A middle school eSports club brings the worst of video gaming’s subcultures into the classroom.
In poor, mostly White, mostly Christian Ironville, teacher Ms. B starts up an eSports club. The students compete in The Good War, a World War II shooter that pits Axis against Allies. A shifting point of view introduces the misfits who make up the Allies and one of the bullies who make up the Axis. Playacting Nazis creeps into the Axis team’s behavior; they wear red T-shirts with an SS–style lightning bolt and make Nazi salutes. In Ironville, lacking people of color and Jews, these seventh graders don’t understand their behavior isn’t funny. The worst bully, Crosby, meets a friendly older gamer on a Discord channel who feeds him Nazi, racist, Islamophobic, anti-Semitic, misogynist hatred between bouts of gameplay. Crosby’s radicalization includes profoundly horrific real-world concepts, including an Adolf Hitler slogan and a White nationalist group that actively recruits online. Binaries abound. Explicit refutation of some of the more virulent garbage comes from the Ironville adults while intentional bigotry all originates from non-Ironvillians. None of these kids sees open bigotry at home, and Ms. B. takes it as a given that the eventual racism must have originated online. Tell-not-show narrative and the constantly shifting perspective distance readers from characters. Contemporary referents such as Twitch and Discord are welcome; sadly, they appear alongside rantings about “blue-pill snowflakes” and “Feminazis.”
Clumsy storytelling with a lesson: Adults must explicitly educate kids about hate groups.
(Fiction. 11-13)