Yes, Your Game has Problems, Too: Entitlement and Abuse

“They owe me this.”

“I don’t know why they gave it to her rather than me. She can’t even write.”

“This free content is BS. Why would they even release it?”

“Why did they let that group have that?”

“They just want my money. That’s the only reason they create new things.”

Everyone, at some point in time, either prioritized their desires at the cost of someone else or questioned why they didn’t get something when someone else did. The thought that we are owed something in return for our time, resources, or money, drives us to negative emotions, outbursts, and abusive behavior both in person and on the internet.

Entitlement is defined as the sense that a person is deserving or entitled to special benefits. Psychology Today states a sense of entitlement is the unrealistic, unmerited, or inappropriate expectation of favorable living conditions and favorable treatment at the hands of others. It also states that this sense of being owed is an enduring personality trait, characterized by the belief that one deserves preferences and resources that others do not.

Basically, a sense of entitlement is about narcissism and personal beliefs that you, above any one else, deserve something.

In geek culture, this comes up frequently. We deserve another season of a show. We deserve to know why someone made a business decision. We deserve a discount. We deserve the best free content. We deserve more. For every product released into the wild, there is at least one comment complaining about it and asking the company to personally cater to their desires.

Entitlement is often tied to ” the customer is always right.” Most people see themselves as the customer– the one deserving of something. They pay for something by contributing their time or resources. They spent 2 hours at the table role playing, so they deserve a customized experience. They paid $60 for a game, and it’s missing features they want. They contributed to a Kickstarter or acted as a cheerleader for an artist they loved, but they weren’t personally acknowledged. They spent money to join a club, and it owes them an experience. By seeing ourselves as a customer and someone who is spending, we use the statement to justify why we are entitled to talk trash and act unprofessionally in public settings.

The problem is, the statement of “the customer is always right” is taken out of context. While we used it in early marketing to ensure the customer always got what they wanted, many realized this was an untenable situation. It was first modified to advise that they were right until it was absolutely clear they were wrong. Another later modification stated the customer was right in matters of their own taste– companies couldn’t tell them what to like or purchase. We remember the earliest phrase, without understanding that we learned more about marketing and customer satisfaction in the last 100 years.

For geeks, it remains a motto, even if its hidden deep in our frontal lobe. We use it to downplay others in our games and elevate our desires above all else. We empower ourselves in believing that we are right and we need to take control because it is owed to us.

One example of this is edition wars. Whenever a gaming company decides to update their catalog with a new edition, people go to war over what is better. We believe the company is responsible for not only continuing the product they love but the new one product as well. The fans feel as though they own the work and product, and therefore they are owed work by the people creating it. Furthermore, they complain the company is only out for the money and demonize that authors, editors, and artists deserve to be paid for their work. None of those people are living high in their yacht, yet they get called heinous names for being creators. We abuse the very people who create the things we love because they aren’t doing it to our specifications.

Another example happened in the Mind’s Eye Society, a live action role playing group for World of Darkness products. After a particularly long stint of encouraging everyone to say yes, to the point of ignoring problematic behavior, actions, and outbursts, the group locked down their previous “Year of Yes.” Members were outraged when they realized the standards changed, and while that decision occurred years ago, it disempowered the group’s officials so badly that saying “No” is still a death wish. It not only openly subjects the person to abuse, but often means they are voted out or removed in favor of someone who serves the members’ sense of entitlement.

Studies show that entitlement is tied to a feeling of being disappointed or mistreated. When we’re children, we believe the world owes us after a beat down. We’re supposed to grow out of it, but for some, we remember the feeling of hurt and wanting someone to give us something. As adults, when something doesn’t meet our expectations of what we want from it, we call on those old resources and feelings, using them fuel our sense that someone has wronged us and we deserve more. Those old reserves and coping mechanisms are just that, however. They are things we should have grown out of.

Our skewed sense of reciprocity makes us feel like we are the ones who are still owed. Our sense of entitlement destroys our relationships with others, breaks apart gaming groups, and forces the companies who produce the things we love to spend their time in the mire rather than creating good products based on constructive feedback. It’s a cycle– one where no one really gets what they want.

How do we change it?

Recognition: The first step is recognizing when we transition from disappointment to entitlement. Disappointment in something is a valid feeling, often immediate upon seeing or experiencing something that doesn’t meet our expectations. We are allowed to be disappointed. However, when that disappointment boils down and becomes entitlement, we go from a valid emotion to an unjustified action. The facts of the situation don’t match what we are asking from it.

Examination: Once you identify that moment, you need to examine what it is you want. This takes some time. You’re separating out different emotions of disappointment, sadness, and anger, so it’s not immediate. This generally means stay off the internet and social media until you can sort it out. Sometimes it’s hard to remember that we are truly entitled to nothing. When we pay for something, we pay for an experience, but we’re not paying for our personalized experience. Nothing can be everything.

Breaking Down Reciprocity: The third step is understanding and dissecting how you view reciprocity. In case of entitlement, we view the transaction as one that favors ourselves– we want more in order to reach equilibrium. We believe if we do not receive that, we are free to seek it, no matter our means. However, reciprocity doesn’t work that way. If you go on the attack because your favorite game didn’t get a character out on time or something jumped the shark on your favorite TV show, you show that you are willing to engage only in negative feedback. Studies show that you break the cycle of entitlement by engaging people as you want to be treated. Constructive feedback creates a circle of trust where you still might not get what you want, but you can get off the hamster wheel and actually move forward with either accepting it or letting it go.

Entitlement is a form of narcissism. We think we are the most important thing, and our desires outweigh another’s autonomy or comfort. Our respect is skewed to ourselves. While self respect is a needed trait, it always has to be in balance with the respect we afford others. If respect is too much to ask, it goes back to treating people how you want to be treated. When you break the cycle a sense of entitlement builds upon– deserving, outburst, argument, anger– you have the ability to actually make progress; engage creators, peers, and others in your group in positive feedback; and change the things you love.

Friends on Friday

blonde woman in cosplay

Mondays are for serious (or not so serious) business. Fridays, however, are for friends within the community, and showcasing their contributions and thoughts.

Do you want to participate? If you want to answer the questions below, just send us an email at killthehealernow@gmail.com, with the name you want shared and, if your comfortable with it, a picture of yourself. Or a avatar. We’re not picky!

Tell us about yourself!

I’m an asexual/demisexual female who has been into various forms of gaming for almost 20 years.

What are some of your favorite geekeries?

I started with tabletop games and moved on to LARP, console and PC gaming. I still do every single one but the LARP.

What media (games, books, movies, etc) do you think are doing representation right?

I’m also into sci-fi and fantasy shows, which I think are at the forefront of doing representation correctly. Followed pretty shortly by the larger MMO’s such as WoW, who just recently gave us a very badass black woman in a leadership position with amazing actual armor. Meanwhile, games with more toxic communities such as Fortnight or For Honor have kind of left representation in the dust. I also give props to Blizzard for having LGBTQ+ pins available all year round with donations to charity instead of just one month. Books tend to do some representation but I’d put them fairly far back up until recently as far as doing it right. Most characters in books that try to represent marginalized groups do it only as a one sentence kind of “look what I did here, praise me” or as a severe and often offensive stereotype. IE: gay men being all effeminate and about fashion. Women wearing short skirts and gossiping. Pagans being dark and goth dressed with rituals involving blood or going the other way and being “I’m a tree hugger, crystals alone heal everything” nonsense.

What do you wish creators knew about representation?

I think the big thing about representation that people need to know is that marginalized groups are still individual people. Their only trait is not whatever marginalizes them.

Yes, Your Game Has Problems, Too: Harassment and Discrimination in Games.

“They only got that job because they blew the guy that hired them.”; “God, I wish I could have some of that ass.”; “Do you know where the ST for this game is? Oh, you? I mean the head ST.”; “Let me show you how to do a real rotation.”; “I’m sure you don’t really understand the mechanics.”.

That is a very small selection of what players in games I’ve participated in said directly to me or about me while I was in earshot. I’ve written professionally since my early 20s. I’ve written games for a little over five years now, with several published works under my belt. I’ve run successful games of over 200 people and continue to organize one of the most successful LARPs at GenCon every year. I’ve run panels in Berlin and written educational resources. My post-grad work specifically focuses in games, their issues, and how we address those issues with educational and technological resources. My BA is in Communications focusing on social media and my M. Ed thesis was on Harassment/Discrimination/Hostility. This is my field of expertise. People still ask my male colleagues questions about my work.

While that’s just a smattering of my personal experiences, I’ve witnessed PoC excluded from a conversation about their own work and success, as was the case with Chris Spivey and his incredible writing/production on Harlem Unbound. I’ve seen conversations where they were told they don’t understand their own experiences or the nature of racism, or someone tells them to calm down and look at issues “rationally” when faced with instances of discrimination: their characters are too outspoken, they don’t listen to authority, or they talk too much about oppression. I’ve been in conversations about how good a LARP is, “where we don’t permit harassment” while also having that same person identify a player as the “the big tittied one” or “the one banging the GM”. “Fag” and “Retard” are the most common insults thrown out in video games, over everything from a missed call to a team wipe. Marginalized creators and players regularly cancel events out of fear for their livelihoods or lives, and they are told hundreds of times over they pander to Social Justice Warriors (SJWs) when they create or play with concepts that aren’t white, able-bodied, male, and straight. In a similar vein, no conversation about games is complete without someone talking about giving in to SJWs and how they didn’t need to make a character black/female/LGBQT+/disabled.

Research into some of the issues in gaming is a relatively new field. I performed small-sample size surveys and interview about gaming and issues. In almost all of the surveys, people mentioned being a victim of, or witnessing, harassment and discrimination. The interviews supported this as well. Thankfully, we do have more knowledge about what occurs in video games and can use that peer research as a basis for some of what we might expect to find in all games. Researchers Wai Tang and Jesse Fox determined in a 2016 study that players who allowed gender, race, or ethnicity to leak into networked game play were subsequently targeted for harassment. Emily Mathew found that over 75% of the female population experienced some form of harassment or hostility in a 2012 study. One study that summarizes most of these issues, from an inter-sectional viewpoint, was done by Gabriela Richard and Kishonna Leah Gray- Denson: Gendered Play, Racialized Reality: Black Cyberfeminism, Inclusive Communities of Practice and the Intersections of Learning, Socialization, and Resilience in Online Gaming.

So, we have evidence these behaviors exist from personal experiences to peer-reviewed research. How do we recognize them when they occur in our games and then address them in ways that improve our environment and make it more welcoming for everyone?

The first step is recognizing what they are. Once we know how to identify what’s going on, we can find ways to step in and police discriminatory behavior in our own games.

Harassment, in its most technical form, is improper conduct directed at an individual in a space where the harasser knew or should have reasonably known it would cause discomfort or harm. It includes actions, intimidating actions/threats, commentary, or displays that demean, belittle, or cause personal humiliation or embarrassment based on traits such as ethnicity, race, age, disability, religion, sexual orientation, or gender. Discrimination is an overall category that includes harassment, along with other behaviors.

Things to Know:

  • Harassment is not only repeated events. It can be one comment. It can be a series of comments. If you make one comment about a player making their way on their back but back off once you’re told it makes that person uncomfortable, you still committed harassment.
  • Harassment is not about your intent. It’s about the effect it has on the target. You can intend to make a comment jokingly without meaning it and still be guilty of harassment. While we can all joke and flirt, we are responsible for owning when that impacts another person, even it’s unintentional.
  • Harassment can be physical, mental, and social. It can be touching a cosplayer (even bumping into them or pressing against them) without asking for their permission. It can be making comments about making sure people aren’t just being given handouts for their marginalized status. It can be pressuring a player to offer you sexual favors so you make their experience smoother.
  • Harassment isn’t just about obviously harassing comments. For example, sexual harassment isn’t solely about making sexual commentary or physical gestures. It is about any harassment made based on sex. So, if you assume someone is less capable because they are female and seek out their male counterpart instead, that is sexual harassment.
  • Discrimination can also include more direct actions, such as violence; making a choice based on someone’s race/ethnicity/sex/preferences/religion, such as always choosing cis (identifies as gender assigned at birth) gendered players over Transgender (does not identify as gender assigned at birth) players because you are uncomfortable; or writing a piece on how all PoC are snowflakes because they want representation.
  • Discrimination includes harassment, but is usually an overall behavior directed at an entire group. Harassment usually only includes one person or a small group of people.

Ways to Help

We’ve identified harassment and discrimination. What can we do now? We go to the proactive method of training in order to prevent instances of harassment and discrimination and then performs interventions to react to them when do they do occur.

Training: Most gamers have no formal harassment or discrimination training. Even content creators are often freelancers or members of small companies who don’t have the resources to pay for training or education. People who do have training usually received it in their workplace, with no way to apply it in the real world. How do we increase awareness?

  • Locate available resources and provide them to players as the basis of joining a game. There are videos (like the one in the available resources links), PowerPoint, and educational documents online that work for everything from rotating tabletop game to a blockbuster LARP or video game community.
  • Create workshops with real examples so people can see how harassment and discrimination work in their particular environment. These are particularly useful for LARPS, where you have everyone in place and you should already have some play workshops to help manage their experiences.
  • Constantly seek out new resources. It is kind of like homework, but assign someone in your game to handle bringing new resources to the table and to proactively handle issues that arise. Make sure they do this with a person first attitude– they aren’t there to “fix” the problem, but make sure a person feels welcomed and included.

Intervention: Most people, if they’re even aware of how intervention works, feel uncomfortable stepping into the role. No one wants to be the person that rocks the boat. In some cases, it comes with a lot of backlash from the community, organizers, and other players, making it easier to keep quiet. However, keeping quiet leaves many in a vulnerable position.

  • Companies or communities dealing with gaming need a simple to understand Code of Conduct which clearly outlines what is expected of their fans or membership.
  • All companies and communities need to have a secure method to report harassing/discriminatory behavior or other violations of the Code of Conduct, and they should handle this in a way that is transparent for the person reporting it. Whether you report to a single person in small troupe LARP, or through a form to a larger group, the process needs to be clear to everyone so they have some place to go when violations occur.
  • Use by bystander interventions– direct, delegate, and distract– by noticing the problem and determining how you can help. While you should never jump into a dangerous situation (such as a gamer knife fight), if you do this early in the process it can prevent a situation from escalating. You can also distract while someone else gets help, intervene or speak up directly in the situation, or delegate it to someone more comfortable with handling the problem
  • Create a policy for dealing with retribution and make damned sure you aren’t trying to shut reports down. One of the primary reasons people don’t speak up is they are afraid– they’re afraid the person’s friends might come after them, they might be punished, or find themselves in a more dangerous situation. Policies against retribution keep everyone on the same page and give you a prescribed method for handling the situation.

While standardizing information and getting into the nuts and bolts of harassment and discrimination can seem to suck the fun out of a game, nothing does that more than being on the receiving end of those behaviors. You don’t need a 100 page book, though. Sometimes, it’s just as easy as sitting around your table and establishing what is and is not okay for your group, or having your raid group watch a video to make sure everyone is on the same page. It doesn’t have to be complicated. It does have to be addressed.

Join us next week, when we throw ourselves around a (hopefully, maybe) shorter article on dehumanization in games. While you wait, why don’t you tell us tips you used to minimize harassment or discrimination or how you think dehumanization affects your game?

Some resources to check out:

Friends on Friday

Mondays are for serious (or not so serious) business. Fridays, however, are for friends within the community, and showcasing their contributions and thoughts. If you want to answer the questions below, just send us an email at killthehealernow@gmail.com, with the name you want shared and, if your comfortable with it, a picture of yourself.

Our Take: Heather, in my opinion, is the kind of Game Master every one wants to be. Organized, well-versed, and passionate about role-playing games, they always represent the community in a positive light. If you ever get to sit at their table, count yourself lucky.

Their Take:

What are some of your favorite geekeries?

Tabletop Roleplaying Games have been a passion of mine for two decades now, and it’ll always be in my top 3. I also really enjoy some of the single player video game RPGs (Dragon Age, Knights of the Old Republic, Jade Empire) for when I want a good story and some time to myself. I’m a crafty person, so I really love sewing and crochet work too. It gives me a creative outlet that doesn’t always depend on other people, and that’s always good to have. 

What media (games, books, movies, etc) do you think are doing representation right?

Some movies have been really hit or miss on this lately, but I think they’re trying. Wonder Woman and Captain Marvel stand out in that category, as well as some of the new Star Wars films. I feel like Paizo and Wizards of the Coast have also been making great strides to be more inclusive as a whole in their gaming systems and the communities that surround them. There have been a few stumbling points here and there, but I honestly believe they’re working to improve. They have iconic characters that represent a larger number of orientations, races, and gender as a spectrum rather than two unchanging categories. I’ve also seen some of our local gaming shops stepping up and demanding people leave their racism/sexism/etc. at the door, and that’s been amazing to see.

What do you wish creators knew about representation?

This is a hard question, and an easy one at the same time, I think. Be sincere about it. Please don’t just give us a token (whatever) character, idea or concept. Put just as much passion into creating these projects as you would for cishet white guys, and maybe ask questions of the folks you’re trying to include so you can understand where they’re coming from and why that representation matters so much.