An Entreaty to Gamergate: Giving Ourselves Permission to Change for an Inclusive Video Game Culture

Originally, I wrote a draft of this essay last year for a special roundtable on important issues in “play and competition” for the journal NANO: New American Notes Online. However, I wanted to send these thoughts into the world as soon as possible—especially in light of tonight’s Law and Order: Special Victims Unit episode based on the experiences of Gamergate victims (NBC, Wednesday, Feb. 9, 9:00PM). I will write an update to the essay below as part of an upcoming Nano roundtable in a future issue of that journal.

If you are not familiar with Gamergate or how it has developed over time, you can catch up with these reports: Gawker; The New York Times here, here, and here; The Guardian; Newsweek; The Washington Post; and ArsTechnica (lots of coverage).

An Entreaty to Gamergate: Giving Ourselves Permission to Change for an Inclusive Video Game Culture

Jason W. Ellis

I recently visited Adam Yauch Park near where I live in Brooklyn, New York, because I sought inspiration for this essay about inclusion and video game culture. As you might know, Yauch, whose stage name was M.C.A. and who was a founding member of the hip-hop group The Beastie Boys, passed away from cancer in 2012. I felt that visiting this park in a corner of Brooklyn where I now call home would help ground my thinking about the way exclusionary actions and beliefs threaten and continue to threaten video game culture as a community for anyone who likes to play games, talk about games, and build games. What drew me to this park is that fact that M.C.A. and The Beastie Boys represent something that I feel to be very important to the human condition: the ability to change over time, admit to past mistakes, and make amends for those transgressions. As you might know, The Beastie Boy’s infused sexist attitudes (e.g., “Girls” and other lyrics—notably on songs from their first album) and homophobic prejudices in a proposed album title (Licensed to Ill was originally titled Don’t Be a F****t). As they grew older and listened to challenges from their fans and critics, they reflected on their past actions and changed their attitudes and behavior for the better—to be more inclusive and respectful to others by changing lyrics during performances (Tyler-Ameen par. 10) and writing socially and politically progressive songs on their later albums (e.g., “Song for the Man” on Hello Nasty, and “It Takes Time to Build,” “Right Right Now Now” on their album To the 5 Boroughs, and “In a World Gone Mad,” released online as an mp3 download).

The Beastie Boy’s shift toward inclusivity and away from the exclusivity of their early career provides a useful guide for thinking about one of the most pressing issues in video game culture made paramount by the largely misogynistic Gamergate movement. In particular, two songs come to mind where M.C.A. uses his low, course voice—the most mature voice of the trio—to establish The Beastie Boy’s program for inclusivity. In “Sure Shot” from 1994’s Ill Communication, M.C.A. sings, “I want to say a little something that’s long overdue/The disrespect to women has got to be through/To all the mothers and sisters and wives and friends/I want to over my love and respect to the end.” These lines promote the idea that empathy, understanding, and welcoming constitute respect for others. Related to this is an idea that comes from “It Takes Time to Build” from 2004’s To the 5 Boroughs, where M.C.A. lays it down: “Waiting like a batter who is on deck/When it’s time to wreck shop then shop I’ll wreck/So let’s calibrate and check our specs/We need a little shift on over to the left.” While M.C.A. explicitly takes issue with Bush-II era politics, his entreaty for a shift to the left—of opening minds instead of closing them, of listening instead of speaking, of empathizing instead of victim blaming—is something that we must continue to strive toward if we are to move into the future constructively rather than destructively.

The ongoing actions taken by misogynistic Gamergate supporters and instigators against feminist voices—voices calling for equality and righting cultural stereotypes, prejudices, and attitudes—in the video game community demonstrate the pressing need of inclusivity. I define inclusivity to be the unconditional acceptance of everyone as members of a community of game developers, game players, and game fans. In all of these overlapping groups, inclusivity particularly applies to the unconditional acceptance of historically marginalized groups from gaming culture, including women, LGBTQ persons, people of color, and persons with disabilities. To illustrate the marginalization as evident in the production and consumption of games, consider that while 48% of game players are female (ESA 3), only 22% of game developers are female (IGDA, Developers 9). Or, as Patrick Yacco reports from an interview with game designer and critic Mattie Brice: “While there is little data regarding LGBT characters and players, Brice believes that ‘most developers find it too much of a risk to include queer people in games, even when it comes to avatars with little to no narrative arc in the games’ stories,’ leading to a paucity of queer characters. She adds, ‘The majority of queer people are stereotypes many people are tired of seeing’” (Yacco par. 8). Or, at 79%, the overwhelming majority of game developers are white (ESA 9), and at 75.1%, the overwhelming majority of video game characters are white (Williams et. al. 825). This is despite the fact that some evidence shows that African-American and Latino gamers spend more time playing (Packwood par. 8), are more likely to purchase games more frequently than their white counterparts (Good par. 3), and have a greater percentage of homes with video games than their white counterparts (Nielsen 5). Furthermore, Williams et. al. conclude their study of gender and race that, “Nevertheless, the current study demonstrates that the world of game characters is highly unrepresentative of the actual population and even of game players. For developers, this is a missed opportunity. For players, it is a potential source of identity-based problems” (Williams et. al. 831). Or, the fact that the conclusion of the IGDA’s 2004 white paper on game accessibility begins with this paragraph acknowledging the need for political will to potentially overcome financial over ethical concerns: “It goes without saying that the efforts of game accessibility must have a realistic financial grounding, otherwise they risk not become implemented in mainstream games. What is important is: to achieve this we need to work on a political level” (IDGA, Accessibility 26). Yet, the report backpedals in the next paragraph and again asserts the financial calculus: “Efforts of individuals or small companies to create accessible games are important and interesting from many perspectives. However, to get mainstream games to be accessible to as many as possible we need first to resolve the financial issues, which are related to the time and effort accessibility development takes, and the increased number of sales you get by doing it” (IDGA, Accessibility 26). This sampling represents only a small part of the quantified data regarding marginalization in gaming culture. Reading online screeds, comments, and tweets reveals the semi-anonymous vitriol against inclusion of these groups. Listening to the lived experiences of these marginalized peoples and the challenges to building their own communities and attempting to enter exclusionary communities provides a deeper insight that these other sources cannot capture.

Obviously, one person excluded from gaming culture might occupy one or more of these marginalized identities. Their exclusion from gamer culture takes the form of misogyny, homophobia, racism, religious intolerance, and an overwhelming lack of empathy, understanding, or even acknowledgement. Some exclusive practices are organized by anonymous mobs of ethically unhinged persons who threaten anyone, any idea, or any game seen as antagonistic or different than those games celebrating male power fantasies supported by violence.

For example, Gamergate (or #gamergate on Twitter) continues to play out online and in real life (of course, both being lived experience). What began as false allegations by an ex-boyfriend against the award winning indie game developer of Depression Quest, Zoe Quinn, exploded into an unrelenting assault on women and their supporters dubbed by Gamergate supporters as “Social Justice Warriors.” Organizing on sites including 4Chan and Github, Gamergate supporters organized attacks against anyone seen as potentially upending, challenging, or critiquing male power fantasies in games or game fandom. Instead of recognizing the work of Quinn and others (such as developer of Revolution 60, Brianna Wu; editor-at-large of Gamasutra, Leigh Alexander; or founder of Feminist Frequency and creator of “Tropes vs. Women in Video Games” video series, Anita Sarkeesian) as adding to gaming culture, they were seen as threats to the status quo needing silencing or in the most extreme elimination. Continuing over the past several months (though, the threats extend further back), people have been doxed (having their private information released online), harassed in the worst possible ways, and threatened with assault, rape, and murder. Even more alarmingly, as of a few moments ago, even mass murder was leveled as a threat against Utah State University where Sarkeesian was scheduled to speak. She has since canceled, because the police declined to perform security checks due to Utah’s open-carry-gun laws, which understandably made Sarkeesian feel unsafe in an already threatening situation (Wingfield par. 2). As M.C.A. entreats us, “the disrespect to women has got to be through.”

The disrespect and exclusion of women from game culture (space here does not permit me to further describe other examples such as the “fake geek girl”) is only one (albeit alarmingly so) component of the overall exclusion of Othered individuals from gaming culture. Exclusion leveled against women, LGBTQ folks, people of color, ethnic groups, and religious persons confront largely explicit exclusion from participating in games culture writ large. Stereotypes presented in message board visual memes, hate speech written and spoken, and exclusive cliques, teams, and guilds all serve to warn marginalized persons that they are unwelcomed participants in game culture.

The other form that exclusion takes, of course, is implicit. On the one hand, these are the game design decisions that developers, publishers, or advertisers make (the tail wags the dog as surely in video games as in other spheres). They include choices such as: Who is the hero? Who is the villain? Who are non-playable characters (NPCs)? Where does the story take place? What level of control do players have in the visual appearance, gender, sexual orientation, race, etc. of their playable character? How central are these considerations to the development of the narrative and its interactive progression? When developers are overwhelming white and male (cite), they might not know from their privileged position how important considerations are for audience identification, engagement, and empowerment afforded by providing the possibility of identifying with in-game characters, nuanced and informed handling of cultures and identities as part of a game narrative, and supporting an inclusive and respectful community of gamers.

Another implicit concern has to do with issues of accessibility and accommodation. To what extent are video games and video game platforms playable by persons with disabilities? To what extent are gamer communities receptive to the voices and needs of gamers with disabilities? Do message boards for game fan communities adhere to usability guidelines to enable everyone regardless of challenges to participate in this shared culture?

These exclusions—explicit and implicit—are opportunities for us to confront and correct them in the work that we do together as faculty, students, and the public. Video games are an important part of our culture that we should bring into the classroom as new texts to experience, confront, question, and in a word, grok (meaning to understand completely and holistically within a larger historical and cultural context—see Robert Heinlein’s Stranger in a Strange Land). Together with our students, we can explore how games and game culture are a part of real life and lived experience. We can discover how we learn from video games and how we have lessons to offer to others about games as they currently exist and as they have yet to be made. We can critique how game culture as it has evolved to be exclusionary is not how it has always been or how it always will be. Simply helping our students understand that their choice to behave a certain way to others in game culture is a decision that they should make after having the tools and knowledge to make informed and ethical decisions will be an important shift, as M.C.A. puts it, “over to the left.”

Deeply embedded in this challenge is an observation by the celebrated science fiction writer Philip K. Dick, who writes, “A human being without the proper empathy or feeling is the same as an android built so as to lack it, either by design or mistake. We mean, basically, someone who does not care about the fate that his fellow living creatures fall victim to; he stands detached, a spectator, acting out by his indifference John Donne’s theorem that ‘No man is an island,’ but giving the theorem a twist: That which is a mental and moral island is not a man” (Dick 211). For Dick, it is our capacity for empathy that makes us human and not machine-like androids. However, he cautions us that human beings can become android-like if we lack empathy and ignore the suffering of others. Social justice advocate Mark Bracher argues in his body of work that literature is one important avenue to teach students how to feel empathy for the suffering of others. In a recent essay, he asserts, “From the perspective of these and other philosophers [Sandra Bartky, Richard Rorty, Martha Nussbaum, and Robert Solomon], the question of how the study of literature might contribute to the production of social justice is thus not a question of how it can inculcate new values, provide new knowledge, or develop new analytical skills but of how it might help people overcome their indifference to, and instead experience compassion for, the billions of people who live in misery on our planet. If literary study could systematically help students overcome their indifference to the suffering that surrounds them and experience compassion for the sufferers, it would make a significant contribution to social justice” (Bracher 471). Likewise, I argue that video games provide an even more important cultural point of contact for these issues and for teaching students how to empathize, because 1) video game culture as it now stands is overwhelmingly exclusionary and provides many engaging teachable examples, 2) the interactive aspect of game play provides different kinds of characterological, narratological, and psychological engagements on the part of the player, and 3) video games are significant carriers of culture for an increasing number of people worldwide of all age groups.

As part of our engagement with students playing video games, we need to help them reflect on what they do in video games. Of course, this is not a concern for all video games, but it is for the popular first-person shooter (FPS), real-time strategy (RTS), and other games brokering violence. In my previous work, using cosmopolitanism as a lens is one approach to rethinking and re-engaging a video game apparently meant to be something else. For example, World of Warcraft. “which is overtly about war, death, and defense of one’s own race and faction, carries an implicit cosmopolitanism hidden within the game’s mechanics (quests), in-game achievements (associated with travel and exploring the entire world of Azeroth), and the over-arching game narrative in which the two opposing factions, which are comprised of the only playable races, tentatively cooperate against the subversively encroaching Burning Legion. Furthermore, it is these cosmopolitan imbued in-game elements that may serve an educational and pedagogical function for game players” (Ellis 157). That is, helping students see others as human beings sharing the same world despite arbitrary borders. More to the point with Dick’s ideas is the need of teaching empathy. While video games are often registered as mindless fun, we need to work with our students to identify with and consider Othered characters in games so that they might feel something instead of tuning out their empathy for others and disabling their ethical compass. Through games, we can help our students be more human and less like androids. Similarly, we can work with the public using outreach in person or with new media outreach (Twitter, YouTube, blogging, etc.).

As far as how digital play might play a role in restructuring how we structure learning, I am sure that it will in some way. More learning is taking place now via games and reward/achievement systems than ever before. More research is taking place on how the reward centers of the brain might be harnessed to improve learning outcomes, too. My concern about these developments is three fold. First, we need qualitative alongside quantitative assessment of student learning outcomes, and we need to be a part of the process that develops the implementation of these pedagogical methods instead of having them imposed from less qualitative disciplines. Second, we cannot ignore the material conditions of our students and their access to technology that supports studying digital play. Also, we cannot assume anything about our students’ backgrounds and experiences that inform their engagement with digital play. Third, we cannot ignore the material conditions of the faculty who design, implement, and improve gamification of learning environments. Faculty cannot be exploited to pursue the next buzz-worthy wave of digital pedagogy.

Finally, I think the most important lesson for all involved—faculty, students, and the public—is that, like The Beastie Boys, we are not bound by our initial conditions. M.C.A. and his band mates Ad-Rock (Adam Horovitz) and Mike-D (Michael Diamond) became who they are through learning and experience. In 1986 when their first major album License to Ill was released, they were disrespectful towards women and LGBTQ people, but they became inclusionary over time—admitting to past mistakes and misjudgments and working to put things right through their rhymes, public work, and open acknowledgments. For example, Ad-Rock published an open letter to the gay and lesbian community in Time Out New York on December 16, 1999, in which he wrote, “There are no excuses. But time has healed our stupidity. … We hope that you’ll accept this long overdue apology” (qtd. in MTV News Staff par. 1). The Beastie Boys can serve as an exemplary model for how we should all aspire to be—permit ourselves to change our minds based on new evidence, connect with people who we might not have made connections with before, attempt to understand others who we might believe are different than ourselves, welcome others, and finally, encourage others to follow our example and actions as inclusive teachers, designers, makers, players, and critics.

Works Cited

The Beastie Boys. “It Takes Time to Build.” To the 5 Boroughs. Capital, 2004. MP3.

—. “Sure Shot.” Ill Communication. Capital, 1994. MP3.

Bracher, Mark. “Teaching for Social Justice: Reeducating the Emotions Through Literary Study.” jac 26.3-4 (2006): 463-512. Web. 14 Oct. 2014.

Dick, Philip K. “Man, Android, and Machine.” In The Shifting Realities of Philip K. Dick: Selected Literary and Philosophical Writings. New York: Vintage Books, 1995. 211-232. Print.

Ellis, Jason W. “Engineering a Cosmopolitan Future: Race, Nation, and World of Warcraft.” In The Postnational Fantasy: Essays on Postcolonialism, Cosmopolitics and Science Fiction. Eds. Masood Ashraf Raja, Jason W. Ellis, and Swaralipi Nandi. Jefferson, NC: McFarland, 2011. Print. 156-173.

Entertainment Software Association. Essential Facts about the Computer and Video Game Industry: 2014 Sales, Demographic, and Usage Data. theesa.com. 2014. Web. 15 Oct. 2014.

Good, Owen. “Survey: Hispanic Gamers More Inclined to Buy Games.” Kotaku. 1 April 2010. Web. 15 Oct. 2014.

MTV News Staff. “Beastie Boy Apologizes for Past Lyrics.” MTV.com. 17 December 1999. Web. 9 Feb. 2015.

International Game Developers Association (IGDA). Accessibility in Games: Motivations and Approaches. igda.org. 29 June 2004. Web. 15 Oct. 2014.

—. Developer Satisfaction Survey 2014: Summary Report. igda.org. 25 June 2014. Web. 15 Oct. 2014.

Nielsen. Ethnic Trends in Media. Nielsen.com. March 2009. Web. 15 Oct. 2014.

Packwood, Damon. “Hispanics and Blacks Missing in Gaming Industry.” New American Media. 13 Sept. 2011. Web. 15 Oct. 2014.

Tyler-Ameen, Daoud. “Adam Yauch, Co-Founder of The Beastie Boys, Dies.” NPR. 4 May 2012. Web. 10 Feb. 2015.

Williams, Dmitri, Nicole Martins, Mia Consalvo, and James D. Ivory. “The Virtual Census: Representations of Gender, Race, and Age in Video Games.” New Media Society 11.5 (2009): 815-834. Web. 15 Oct. 2014.

Wingfield, Nick. “Feminist Critics of Video Games Facing Threats in ‘Gamergate’ Campaign.” The New York Times 15 Oct. 2014. Web. 15 Oct. 2014.

Yacco, Patrick. “Game Developers Conference Tackles LGBT Representation in Video Games.” The Advocate. 14 Mar. 2014. Web. 15 Oct. 2014.

Why the Hell Does it Matter What a Football Player Thinks About Same-Sex Marriage? Marriage is About Rights, Not Religion

According to CNN.com, football player David Tyrees weighed in on same-sex marriage through the National Organization for Marriage by claiming that allowing same-sex marriage will result in “anarchy”:

Former New York Giants receiver David Tyrees celebrated catch in the closing seconds of Super Bowl XLII was pivotal to his teams victory.

Now out of football, he is trying to claim a last-minute win over another foe — same-sex marriage.On the same day that the New York State Assembly approved a same-sex marriage bill, Tyree warned of dire consequences if the legislation becomes law.

The bills passage would “be the beginning of our country sliding toward … anarchy,” he said

via Super Bowl hero warns of anarchy if NY approves gay marriage – CNN.com.

Tyrees’ comments reflect an ignorance about what marriage actually is and insensitivity toward equal rights for all citizens.

Tyrees and others claim that marriage is an intimate bond that is grounded in their religious faith. They believe that allowing same-sex couples to marry will lessen the sanctity of marriage. Marriage is seen as a religious rather than a secular institution.

The fact is that marriage has long been held as a social and legal contract rather than something dependent upon any church. Certainly, the marriage ceremony, at least in the West following the rise of the major modern religions, is intimately connected to religious practices. However, it is approval and acknowledgement by the state that has granted marriage legal standing. Put another way, marriage is a legal contract between two people to observe certain roles and obtain legal rights not given to non-married persons.

Today, you have to have a marriage license in order to marry. It is the state, not the church, that bestows legal rights to the married couple. Those significant rights include joint ownership, rights of inheritance, rights in a court of law, and rights of care and decision making. Same-sex couples are denied these rights even though they may do the same things that heterosexual couples do, such as live their lives together, intermingle finances, and care for one another. Because same-sex couples are denied these rights, a same-sex partner may not be able to see a loved one in the hospital since they are not “family,” and they have no right of inheritance if the deceased-person’s family objects. They do not qualify for tax breaks reserved for married couples. They cannot always obtain health insurance through their partner’s policy. They may not be able to get life insurance since they do not have a legally defined relationship. They cannot obtain other juridicial or business opportunities given only to married couples. Thus, same-sex couples are denied many legal rights enjoyed by heterosexually married couples despite, because the law denies them the rights given to heterosexual couples.

In both cases, heterosexual or homosexual couples essentially desire to enter into a legal contract that guarantees them certain rights. This is the main issue at stake in extending those legal rights to homosexual couples. People like Tyrees who talk about “anarchy” and lessening the sanctity of marriage are blurring the issue in terms of their religious beliefs. I would hope that they don’t believe that heterosexual couples in general believe in the sanctity of marriage due to the high rates of divorce and low probability for marriages to survive past 10 years [read the data here].

The fact that divorce in the United States is relatively high for some age groups belies the fact that marriage itself is not a highly sanctified institution. When it comes down to it, marriage is about a relationship between two people who enjoy certain rights during the marriage and other rights to dissolve that marriage in divorce. Same-sex couples also deserve this right to divorce–a right often overlooked by those who are in happily married relationships. Nevertheless, divorce is a legal right that allows for the dissolution of the relationship and all joint properties and business relationships. The right of divorce is almost as important as the right to marry, because the right of divorce allows for a bad relationship to be dissolved in a legally arbitrated and binding way. Same-sex couples do not have access to this legally streamlined method of dissolving relationships that heterosexual couples apparently use to a great extent.

What might lead to anarchy is the fact that CNN.com gives voice to someone who can catch a football in the arena of fundamental rights. This is a problem of big media today that favors the sensationalism of celebrity opinions and pronouncements when those celebrities are neither truly invested or experts on a given political issue. Why doesn’t CNN talk to more same-sex couples to let people know the FACTS of same-sex marriage issues. These rights affect people’s real lives while the things that Tyrees and other anti-same-sex marriage advocates lament is their loss of control over other people’s lives.

What does it really matter to Tyrees that two gay men can file their taxes together? What does it really matter to Tyrees that an aging lesbian woman can visit her dying partner in the hospital? What does it really matter to Tyrees that two lesbians raising an adopted son can get health insurance for their entire family? Those things don’t matter to someone like Tyrees, because they are too caught up in what they think marriage means rather what it really means–those easily ignored rights that only married people can enjoy.

UPDATE: Sarah Kate Ellis wrote on the Huffington Post today about the issue of same-sex parents and children–an important issue that I didn’t fully explore earlier in my post above.

Bioware’s Lead Writer Provides Laser-Sharp Reasons for Egalitarian Romance Options in Dragon Age 2

I found links about the “Straight Male Gamer” in Dragon Age 2 on Facebook here and here (Thanks Stacie and Rhiannon), so I thought I would share it here on dynamicsubspace.net.

I have not yet had a chance to play Bioware’s Dragon Age 2 (or Dragon Age: Orgins for that matter), but I have seen many commercials for it on TV. It is a role playing game set in a life-like fantasy world where the play guides the character Hawke through a non-linear narrative that is dependent upon the choices made by the gamer.  Apparently, the game gives players the option to incorporate romances into the narrative for Hawke and other party members. What is so amazing about Bioware’s decision to do this is that they created the game so that these romances need not be heteronormative. They also may cross species lines. In effect, players may guide various characters (Hawke–who may be male or female, Isabela, Merrill, Anders, Fenris, and Sebastian, see here) to engage in romantic relations that augments the narrative experience.

Apparently, a Dragon Age 2 player who identifies as “Straight Male Gamer” (SMG) posted to the official message boards of DA2 claiming that the SMG has certain rights among which is his right to have only heteronormativity in the game. The SMG believes that the priviledged majority should dictate the scope and focus of the game.

The SMG unfortunately misses the point that his place is privileged in society, and perhaps more importantly, being a SMG may not necessarily cause a player to not want to role play non-straight romance options to more fully engage the story. Remember: it is a role playing game! Who you are does not, although unfortunately it often does mean this, necessarily mean that your character should be you. For example, I often play female and non-human characters in World of Warcraft, because I want my experience in the game to be different than if I were to create a simulation of myself within the game. Besides the realm of the fantastic, what more can I experience from the narrative by being someone other than myself? While I play a character other than myself in the game, I do not attempt to act other than myself, but I do observe the way others react to and interact with me via my character.

Happily, David Gaider, Bioware’s senior writer at its Edmonton studios, wrote a very well-reasoned response to the SMG that begins:

The romances in the game are not for “the straight male gamer”. They’re for everyone. We have a lot of fans, many of whom are neither straight nor male, and they deserve no less attention. We have good numbers, after all, on the number of people who actually used similar sorts of content in DAO and thus don’t need to resort to anecdotal evidence to support our idea that their numbers are not insignificant… and that’s ignoring the idea that they don’t have just as much right to play the kind of game they wish as anyone else. The “rights” of anyone with regards to a game are murky at best, but anyone who takes that stance must apply it equally to both the minority as well as the majority. The majority has no inherent “right” to get more options than anyone else.

I particularly love the closing of Gaider’s response, because it has implications in the political realm of which the game is only a part:

The very best we can do is give everyone a little bit of choice, and that’s what we tried here.

And the person who says that the only way to please them is to restrict options for others is, if you ask me, the one who deserves it least.

I completely concur with Gaider, and I have much respect him now after reading his response to the SMG. I wish Gaider the best of luck with his development of future games that promote egalitarian ideas and options for its players.

Read the full exchange from the message boards here: » “Straight Male Gamer” told to ‘get over it’ by BioWare No More Lost.

Love and Respect on National Coming Out Day 2010

I’m straight, and I respect LGBT folk unreservedly as equal human beings.

Theirs is not a life by choice any more than my life as a straight man is a conscious decision.

They love as we all love, and they should not be made to suffer for the natural love that they feel.

They deserve equal rights and protection under the law.

Please show love and respect to your friends, family, employees, and constituents regardless of their sexual orientation.

Life is too short and precious to disparage anyone’s fundamental right to love another person or restrict their access to legal benefits and privileges straight people enjoy.

George Takei Is Getting Married

George Takei (Star Trek and Heroes) and Brad Altman obtained their marriage permit today in West Hollywood. Before the courthouse began issuing the permits, Takei gave a well-delivered speech on the importance and historicity of today’s events. In closing his address to the many people that had gathered to get licenses and their supporters, he said, “May equality live long and prosper,” while holding up the Vulcan salute. My words don’t do his speech justice, but I thought his words were moving.

On another note, CNN interviewed some of the couples waiting to get a license, and there was a recurring theme in everything that people said. Basically, they reiterated the idea that this was a step in the right direction towards equal rights and sharing in the familial rights already enjoyed by heterosexual couples. I thought it was surprising that there weren’t more vociferous or radical statements that weren’t quite so polite. Perhaps the CNN producers chose the viewpoints to air, or it could be that a lot of these couples buy into the anti-radicalism in queer circles elucidated by Michael Warner et. al.