Article
Culture
Masculinity
5 min read

Russell Brand and the bystanders: how to say enough is enough

When calling out misogyny, low standards are expected of men. Tiffany Bluhm assesses the ‘Say Maaate’ campaign and explores bystander intervention. Part of the Problem with Men series.

Tiffany Bluhm is a speaker and the author of Prey Tell: Why We Silence Women Who Tell the Truth and How Everyone Can Speak Up. She speaks and writes at the intersection of justice and faith for conferences, churches, and companies.

Three young men sit on a couch. One is leering at a phone while the others look on hesitantly
The 'Say Maaate' interactive video encourages users to pick a moment to act.
Mayor of London.

 In the wake of headlines filling our news feed reporting a story, yet again, of a pop culture icon taking advantage of women, be it Russell Brand or “That 70’s Show” star, Danny Masterson, we’re quick to say “enough is enough,” but perhaps the question to ask is “how do we stop it?” What standards are we expecting of men as individuals and as a collective whole? How will they self-edit their interactions with women? What do we expect of men in the workplace, at the gym, at church, or in the public square? We know what we don’t want them to do, leverage their power, privilege, or platform at a woman’s expense, but that’s an undeniably low bar. What could they do to stop each other before their actions get out of hand? 

Before heinous stories of sexual violence are aired on the BBC or CNN, we’re holding the communal line of what we’ll accept from men. 

After learning of the ‘Say Maaate’ campaign—a public information campaign inviting male mates to call each other out when they witness misogynistic tendencies toward women without jeopardizing the friendship thus jeopardizing the influence on each other—I recognized its brilliance lies in its interception of misconduct before it gains momentum or is considered high stakes. Before heinous stories of sexual violence are aired on the BBC or CNN, we’re holding the communal line of what we’ll accept from men, be it sexist jokes or public harassment. This endeavor, which includes bystander intervention, where those within eyeshot or earshot will attempt to distract and intervene in a potentially hazardous situation when men assert unsolicited dominance or advances toward women, is so successful that it’s employed by the United States military and countless higher education universities and colleges in the States. It puts the onus not on the woman impacted during the encounter, but on those around her, to step up and intervene at the first sign of a power imbalance, ranging from a man standing too close, to a woman darting her eyes to avoid eye contact, to outright sexual and verbal harassment. 

Bystander intervention invites the bystander to disrupt the moment, and after the moment has passed, confront the antagonist with either the benefit of the doubt, “maaate,” if deserving, or a “Man, she didn’t like that, read the room.” Lastly, it beckons the bystander to check on the woman who was the recipient of unwanted harassment. Bystander intervention provides much-needed boundary reminders of what we will and won’t accept in a society where the moral arc of the universe desperately needs to bend toward justice. This practice refuses to normalize women’s subjugation or sexualization, it offers a lifeline where there hasn’t been one before, with women left to their own defences against men with no intention of respecting them.  

I feared the ramifications of speaking up against a man with more clout than I. 

Interestingly, men with power—financial, organizational, political, celebrity—perceive themselves to be more attractive, assume women want them, and sexualize interactions with women. In a world where women are often playing by men’s rules, this makes for disastrous outcomes. Far too many women fear they’ll lose access to their place of perceived or actualized power if they speak up for themselves, or other women, who’ve been maligned, even slightly, by men with power and poor intentions. In my own experience, I feared the ramifications of speaking up against a man with more clout than I. How would this affect my social and professional standing in my community? Would others perceive that I have an axe to grind when that wasn’t the case? Would they frame me as prudish? Would they assume I asked for it? Would they assume I’m trying to unnecessarily take down a “good guy.” Instead of speaking up when the stakes were small, after an off-handed comment, sexist joke, or a lingering hug, I assumed this is just how it is, boys will be boys. If I want to get by in this world, I must put up with it. 

If only the men listening would have thrown him a “maaate.”  

Research shows that this pompous approach men exhibit toward women starts on the playground in primary school, gains steam in the locker room in secondary school, cements itself in university culture, (what Americans refer to as “frat culture”) and before we know it, twentysomething men are carrying this toxic idea of what it means to engage women into adult life, and further, it’s celebrated, as was the case of Brand’s public persona. Too often harassment and misogynistic tendencies of any sort equate to validation of masculinity. In this line of thinking, the subtext is that women exist to be dominated, harassed, or taken advantage of for the sheer pleasure of men. This is the genius of bystander intervention; it swiftly reckons with the subtext of a culture hellbent on letting men get away with whatever they want and whoever they want. 

He addresses her harassers, beckoning them to examine their own lives rather than fixate on hers. 

While the Christian church is no stranger to sexual trysts or infractions by men of the cloth, the ethos of Jesus regards women as worthy not of subjugation nor sexual harassment, but respect and dignified engagement. He modeled this respect and casts a vision for women to find solace and safety in men, never harm. 

A great example of bystander intervention in history starts with pious religious leaders attempting to trap the counter-cultural rabbi Jesus by throwing a woman at his feet, alleging she engaged in adultery, a crime, at the time, worthy of public stoning. A clear imbalance of power, with a woman’s life as collateral for trapping Jesus, the religious leaders wondered if he might keep allegiance to the law or break from it. They made the encounter about Jesus; Jesus centered the encounter on protecting the woman who’d been dragged to the public square. Jesus first intervenes by writing in the sand as his answer to the question posed by the leaders. Her physical safety is of utmost importance as evidenced by his actions. Then, he addresses her harassers, beckoning them to examine their own lives rather than fixate on hers. Finally, he checks in with the undoubtedly traumatized woman, a mere prop in an attempt to trap a man who modeled equality and respect between the sexes. 

If bystander intervention was effective 2,000 years ago to protect and uphold women’s dignity and safety, and has modern success in the military and on university campuses, maybe there’s room for the men in our community to prevent harm before it happens? Maybe we can right cultural wrongs? Maybe before learning of Brand’s misconduct, we’ll learn of a bystander who stepped in before a sexist slur was accepted in everyday conversation or intervened when a woman was uncomfortable. Since the issue is not weak femininity but toxic masculinity, maybe men can learn to say, “Enough is enough.” 

Article
Culture
Digital
Fun & play
4 min read

Fun is dead

When video games turn play into work, we need to play without fear of consequences.

Simon Walters is Curate at Holy Trinity Huddersfield.

A woman stand in front of a large video screen displaying the Space Invaders title, hold her hands out in front of her.
Photo by Andre Hunter on Unsplash.

Imagine there’s been a sudden change in plans. The evening meeting is cancelled at the last minute, or your friend is sick and can’t come round. There are no looming tasks that need doing, so you set out to have some fun. What do you do? 

Karen Heller’s recent article in the Washington Post suggests that we don’t really know how to answer that question. ‘Fun is dead’, proclaims the headline, and her analysis is simultaneously insightful and depressing. Weddings have become stressful extravaganzas, holidays require a constant stream of activity, retirements should have a purpose and a plan. Our fun, our play, requires a reason to exist. Can we have fun without it having some larger purpose? Can we play without needing to post it on social media? Everyone else, it seems, is having much more fun than we are. 

Take video games. You might think this ought to be the very definition of a playful activity, one with no particular end or purpose in mind. But even here, it seems we don’t know how to have fun without some type of incentive. Conversations about video games online are frequently so self-serious and toxic that you’d be forgiven for thinking that it was a matter of life and death, not differing preferences about fun. Some of the world’s biggest games – things like Fortnite, Genshin Impact, and EA Sports FC – give rewards to players who turn up to play every day. It sounds generous until the psychological hooks of these methods grip you far past the point of fun. Players talk about not being able to sustain more than one of these types of games, because otherwise they won’t be able to keep up. What starts as play quickly turns into a form of work. 

The world of play is a world of grace, where we are free to find pleasure in an activity on its own merits. 

I am as much a sucker for this method as the next person. I find myself drawn to games which start out as free and fun, but the fun inevitably seems to turn into a chore that I cannot dislodge. There is an unwritten pressure to turn up to play every day to complete daily tasks and keep up with the competition. I end up feeling guilty for wasting my time playing games, and anxious to keep up with what’s required when I do. No wonder, with all these contradictory pressures on play, I find myself more often than not vegetating in front of Netflix rather than really playing. 

This is all a bit of a first world problem and might seem like another depressing indictment of modern society, but perhaps it shouldn’t be that surprising. As humans, we are always looking for some way to justify ourselves, some way of finding proof that what we do matters. Play, by contrast, demands that we step into a different sort of world. The world of play is a world of grace, where we are free to find pleasure in an activity on its own merits, and not for anything we might get from it in the end. Play, in its best sense, is purposeless apart from the joy of playing. "When we try to give our playful activities some wider purpose for why they matter, we are turning them into something else." 

The world of the Christian faith is not often seen as a playful one. It seems so very serious, dealing as it does with matters of life and death. But within the serious world of the Church, a space for play emerges. After all, it is first and foremost a world of forgiveness from what we have done wrong in the past, present, and future. This forgiveness takes away the fear of failure. Whether I am greatly successful or not I am loved and forgiven by God. This is God’s gift, which cannot be earnt and cannot be lost. 

The result, perhaps surprisingly, is that I am free to play, because I do not need my play to achieve anything for me. As the theologian Simeon Zahl puts it,  

In play a person is free to engage with the world creatively, actively, energetically, but without fear of ‘serious’ consequences. The Christian is free to play with things that once seemed deadly serious, to find delight in what were formerly objects of fear, and to take themselves much less seriously. 

In the world of video games, this idea is perhaps most clearly seen in the games produced by the Japanese game developer Nintendo. Their games, from Mario to Zelda, epitomize a vision for gaming which is driven by creating joy for whoever is playing, and not unnecessarily burdensome tasks. One of their best games of last year, The Legend of Zelda: Tears of the Kingdom, doesn’t offer a prescriptive path for how players should approach its challenges. Instead, the player is given a toolkit and set loose to use it in the world as they see fit. The result is a sense of joyful freedom, a feeling that its world is full of delight and even silliness. It gave me some of the most fun playing games in recent years, without me even coming close to finishing it. 

It's this playful attitude that I want to take into the rest of my life. What would it look like for us to see the world as a playground rather than an exam hall? The result wouldn’t just be a lot more fun. I think it would also be deeply Christian.