Girls in the Gang: Agency and Roles * a new interpretation

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Definitions
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Question - why is violence increasing in Lambeth?
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Gaming Theory
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Key findings
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‘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)
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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
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Research
area of SW9
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Varying chips = unequal levels of player’s capital
Chips = previous winnings / determines future game playing
To advance in life you must accumulate more chips
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More chips = more power
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 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.
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Distinction is the ultimate prize!
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Not just who wins – but what type of player dominates and what type of
game will be played in the future.
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Rules = assumptions which can be overturned.
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‘the struggle is both over and within the rules’
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A vertical social differentiation of winners and losers with actors jostling
for position
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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
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A dangerous arena of social conflict and
competition which has recently become more violent
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‘An ensemble of relationships between individuals
antagonistically oriented towards the same prizes or values’
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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’
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Own internal gang logic
Pertinent only to that gang. Does not apply outside
the gang.
 Events outside the gang operate outside the logic
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A tacit agreement that The Game has value and that the
struggle is worth pursing in the first place
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All accept the rules of ‘The Game’
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Within the gang the rules, logic and principles are
everything
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Gang = internal struggle for power, dominance, and
scare resources - money, respect, status
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Interactions are based on hierarchical position – e.g.
Downton Abbey
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To advance actors employ ‘investment strategies’
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Incumbents deploy - Conservation strategies
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New entrants deploy - Succession strategies – seek
dominant positions
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Challengers - Subversion strategies – pursued by those with
little to gain from dominant groups
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Street gang is most effective/productive way to obtain economic capital
Conflict, competition, jostling for position
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The gang Hierarchy =
Elementary tier – (Youngers 13 – 16)
Mature tier ( Olders 16-21)
Advanced tier (Elders 21 plus)
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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
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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?
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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
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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
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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
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Each strategic action can be varied. This depends upon experience as a
‘Playa’.
e.g. Bullying and intimidation...
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 Street capital must be:-
- Manufactured
- Maximised
- Maintained
- Monitored
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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
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• Being Tested
• Transition from Expressive to
Instrumental Repertoire
• Robbery/ Drugs
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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
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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
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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
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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
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• 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
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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
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Access to Information
Risk of
victimisation
Violence
Fighting
Group Girl/
Ho
Hiding
Fixing/Mixing
Network
Off Radar
Banking
Social
Skill
Good Girl
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Hiding
Fixing and Mixing
Stolen goods
Activity monitoring
Staying off radar
Laundering and Banking
Influencing sanctions
Public relations
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Information = survival
Controlling access to the Network
Trading & Exchanging
Gathering information
Creating and breaking reputations
Social networking sites
Operate at core and periphery
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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
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If no social skill = increased vulnerability to sexual
victimisation
 Choices mostly determined by men
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• Incumbents oversee gang rules
• Gang Tiers
• Must transition between tiers
• Some Functional Differentiation
• Process of Auditioning and testing
If not maintained – Gang Fracturing
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Affirmative:
– favours and gifting
Negative:-Retribution
-Religion
-Rumour
-Distortion
-Bullying and
intimidation
-Honey Traps
-Threats to family
-Abductions
-Firearms
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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.
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Regenerative, dynamic
and evolving
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Evolution of gang –
hierarchies
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Gang is constantly
changing – but The
Game stays the same.
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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
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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
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‘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?
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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
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Maximising street capital via group violence and
group incursions
 Builds trust – trust is key
 Increases chances of building street capital
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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
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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
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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
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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
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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
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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
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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.
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They play because they must
They want to win and win big
They all dream of cashing in and leaving the street casino.
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