Male Consumerism and Identity Formation

In the 18th century American men were the primary household consumers. Outfitting their homes in a manner befitting their rank, these men sought to show their power as patriarchs through consumer goods. The 19th century’s placement of the home as women’s purview changed this. Women became those who bought the things that would show the world how genteel they and their families were.[1] This image of women as consumers and men as producers has colored our thinking about consumerism ever since. The 20th century saw the emergence of a mass consumer culture based on advertising. Many historians have taken it for granted that women were the main targets of the ad men’s efforts. Historians are discovering that men were also consumers and the target of advertisers. Scholars of masculinity in the 20th century find that consumption by men was a way of expressing masculinity, and some historians have focused on it as a particular locus of identity formation.

Kevin White’s The First Sexual Revolution explicitly ties the advent of modern masculinity to consumer culture. White is interested in mapping the change in heterosexual masculinity from Victorian ideals of character and restraint to the modern incarnation of the man who performs his masculinity through his body and personality. Consumer goods were important to this performance. He explains that after the turn of the century the culture became more visual, and men were expected to be as compelling visual as women were. Concomitant with this new visual culture was a change in advertising.[2]

In the 19th century advertising was seen as “a little dubious, not entirely respectable.” By the early century, ads were ubiquitous and lost their stigma. White says that “ads were, then, arguably more widely diffused than any other artifact of the culture of personality, yet their effect on meanings of manliness has been entirely missed by historians.” He goes on to show how ads drew on both the desire for youthfulness and the related desire for “sex appeal” in men to promote goods running the gamut from sports equipment to toothpaste. White argues that this pressure to perform a version of individualism and personality that conformed to advertisers’ visions instead led to “wholesome, crass, corn-fed, clean-cut conformity.” The Victorian, according to White, was a true individual. Early 20th century men were the conforming puppets of marketers.[3]

This argument shows that White believes that heterosexual men in the early century had less room to perform variant masculinity than the Victorians, and consumer culture explains it. Pushed to the background are other pressures, such as those Gail Bederman described in Manliness and Civilization, where middle class white men felt they needed to perform a vigorous masculinity in order to successfully fulfill their imperial destinies.[4] White does talk about how a change in the parameters of acceptable, normative sexual expression allowed marketers to seize on an opportunity to make men feel insecure in order to move products, and he argues that advertisers became part of a set of hegemonic experts on the new stress on “instant gratification and fulfillment through consumption.”[5]

White identifies the dance hall as a consumer space where men and women could enjoy heterosocial socializing and be part of the youth culture.[6] George Chauncey in Gay New York also shows how consumer spaces were the site of gay socializing. He argues that these spaces allowed those interested in gay life, in varying degrees of visibility to the straight world, to find one another and form communities. His object is not to show that consumer culture imposed a standard of homosexual performance on his male subjects, rather he shows how men used these spaces for their own purposes. Unlike White’s dance halls, Chauncey’s cafeterias, bathhouses, and entire neighborhoods were not built with a gay male consumer in mind. These places became gay spaces after men saw opportunities to both be visible to each other, and somewhat hidden from those not in the know, in them. When their visible presence became intolerable to the public after Prohibition, they continued to use the spaces in ways that were necessarily less open.[7] This view gives the power back to the individuals making identities for themselves from White’s powerful marketers.

Moreover, White argues that it was sexual success with women that defined the modern heterosexual man, thus it was women who determined acceptable masculinity. In Chauncey’s New York, it is other men who recognized one’s identity as a gay man. Women were not part of the equation. The commonality, of course, that one’s identity as a man was determined in both instances by recognition by the objects of sexual desire. In both studies, consumer goods and spaces were used in order to find and attract those who had the power to recognize one’s masculinity.

Consumer spaces, consumer goods, and being the object of sexual desire are also themes in Martin P. Levine’s Gay Macho. Writing about gay culture in New York in the 1970s, Levine’s argument is much like White’s in that Levine shows how gay men’s choice of spaces and goods resulted in a stultifying conformity to the extent that men in this culture were termed “clones.” However, unlike White’s argument, Levine does not contend that it was marketers who played on gay men’s insecurities to create a market for their products. It was instead gay men themselves, wishing to assert their masculinity, who took their cues from straight male working-class culture to create their identities.[8] This is as much a commentary on the extremely limited acceptable straight masculine performance as it is on gay masculine performance. Gay male “clones” needed to differentiate themselves from the straight men they emulated, and they did this through both the careful use of consumer goods and by congregating in spaces coded as gay.[9]

While all of these authors talk about masculinity performed through consumer culture, Mark A. Swiencicki in “Consuming Brotherhood” shows that men’s consumerism started long before White’s modern man shaped by advertising came into being. Writing in 1998, Swiencicki argues that historians had “done a remarkable job of investigating the impact of consumerism on women and femininity,” but that “American men’s experiences with consumption and consumerism have been left virtually unexplored.” He finds that consumerism has often meant the consumption of household goods, which women actually did more of. He argues that consumer services should be included in analyzing consumerism, and he finds that men actually spent a lot of a families’ disposable income on leisure services such as saloons and fraternal lodges. When he finds that when historians research male consumption it is often tied to a “’new’ male consumerism” that supposedly emerged in the 20th century. Swiencicki’s research found male consumerism was nothing new. In fact it had been around “since at least the 1880s.” The result of this neglect is the reinforcement of “the dichotomy of productive males and consuming females.” Part of the blame for this lies with advertisers, who often marketed to women.[10] Historians have perhaps taken their claims that women were consumers at face value, and not recognizing that they believed in the consumer/producer dichotomy.

Interesting in Swiencicki’s findings are that men spent their money in the 19th century in homosocial spaces. Chauncey and Levine’s gay men also did this, showing that gay men were repurposing normative male behavior for their own community building. White emphasized that heterosocial spaces where heterosexual men could test out their “sex appeal” on women became important as the 20th century progressed. Thus straight men lost the desire to consume in homosocial spaces.

Howard P. Chudacoff also finds a male consumer culture in the 19th century, and he argues that it was the bachelor who created a space for marketing to men. Bachelors in the late 19th century were considered “an ever visible social problem.” They were also envied for their ability to “freely roam the city and enjoy the new commercial and consumer culture.” These are Swiencicki’s 19th century consumers, although he included married men in his analysis. Chudacoff states that “a new kind of male mass consumerism” that began in the late 19th century “emerged to link males of all social classes through joint consumption.” Thus bachelors who had been a problem were classed merely as men and consumed the same services as married men.[11] The bachelor lifestyle became normative, with some backlash in the 1930s and to a greater extent in the 1950s.

Stuart Cosgrove explores how masculinity was performed differently based on class and ethnicity in “The Zoot-Suit and Style Warfare.” The mostly black and Hispanic zoot-suiters ignored wartime proscriptions on the amount of fabric that a suit could contain, thus making themselves overt outsiders. This defiance of normativity was met with violence as white servicemen at home battled with these men, literally stripping them of the markers of otherness. Showing how problematic masculine performance is when it crosses with class and ethnicity, Cosgrove notes that women participated in zoot culture as well.[12] But as the 19th century has shown, masculine performance has been appropriated across class lines before, and it is not impossible to imagine the zoot style becoming normative.

Kenon Breazeale’s “In Spite of Women” deals only with bourgeois masculinity, and he too questions the male producer female consumer dichotomy. Looking specifically at Esquire magazine, he calls it “the first thoroughgoing, conscious attempt to organize a consuming male audience.” Arguing against the idea that Playboy created the “male socio-sexual identity,” Breazeale finds that the Depression brought the “marketing industry to new levels of influence” and set the stage for the production of the creation of the male marketing target. Esquire used its non-fiction content and images of eroticized women “to represent women in order to negotiate its relationship with the feminine.” Since its mission was to create a consuming male, it needed to distance that man from both the housewife and the homosexual. It accomplished this by saying that men were superior consumers and denigrating women’s consumption skills and presenting images of heterosexual men’s sex object choice, eroticized for their easy enjoyment. Breazeale argues that Esquire laid the groundwork of creating the consuming male and putting women in their place as servicers of men years before Playboy, allowing Playboy to enjoy the received truth of women’s inferiority without contention.[13]

While male consumption has been shown to exist pre-Esquire, especially in spaces of consumption, the magazine allowed heterosexual men to find a virtual homosocial space they could enjoy without actually being in a homosocial space. When they consumed in public, they preferred heterosocial spaces, as White has shown. The trend of differentiating men from women as consumers, and casting women as objects on which one could test one’s personality and sex appeal based on display of consumer products surely influenced the heterosexual migration away from homosocial spaces.

Tom Pendergast’s Creating the Modern Man, like White, shows that there was a break between the Victorian and Modern Man. Pendergast uses the content of early century magazines to illustrate the change. Pendergast dives into intersectionality as well when he shows how magazines marketed to African American men retained the Victorian ideals of manhood much longer than magazines that were marketed to white men. He argues “the very nature of the commercial magazine mitigated against the expression of Victorian masculinity.” Nonetheless, the early men’s magazines “were so indebted to the Victorian cult of character that they celebrated the old styles of masculinity regardless.” He, like so many other historians, believes that the modern masculine role was a creation of “modern corporate consumer culture” that brought more and more “groups of men of every race and socioeconomic group” into “the embrace of an ideology that celebrates self-creation through enlightened consumption.”[14]

His view differs notably from White’s in that he finds the relationship between consumption and masculinity as being successful because it was meeting the needs of the men doing the consuming. White’s argues that the relationship was more hegemonic with corporate interests imposing advertising techniques on otherwise unwilling men. Pendergast has a far more positive view stating, “the rise of consumer culture invigorated emerging notions of masculine selfhood with largely positive consequences.” He also uses the example of black men’s magazines as one in which consumerism was gladly embraced once they were able. The ever-shifting consumer market does create insecurity for men in Pendergast’s view, but this insecurity “is common to all people, a part of the human condition.” What is unique is the contemporary willingness to discuss this private insecurity.[15]

John Kasson’s Houdini, Tarzan, and the Perfect Man offers a further complication to the idea that consumerism was hegemonic and corporate controlled. Eugen Sandow was a very successful businessman who marketed himself as the perfect man. As Kasson argues, Sandow’s success was based on the fact that he helped bridge the gap between the Victorian and Modern man. Kasson states, “he adroitly tapped antimodernist sentiments and fears of an emasculating civilization” while e “raised a new, potentially more punishing ‘scientific’ standard against which to measure one’s inadequacy.” Kasson credits Sandow with taking the male body away from being a site of productive labor to one where men could express individual desire and pleasure. The male body became a place where consumerism could take hold. Houdini’s escape abilities showed how men could remain free in an age that felt very confining, and his disrobing, or throwing off the markers of consumerism, showed men that they were not bound by consumer goods, that they could leave anytime they wished. Edgar Rice Burroughs created a character that was both white and wild, which personified masculine freedom and innate qualities. What he created as a consumer good that men could use to create their own masculine selves.[16]

While other historians have credited magazines and advertising with creating the modern man, even if the break was contested, Kasson shows that it took an interest in the male body as a site of modern masculinity to allow room for marketers to move in. A Victorian who thought of his body as a site of production would not be swayed by the bodily insecurity that the marketers promoted. But men concerned with presenting their masculinity with the perfection of their bodies would be very interested in finding, privately, what their faults were. That is what is so brilliant about magazines as a virtual replacement for homosocial spaces. With a magazine one could be alone to search out insecurities based not on comparing oneself to peers, but with comparing oneself to idealized bodies, marketed for consumption. The intersection of masculinity created by fears of imperial defeat with a new corporate culture that wished to make men consumers created the modern man.

The male body as a site of production was further complicated by the blurring of the line between work and play that Woody Register outlines in “Everyday Peter Pans.” Childlike impulses were a key to success in the early 20th century’s consumer capitalism. Men who claimed boy-like qualities were on the defensive, according to Register, since vigorous manhood and even Victorian manhood were higher on the masculine scale than boys. But these men marketed a childlike freedom to consumers eager for pleasure and escape. Their chosen personas as boy-men were “new kinds of consuming men who used the concepts of play and eternal childhood to remap the coordinates of manliness to defuse the emergent associations of consumerism with women and femininity and to reconcile their expectations – social, political, and cultural priority – with the destabilizing, carnivalesque tendencies of the new economic world.” Register has found yet another masculine performance that needed to distance itself from women when it necessarily consumed. These men “blurred the boundaries between work and play, production and consumption, masculine civilization and feminine disorder, needs and desires.” They were the incarnation of the change from staid Victorian manhood, to vigorous manhood, to a man who self-consciously pursues pleasure through consumer goods.[17]

These men were both the producers of the goods with which a man could create a type of free masculinity and performers of a new masculinity that valued play over work. Enjoying every moment of life was the new goal, and this fit right in with the new male consumerism. But in order to enjoy this life, men had to be sure they did not appear too feminine or homosexual. This is where Esquire et al fit in. Enjoyment of manhood meant constant reassurance that consuming was manly and women were in their place. These men were the future consumers of Playboy magazine. They did not insist too much on embodied vigorous masculinity.

This denial of the homosexual into normative masculinity is evidenced by the late-1970s backlash against disco. Gillian Frank outlines the events in “Discophobia.” He calls the backlash “anti-gay” and argues “The attack on disco was informed by the general perception that disco was gay and elitist, and the discourse surrounding disco was highly sexualized and framed by ‘homo/heterosexual definitions.’” The backlash was violent, not only symbolically, but threats were made to people who appeared to enjoy disco, as coded by their consumer tastes. Heterosexual men, who it has been noted, enjoyed expressing their sex appeal in heterosocial spaces. Frank argues that disco’s gay roots threatened heterosexual men’s access to women and “privileged an inauthentic masculinity.”[18] The type of heterosexual masculinity that was described by White and others had come under threat by the 1970s, and the idea that anyone other than normative men could be cultural leaders was so intolerable that the backlash was violent and lasting.

Access to women as sex partners is important to modern heterosexual masculinity, and threating that access met with punishment. As Breazeale argued, Esquire and Playboy are examples of magazines that allow men to consume and put women in their places in service to men. A couple of female historians have recently looked at Playboy magazine and tried to turn back the idea that the magazine objectifies women. In Bachelors and Bunnies, Carrie Pitzulo argues that  “Playboy’s renegotiation of postwar heterosexuality was more pro-woman, even quasi-feminist, than previously acknowledged.”[19] Elizabeth Fraterrigo’s Playboy and the Making of the Good Life in Modern America concedes that “the magazine and its founder fell back on essentialist assumptions that men and women were naturally endowed with different characteristics that gave them a corresponding place in the social order,” but notes that Playboy had a “distaste for traditional domestic roles” and was against the double standard and for birth control, thus making Playboy something of a liberating force.[20] Both authors support Breazeales idea that the magazine was a way of getting men to consume a lifestyle, they differ with him in their interpretation of the meaning of the nude women in the magazine. To Fraterrigo she represented a willing, liberated partner.[21] For Pitzulo, the opportunity for women to do something other than enter into marriages made Playboy a liberating force.[22] Both books tend to see Playboy in its context of the 1950s, where opportunities for women were few indeed, whereas Breazeale traces Playboy to its predecessor Esquire and shows how eroticized women were part of the project to make male consumption safe and decidedly masculine.

Stefan K. Cieply’s “The Uncommon Man” looks at Esquire magazine in its 1950s incarnation. Cieply identifies a problem with the historiography of male consumption, arguing that most historians treat the male consumer as a rational being, unlike the female consumer who is treated as both rational and irrational. His argument is that desire and “the channels that sanction, regulate and reproduce acceptable consumer longing and fantasy” shaped men’s consumption. He shows how one of these channels, Esquire, changed in the late 1950s to appeal to men who wanted to perform as the “Uncommon Man.” These men were considered a niche, and differed from the Intellectual in that they understood that to be sophisticated one needed to “become a better-informed and more discriminating consumer.” This consumption was used as resistance to post-war conformity; a man could only individuate through his discerning consumption. There was an obvious tension between the critique of conforming consumption and the needs of advertisers that this “Uncommon Man” sought to smooth over. Cieply’s goal is to show that consumerism is “a productive site where the gender order is enforced, contested and secured.”[23]

Identity formation through consumerism is a theme of David K. Johnson’s “Physique Pioneers.” Johnson argues that a national gay community was formed via common consumerism before there was a gay political community. Like Cieply, Johnson finds that “consumption mediates the production of social identities.” Where Johnson differs is that he argues that even though the consumer goods the gay community used in identity formation were not explicitly “gay,” gay men repurposed them. Johnson finds that this consumer-based community led directly to the later formation of the political community.[24]

It is interesting that the male body as displayed in the physique magazines that were popularized by the forces driving male identity that Kasson outlines was one of the consumer goods that gay men later used for community formation, much to the consternation of the magazine editors themselves. The tension between heteronormative viewing of the male form and the homosexual use is one of the classic tensions in the history of male consumerism. Male consumerism was acceptable as long as it did not seem feminine or gay. When gay men appropriate your masculine consumerism it becomes less usable in heterosexual male identity formation.

When gay men formed a political community, it did not impinge on the consumer community. Alice Echols’ Hot Stuff shows how gay men embraced disco and that this music, and the spaces in which it was played, gave these men a way to perform both Levine’s “Gay Macho” and a reemerging effeminate style. Like the late-1950s readers of Esquire who wished to buck conformity through consumption, a segment of the gay community wanted to reclaim effeminate style from a gay macho conformity they saw as stultifying. Disco gave these effeminate men room as performers even as disco’s gay consumers were most often “clones.” Gay men took the lead, as they did in Johnson’s article, by offering the spaces and goods that gay men could use for identity formation in discos. And the music, style, and spaces came to become popular throughout American culture, until the backlash that Frank outlines occurred.[25] For perhaps the first time, straight men were encouraged to consume like gay men in heterosocial spaces if they wished to exercise their sex appeal towards women.

The ability for gay men to teach straight men how to consume in order to appeal to women is a theme of “Masters of Their Domain” by C. Wesley Buerkle. He points out how “changing tides of capitalism” resulted in a very recent change in gender ideology from one “grounded in modern/industrial ideals to one directed toward neoliberal/consumerist ends.” As an example of the former, he uses an episode of Seinfeld in which the characters have a contest to see which of them can refrain from masturbating the longest. Buerkle traces masculine restraint back to the Victorians, and notes that the neoliberal pleasure seeking performance is concomitant and in contestation with the Victorian restraint performance. In the Seinfeld episode, the winners of the contest are punished feeding into the idea that restraint is not rewarded. In the second part of his analysis, Buerkle shows how the gay men of Queer Eye for the Straight Guy “instruct men in the precise means of perfecting their bodies and behaviors to meet aesthetic standards.” He argues that this utter abandonment of older, restrained masculinity signals that the cultural transformation to neoliberal consumption is complete. Consuming as masculine identity formation is trading one set of regimented masculinity for another, but what is interesting is it is gay men who teach straight men to consume in order to be successful sexually with women. This is a real break with early-20th century consumption, which had to distance itself from homosexuality in order to be seen as acceptable.[26] While other historians have noted the break between the Victorian and Modern Man, Buerkle is unique in showing how the Victorian ideal of restraint still resonated a hundred years after the Modern first contested it.

Historians of 20th century masculinity have necessarily shown that male consumerism not only existed, but was essential in creating the Modern Man. At first needed to distance itself from female consumption and associations with homosexuality, and later fighting against the conformity that consumerism necessarily creates in rationalized markets, consumerism has now become an absolutely acceptable way for men to perform their masculinity. As in the late 1970s, straight white men may again backlash against those who are aesthetic leaders (gay men and straight women), but even they are performing a type of masculinity through their choice of consumer goods. As scholars continue to study male consumerism it will be interesting to see how the tension between consumption as a cage and consumption as a liberating force plays out.



[1] Richard Bushman, The Refinement of America: Persons, Houses, Cities, 1st Vintage Books ed. (New York: Vintage Books, 1993), 441.

[2] Kevin White, The First Sexual Revolution: The Emergence of Male Heterosexuality in Modern America, American Social Experience Series: 27 (New York : New York University Press, c1993., 1993), 9–10, 19.

[3]  White, The First Sexual Revolution, 19, 27.

[4] Gail Bederman, Manliness & Civilization: A Cultural History of Gender and Race in the United States, 1880-1917 (Chicago: University of Chicago Press, 1996).

[5] White, The First Sexual Revolution, 13.

[6] White, The First Sexual Revolution,  80–105.

[7] George Chauncey, Gay New York: Gender, Urban Culture, and the Making of the Gay Male World, 1890-1940 (Basic Books, 1995), 224–225, 176–177, 227–267, 347–348.

[8] Martin P Levine and Michael S Kimmel, Gay Macho: The Life and Death of the Homosexual Clone (New York: New York University Press, 1998), 28–29.

[9] Levine and Kimmel, Gay Macho, 59–61, 67.

[10] Mark A. Swiencicki, “Consuming Brotherhood: Men’s Culture, Style and Recreation as Consumer Culture, 1880-1930,” Journal of Social History 31, no. 4 (1998): 773–775.

[11] Howard P. Chudacoff, The Age of the Bachelor: Creating an American Subculture (Princeton, N.J. : Princeton University Press, 1999., 1999), 47–48, 227–228.

[12] Stuart Cosgrove, “The Zoot-Suit and Style Warfare,” in The Gender and Consumer Culture Reader (New York: New York University Press, 2000), 342–353.

[13] Kenon Breazeale, “In Spite of Women: Esquire Magazine and the Construction of the Male Consumer,” in The Gender and Consumer Culture Reader (New York: New York University Press, 2000), 226–227, 230, 232, 239.

[14] Tom Pendergast, Creating the Modern Man: American Magazines and Consumer Culture, 1900-1950 (Columbia, Mo.: University of Missouri Press, 2000), 27–29.

[15] Pendergast, Creating the Modern Man, 262–265.

[16] John F. Kasson, Houdini, Tarzan, and the Perfect Man: The White Male Body and the Challenge of Modernity in America (New York : Hill and Wang, 2001., 2001), 19, 75–76, 154–155, 218, 223.

[17] Register, Woody, “Everyday Peter Pans: Work, Manhood, and Consumption in Urban America, 1900-1930,” in Boys and Their Toys? Masculinity, Technology, and Class in America, Hagley Perspectives on Business and Culture (London: Routledge, 2001), 203–205, 223–224.

[18] Gillian Frank, “Discophobia: Antigay Prejudice and the 1979 Backlash Against Disco,” Journal of the History of Sexuality 16, no. 2 (May 2007): 280, 306.

[19] Carrie Pitzulo, Bachelors and Bunnies: The Sexual Politics of Playboy (Chicago: University of Chicago Press, 2011), 7.

[20] Elizabeth Fraterrigo, Playboy and the Making of the Good Life in Modern America (Oxford ; New York : Oxford University Press, 2009., 2009), 10, 210.

[21] Fraterrigo, Playboy and the Making of the Good Life in Modern America, 132.

[22] Pitzulo, Bachelors and Bunnies, 178–179.

[23] Stefan K. Cieply, “The Uncommon Man: Esquire and the Problem of the North American Male Consumer, 1957–63.,” Gender & History 22, no. 1 (April 2010): 152–153, 161, 165.

[24] David K. Johnson, “Physique Pioneers: The Politics of 1960s Gay Consumer Culture,” Journal of Social History 43, no. 4 (2010): 867–871, 887–888.

[25] Alice Echols, Hot Stuff: Disco and the Remaking of American Culture (New York: W. W. Norton, 2010), 132–133, 141–143, 150–157.

[26] C. Wesley Buerkle, “Masters of Their Domain: Seinfeld and the Discipline of Mediated Men’s Sexual Economy,” in Performing American Masculinities: The 21st-Century Man in Popular Culture (Bloomington and Indianapolis: Indiana University Press, 2011), 9,15, 23, 25, 30.

Wikipedia’s Diversity Problems and Consensus

The Wikipedia article for “Disco Demolition Night” was promoted to a featured article in March 24, 2013. This designation means that it was identified “as one of the best articles produced by the Wikipedia community.” In September of 2012, however, there was an edit war on the lede. One editor was adamant that the anti-disco movement that Disco Demolition Night exemplifies be identified as racist and homophobic, but there were several other editors who thought this was a fringe view and violated the Neutral Point Of View policy of Wikipedia.
After much back and forth, someone called for a Request for Comment to resolve the issue. The person who wished to include it in the lede (who I cannot identify because they logged on with their IP address – If you see this please contact me!), faced a barrage of people who disagreed. Many of them cited personal experience with the event when objecting. In the end, consensus was reached that the racism and homophobia claims would be left out of the lede.
This illustrates some of the problems with Wikipedia: first-hand claims are supposed to be forbidden as sources, but that does not stop them from being used for arguments about consensus; that well-sourced views that are not popular will be labeled fringe by the consensus process and therefore marginalized; and that since it is straight white men who make up the vast majority of Wikipedia editors, their perspectives will always dominate. I know Wikipedia is trying very hard to have a diverse pool of editors, but it must be disheartening for someone trying to cite sources that see events in historical perspective to bump up against those who participated in an event and cannot see it objectively.

How Video Games Found a Place in the Art Museum

In March of this year the Smithsonian launched an exhibit on video games. This exhibit was not part of its Museum of American History where one normally finds pop culture objects such as Archie Bunker’s chair and Julia Child’s kitchen. Instead it was put on by the American Art Museum. New York’s Musuem of Modern Art (MoMA) added several video games to its permanent collection this year as well. Some contend that video games have no place in the art museum. The museums themselves have defended their inclusion, acknowledging that this is a departure from what has been considered art in the past. In fact, what is considered art and therefore deserves a place in an art museum has long been in flux.

Steven Conn’s Museums and American Intellectual Life, 1876-1926 dedicates a chapter to the change in art museums in the late 19th century from a place where industrial art and design could figure prominently, to one where only fine art, which was easily identifiable as “authentic,” was allowed.[1] The fear of the inauthentic, and learning how to identify a fake, was a major cultural concern in the 19th century, and it makes sense that museums in this era would want to avoid them.[2]

What is troubling some about the current trend toward considering video games art is that they cannot be considered fine art because they are by nature not only pieces of craft, but also reproductions and mass produced reproductions at that, cheaply available and understandable to all.

Walter Benjamin in his influential “The Work of Art in the Age of Mechanical Reproduction,” argues that reproducible art lacks the “aura” that surrounds a work of fine art that has a specific history to the one original copy. MoMA in particular seems cognizant of the importance of having an original, with their ideal objects being “copies of the games’ original software format (e.g. cartridges or discs) and hardware (e.g. consoles or computers) whenever possible.” The also have original source code, annotated by the author, on their wish list. This is analogous to wanting the original negative to a photograph or film, which, if I am not mistaken, most art museums do not require to consider a film or photograph an object of art that can stand alone in its collection. These requirements also preserve the market value of the games as most of them are available on the web. Having the original packaging and hardware not only helps give the game a history, but also values it higher on the market vs. reproduced games played on emulators.

Video games are very much like film and photography in that they are massively reproducible, and the context in which the art is consumed is widely variable. Much of Walter Benjamin’s 1936 essay discusses film as a form of art that enables “tactile appropriation” that is “master gradually by habit.” The messages are given and reinforced without a contemplative effort by the observer. This was at a time when film was still fairly new, and its status as an art form under contention. Video games fill the acculturation purpose too, only more so because the observer is not just an observer but feels as if he is a participant in the world the video game has created. Ian Bogost argues that these immersive worlds educate players in “procedural rhetorics,” which are shaped by the structures of computers and software. In this way players are taught to anticipate events based on rules and constraints.

Benjamin wrote about certain forms of art (film and architecture) as being integral to aiding “the tasks which face the human apparatus of perception at the turning points of history” which echoes James Cook’s contention in The Arts of Deception that art served the cultural purpose of allowing people to adapt to new ways of seeing necessary in the nineteenth century urban world.[3]  Both authors argue that art, both high art and popular art serve to help people habituate to new ways of seeing. Eventually, these new forms are accepted into the temples of high art, as video games are now gaining acceptance.

While some purists may bemoan the fact that video games are finding their way into art museums, the idea of only singular works being valued as art has not been around long, and it has been challenged since its inception by the introduction of mechanically reproduced objects that do cultural work.

 



[1] Steven Conn, Museums and American Intellectual Life, 1876-1926 (Chicago: University of Chicago Press, 1998), 216-217.

[2] James W. Cook, The Arts of Deception: Playing with Fraud in the Age of Barnum (Cambridge, MA: Harvard University Press, 2001), 103-104.

[3] Ibid., 248.

Assassin’s Creed and the Exhibitionary Complex

The Assassin’s Creed series of games have much in common with museums, particularly living history museums. Both spaces promise something of an authentic experience of the past. In Assassin’s Creed a great deal of effort was expended getting landscapes, objects, and people just so, but the objects in these games are not “real” in that they do not exist in the physical space in the same way traditional objects do. If a museum is an interpretive display of collected objects, and a living history museum is a simulacrum of the past using authentic objects, a set of virtual objects can serve the same or at least a similar purpose.

In Tony Bennett’s “The Exhibitionary Complex,” the museum is defined as a place where power was negotiated and reinforced, and the messages were provided by, and benefited, the state. His timeline is the late 18th and 19th centuries, and he ties this process to Foucault’s description of the change in punishments to a caracal system. James Cook, in The Arts of Deception: Playing With Fraud in the Age of Barnum, complicates Bennett’s argument about the statist nature of museums. To Cook, museums did important cultural work outside the purview of the state. Museums taught a newly urbanized populace how to see, and how to spot a fraud.[1] Cook devotes much of his book to Barnum’s museums and the inauthenticity and ambiguity of the objects they contained.[2] The idea that museums must hold authentic objects to serve a cultural purpose is exploded by Cook. Rather, a museum must merely use objects, real or otherwise, to fulfill a cultural purpose. The work of museums is renegotiated according to the needs of the present, and thus are in constant flux. Assassin’s Creed is the culmination of the trend in museums where stories and simulated experience become more important than objects.

Steven Conn argues in Museums and American Intellectual Life, 1876-1926 that in the 19th century objects were thought to speak for themselves.[3] This supports Cook’s position; one could spot a fraud if one could observe an object closely enough. A fraudulent object could not hide its inauthenticity from a discerning visitor.[4] No one expects the objects in a video game to be authentic, but they are expected to be as close to authentic as the game designers can make them appear in video games set in historic spaces. Where the video game really shines is the ability to recreate what many in the 19th century would have considered mundane — a tree, a dog in the street, the sound of wagon wheels. Living history museums can do this too, but the scale is necessarily smaller, and the well being of visitors prevents these museums from doing such things as allowing contact with free-roaming animals or the depiction of pre-modern sanitation. While a museum exhibit, from the 19th century into the present, uses objects to understand the world in a limited fashion, the video game substitutes knowledge of many aspects of a given world for the metaphysical power of authentic objects. Some video games take place in worlds that are limited in scope, other times they are complex fantasy worlds. In Assassin’s Creed and other video games set in the past, the world of the past is knowable by inserting the player in a world made up of a vast number of meticulously reproduced objects with which he can interact.

Characters even have superhuman abilities, such as the ability to see great distances by climbing tall buildings, all the better to observe landscapes and the objects they contain. If the past is a foreign country, the historical video game seeks to make that country knowable to players quickly. This is similar to a film depiction of history, but differs in that the narrative of the movie and what is seen is left up to the movie’s producers. The video game gives the player a way to at least partially control what is revealed, as long is it somewhat furthers the game’s narrative. While the 19th century museum project was based on knowledge by ownership, classification, and arrangement, this 21st century project is about the creation of an entire, extensively described world.[5] This takes one step further the 20th century desire to see the objects in their contexts through dioramas and films.

Much has been made about the narrative of Assassin’s Creed 3, which expects to have a wide audience across the world. Some worried that it be merely a patriotic paean to America in a crass attempt to increase sales in the United States. Evidence of this was found in the US advertising of the game, which tended to depict the killing of redcoats. Marketing targeting gamers in the UK depicted the hero killing many more colonial rebels. However the game developers themselves argue that the game is not biased in favor of the colonists, and they in fact see the conflict as between British people. The fact that the parent company, Ubisoft, is French, and the game was developed in Montreal would make this seem like a more international endeavor than the statist museums that Bennett talks about in his article.

If we cannot look at a museum as only serving the purposes of the state, as is the case with Barnum et al, what purpose beyond the obvious profit making can Assassin’s Creed play? The goal of any game is to win, and to win one must understand how to manipulate the people and objects in this created world. In other words, video games do not claim that the objects in their possession give the state and visitors mastery over a world/culture/history, but they do claim that their digital reproductions allow the player to have a mastery over situations involving digital reproductions of objects and people. It is not necessary to own objects or people’s bodies to understand them. This is a continuation of the loss of belief in objects speaking for themselves. In this new world, it is more important that objects be known in their original context, as envisioned by a game developer, and used to succeed at gameplay.

Museums, according to Bennett, were meant to permanently display power. With their messages of progress, visitors could clearly see their role in the move toward greater efficiency, funded by capital, of course. The “other” was the real subject of disciplinary treatment in the 19th century museum. They are a cautionary tale to those who might question the narrative of progress. So, too, in video games there are enemies to be defeated. In Assassin’s Creed 3, the enemy are not the British. The Assassin’s Creed series has as an overarching narrative the story of being about the experiences of a modern day assassin, descended from a long line of assassins, who is kidnapped by a megacorporation and forced to relive the past experiences of his assassin ancestors. The megacorporation (the modern version of the Knights Templar) are the enemy. The historical settings in which the game is played are backdrops to this narrative. In this game the “other” is the faceless megacorporation. It takes the power of individual actors to defeat it. In each of the games, the protagonist does take a side in whichever historical conflict he (or she) is involved in, but it is understood that the real enemy is the corporation. In Assassin’s Creed 3, he is often, but not always, on the side of the colonial rebellion. The fact that the story is not wholly about the American side of the American Revolution allows the British, French, Indians, and colonists to not be classified as the other. This is a departure from the race-based othering that was done in the 19th century, and rails against the corporate forces of efficiency that they admired so much back then as the real threat to individual’s ability to act with free will.

One of the ways that Bennett ties the exhibitionary complex to Foucault’s caracal is in the fact that 19th century museums were places where one went to see the displays, but also where one could see and be seen by others in the society. While Assassin’s Creed is a game typically played in one’s living room, it does not mean that players are less observed, nor are they observing less. The Internet is arguably the most panoptic space ever created besides the actual prisons. When one visits a website a wealth of information is known and stored about you. And you are able to see a great deal of information about others (or you can buy even more detailed information). But a game console is a bit different. It can be played individually and offline. But what is the purpose of showing your mastery of a game if others do not know? Game console manufacturers have created spaces where players can interact with both people they have identified as friends and with strangers. Players can talk with others about game strategies and share their scores. And, of course, player data is being collected and analyzed by marketers and other interested parties behind the scenes. This is ironic since the premise of the game, and many others, is to challenge forces that seek to make each individual into knowable entities without free will.

Games like Assassin’s Creed hold a place in the exhibitionary complex that is necessarily very different than it was in the 19th century, but it does follow along the continuum of museums deploying fewer objects to further their narratives.[6] The exhibitionary complex has changed over time, but still retains its usefulness as a means of knowing and therefore claiming power over the past.


[1] James W. Cook, The Arts of Deception: Playing with Fraud in the Age of Barnum (Cambridge, MA: Harvard University Press, 2001), 252.

[2] Ibid., 30-162.

[3] Steven Conn, Museums and American Intellectual Life, 1876-1926 (Chicago: University of Chicago Press, 1998), 24.

[4] Cook, 85.

[5] Conn, Museums and American Intellectual Life, 1876-1926, 21-22.

[6] Steven Conn, Do Museums Still Need Objects? (Philadelphia: University of Pennsylvania Press, 2010), 22.

Assassin’s Creed III and Claims of Authenticity

Assassin’s Creed III Trailer

In 1997 anthropologists Richard Handler and Eric Gable published their study of Colonial Williamsburg as a living history museum, The New History in an Old Museum. Authenticity, according to the authors, was used by the site to both fulfill the goals of the new social historians, and to further the idea that historic knowledge improves as new facts are uncovered. These two goals are in conflict as social historians understand history as changing according to the work that history can fulfill in any given present, while the idea that more facts contribute to an ever more perfect history is an idea that is rejected by most contemporary historians. Handler and Gable argue that, while the historians in charge of the interpretation are social historians, by the time the message reaches the public via the site’s costumed interpreters, it has morphed into the claim that Colonial Williamsburg is on the path to becoming a complete history of a colonial city as more facts are uncovered.

Assassin’s Creed III, which is also set in colonial North America in the 18th century, also makes claims to authenticity, not through the use of actual historic objects, but through its sheer comprehensiveness of digital reproductions of objects, landscapes, and even people and animals. Colonial Williamsburg, as a site that one must travel to, could be argued to be more immersive, but the immersive nature of video games should not be discounted. Players identify with the characters they control and enter the games spaces via their animated proxies. In this way Assassin’s Creed III does a better job of transporting one to the 18th century than Colonial Williamsburg. In the reproduced physical colonial space, you are merely an observer, as people in costume interpret the space for you. In the digitally reproduced space, you are an actor, an active participant in the events that unfold. Moreover, you have the ability to see things as visitors to a living history museum do not, as in the perspective of colonial Boston you get from climbing to the tops of buildings.

Assassin’s Creed III has emphasized its authenticity in its marketing, and some gamers complain that the attention to historical accuracy comes at the cost of entertaining game play. This claim to authenticity performs the same dual role that Handler and Gable found that it played at Colonial Williamsburg. There are two messages in conflict.

To understand this we first need to get an understanding of who is behind the game’s narrative, and what are their goals. In the video series, Inside Assassin’s Creed 3, historians, game designers, reenactors, and even a Navy Seal comment on the authenticity of the game, from environments to fighting style. These people presumably had a role to play in the design and narrative of the game. At the start of the game, as with every game in the AC series, a title card is displayed which reads, “This game was developed by a multicultural team of various faiths and beliefs.” Clearly the design team is proud of including many voices in its depiction of the past. This was one of the goals of the social historian; to give voice to those who had been underrepresented by political, intellectual, and military historians. In AC3, there are many points of view represented. There are opportunities in the game to interact with people of varying race, class, and genders. These depictions are not without their problems.

One theme that is reiterated several times is the brutality of the war and of the fighting in the game. The main character, Connor, is half British and half Mohawk, and Mohawks were called in to advise on the “language and values” of the Native American character, furthering the idea that this is an authentic depiction. This character is repeatedly called “brutal” in the Inside videos. One commenter called him, “A ninja and a tank with a wolverine in there.” They watched people fighting with a tomahawk and decided it was not “awesome enough”, so they increased the brutality. While this character is meant to be an assassin, the depiction as an extremely brutal assassin only serves to feed the stereotype of Native Americans as bloodthirsty killers.

The noble savage gets its turn too as Connor moves through the game using an athletic method called Parkour. This method had as one of its antecedents a method developed by Frenchman named George Hébert. Hébert had developed his method based on training he had observed in African tribes, about whom he said, “Their bodies were splendid, flexible, nimble, skilful, enduring, resistant and yet they had no other tutor in Gymnastics but their lives in Nature.” It is astonishing to see Connor leaping through the trees and over buildings, one of the authors of the game calls his amazing strength and agility “part of his nature.” These types of athletic movements have strong cultural ties to ideas of the natural savage.

Connor’s nobility is emphasized.  He is called by a game designer, “Humble, and more grounded to nature.” He is “motivated by a desire to do the right thing” and is “fighting for freedom and against tyranny.” He is able to assess a situation and fight on the side of the greater good. This is hardly a nuanced study of the motivations that Native people had during the Revolution in choosing against whom to fight.

Having many voices involved in designing the game did not prevent it from reinforcing long-held essentialist racial beliefs. But the designers knew they could not challenge beliefs too strongly, with one of them commenting that the audience came with, “a rough understanding that they’ve never really experienced.” Apparently this game will not do much to challenge that rough understanding, and it will also allow the history to be experienced in this unchallenged way.

In the designer’s defense, the majority of “shooter” games have white men as the protagonist, acting out violence and superhuman agility; this is a standard of the genre. However Connor’s character has to be believable in this role, and having his character be half white and half native perfectly melds the reason attributed to white men (Connor fights for freedom), with the savage violence and childlike naturalism present in stereotypes of Native Americans. The Founding Fathers in this game, while never matching the native’s agility or ability to kill, are even called “badasses” by the designers, which is possibly an improvement over stiff political depictions, but still papers over people’s motivations for fighting. These portrayals can only add to the Founder’s mythic masculine virtues; it will not knock them from any pedestals.

Handler and Gable also criticized Colonial Williamsburg’s ability to challenge visitors’ beliefs about history and the 18th century. The museum is fairly timid about creating narratives around characters that are not documented as specific individuals, such as most of the enslaved. AC 3 freely creates fictional characters, but it relies on present-day ideas of what those characters should be, rather than looking to the past in constructing people. It is worth noting that both endeavors are money making ventures, and it is unrealistic to expect them to present a history that flies in the face of audience beliefs. While Colonial Williamsburg is a non-profit that funnels tourist dollars into its research and curatorial arms, AC 3’s profits benefit none but Ubisoft’s shareholders.

This game does use its technical advantages to expose gamers to history in a unique way, however problematic the portrayals. First, Connor is a Native American protagonist, which is something rarely seen in the video game world, even as enslaved people are reduced to being anonymous people who populate cities with the correct number of black faces. Mohawks did get a voice in the depiction, even as the game’s narrative necessarily directed the character’s actions, which is an improvement over older depictions of Native Americans that were born completely in the minds of white men. Second, the game does a great job of reproducing environments such as ships, forests, and colonial cities, offering players a chance to explore and get a sense of historical spaces. Third, the game will further the interest in the events of the American Revolution for around ten million game players who may not have been interested otherwise.

Both Colonial Williamsburg and Assassin’s Creed 3 are hamstrung by what they signify to audiences in their ability to challenge. While they both want their visitors to experience historical accuracy, the narratives their audiences expect and enjoy prevent them from really depicting all that is known about the pasts they seek to represent and especially the depiction of rich, multi-dimensional characters from the peoples of the past who did not often represent themselves in writing. Their claims to authenticity encourage those who venture into their worlds to accept these portrayals as complete and accurate, reaffirming their audience’s beliefs.

Myth and Womanhood

While listening to an interview with Caitlin Moran author of How to be a Woman, I was struck by her astute observation that the public thinks it’s absolutely abnormal for a woman not to have a baby. In particular, Jennifer Aniston’s motherhood status is the subject of countless tabloid stories.

Roland Barthes pointed out a similar phenomenon in “Novels and Children” in Mythologies. Barthes points out that the description of the female novelists as mothers also keeps the women in their place as “entirely constituted by the male gaze.”[1] Aniston’s status as a childless, unmarried woman is what makes her such a successful tabloid subject.

The myth goes like this, Jennifer Aniston, all around nice girl who plays wholesome characters on television and in movies, marries Brad Pitt who performs in edgier roles, and does mainly films, which is a bit higher than television in the acting hierarchy. This situation fits the ideal of traditional marriage perfectly as he is the one with the stronger career, leaving her to work if she chooses, or to abandon her career when she becomes a mother, which is seen as inevitable. She would fit right in with Barthes’ female novelists as exemplary of someone defined by her relationship to a man.

But another woman, Angelina Jolie, came between them. This woman was known for playing strange, non-traditional roles, often depicting physically strong women. She’d had a tumultuous personal life. And she lured the unsuspecting husband away from the good girl. This woman had already adopted children, yet she was not married. She was interested in problems outside the borders of the United States. She was primarily a film actress. She did not appear to necessarily need a man.

Brad and Angelina have never married, yet they have added many more children to their non-traditional family, both adopted and born to them as parents. The relationship, at least the way it is presented in the tabloids, could fall apart at any minute. She is criticized for being too thin, which makes her seem even less motherly. Her ability to mother is constantly criticized. Does she let her children cross dress? Oh, the horror!

So is it marriage or motherhood that makes one a woman in our culture? For Aniston it seems to be both. Each time she starts dating someone the marriage/baby rumors start. These rumors are most often intertwined, but sometimes it is suggested she have a baby as a single mother. As Moran pointed out, our culture assumes that this is something she must want. If she can’t have the marriage, at least let the poor girl have a baby to care for.

For Jolie too it is both marriage and motherhood that could redeem her in the eyes of the public. She is under the control of no man, and she is regarded as barely a mother, utterly lacking in maternal instinct. Change these two things and she would be safely “constituted by the male gaze.” As she is, she is constituted by her own dangerous desires.

While this may seem like a silly example, it has undeniably captured the imagination of tabloid readers and watchers who like the comfort of the idea of traditional marriage and are disturbed by unruly women and cowed men. I would also like to point out that these stories are powerful myths that have only a tenuous basis in reality. The characters have taken on a life that the real people involved would not recognize.

 



[1] Barthes, Mythologies, 58.

Wikipedia and Wikimania

In the fall of 2011, I worked as a graduate assistant on a project where the undergraduate students in our Piracy class would work to create a Wikipedia article rather than turn in a research paper. We knew going in that this would be tricky, because Wikipedia does not welcome the analysis that undergraduates are usually expected to include with their research papers. The idea that the research would be useful to a wider public was compelling to the students, and made the importance creating top notch research clear.

When we began our first task was to determine if we would be creating a new article or editing something that already existed. The main Piracy page is very broad, and includes many topics outside the purview of the class. The Golden Age of Piracy was considered, but we were skeptical whether there really was a Golden Age, or if piracy even slowed down in the 1730s (see Two Years Before the Mast for an example of fear of pirates in the 19th century). We thought that we might be able to work with Piracy in the Caribbean, but the page would need to be renamed. Piracy, being undertaken on ships after all, was not limited to the Caribbean, but occurred wherever trans-Atlantic trade took place, including Africa, North America, and South America. We proposed changing the name of this article, but consensus could not be reached, possibly because the idea of piracy occurring mostly in the Caribbean is culturally reinforced by contemporary fiction. We created our own page, Piracy in the Atlantic World.

The inability to gain consensus made me think about some of the shortcomings of Wikipedia. Gaining consensus from a fairly homogeneous group of editors is an effective stop on different views and new scholarship. The ban on original research and the “Undue Weight” policy means that students and academics cannot put anything in an article that has not yet been published, and if the preponderance of sources contain another view, it cannot be included at all. This dampens Wikipedia’s usefulness as a source that contains the latest research. Roy Rosensweig suggested that biography might be the best articles for researchers to produce, because the facts of a life are fairly indisputable.

This made me more interested in Wikipedia than ever before. It is such a widely used source that it is imperative that the articles contain the best information possible, but how with all of the restrictions? I understand why these policies are in place; vandalism, fringe views being seen as mainstream and weird theories that would never pass peer review must be excluded from articles. Did the benefit of these policies outweigh the harm?

Last week I attended the Wikimania conference in Washington D.C. and I was pleased to find that Wikipedians are thinking about these very issues. The diversity of editors is a known problem and strategies are being devised to attract new and more diverse editors, even if some of these efforts seem wrongheaded. What constitutes a reliable source is getting blurrier as revolutions are reported from individuals using social media, while traditional sources, as one commenter pointed out, got the Iraq weapons of mass destruction story all wrong. Even the notability rule is being questioned.

The wild and wooly beginnings of Wikipedia, and the attempt to make Wikipedia a more reliable source of information in the mid 2000s is the reason all of the restrictive rules were created, and it is good that these are being revisited now that English Wikipedia is losing editors and recently had its 4 millionth article created. I was inspired by the 10 Women in 10 Minutes session where we created biographies of notable women during the session, and decided to create an article about a woman whose picture I’d seen in the National Portrait Gallery. Shortly after I created the article stub, it was flagged for speedy deletion because an editor did not think the subject was notable. Before I could argue, another editor removed the deletion flag after doing a simple Google search on the subject. Things are already improving.

Thoughts on Abraham Lincoln: Vampire Hunter

Monday night I went to see the much-derided Abraham Lincoln: Vampire Hunter. I can’t say it’s the worst movie I’ve ever seen (that title will be hard to wrest from Xanadu). It did make me think about all of the outcry about it, both from people who didn’t like it as an action film and those who objected to its lack of historical accuracy.

The criticism as an action film is hard for me to judge. This is the first 3D movie I have ever seen, and I am admittedly not a fan of the genre.

Historical accuracy I can talk about. I am a horrible person to see a movie where the subject is American history. I comment on everything, even though I know that there is no amount of knowledge that will allow someone to recreate the past with accuracy. Those trying to recreate the past generally have a contemporary message. Or, in the case of Abraham Lincoln: Vampire Hunter, they simply want to make an action film set in the past. As such, they rely on the common knowledge of history to set the scene.

They weren’t out to question what most of us learned in K-12 about the American Civil War. Lincoln as a rail splitter, the Lincoln-Douglas debates, the Emancipation Proclamation, the fact that Gettysburg was a turning point in the war, the Gettysburg Address, Lincoln’s assassination. The twist comes where slaveholders are described as sucking the very life out of the enslaved, which isn’t really a reach for most people who know about chattel slavery, especially in New Orleans, the lair of the main vampires.

I see a lot of missed opportunities here. Bleeding Kansas, maybe John C. Calhoun could’ve been the proto-vampire, a real discussion of the social construction of race, and how that construction changed between the 18th and 19th centuries. But this movie’s goal wasn’t to give people an education in history. It was to provide a marketable action film. Marketability precludes the movie’s producers, writers, directors, etc. from calling people’s received knowledge about slavery and the Civil War into question. Should we judge them for that attitude? If there were a market for the latest in history scholarship in popular culture perhaps things would change. Until then it is unfair of us to believe they should.