1 Definitions Question - why is violence increasing in Lambeth? Gaming Theory Key findings 2 ‘a self-formed association of peers, united by mutual interests, with identifiable leadership and internal organisation, who act collectively or as individuals to achieve specific purposes, including the conduct of illegal activity and control of a particular territory, facility, or enterprise’, (Miller 1992) 3 Lambeth background context: - Rising violent crime - Limited opportunities for young people – spatial and social exclusion - Dwindling recreational alternatives - Convulsive and dynamic communities – 24% churn 2008; 36% BME, - 12% African; 10% Caribbean - Discredited communities 4 Research area of SW9 5 6 Varying chips = unequal levels of player’s capital Chips = previous winnings / determines future game playing To advance in life you must accumulate more chips More chips = more power Economic capital = white chips Cultural capital = blue chips Social capital = red chips Quality & weight of your chips = your position in the hierarchy Shared belief in the value of the game Shared acceptance that the game is worth playing Subordinates (or new arrivals) yet to master game = fewer chips – thus greater struggle to achieve distinction. 7 Distinction is the ultimate prize! Not just who wins – but what type of player dominates and what type of game will be played in the future. Rules = assumptions which can be overturned. ‘the struggle is both over and within the rules’ A vertical social differentiation of winners and losers with actors jostling for position 8 Your position depends upon quality and weight of your chips. As capital is unevenly distributed – so are hierarchical power relations. Capital (Chips) can be generated; earned; swapped; won, traded. Individuals employ strategies of capital accumulation to enhance their position within the field. Symbolic capital; social capital, economic capital 9 A dangerous arena of social conflict and competition which has recently become more violent ‘An ensemble of relationships between individuals antagonistically oriented towards the same prizes or values’ May have different sub-sets/ domains, each interconnected and autonomous. Possible and credible actions in gang are coordinated by internalised early socialisation – history; habit; tradition The gang provides goals for the actors within it Operates as a ‘structured arena of conflict’ 10 Own internal gang logic Pertinent only to that gang. Does not apply outside the gang. Events outside the gang operate outside the logic A tacit agreement that The Game has value and that the struggle is worth pursing in the first place All accept the rules of ‘The Game’ Within the gang the rules, logic and principles are everything 11 12 Gang = internal struggle for power, dominance, and scare resources - money, respect, status Interactions are based on hierarchical position – e.g. Downton Abbey To advance actors employ ‘investment strategies’ Incumbents deploy - Conservation strategies New entrants deploy - Succession strategies – seek dominant positions Challengers - Subversion strategies – pursued by those with little to gain from dominant groups 13 14 Street gang is most effective/productive way to obtain economic capital Conflict, competition, jostling for position The gang Hierarchy = Elementary tier – (Youngers 13 – 16) Mature tier ( Olders 16-21) Advanced tier (Elders 21 plus) Elders guard rules of game + control economic capital Strategists work to build status and Rep and defend their position in hierarchy Youngers must demonstrate Trust and Commitment. So they build social capital (networks) and cultural capital (knowledge of the street) Symbolic or cultural capital may be ‘inverted’ ( knowing how to handle a knife) Knowing Code of the Street 15 16 How do actors recognise and acknowledge other actors in the same domain or their rank? How do they become competent actors ? How is this recognised? Street Capital = aggregate of cultural capital (street knowledge) Street socialisation Local history Family connections Networks Reputation Status Symbolic capital Not street Cred – but Road Ranking 17 18 Street capital is held by each individual and also by each gang/group Fluctuates over time Tradable commodity Can allocate it to others Levels are openly discussed It is easily recognised by those ‘on Road’ – this ability is crucial 19 20 To build market share they must establish themselves as a ‘Playa’ Done by acquiring a Rep Reps enhanced via brand name or signature Established Rep permits entry to ‘the Game’ Youngers then begin quest to raise street capital To do this they employ tried and tested strategies – The Gang Repertoire - series of possible strategies for use individually or collectively 21 22 Each strategic action can be varied. This depends upon experience as a ‘Playa’. e.g. Bullying and intimidation... 23 24 Street capital must be:- - Manufactured - Maximised - Maintained - Monitored 25 26 Get respect – connected; hard man; Brand name; Signature style; Wild; Loyal; cool; unpredictable; not back down Violation (disrespect) = depreciation in street capital Disrespect Older/ Elders Build your Brand! Adopt a Pre-fix Build your Rep! Expressive crime - Violence; graffiti; criminal damage Fast-tracking a Rep 27 28 • Being Tested • Transition from Expressive to Instrumental Repertoire • Robbery/ Drugs 29 Two key strategies used:1) Promotions and marketing of individual or gang brand, e.g. video 2) Group violence and gang incursions, -Facilitates group bonding -Permits members to test strategies -Platform to demonstrate trust and loyalty to peers -Sudden rule change – e.g. MacDonald's shooting 30 31 Incursions Not drugs / not territorial gains Territoriality – opportunities for accelerated reputational (street capital) deflation Personal relationships Facebook taunts – opportunities to increase street capital Fast changing alliances Easy to be wrong-footed – Slippin’ Must challenge strangers 32 33 Normalisation of violence Family pressure to get involved High levels of street capital brings invitations to join gang Others influenced through: - school - grooming - ‘forced’ affiliation - Risk mitigation – protection - Risk mitigation – peer pressure Individualism 34 35 Must constantly monitor levels of street capital If falling – will be targeted Hyper-vigilance! Slippin’ Self restrictions Gang Protection Multiple allegiance/ temporary allegiance Visualness/ physicality Inability to Code-switch 36 • Centrality of information to gang... Three 3 key strategies are involved: • Appraisal & monitoring • Marketing / giving out information • Trading & exchange • Linkage to The Network • Disinformation • Dry-snitching • Social Networking Sites 37 38 Men generate Street Capital via violence GYW must survive social domain of gang Gender-bias means girls in a double-bind – in competition with each other Choices are restricted by men GYW create new positions in hierarchy Strategically position themselves to maximise their advantage Generate street capital via social skill not violence Gives a more equal chance 39 Access to Information Risk of victimisation Violence Fighting Group Girl/ Ho Hiding Fixing/Mixing Network Off Radar Banking Social Skill Good Girl 40 Hiding Fixing and Mixing Stolen goods Activity monitoring Staying off radar Laundering and Banking Influencing sanctions Public relations 41 Information = survival Controlling access to the Network Trading & Exchanging Gathering information Creating and breaking reputations Social networking sites Operate at core and periphery 42 Depends upon level of social skill Employ strategies of risk management Demonstrate knowledge of the gang domain – mind one’s place/ no grassing In competition with other girls If no social skill = increased vulnerability to sexual victimisation Choices mostly determined by men 43 • Incumbents oversee gang rules • Gang Tiers • Must transition between tiers • Some Functional Differentiation • Process of Auditioning and testing If not maintained – Gang Fracturing 44 Affirmative: – favours and gifting Negative:-Retribution -Religion -Rumour -Distortion -Bullying and intimidation -Honey Traps -Threats to family -Abductions -Firearms 45 A world of winners and losers, where... everyone must play... rules change and incumbents struggle to maintain their privilege... players are encouraged to continue playing despite meagre returns... players believe they can stop their risky behaviour whilst still engaging in it...(‘gamblers conceit’) players believe they must continue to play because their bad luck must end sometime (‘gambler’s fallacy’) - Mostly they play ‘cos it is the only game town... ...for many, it’s the only game they know. 46 Regenerative, dynamic and evolving Evolution of gang – hierarchies Gang is constantly changing – but The Game stays the same. 47 Relational not physical Boundaries not visible – but are dynamic and in constant flux A widening acceptance of the logic of the gang The boundary is place where Wannabees flirt with the gang It is space where gang members can enhance their virtual reputations Recently increased external pressures with other boundaries , e.g. court appearances leading to further intimidation 48 Now more, and younger players in the Game – thus extending the gang domain The social arena is more crowded – more competition More ways to advance More ways of being victimised More ways to diminish a rival’s street capital Creating a greater need to stand out from the crowd as distinction becomes more difficult 49 ‘Network poor’ Most do not yet know the rules of the Game – increased risk of gang affiliation Thus at high risk May bring increased violence Act as challengers? 50 YP feel they have no choice but to enter the street casino – once in they are compelled to play. It then becomes a compulsion Some seek rapid advancement Some develop a fatalistic attitude with reckless behaviour 51 Maximising street capital via group violence and group incursions Builds trust – trust is key Increases chances of building street capital 52 No other plausible alternatives for many YP Not maturing out – so stay longer in the gang Becomes adhesive Desistence becomes more difficult YP growing deeper into crime rather than growing out of it 53 Players increasingly embedded within the gang Gang increasingly embedded within the neighbourhood Gang increasingly embedded within prison and YOI The Street Casino offers continued membership if you wish Compounded by difficulties of leaving the gang 54 The street casino is dangerous, highly seductive and adhesive No longer pass through – but get stuck Tiered hierarchy offers differs opportunities at different levels of playing the Game YP are socialised and conditioned to enter this world from a young age Becomes the only world they know and can survive in Part-time membership is possible All networks can be retained Progression means more money, greater social mobility and opportunities to specialise, e.g. drugs 55 Internal pressures have altered the social norms of the gang domain Attacking family members no longer uncommon Old Heads and Elders don’t carry same level of respect as before Increasingly aspirant young leaders want Olders/ Elders to move aside Abduction now common Sudden rule changes can catch people out 56 Rapid transmission of information Increased proximity and connectivity to events Events unfold in ‘real-time’ Creates opportunities for generating reputation Virtual information takes on a new significance Allows hidden players and challengers to shine and advance Allows opportunities for online brand enhancement and creating personal mythology 57 Many YP grow with DV Group rape, abduction, sexual exploitation is normal Guns now used for robbery but also reputation and revenge Adults fail YP – we do not understand this world - do not help, resolve, show interest Fatalism and stress: PTSD Developing ‘soldier mentality’ – an ‘alternative cognitive landscape’ War zone 58 Life in the violent street gang can be compared to a casino. The Street Casino represents the domain of the gang in its totality. It represents a conception of their life but also it represents the uncertainty of all players in The Game. It is instantly recognisable as begetting both winners and losers. The Street Casino never closes. It is persuasive and permissive. It is seductive, addictive and adhesive. It operates its own centripetal force, pulling in new players all the time - spitting out those who have lost everything. It permits advancement to higher levels at new tiers - but few reach the top. It offers endless opportunities for winning - that seldom become reality! It promises a new future, Glamour, Girls, Glitz – in reality if exerts endless pressure to play with few winnings. It imposes strict sanctions on those who infringe the rules. It thrives on heightened emotional content with constant diversions to keep playing. The House always wins! Players come and go but The Game stays the same. New players are seduced, coerced and expected to play in the street casino –it constitutes their social fate. New rules catch out those who don’t stay vigilant whilst benefitting those who know how The Game works. It is a dangerous place of secret players, group players, individual players, spies, informers, double-dealers, thieves, cheats, snakes, outcasts, ‘ho’s, pimps, sharks, bystanders, Wannabees, wifey’s, incumbents and challengers. They play because they must They want to win and win big They all dream of cashing in and leaving the street casino. 59 60