I've decided to alter this post slightly, in an effort to make it applicable for my student teaching experiences. As many of you know already, I will be teaching a unit on censorship to three preps of Junior English students. When deciding which social network to explore, I thought of this recent censorship case:
A woman used the term 'gay' in her X Box Live
gamertag to describe herself as a lesbian. Microsoft kicked her out of Live and suspended her account, but not before she was
harassed by other gamers. This woman is now upset that
Xbox does not permit sexual orientation, but will allow other sexually charged language (even though they contend they don't). Is this a case of censorship on the part of Microsoft and
Xbox?
In evaluating censorship, my students have been given certain criteria to examine. One of these criteria involves the role of audience. This case study of censorship is a great example of audience expectations, relationships, and 'modes of address'. I have included comments from X Box Live Chat Rooms (using
gamertags as identities) regarding this case; these comments are used to highlight the impact of a clear 'space of difference' between audience members.
First, the members of this chat room seem to have very different expectations between audience members. The majority of
Live's users see the social purpose of this site to be a gaming network, void of personal connections:
"I have no problems with people's personal sexual preference. But leave that information in the bio and not in the gamertag. We all need to remember that there are people whom don't agree with the alternative sexual preference and find it offensive. If someone whom has an alternative preference does not want to be suspended then they should also respect that side by not placing that information in the gamertag. I have friends and family members whom have an alternative preference and they also agree that the gamertag should not be used to express that preference." (Ubiman, 2009)
Others are concerned about the type of audience members that may be using this site, creating a 'mode of address' between younger and older members of this chat site:
"Personally, I don't see why one should advertise their sexuality on XBL or any other gaming service, especially where there are younger members playing too. Not saying homosexuality or any sexuality should be hidden from young people forever, but rather that Xbox Live and Playstation Home are not the proper places for children to learn about homosexuals and how to respect their sexuality (if Little Johnny hears people calling a gay person fags on XBL, he's probably going to think it's ok to do so in other social situations,etc.)." (Travante, 2009)
Finally, many appear to be genuinely concerned about the presence of gay/lesbian members, voicing their personal attitudes regarding sexuality through this chat room:
"This whole thing is a joke, Microsoft have made it clear that they dont allow anyone to advertise their sexual preference, there is no need in this day and age because i really dont think anyone cares whos gay and whos not so why do they feel they need to advertise the fact they are gay? If they dont want people to treat them any different why do they act like they are?" (Beasty54, 2009)
"So it's for their own protection? Great idea!! And furthermore, we should ban them [homosexuals] from wearing "fruity clothing" in public! PEOPLE MIGHT FIND OUT ABOUT THE GAYS!!" (Frieko, 2009)
Ultimately, this chat log depicts a clear 'space of difference' regarding the expectations of this chat site, the profiles of accepted members, and general attitudes of the chatters. While Microsoft still maintains Live as a gaming social network, this purpose has apparently missed a vast number of chatters. This social network experienced definitively failing 'modes of address' that have generated this case study of censorship.