Documentos de Académico
Documentos de Profesional
Documentos de Cultura
To cite this Article Barrett, Paul(2006) 'White Thumbs, Black Bodies: Race, Violence, and Neoliberal Fantasies in Grand
Theft Auto: San Andreas', Review of Education, Pedagogy, and Cultural Studies, 28: 1, 95 119
To link to this Article: DOI: 10.1080/10714410600552902
URL: http://dx.doi.org/10.1080/10714410600552902
96
P. Barrett
97
98
P. Barrett
99
do shit, you it = That next felony, nigga, its like three zip = So, run! Hop
fences, jump over benches! = When you see me comin get the fuck out
the entrance! = Run! Fuck that! Run! Cops got guns!6
The video for the song is packed with images of black bodies being
chased through poor, urban environments resembling a live-action
reenactment of San Andreas. Similarly, the video contains images of
groups of black males, tightly packed in housing project stairwells
and jail cells posturing threateningly towards the camera. This is,
of course, coupled with images of white police officers as correctional
officers and riot police. Gilroy speaks to this question of representation of black bodies when he describes the black public sphere as
an exclusively male stage [. . .] in which sound is displaced by vision
and words are generally second to physical gestures.7 The language
of blackness in popular culture becomes a language of physical gestures and masculinized posturing. The black male is seen both running from the police as well as stalking the corridors of the urban
environment, positioned within a strange duality as both the target
and source of terror and violence.
These repeated descriptions, and enactments of the stalking and
killing of the black body, typically set to the tune of thrilling hip hop
music and pornographically hyper-violent imagery and cinematography, marks the black body as disposable, as a non-person.
Grand Theft Auto: San Andreas is no exception, as many of the missions in the game involve beating, shooting, killing and robbing
other gang members, who are typically black or Latino. Of course
one may end up killing some bystanders or police officers (the latter
of which are decidedly white, the former of mixed races), but this is
not the purpose of each mission and there is little reward for these
periphery activities. All of this action is set to hip hop music from
the early 1990s, and the PC version of these games typically allows
players to replay the action in slow motion, ensuring they can thoroughly enjoy the ritualized slaughter of gang members, the police,
and innocent civilians. This goes beyond, then, simply marking the
black body as something completely valueless and disposable, as it
couples the killing of black bodies with a pornographic, thrillinducing, aesthetic of hyper-violence.
The representations of black bodies as disconnected from any
sense of personhood or agency continue, as the player must take
CJ to the gym, changing his physical makeup depending on
which activities he performs. Similarly, CJs appearance can be
100
P. Barrett
customized in terms of attire and haircut. There is an array of typical black styles to choose from, ranging from baggy prisoner outfits, to black-power medallions to geri curls to Afros and so on. The
implication here is that blackness is a style, something that can be
taken on and off. Politics, whether in the form of Afrocentrism
or gang collectivities, are marked as outfits and appearances: the
histories and ideas that underlie these cultures are of no significance. The player, operating through CJ, can move through these
identities, sampling each of them as something strictly aesthetic,
with visits to the in-game clothing stores, barber shops, and gyms.
Black culture becomes nothing more than a commodified aesthetic,
with no associated political or social meanings. This total decontextualizing of the politics and culture of African-American existence
not only constructs a public memory that is absolutely depoliticized, as well as atomized, with no way of referencing collective
struggle or meaningful democratic participation, but it also feeds
directly into the white myth of identity as something completely
transformable.
White identity is constructed as a passport to cultural appropriation, where, in order to experience a cultural other, one need only
have the right style and accompanying persona. When African
American existence is represented as nothing more than a purchasable aesthetic, it can be experienced in its entirety by white people.
Whiteness becomes a cultural passport, translating Gees notion of
virtual identities8 into the depoliticized and decontextualized
thrill of racial slumming. White players can enter into black existence, which is marked here strictly as an aesthetic of fashion, street
language, and masculinized, sexualized physicality. Questions of
systemic discrimination and the everyday experiences of racism
are of no relevance here. This ignoring of histories of discrimination
and accumulated advantages9 of whiteness takes away the very
language of understanding the relationship between power and
race. In place of any political understanding of race is a particularly
constructed black aesthetic, suggesting that through the appropriation of these black styles, languages and postures, whites can
experience African-American existence. In paying no attention to
the impact that race has on both individual and collective political
agency, San Andreas reinforces neoliberal ideologies in that it naturalizes the conditions in which the black characters are placed.
When the game begins, CJ and the player are dropped into the
urban nightmare that is San Andreas. Driving along the wrong
101
street at the wrong time of day is reason enough for why CJ is suddenly shot at. Similarly, there is no explanation for the state of CJs
own neighborhood, a pseudo-shantytown literally under a bridge.
Nor is any explanation given as to why CJs friends are all unemployed, parentless gangbangers. Instead, the game begins with
these things as a giventhey are natural to the environment in
which the game is set. There is no sense that the violence in CJs
world has come from somewhere, that perhaps there are larger
social factors at work here. The game completely forfeits any discussion about how CJs neighborhood became a place of violence
and pathological behavior. Issues such as three-strikes laws, the
vast and disproportionate increase in the imprisonment of African
Americans since the early 1980s,10 the impact of neoliberal economic and social reform, or the collapsing of public concerns into
private interests are completely ignored. In place of a consideration
of larger social causes, one is left to imagine that either this violent,
unemployable, pathological behavior is the permanent, natural
state of African Americans, or that somehow CJ and his friends
have found themselves in this situation as a result of their own individual failings. There is, of course, a racism that underpins this
scenario, suggesting that the African Americans in CJs neighbourhood, the Latinos in the other poor neighborhoods and, of course,
the whites in the rich neighborhoods are in their positions strictly
of their own accord. By disconnecting the poverty that San Andreas
claims to represent from any historical context, the game, by
default, reinforces the neoliberal line of an absolutely isolated sense
of agency. The refusal to ask questions that might historicize this
poverty or add some sort of political context to questions of inner
city ghettos or black unemployment serves to naturalize this neoliberal view of the world, echoing Margaret Thatchers famous line
that There Is No Alternative. The racism that underlies this lack
of context stems from a complete dissolving of any sense of the
public: the histories, environments, and actions of the characters
in the game have no connection to any larger public history.
When the public is represented in San Andreas, it is configured as
a site of terror, insecurity, and uncertainty. The public arena is
marked as a site where violence is not only probable, but imminent.
Death occurs absolutely meaninglessly and indiscriminately. If one
could shift the narrative focus of the game from CJ to one of civilians, or any other non-player characters, the game would be nothing more than a countdown to a random, violent death. In
102
P. Barrett
103
104
P. Barrett
105
106
P. Barrett
vehicles to video games, both the public sphere and mass culture
are increasingly becoming imagined according to principles of militarization. 50 Cent confirms this trend when he gleefully describes a
newly purchased SUV as not only bulletproof but, Bombproof [. . .]
The president be riding around in shit like this.20 This is, of course,
necessary for the crack dealer-turned-rapper whose claims to being
shot nine times becomes a confirmation of black authenticity, and
thereby pop stardom. This presents not only a construction of the
black, urban male as one mired in a culture of violence, but also
a sense that the true experience of blackness, the authentic black
experience is one of crime, shooting and violence, naturalizing
and even sexualizing the violence many young black men experience. Furthermore, the depiction of 50 Cent on his The Massacre
album cover, as a cartoonishly-muscular warrior figure, not only
militarizes the public sphere but also links the black body to war.
The message is clear: black people are biologically predestined for
soldiering. Similarly, the urban environment that the black male
occupies, that is constructed as a site of excitement, danger and
uncertainty in film and music videos is also a site of violence, chaos
and generally pathological behaviour. This is in direct collusion
with the representation of blackness in San Andreas where violence,
a kill or be killed attitude, a hyper-masculinized sexuality and similar attributes that constitute the urban predators, are the central
traits of the games major characters.
Another instance of this increased militarization of popular culture is found in the advertisements for the Government Clothing
line that depict young, white hipsters, wearing designer fashions,
in Abu Ghraib-like scenarios. The print ad portrays a dingy shower
cell, stripped of its fixtures where one white youth is handcuffed
and hanging from a ceiling, while another is drinking from a toilet
as he is walked, on a leash, by a white guard. The hanging youth
has bruise marks around his eyes and an ammo clip around his
waist, the other youths have their faces turned away from the shot.
The type includes the word GOVERNMENT in bold block letters
and then some accompanying Arabic.21 In smaller type, the ad promises more prison pictures and movies on their website. The
website offers a similar array of images with white hipster
twenty-somethings posing in the clothing line as they reenact
scenes of interrogation, torture and abuse, set in dark dingy bathrooms, shower cells and on gurneys. Not surprisingly, the video
displays a series of similar images of torture in designer clothes,
107
all set to the tune of aggressive hip hop music. Drawing obvious
parallels with Abu Ghraib, the website explains that this is a sneak
peak into something thats happening somewhere in a far away
occupied land. . .22
In recreating the scenes of Abu Ghraib (the famous scene in
which an Iraqi prisoner is dressed up as a Christmas tree is
reenacted here with a handbag taking the place of the garbage
bag used to cover the prisoners face), these white fashion designers
and models claim that the political and moral aspects of these
images are of absolutely no importance. These images of abuse
and denigration become nothing more than pop culture imagery,
open to appropriation for the purposes of marketing and ironic
kitsch. One of the implications here is that not only can military
images be leveraged as marketing tools and as elements of popular
culture, but that there is an inherent sexuality in the abuse and military torture that these images reenact. In the print ad, we see the
pelvis and the underwear of the hanging model just above his
ammo clip. In other images, close shots of bulging male underwear
and military officers with open cleavage mingle sexuality with
images of abuse. These images both take on a desirable quality
and blur the lines between market and political realities. The ads
also suggest that it is reasonable for white people to step into these
roles and reenact these scenes of abuse. There is nothing restricting
white people from playing out these roles of abuse, as any notion of
the political culture or history that generates such imagery is completely absent. In its place is a slick, market driven sexualizing of
military torture.23
Another aspect of these advertisements, and a dominant trope in
popular culture more generally, is that young bodies are marked as
either threatening, disposable, or more typically, a combination of
both. While it is beyond the scope of this paper, there is a lot of critical work that describes the way in which youth is present [in
popular imagination] only when its presence is a problem, or is
regarded as a problem,24 and this is certainly true in the Government Clothing images. This sense of youth as aimless, lazy and disconnected from social, democratic life is only compounded when
dealing with urban youth, particularly young black men, as they
bear the brunt of not only a cultural attack on youth, but also on
people of colour. Consider the lyrics to a hit UK hip-hop song from
rapper Skinnyman, the chorus of which is, If I make it till tomorrow, Ill be surprised or the punk band, Millions of Dead Cops
108
P. Barrett
109
110
P. Barrett
111
112
P. Barrett
assist young people, and the increase in the institutional disciplining and imprisonment of youth, and one begins to understand how
notions of youth are formed in neoliberal culture. Youth are
marked, in popular culture and in the current political environment, as unworthy of investment, as a threat to the social order,
as a burden on the hardworking adult world, and most importantly, as throwaway bodies.
And of course the U.S. Army has taken advantage of this militarization of popular culture, and this marking of youth as dangerous
and disposable, as a means of increasing their recruitment numbers. The army has developed a series of vehicles that double as
entertainment and recruiting centers: the Army Cinema Vans,
the Army Cinema Pods, the Army Adventure Van, and the Navy
Exhibit Centers visit a total of 2,000 schools per year, presenting
their high tech educational shows to 380,000 recruitable students42 a year. Similarly, Two National Science vans, sponsored
by the military and the National Science Center, also tour the country. In each case, the Pentagons Recruiting Commands and local
recruiters use school grounds, school facilities, and school time to
glorify the armed forces and their version of history.43 The way
in which the public institution of the school becomes transformed
into a site for military recruiting purposes is representative of the
shifting role of the American state under George Bush. This is seen
again in Bushs No Child Left Behind Act, which is not only
severely underfunded and privileges an education measured
strictly by standardized testing,44 but also includes a provision, buried deep within the act, that requires schools, as a condition for
public funding, to provide the U.S. Army with a complete list of
students names, addresses, and phone numbers for recruiting purposes.
Coupling the attempts to draw students out of schools and into
the military with the serious funding crisis in which public schools
find themselves, and the way in which the bodies of youth are
marked as disposable, and youth themselves become constructed
as burdens, as unwanted persons, becomes all the more clear. This
marking of youth as unwanted and unnecessary feeds directly into
the new global neoliberal order which has created a mass of
unwanted persons. This superfluous population is unnecessary to
the neoliberal global order. For many youth in the economic north,
their role in this new global economy is peripheral at best (in many
ways this is true of the majority of the population, not just youth).
113
They are able to interact with it only insofar as they can staff its fast
food restaurants, work in its strip malls, and so forth. But to have
any meaningful authoritative role in this new order, and in the
future of the world more generally, is not part of this world economic plan. They are, in the neoliberal context, an unwanted, surplus
population. It is no surprise then that as of June 2003, 12.8% of the
African-American male population aged 25 to 29 was in prison,
compared to 3.7% of Latinos and 1.6% of whites.45 Similarly, under
George W. Bush, the African American incarceration rate is 5.7 times
higher than it was in South Africa under the apartheid regime.46
And of course, the United States stands in a strange coalition with
Saudi Arabia, Congo, Yemen, Iran and Nigeria, as the only countries
in the world that execute young offenders (China and Pakistan have
recently committed to ending the practice).47 The rise of the prison
population, as well as the rise in military recruitment48 all point to
a general need to dispose of young bodies, particularly young black
bodies. This need, endemic of the neoliberal global order, is reinforced by San Andreas in its representations of black youth.
Grand Theft Auto: San Andreas reinforces many of the ideologies
central to neoliberalism, as well as many of the representations of
identity and politics central to the war on terror as well as the
war in Iraq. The absolute privatizing of any sense of agency within
the game offers no structure or language by which to imagine any
sort of collective, or at least public response to the oppression that
the characters experience in the game. Baumans description of
public sphere under neoliberalism as emptied of its own separate
contents . . . it is now but an agglomeration of private troubles, worries and problems49 reads as though it were a description of the
public as represented in San Andreas. Any potential for a vocabulary
of resistance is completely absent, where the right of the individual
to accumulate wealth, through any form of self-justified power, is
seen as the greatest social freedom. In a game where the most basic
act of perhaps not killing your fellow citizen for his = her vehicle or
wallet is only considered an impediment to the accumulation of
wealth and power, questions of social agency or the responsibility
of democratic citizens are unimaginable.
In place of such questions is the neoliberal dystopia where the
rights of the individual trump any sense of the responsibilities of
the citizen, and the rules of the market are naturalized and universalized while the possible democratic role of the state or of other
collective institutions are completely erased from the games
114
P. Barrett
representation. In this sense San Andreas refigures agency as something completely privatized and atomized, echoing Margaret
Thatchers claim that there is no such thing as society.50 The public realm subsequently becomes a site of violence and terror, and
any considerations of a public good, or of democratic possibility
are totally absent. This decoupling of politics from power reinforces
a culture of cynicism where any form of public participation or
social change seems pointless. In place of any potential for meaningful, democratic citizenship is a worship of individualized, competitive forms of agency in which collective action or resistance is
impossible.
In this sense politics has no capacity to disrupt configurations of
power. In fact power and the public world of political change are
completely disconnected in the world of San Andreas. Power lies
in the market, in the repressive functions of the state and in the
capacity of the individual to commit violence and accumulate
wealth. Where a democratic, public sphere would offer an opportunity for social change, in the privatized world of San Andreas, selfjustified (in the sense that the capacity to do violence justifies that
violence), individual acts of violence become the only means of
exerting ones own agency. In this sense the drive-by shooting is
the closest representation of collective action in San Andreas.
The naturalizing of racist systems of social organization also
serves to justify neoliberal claims to the right of the economy to
operate unimpeded by such market irritants as affirmative action
or other policies that address and aim to correct the accumulated
disadvantage which African Americans experience. San Andreas
either completely decontextualizes or just outright ignores racist cultural practices that lead to African Americans being unemployed
more than whites, imprisoned more than whites, locked in racial
ghettos, and so forth. In ignoring questions of historical racism
and injustice, San Andreas suggests that the problems that African
Americans experience is due to individual failure. This failing of
the individual is further reinforced by the notion that the white person can experience, or step into, black identity. Histories of racism
and the accumulated effect of cultural intolerance are unimportant
and do not restrict the white consumer from entering into black culture. This further dehistoricizes racist practices and suggests that
any failings of individuals are strictly their own, with no connection
to any larger collective forms of discrimination. San Andreas naturalizes the values of neoliberalism, presenting ideologies of the market
115
116
P. Barrett
NOTES
1. James Paul Gee, What Video Games Have To Teach Us About Learning And Literacy
(New York: Palgrave, 2003) 59.
2. Paul Gilroy, Against Race (Cambridge: Harvard University Press, 2000), 174.
3. Judith Butler, Precarious Life (New York: Verso, 2004).
4. Chuck D, Four Oh? Available at http://www.publicenemy.com/index.php?page
page3&item 20 (Accessed 1 August 2000).
5. Kardinal Offishall, Kardis Korner. Unpublished.
6. Ghostface Killah, Run, The Pretty Toney Album, Def Jam, 2003.
7. Paul Gilroy, Against Race (Cambridge: Harvard University Press, 2000), 186.
117
8. James Paul Gee What Video Games Have To Teach Us About Learning And Literacy
(New York: Palgrave, 2003) 59.
9. Michael K. Brown et al., Whitewashing Race (Berkeley: University of California
Press, 2003), 30.
10. Michael K. Brown et al., Whitewashing Race (Berkeley: University of California
Press, 2003), 141.
11. Zygmunt Bauman, In Search of Politics (Stanford: Stanford University Press, 1999),
49.
12. Greg Kasavin, Manhunt Review for Playstation 2 at GameSpot. Available at http://
www.gamespot.com/ps2/action/manhunt/review-2.html (Accessed 19 November
2003).
13. One might read this scenario of the white protagonist attempting to escape the
urban nightmare, while being pursued by gangs of masked youths (black and
white), as touching on the underlying fears of the inner city present in a great
deal of mainstream, white American culture.
14. No author, The Miramax Scared Shit List Available at http://www.lowculture.
com/archives/000258.html (Accessed 10 November 2003).
15. Judith Butler, Precarious Life (New York: Verso, 2004), 147.
16. Judith Butler, Precarious Life (New York: Verso, 2004), 148.
17. Pierre Bordieu, Acts of Resistance Against the Tyranny of the Market (New York: The
New Press, 1998) 2.
18. Gerald Baker, Is This Great, Or What, Financial Times (31 March 1998).
19. Robert W McChesney, Noam Chomsky and the Struggle Against Neoliberalism.
Available at http://italy.indymedia.org/news/2001/08/14796.php (Accessed 1
April 1999).
20. Shaheem Reid, 50 Cent: Money To Burn Available at http://www.mtv.com/
bands/123/50 Cent/news feature 021203/ (Accessed 2 December 2003).
21. That the Arabic will be unintelligible to most viewers of the ad is of no consequence. It acts only as a token of style, a fashionable piece of design used to bolster the gritty political realism of the ad rather than as an actual language used
to communicate any particular message.
22. Government Prison Pics. Available at www.governmentclothing.com (Accessed 25
November 2004).
23. It is no surprise that these advertisements appear in Vice Magazine, a publication
which celebrates the reduction of political issues into questions of aesthetics and
individualized style. Using terms like sand nigger in an attempt to show race
irony and targeting homeless people in their Fashion Donts section, Vice
Magazine caters to a white, hipster demographic that forfeits political awareness
for ironic non-ideologies that, nevertheless, coalesce neatly with right wing ideologies of individualism, racism and the notions of the free market.
24. Henry Giroux, Doing Cultural Studies: Youth and the Challenge of Pedagogy.
Available at http://www.gseis.ucla.edu/courses/ed253a/Giroux/Giroux1.html
(Accessed 9 December 2004).
25. Erik Wolpaw, Tom Clancys Ghost Recon 2 Review for XBOX at GameSpot. Available
at http://www.gamespot.com/xbox/action/tomclancysghostrecon2/review-2.
html (Accessed 22 November 2004).
26. North Korean dictator Kim Jong Il takes the symbolic value of such games quite
seriously, as the game was banned by his regime, explaining that [Americans]
have shown everyone their hatred for us. This may be just a game to them now,
118
27.
28.
29.
30.
31.
32.
33.
34.
35.
36.
37.
38.
39.
40.
41.
42.
43.
44.
45.
P. Barrett
but a war will not be a game for them later. In war, they will only face miserable
defeat and gruesome deaths. (see http://www.neowin.net/comments.php?id=
21777&category=gamers)
Scott Osborne, Americas Army Review for PC at GameSpot. Available at http://
www.gamespot.com/pc/action/americasarmyoperations/review.html
(Accessed 3 October 2002).
Americas Army Support FAQ. Available at http://www.americasarmy.com/
support/faq win.php?p=1#faq2 (Accessed 22 July 2004).
Jim Downing, Army To Potential Recruits: Wanna Play? Available at http://seattletimes.nwsource.com/html/localnews/2002111412 wargames07e.html (Accessed
7 December 2004).
Americas Army Support FAQ. Available at http://www.americasarmy.com/
support/faq win.php?p=1#faq2 (Accessed 22 July 2004).
General: Its fun to shoot people. Available at http://www.cnn.com/2005/US/02/
03/general.shoot/ (Accessed 4 February 2005).
Lt. Gen. Mattis was not disciplined for his comments, but was told that he should
have chosen his words more carefully. It is not his love of slaughter that raised
any interest but his forgetting to couch his expression of the thrills of killing in
the appropriate euphemisms of the U.S. Army.
Dominic Timms C4 lines up Guantanamo-style torture show. Available at http://
www.guardian.co.uk/uk news/story/0.3604.1408237.00.html (Accessed 8 February 2005).
24 Executive Producer Joel Surnow, FOX, 18 April 2005.
In an earlier episode, when Bauers use of torture is questioned, a steel-jawed
Secretary of Defence chillingly explains, that we need men like that.
Christian Toto, 24: An hour of realism. Available at http://washingtontimes.
com/entertainment/20050427-085529-9412r.htm (Accessed 1 June 2005).
Jim Lobe, U.S. Media Miss Rumsfelds Dirty Wars Talk. Available at http://
www.commondreams.org/headlines04/1124-01.htm (Accessed 24 November
2004).
Harpers Index for August 2004. Available at http://www.harpers.org/HarpersIndex2004-08.html (Accessed 1 September 2004).
Steve Eder, Group criticizes federal funds to counsel youths against Goth culture.
Available at http://pub96.ezboard.com/fgothicchristiansunitefrm1.showMessage?
topicID=750.topic (Accessed 3 March 2004).
L. Anne Newell, Taser hit on girl, 9, stirs talk on ethics. Available at http://
www.dailystar.com/dailystar/dailystar/23559.php (Accessed 5 May 2004).
J. D. Gallop, Police Review Taser use on Student. Available at http://www.florida
today.com/apps/pbcs.dll/article?AID=/20050602/NEWS01/506020326/1006
(Accessed 2 June 2005).
Army Adventure Vans. Available at http://www.objector.org/recruiting-vans/
army.html (Accessed 7 December 2004).
Army Adventure Vans. Available at http: == www.objector.org=recruiting-vans=
army.html (Accessed 7 December 2004).
Michael Dobbs, No Child Law Leaves Schools Old Ways Behind. Available at
http://www.washingtonpost.com/ac2/wp-dyn?pagename=article&contentId=
A32348-004Apr21¬Found=true (Accessed 22 April 2004).
Incarceration is not an equal opportunity punishment. Available at http://www.
prisonsucks.com/ (Accessed 10 December 2004).
119