Liz Ellcessor
"Gamers, Geeks, Gender & The Guild:
Felicia Day and Changing Meanings of Gaming Culture"
The prevailing stereotype of gamers, particularly those who play massively multiplayer online games
(MMOs), is of socially awkward, unathletic, young white men. This is very close to the cultural meanings
of “geek,” in which whiteness, loudly proclaimed heterosexuality, and affinity for technology (Kendall)
combine to produce an alternative masculinity. The “geek” label has been discussed as a barrier to
women’s participation in computing and the sciences, as many women do not feel they can embody the
“geek” identity without sacrificing other elements of their personalities (Bryner). The gamer stereotype,
and the culture that gave rise to it, may act as a similar barrier. Furthermore, MMOs are male‐
dominated spaces, in which women are alienated, or receive extra attention and favors– and
harassment – due to the perceived rarity of women in the gaming space (Taylor). In reality, studies
estimate that women make up forty percent of MMO players – a not insignificant portion of the gaming
market, community and culture.
In keeping with John Fiske’s theories of subordinated audiences that usurp and alter the cultural
meanings of a text or artifact, I will explore resistance to gendering in MMOs by considering the star
persona and cultural productions of actor and gamer/fan Felicia Day. A relative unknown in Hollywood,
Day is best known for working in the world of online serial video. Continuing her relationship with
producer Joss Whedon (established through Buffy), Day starred in the Emmy‐winning online series
Doctor Horrible’s Sing‐Along Blog. Simultaneously, she wrote, produced and starred in her own Streamy‐
winning series The Guild. This series, now in its third season, follows a guild – a group of MMO players –
through the travails of organizing to play the game, conflicts with other guilds, and the messiness that
erupts when the players interact in “real life.” Day is a player and fan of MMOs, but in appropriating the
game for use in The Guild, she alters the cultural meanings associated with MMOs, particularly as they
relate to gender. Day values her female fans, and has become an identificatory figure for many of them.
Her interpretation of gamer culture in The Guild creates several different inhabitable spaces for
feminine gender expression.
Through analysis of the text of The Guild, its promotional materials, Day’s interviews with mainstream
and niche media, and Day’s extensive personal online activity, I attempt to trace the process by which
her creative work and star persona hail women gamers and valorize their experiences within this
culture. Simultaneously, I look to broader reception of The Guild on online message boards and gaming
sites in order to discern whether this professional, yet fan‐made, media artifact shows signs of altering
the dominant meanings of geeks, gamer culture and gender.