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50 pages 1 hour read

Brittney Morris

Slay

Fiction | Novel | YA | Published in 2019

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Themes

Navigating Physical and Digital Spaces Impacted by Racism and Exclusion

Through Kiera’s story, Morris explores the difficulties of Navigating Physical and Virtual Spaces Impacted by Racism and Exclusion, specifically for Black people. Simply sharing the same physical space with white people makes Kiera feel pressured to modify her behavior around them. For example, she employs strategies like code-switching at her white-majority school. Kiera’s classmates exacerbate her feelings of being an outsider by treating her like “the Black authority in the room” (175), such as when Harper asks her about locs instead of conducting her own research. In addition, discrimination impacts Kiera’s relationships with other Black characters. For example, Malcolm subscribes to a form of internalized racism called respectability politics, which Kiera defines as “that BS about some Black people being worthier of respect than others based on education, occupation, or intellectualism” (316). For much of the novel, Kiera tries to meet Malcolm’s elitist standards. She goes along with his plan to apply to neighboring historically Black colleges and hides her misgivings about whether this is the path she wants for her future. In the physical spaces she inhabits on a daily basis, Kiera curates her behavior because of others’ narrow views of Blackness.

Much of the novel focuses on gaming and the way that it can either include or exclude people of color. The anonymity online games offer players can be liberating, but some abuse this freedom by engaging in racist behavior. Kiera becomes the target of racial slurs while playing a character with dark skin in a mainstream game. Even after she changes her character and plays as an elven princess with snow-white skin” to make herself less of a target (97), she overhears racist threats towards other players. Very young children also face harassment in mainstream games. In his interview about SLAY, Dr. Abbott observes,

Sometimes I watch my little nephews play Legacy of Planets, and the number of times I hear expletives hurled at them would make you sick. The number of times I hear the N word aimed at them—they’re six and eight years old—should make you angry. I think what we’re missing is the understanding that the world of online gaming is naturally cruel, naturally dog-eat-dog, very exclusive, and in some cases, hostile toward people of color (129).

Dr. Abbott’s statement illustrates the widespread problem of discrimination, but his description of online gaming as “naturally cruel” overlooks the possibility of building supportive, affirming communities like the one Kiera creates (129). The mainstream virtual spaces where young people of color like Kiera and Dr. Abbott’s nephews play are impacted by the discrimination found in the real world.

SLAY represents Kiera’s response to the racism and exclusion she faces in physical and digital spaces. Her virtual world is a sanctuary from the overt racism and slurs hurled in mainstream games as well as from the growing exhaustion of modifying her behavior in the real world based on the expectations others place on her because of her race. Morris uses Kiera’s game to explore the ethics of creating spaces exclusively for marginalized groups. When Harper accuses SLAY of racism, she asks, “Haven’t we all been working toward desegregation for decades now? Haven’t we already determined that separate is not equal?” (110). Harper’s questions demonstrate the logical fallacy of false equivalence comparing segregation—a form of institutionalized racism that systemically limited Black Americans’ opportunities from housing to education to employment—to an independent video game created by and for Black players. Likewise, Annette Coleman’s assessment that Kiera could face a discrimination lawsuit demonstrates the double standard placed on people of color living in a world where white-dominated physical spaces and industries seem to exist with impunity. While Kiera takes the criticism and threat of legal retribution seriously, the gravest threat her game faces is Dred’s infiltration. Malcolm violates the safety of the digital sanctuary Kiera has built by playing the part of a white supremacist and terrorizing Emerald, which Steph describes as “ironically the most white-boy troll shit I’ve ever seen” (295). The overwhelming support of the SLAYers who log on to watch Emerald duel Dred and the hundreds of thousands of new players who join the game prove that SLAY speaks to Black gamers’ need for safety and acceptance. At the end of the novel, Maurice Belrose’s business partnership offers Kiera a way to protect herself and her virtual community from legal challenges. Morris’s novel argues that, as long as virtual and physical spaces bear the impact of racism and exclusion, marginalized groups will continue to create safe spaces for themselves, and they should not be penalized for doing so.

The Challenges of Balancing Multiple Identities

Kiera’s inner conflict demonstrates the novel’s thematic interest in the Challenges of Balancing Multiple Identities. In her day-to-day life at a majority-white school, Kiera sees herself as “the quiet nerdy Black girl [...] with the big hair” (262). Even at home with her family, she keeps many of her opinions to herself. For example, she values African American Vernacular English because it is “part of what differentiates the American Black experience from American ‘other’ experiences” (17), but she doesn’t share her views on the subject because she knows her parents disapprove. Malcolm’s hatred of video games is another reason she decides to keep a part of herself hidden. The protagonist’s other identity is “the Nubian goddess most people know as Emerald” (1). Kiera created SLAY, and she possesses great power and confidence when she plays as Emerald. However, this self-assurance does not translate to her life outside of the game for much of the novel. Instead, Kiera’s certainty that her boyfriend, family members, and friends wouldn’t understand or appreciate SLAY leads her to divide her identity.

Juggling her time and trying to be present for both her in-person and online relationships proves challenging for Kiera. Because she doesn’t want to share the truth about the game with her loved ones, she must provide other explanations of the time she spends in her virtual world. The deceit this entails adds to her inner conflict. She observes: “I’ve been getting good at stretching the truth lately. It’s becoming part of who I am, and I don’t know yet if I’m okay with it” (85). Kiera’s lies, excuses, and absences strain her relationships, especially after Jamal Rice’s murder further fragments her focus. For example, she feels that she lets Claire down by making the moderator handle Anubis’s absence from the semifinals match by herself. As the stress and guilt from the boy’s murder and the subsequent media scrutiny on her game weighs on Kiera, her family members worry about her unexplained sadness and wish that she would open up to them. In addition, Kiera’s identity as Emerald takes away from her time with her in-person best friend and tutee, Harper: “In all this whirlwind around SLAY, [she leaves] Harper hanging for so long that somehow [she gives] the impression that [she’ll] be more inclined to spend time with her if she pays [Kiera] first” (186). While Kiera’s relationships with her friends and family members ultimately recover, her connection with Malcolm does not. He becomes increasingly threatening towards her as their interactions dwindle. After Malcolm reveals that he is Dred, his words indicate that his vindictiveness is partly due to his belief that she betrayed him by concealing her other identity: “You thought you was just gon lie to me, to all of us, without consequences?” (280). The split in Kiera’s identity causes the protagonist many struggles and impacts her relationships with the supporting characters.

At the end of the novel, Kiera’s character arc sees her reconciling her two identities and experiencing an unprecedented level of wholeness and self-fulfillment. After dealing with Dred and Malcolm, she carries Emerald’s confidence with her into the real world. One way in which she closes the gap between her virtual and physical selves is by putting Spade’s words of encouragement on her “cover photos and screensavers and even [her] phone background” (308). Other important milestones of this theme include the duel between Kiera and Steph that their parents watch. The match allows the protagonist to be wholly herself, both Kiera and Emerald, in the presence of her loved ones. Adding to the affirming nature of the experience, her mother encourages her to embrace her identity after the duel: “Be whoever you are as a strong, beautiful, Black woman, and I’ll be right here. Always. I love you. We love you” (312). The final step in removing the division between her virtual and real selves is meeting Claire in person. By sharing an embrace at the novel’s conclusion, they close the geographical distance between them and with it the distinction between being ‘online friends’ and ‘real friends.’ While balancing multiple identities is a challenge for Kiera throughout the novel, she ultimately integrates the two and becomes fully and openly herself.

Empowerment and Pride in Black Culture and Heritage

By design, SLAY provides a source of Empowerment and Pride in Black Culture and Heritage. At age 14, Kiera begins developing the game and composes the following mission statement for her creation: “A fabulous mecca of Black excellence in which Nubian kings and queens across the diaspora can congregate, build each other up, and SLAY” (157). This goal shapes everything from the character customization to the battle mechanics. In her experiences playing mainstream games, Kiera is often disappointed by the limited options for skin tones, and she ensures that her players don’t face that issue: “Everyone’s configured their characters to be different shades, from Zendaya to Lupita, and I am living for it” (27). The game revolves around card-based battles, and many of the cards take inspiration from Black historical figures and celebrities. This helps gamers learn more about Black culture, such as when the Satchmo card becomes an educational tool for Dr. Abbott to teach his nephews about Louis Armstrong. The game also promotes empowerment and pride in Black culture through the atmosphere of joy and respect Kiera fosters. Before the semifinals match between Zama and PrestoBox, she reminds the duelists, “[L]ittle queens and kings are watching. Opponents, respect each other in words and in actions. No trash talk. Let your skills speak for themselves” (35). Kiera creates a game that allows Black gamers from all over the world to express themselves and celebrate their heritage.

While Kiera designs SLAY to welcome and empower all Black gamers, she understands that some individuals have an especially acute need for this community. The author uses multiple narrators to advance the theme of empowerment and pride and to celebrate the diversity within Black culture globally. For example, Claire’s fellow Parisians assume that she is a foreigner. At the same time, she questions the validity of her own identity as a Black person because her mother is a white Italian woman. Kiera soothes her friend’s pain and doubt: “You do know that you’re Black enough, right? [....] You need SLAY as much as I do” (217). Another supporting character who demonstrates the game’s inclusivity and importance is Jaylen, a trans girl who has an abusive mother and does not feel safe coming out to her family. Her character, Q.Diamond, and Emerald duel in Chapter 6, and she is overwhelmed with gratitude for the game’s developer saying, “To have a place like this where I can be who I am is indescribable. It feels like waking up for the very first time” (123). Morris celebrates the pride and power of the Black community by creating the intersectional, inclusive world of SLAY.

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