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nordiclarpyearbook2015

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The aftermath of the symbolic killing. (Photo: Jay Sylvano)<br />

Use of power in play<br />

Shame uses a variety of techniques to express<br />

the gender and power dynamics of<br />

this situation. For example, the patriarch introduces<br />

a speaking stone and instructs the<br />

group to pass it around in order to speak.<br />

Men may resolve disputes for women, take<br />

the stone from women, and women who<br />

speak out of turn may be sent away by the<br />

patriarch. There are minimal, if any, consequences<br />

for the men should they speak out<br />

of turn, and for the patriarch, observing<br />

these rules at all is almost entirely optional<br />

in practice.<br />

w<br />

Additionally, the “crime” committed by the<br />

youngest daughter (the middle child) was<br />

discovered by the oldest son (the youngest<br />

child), who reported this information to<br />

their parents. The son did not know what<br />

exactly was going to happen, as he is simply<br />

too young, and finds himself torn between<br />

the pressure placed upon him by other<br />

male family members and compassion for<br />

the sister he loves. This structure expertly<br />

describes multiple dynamics of patriarchal<br />

“honor” culture. Even the son, the youngest<br />

child, the heir, has more say over the fate<br />

of the women of the family than they do<br />

themselves. Yet, if he does not cooperate<br />

he will be treated no differently than the<br />

women. Though Shame is not about this<br />

boy per se, it is also important to observe<br />

how boys are coerced into violent models<br />

of masculinity.<br />

Our experience<br />

The player who selected “M,” the daughter<br />

to be put to death, noted that she “didn’t<br />

feel like killing anyone today,” and chose the<br />

role because, despite being the centerpiece<br />

of the entire scenario, being the victim was<br />

a more comfortable space for her. Similarly,<br />

two male players chose to play women<br />

characters so that they would not be playing<br />

dominant and aggressive roles; though<br />

in the debrief, both of these players commented<br />

that their perceptions of gender<br />

dynamics as men likely influenced their play<br />

of those characters in this context.<br />

During our play it became apparent that the<br />

game rules and proceeds exist in an ambiguous<br />

space that is both within and without<br />

the fiction; we know as players that engaging<br />

with the rules is an essential element<br />

of play, but the fact that they are delivered<br />

and enforced (unequally) by the patriarch<br />

as a character leaves it unclear if the patriarch’s<br />

directions are game rules or simply<br />

demands made by the character.<br />

This created an uncertain relationship to the<br />

game procedures for the players. In almost<br />

any other game this would be a flaw, but in<br />

this case this seeming ambiguity emulates<br />

the social pressures that motivate practices<br />

such as “honor” violence in the first place.<br />

These social practices are created and enforced<br />

by groups of people, and though<br />

they might be prejudiced or arguably arbitrary,<br />

the consequences are still real. The<br />

game text the patriarch references while<br />

guiding the game had the dogmatic weight<br />

of a traditional sacred text, which is a thematically<br />

appropriate element for the play<br />

experience.<br />

To facilitate the intensity and sensitivity of<br />

this game, the text includes a tool called<br />

Support Signals that is specifically designed<br />

with the goals of this game in mind. Support<br />

Signals is a non-verbal communication<br />

tool that gives players a means of asking for<br />

more or less of a behavior during play, and<br />

of responding to requests made by other<br />

players without interrupting play. This technique<br />

was very effective for our play and<br />

helped us to be more aware of the boundaries<br />

of other players, especially in the most<br />

intense moments of the game.<br />

Reflection<br />

Shame is a particularly strong example of<br />

recent games that scrutinize social injustice<br />

and oppression, because it uses several<br />

key mechanics that are both procedural<br />

and representational of “honor” violence<br />

culture and motivations. More importantly,<br />

Shame refuses to apologize or back down<br />

in both concept and design. Shame leaves<br />

players painfully aware of the fact that it is<br />

up to us to raise our voices and take responsibility<br />

for what takes place in our culture.<br />

Perhaps the most moving section of the<br />

game text comes at the end, where the designer<br />

shares her own multifaceted relationship<br />

to “honor” violence. The point is very<br />

clear: “Honor” violence and other forms<br />

of shame-based oppression are an expression<br />

of the global issue of violence against<br />

women. Women are people, and that makes<br />

the issues that women face problems that<br />

all people must act to solve.<br />

j<br />

48 49

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