclusivity as anything remotely like a suppression of my artistic expression. (There’s also a lot of people who mistake, “Hey, could we maybe not do this stuff 100% of the time?” for “We should find everyone who does this and put their heads on pikes!”) It’s a fascinating creative challenge and an incredible opportunity to make other people feel a little less alone in the world, as others have done for me. It also forces me to move away from some tired cliches, which is something every creator should be doing regardless.
September 1, 2014 at 1:59 pm
I find that pretty unbelievable, Ewen, but on reflection there is an obvious reason why this could be: in table top gaming, any bad behavior happens in front of you, to your face, and a lot of it will be of the kind that you can’t easily confront (sly, passive-aggressive, or just stinky) while in computer games it’s someone you don’t know and can’t see, saying something you can confront directly. I guess that makes a big difference.
Maybe a lot of the artists and designers associated with certain games and parts of the industry like their cliches, and don’t want to move away from them? If that’s the case, then having consumers who reject those cliches is not in your interest, is it? I see this as part of the reason that so many people visiting my blog reject my conclusions about Tolkien’s work – they like the cliches and don’t want to admit it may be time to move on from them. (It couldn’t possibly be because I’m wrong!)
It’s good to see WoTC and Paizo trying to grow up from those cliches, and sad to see how the latest edition of Exalted has fallen backwards in this regard.