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The story of white masculinity in geek culture through a history of
hobby gaming Geek culture has never been more mainstream than it is
now, with the ever-increasing popularity of events like Comic Con,
transmedia franchising of the Marvel Cinematic Universe, market
dominance of video and computer games, and the resurgence of board
games such as Settlers of Catan and role-playing games like
Dungeons & Dragons. Yet even while the comic book and hobby
shops where the above are consumed today are seeing an influx of
BIPOC gamers, they remain overwhelmingly white, male, and
heterosexual. The Privilege of Play contends that in order to
understand geek identity's exclusionary tendencies, we need to know
the history of the overwhelmingly white communities of tabletop
gaming hobbyists that preceded it. It begins by looking at how the
privileged networks of model railroad hobbyists in the early
twentieth century laid a cultural foundation for the scenes that
would grow up around war games, role-playing games, and board games
in the decades ahead. These early networks of hobbyists were able
to thrive because of how their leisure interests and professional
ambitions overlapped. Yet despite the personal and professional
strides made by individuals in these networks, the networks
themselves remained cloistered and homogeneous-the secret
playgrounds of white men. Aaron Trammell catalogs how gaming clubs
composed of lonely white men living in segregated suburbia in the
sixties, seventies and eighties developed strong networks through
hobbyist publications and eventually broke into the mainstream. He
shows us how early hobbyists considered themselves outsiders, and
how the denial of white male privilege they established continues
to define the socio-technical space of geek culture today. By
considering the historical role of hobbyists in the development of
computer technology, game design, and popular media, The Privilege
of Play charts a path toward understanding the deeply rooted
structural obstacles that have stymied a more inclusive community.
The Privilege of Play concludes by considering how digital
technology has created the conditions for a new and more diverse
generation of geeks to take center stage.
The story of white masculinity in geek culture through a history of
hobby gaming Geek culture has never been more mainstream than it is
now, with the ever-increasing popularity of events like Comic Con,
transmedia franchising of the Marvel Cinematic Universe, market
dominance of video and computer games, and the resurgence of board
games such as Settlers of Catan and role-playing games like
Dungeons & Dragons. Yet even while the comic book and hobby
shops where the above are consumed today are seeing an influx of
BIPOC gamers, they remain overwhelmingly white, male, and
heterosexual. The Privilege of Play contends that in order to
understand geek identity's exclusionary tendencies, we need to know
the history of the overwhelmingly white communities of tabletop
gaming hobbyists that preceded it. It begins by looking at how the
privileged networks of model railroad hobbyists in the early
twentieth century laid a cultural foundation for the scenes that
would grow up around war games, role-playing games, and board games
in the decades ahead. These early networks of hobbyists were able
to thrive because of how their leisure interests and professional
ambitions overlapped. Yet despite the personal and professional
strides made by individuals in these networks, the networks
themselves remained cloistered and homogeneous-the secret
playgrounds of white men. Aaron Trammell catalogs how gaming clubs
composed of lonely white men living in segregated suburbia in the
sixties, seventies and eighties developed strong networks through
hobbyist publications and eventually broke into the mainstream. He
shows us how early hobbyists considered themselves outsiders, and
how the denial of white male privilege they established continues
to define the socio-technical space of geek culture today. By
considering the historical role of hobbyists in the development of
computer technology, game design, and popular media, The Privilege
of Play charts a path toward understanding the deeply rooted
structural obstacles that have stymied a more inclusive community.
The Privilege of Play concludes by considering how digital
technology has created the conditions for a new and more diverse
generation of geeks to take center stage.
Analog Game Studies is a bi-monthy journal for the research and
critique of analog games. We define analog games broadly and
include work on tabletop and live-action role-playing games, board
games, card games, pervasive games, game-like performances,
carnival games, experimental games, and more. Analog Game Studies
was founded to reserve a space for scholarship on analog games in
the wider field of game studies.
Analog Game Studies is a bi-monthy journal for the research and
critique of analog games. We define analog games broadly and
include work on tabletop and live-action role-playing games, board
games, card games, pervasive games, game-like performances,
carnival games, experimental games, and more. Analog Game Studies
was founded to reserve a space for scholarship on analog games in
the wider field of game studies.
Analog Game Studies is a bi-monthy journal for the research and
critique of analog games. We define analog games broadly and
include work on tabletop and live-action role-playing games, board
games, card games, pervasive games, game-like performances,
carnival games, experimental games, and more. Analog Game Studies
was founded to reserve a space for scholarship on analog games in
the wider field of game studies.
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