In crackdown, the player takes the role of a new recruit for a city's police force. Your character is physically augmented with the ability to shoot guns very far, pick up large objects, and jump thousands of feet in the air. Your main goal is to clean up the city by taking out the three different gangs and their bosses. The game is a third-person shooter, and players familiar with other shooting games will feel right at home with "moving through space in a distinctly masculine fashion", as Fullerton puts it. The game consists of jumping through the city killing enemies, using the character's large jumping height and strength to solve what puzzles the game has in order to get to the bosses. As the character kills and explores more, his abilities increase in size, fitting with what Judith Butler would call "disciplinary regimes".
The city is split into 4 areas, with three gang-controlled territories and the police HQ in the middle; each territory is also broken into districts, each with its own boss. As the character moves on and gets better, he can go into more and more areas, with access to higher buildings he can jump to. This organizational structure matches up with what Fullerton describes is another common trait of male-gendered game spaces. As characters go through the game, more information on where to go is also revealed. The city itself is a futuristic metropolis filled with tall buildings and slums. Of the entire city buildings, however, the character can only go indoors about 10 or so times. Since the gameplay is based on shoting and jumping, the world only includes areas that allow it. Like a theme park, the buildings are simply a facade with nothing inside, since the character can't go there. If you happen to get inside a door that you're not supposed to.
The game space is designed strictly for the type of fight or flight situations that Henry Jenkins describes in his article: those that exist in "boy space". While the game might tell the player not to attack pedestrians, the players have almost no consequences in the world. As a peacekeeper, the player has no obligations as a cop to do anything but kill. The enemies offer no option of anything but violence, shooting the player from as far away as they can see you. The enemies also fill the sci-fi theme, with mutants and exotic assasins from other countries.
The game and the world that it takes place in fits the criteria for what is considered a masculine game, but it doesn't really try to be anything else.