Gamergate (harassment campaign): Difference between revisions
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'''Gamergate''' is a controversy regarding [[sexism in video games|sexism in video game culture]]. It garnered significant public attention after August 2014 when several women within the video game industry, including game developers [[Zoe Quinn]] and [[Brianna Wu]] and [[feminism|feminist]] cultural critic [[Anita Sarkeesian]], were subjected to a sustained campaign of [[misogyny|misogynistic]] attacks. These attacks, initially performed under the Twitter [[hashtag]] #gamergate, were later variously |
'''Gamergate''' is a controversy regarding [[sexism in video games|sexism in video game culture]]. It garnered significant public attention after August 2014 when several women within the video game industry, including game developers [[Zoe Quinn]] and [[Brianna Wu]] and [[feminism|feminist]] cultural critic [[Anita Sarkeesian]], were subjected to a sustained campaign of [[misogyny|misogynistic]] attacks. These attacks, initially performed under the Twitter [[hashtag]] #gamergate, were later variously coordinated in the online forums of [[Reddit]], [[4chan]], and [[8chan]] in an anonymous and amorphous movement. The harassment included [[doxing]], threats of rape, and death threats, including a threat of a mass shooting at a university speaking event. |
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Gamergate is widely viewed as a manifestation of a [[culture war]] over [[video game culture|gaming culture]] diversification, [[video games as an art form|artistic recognition]] and [[social criticism]] of video games, and the [[gamer]] [[Social identity theory|social identity]]. Many users of the hashtag have said that their goal is to improve the [[Media ethics#Areas of media ethic|ethical standards]] of [[video game journalism]] by opposing social criticism in video game reviews, which they see as being the result of an unethical conspiracy among their ideological |
Gamergate is widely viewed as a manifestation of a [[culture war]] over [[video game culture|gaming culture]] diversification, [[video games as an art form|artistic recognition]] and [[social criticism]] of video games, and the [[gamer]] [[Social identity theory|social identity]]. Many users of the hashtag have said that their goal is to improve the [[Media ethics#Areas of media ethic|ethical standards]] of [[video game journalism]] by opposing social criticism in video game reviews, which they see as being the result of an unethical conspiracy among their ideological opponents — particularly feminism, [[progressivism]], and the [[social justice]] movement. Commentators from ''[[Columbia Journalism Review]]'', ''[[The Guardian]]'', ''[[The Week]]'', ''[[Vox (website)|Vox]]'', [[NPR]]'s ''[[On the Media]]'', ''[[Wired (magazine)|Wired]]'', ''[[Der Bund]]'', and ''[[Inside Higher Ed]]'', among others, have described the ethical concerns that Gamergate has focused on as being broadly debunked, calling them trivial, based on conspiracy theories, unfounded in fact, or unrelated to actual issues of ethics in the industry. |
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==History== |
==History== |
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[[File:Zoe Quinn Car 2014.jpg|thumb|upright|Game developer [[Zoe Quinn]], the initial target of the harassment campaign]] |
[[File:Zoe Quinn Car 2014.jpg|thumb|upright|Game developer [[Zoe Quinn]], the initial target of the harassment campaign]] |
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In February 2013, independent game developer [[Zoe Quinn]] released ''[[Depression Quest]]'', an [[interactive fiction]] [[browser game]], through the game's website. Though the game was met positively by critics, a backlash developed among some gamers who believed that the game received an undue amount of attention, especially after a planned [[Steam (software)|Steam]] distribution platform release. Quinn began to receive [[hate mail]] over the game upon its release and criticism from some parts of the Steam user community, receiving enough harassment to cause her to change her phone number.<ref name="pcgamerdq" /><ref name="csmonitor" /><ref name="TelegraphDec3" /><ref name="KernelMag" /><ref name="dot" /> By September 2014, Quinn had been the target of eighteen months of increasing harassment which had created "an ambient hum of menace in her life, albeit one that she has mostly been able to ignore".<ref name="new yorker" /> |
In February 2013, independent game developer [[Zoe Quinn]] released ''[[Depression Quest]]'', an [[interactive fiction]] [[browser game]], through the game's website. Though the game was met positively by critics, a backlash developed among some gamers who believed that the game received an undue amount of attention, especially after a planned [[Steam (software)|Steam]] distribution platform release. Quinn began to receive [[hate mail]] over the game upon its release and criticism from some parts of the Steam user community, receiving enough harassment to cause her to change her phone number.<ref name="pcgamerdq" /><ref name="csmonitor" /><ref name="TelegraphDec3" /><ref name="KernelMag" /><ref name="dot" /> By September 2014, Quinn had been the target of eighteen months of increasing harassment, which had created "an ambient hum of menace in her life, albeit one that she has mostly been able to ignore".<ref name="new yorker" /> |
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Shortly after the Steam release of ''Depression Quest'' in August 2014, Quinn's former boyfriend Eron Gjoni wrote a blog post, described by ''[[The New York Times]]'' as a "rambling online essay",<ref name="nytimes usu threat" /> alleging, among other things, that Quinn had an affair with [[Kotaku]] journalist Nathan Grayson.<ref name="WaPo" /> Quinn's detractors falsely alleged that the relationship had induced Grayson to publish a favorable review of the game.<ref name="WaPo" /><ref name="goldman" /><ref name="KotakuRefuted" /><ref name="TeleStuart" /><ref name="NYMag" /><ref name="newyorker2" /><ref name="canadacom" /> Kotaku's editor-in-chief Stephen Totilo affirmed the existence of a relationship, but clarified that Grayson had not written anything about Quinn after the relationship had commenced and had never reviewed her games, though he did acknowledge a piece written before the two began their relationship.<ref name="KotakuRefuted" /><ref name="pcmag about gg" /> Commentators in and outside the gaming industry denounced the attack on Quinn as [[misogynistic]] and unfounded.<ref name="dot" /><ref name="DBMarcotte" /><ref name="BostonGlobe" /> |
Shortly after the Steam release of ''Depression Quest'' in August 2014, Quinn's former boyfriend, Eron Gjoni, wrote a blog post, described by ''[[The New York Times]]'' as a "rambling online essay",<ref name="nytimes usu threat" /> alleging, among other things, that Quinn had an affair with [[Kotaku]] journalist Nathan Grayson.<ref name="WaPo" /> Quinn's detractors falsely alleged that the relationship had induced Grayson to publish a favorable review of the game.<ref name="WaPo" /><ref name="goldman" /><ref name="KotakuRefuted" /><ref name="TeleStuart" /><ref name="NYMag" /><ref name="newyorker2" /><ref name="canadacom" /> Kotaku's editor-in-chief, Stephen Totilo, affirmed the existence of a relationship, but clarified that Grayson had not written anything about Quinn after the relationship had commenced, and had never reviewed her games, though he did acknowledge a piece written before the two began their relationship.<ref name="KotakuRefuted" /><ref name="pcmag about gg" /> Commentators in and outside the gaming industry denounced the attack on Quinn as [[misogynistic]] and unfounded.<ref name="dot" /><ref name="DBMarcotte" /><ref name="BostonGlobe" /> |
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As a result of these allegations, Quinn and her family were subjected to a virulent harassment campaign including [[doxing]] |
As a result of these allegations, Quinn and her family were subjected to a virulent harassment campaign, including [[doxing]]; threats of rape; hacks of her [[Tumblr]], [[Dropbox (service)|Dropbox]], and [[Skype]] accounts; and death threats.<ref name="csmonitor" /><ref name="dot" /><ref name="WaPo" /><ref name="DBMarcotte" /> One threat read, as reported by ''The New Yorker'', "Next time she shows up at a conference we... give her a crippling injury that's never going to fully heal... a good solid injury to the knees. I'd say a brain damage, but we don't want to make it so she ends up too retarded to fear us."<ref name="new yorker" /> She began staying with friends out of fear that she would be tracked to her home.<ref name="new yorker" /><ref name=WaPo /><ref name="telegraph"/> Quinn told the BBC, "Before [Gamergate] had a name, it was nothing but trying to get me to kill myself, trying to get people to hurt me, going after my family. [...] There is no mention of ethics in journalism at all outside of making the same accusation everybody makes towards any successful woman; that clearly she got to where she is because she had sex with someone."<ref name="BBCQuinnInterview"/> Quinn told ''The New Yorker'' that she feels sympathy for her attackers because they have "deep-seeded loathing in themselves."<ref name="new yorker" /> In an interview with [[MSNBC]]'s ''[[Ronan Farrow Daily]]'', she said she regards her Gamergate-related detractors as becoming increasingly irrelevant in the industry due to the democratization of game-making tools,<ref name=Ronan /> but nonetheless noted later in an interview with the BBC that, "I used to go to game events and feel like I was going home... Now it's just like... are any of the people I'm currently in the room with ones that said they wanted to beat me to death?"<ref name=BBCQuinnInterview /> |
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Others were targeted by similar harassment, doxing, and death threats under the Gamergate umbrella. Those who came to the defense of those targeted were labeled by their opponents as "white knights", or "[[social justice warriors]]".<ref name="HeronBelford2014" /><ref name="NPR" /> Heron, Belford and Goker wrote this was meant to neutralize opposition by questioning the motives of the defenders.<ref name="HeronBelford2014" /> Among those singled out was fellow video game developer [[Phil Fish]] |
Others were targeted by similar harassment, doxing, and death threats under the Gamergate umbrella. Those who came to the defense of those targeted were labeled by their opponents as "white knights", or "[[social justice warriors]]".<ref name="HeronBelford2014" /><ref name="NPR" /> Heron, Belford and Goker wrote that this was meant to neutralize opposition by questioning the motives of the defenders.<ref name="HeronBelford2014" /> Among those singled out was fellow video game developer [[Phil Fish]],<ref name="VergeFish" /> who was hacked and doxed after he defended Quinn and referred to those attacking and harassing her as "ball-less manboobs" and "essentially rapists"; ''[[Paste (magazine)|Paste]]'' said that these "were fairly common statements from the combative [Fish]".<ref name=FishPaste/> The attack exposed documents relating to his company, Polytron, as well as many of his personal details.<ref name=BI/><ref name=DailyFish/> As a result, Fish sold Polytron and left the gaming industry.<ref name=csmonitor/><ref name="gs fish" /> |
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===Gamergate hashtag=== |
===Gamergate hashtag=== |
Revision as of 23:08, 3 March 2015
Gamergate is a controversy regarding sexism in video game culture. It garnered significant public attention after August 2014 when several women within the video game industry, including game developers Zoe Quinn and Brianna Wu and feminist cultural critic Anita Sarkeesian, were subjected to a sustained campaign of misogynistic attacks. These attacks, initially performed under the Twitter hashtag #gamergate, were later variously coordinated in the online forums of Reddit, 4chan, and 8chan in an anonymous and amorphous movement. The harassment included doxing, threats of rape, and death threats, including a threat of a mass shooting at a university speaking event.
Gamergate is widely viewed as a manifestation of a culture war over gaming culture diversification, artistic recognition and social criticism of video games, and the gamer social identity. Many users of the hashtag have said that their goal is to improve the ethical standards of video game journalism by opposing social criticism in video game reviews, which they see as being the result of an unethical conspiracy among their ideological opponents — particularly feminism, progressivism, and the social justice movement. Commentators from Columbia Journalism Review, The Guardian, The Week, Vox, NPR's On the Media, Wired, Der Bund, and Inside Higher Ed, among others, have described the ethical concerns that Gamergate has focused on as being broadly debunked, calling them trivial, based on conspiracy theories, unfounded in fact, or unrelated to actual issues of ethics in the industry.
History
![](http://upload.wikimedia.org/wikipedia/commons/thumb/f/f7/Zoe_Quinn_Car_2014.jpg/170px-Zoe_Quinn_Car_2014.jpg)
In February 2013, independent game developer Zoe Quinn released Depression Quest, an interactive fiction browser game, through the game's website. Though the game was met positively by critics, a backlash developed among some gamers who believed that the game received an undue amount of attention, especially after a planned Steam distribution platform release. Quinn began to receive hate mail over the game upon its release and criticism from some parts of the Steam user community, receiving enough harassment to cause her to change her phone number.[1][2][3][4][5] By September 2014, Quinn had been the target of eighteen months of increasing harassment, which had created "an ambient hum of menace in her life, albeit one that she has mostly been able to ignore".[6]
Shortly after the Steam release of Depression Quest in August 2014, Quinn's former boyfriend, Eron Gjoni, wrote a blog post, described by The New York Times as a "rambling online essay",[7] alleging, among other things, that Quinn had an affair with Kotaku journalist Nathan Grayson.[8] Quinn's detractors falsely alleged that the relationship had induced Grayson to publish a favorable review of the game.[8][9][10][11][12][13][14] Kotaku's editor-in-chief, Stephen Totilo, affirmed the existence of a relationship, but clarified that Grayson had not written anything about Quinn after the relationship had commenced, and had never reviewed her games, though he did acknowledge a piece written before the two began their relationship.[10][15] Commentators in and outside the gaming industry denounced the attack on Quinn as misogynistic and unfounded.[5][16][17]
As a result of these allegations, Quinn and her family were subjected to a virulent harassment campaign, including doxing; threats of rape; hacks of her Tumblr, Dropbox, and Skype accounts; and death threats.[2][5][8][16] One threat read, as reported by The New Yorker, "Next time she shows up at a conference we... give her a crippling injury that's never going to fully heal... a good solid injury to the knees. I'd say a brain damage, but we don't want to make it so she ends up too retarded to fear us."[6] She began staying with friends out of fear that she would be tracked to her home.[6][8][18] Quinn told the BBC, "Before [Gamergate] had a name, it was nothing but trying to get me to kill myself, trying to get people to hurt me, going after my family. [...] There is no mention of ethics in journalism at all outside of making the same accusation everybody makes towards any successful woman; that clearly she got to where she is because she had sex with someone."[19] Quinn told The New Yorker that she feels sympathy for her attackers because they have "deep-seeded loathing in themselves."[6] In an interview with MSNBC's Ronan Farrow Daily, she said she regards her Gamergate-related detractors as becoming increasingly irrelevant in the industry due to the democratization of game-making tools,[20] but nonetheless noted later in an interview with the BBC that, "I used to go to game events and feel like I was going home... Now it's just like... are any of the people I'm currently in the room with ones that said they wanted to beat me to death?"[19]
Others were targeted by similar harassment, doxing, and death threats under the Gamergate umbrella. Those who came to the defense of those targeted were labeled by their opponents as "white knights", or "social justice warriors".[21][22] Heron, Belford and Goker wrote that this was meant to neutralize opposition by questioning the motives of the defenders.[21] Among those singled out was fellow video game developer Phil Fish,[23] who was hacked and doxed after he defended Quinn and referred to those attacking and harassing her as "ball-less manboobs" and "essentially rapists"; Paste said that these "were fairly common statements from the combative [Fish]".[24] The attack exposed documents relating to his company, Polytron, as well as many of his personal details.[25][26] As a result, Fish sold Polytron and left the gaming industry.[2][27]
Gamergate hashtag
![](http://upload.wikimedia.org/wikipedia/commons/thumb/b/b1/Adam_Baldwin_2013.jpg/170px-Adam_Baldwin_2013.jpg)
Originally termed the "quinnspiracy" the controversy moved on to use the Twitter hashtag "Gamergate".[17][21][28][29] The hashtag "Gamergate" was first used by actor Adam Baldwin in a tweet with links to two videos critical of Quinn, shortly after he retweeted a statement from a feminist blogger who had readjusted her stance to be critical of Quinn.[29] Baldwin critiqued the media for trying to "enforce arbitrary 'social justice' rules upon gamers & the culture" and described the events that followed as "a skirmish in the long culture war."[30] The tag was then used to discuss the allegations against Quinn and Grayson and other concerns with gaming journalism,[28] alongside coordinated discussions on image boards and forums like 4chan and Reddit.[31][32] Early users of the term "gamergate" sought to define certain media coverage—praise of certain games developed by women and criticism of sexism within the video game industry—as an ethical scandal analogous to others defined by the suffix -gate.[33] Because these discussions often featured attacks, misogynistic harassment of Quinn and others, doxing, and the planning and coordination of such activities, some websites blocked users, removed posts, and created rules to prevent the discussion of such activities relating to the controversy.[2][5][32] One YouTube commentator had a video critical of Quinn removed following a DMCA takedown request.[31][32] Such incidents led to a Streisand effect that brought more attention to Gjoni's accusations.[32] In particular, 8chan became a central hub of activity for some Gamergate supporters following 4chan's clamping down on any Gamergate-related threads.[34]
By September 24, 2014, over one million Twitter messages incorporating the Gamergate hashtag had been sent,[35] while a Newsweek and Brandwatch analysis found more than two million Twitter messages between September and October 2014 with many coming from newly created accounts.[36] Software developer Andy Baio also produced an analysis of #gamergate tweets showing a discussion that is polarized between pro- and anti-Gamergate factions. One quarter of the tweets sampled were produced by users new to Twitter, most of whom were pro-Gamergate.[37] As of October 2014[update], it was estimated that there were at least 10,000 Internet users supporting Gamergate based on readership numbers on the dedicated Gamergate subreddit "KotakuInAction".[38]
Subsequent harassment
![](http://upload.wikimedia.org/wikipedia/commons/thumb/4/46/Anita_Sarkeesian_2013.jpg/220px-Anita_Sarkeesian_2013.jpg)
The harassment expanded to include renewed threats against Anita Sarkeesian, after a new episode in her series ("Women as Background, Pt. 2") was released on August 24, 2014. Sarkeesian received rape and death threats, and leaking of her private information including her home address,[39] that compelled her to temporarily leave her home.[40][41][42] At the XOXO Festival in Portland, Oregon, she said, in regard to the accusations that high-profile women were making up the threats against them, that "One of the most radical things you can do is to actually believe women when they talk about their experiences," and that "The perpetrators do not see themselves as perpetrators at all... They see themselves as noble warriors."[43] In an interview on US satire television program The Colbert Report, Sarkeesian said she believes women are being targeted because they are "challenging the status quo of gaming as a male-dominated space."[44]
Sarkeesian canceled a speaking appearance at Utah State University (USU) after the school received three anonymous threats, the second of which claimed affiliation with Gamergate.[45] The initial threat alluded to the École Polytechnique massacre, a 1989 mass shooting motivated by anti-feminism. Though Sarkeesian had spoken at events that had received similar threats, she cancelled after requesting additional security measures but wrote "because of Utah's open-carry laws, police wouldn't do firearm searches."[7][46][47][48] The New York Times referred to the threat as "the most noxious example of a weeks long campaign to discredit or intimidate outspoken critics of the male-dominated gaming industry and its culture."[7] The FBI is actively investigating the threat to attack Sarkeesian at USU,[49] as well as documenting police investigations related to activities related to the #gamergate hashtag.[50] USU's President and Provost released a joint statement saying that USU, together with "state and federal law enforcement agencies", had assessed that "there was no credible threat to students, staff or the speaker".[51]
![](http://upload.wikimedia.org/wikipedia/commons/thumb/8/8c/Brianna_Wu_drawing.jpg/220px-Brianna_Wu_drawing.jpg)
In mid-October, indie game developer Brianna Wu, who had mocked Gamergate, saw her home address and other identifying information posted on 8chan. Wu then became the target of rape and death threats on Twitter and elsewhere. After contacting police, Wu and her husband fled their home, but said she would not allow the threats to intimidate her into silence.[7][52][53][54][55][56] Wu later announced an US$11,000 reward for any information leading to a conviction for those involved in her harassment, and set up a legal fund to help any other game developers that have been harassed online.[57]
After actress and gamer Felicia Day made a blog post noting her concerns over Gamergate and how she has avoided discussing it due to fear of the backlash, her address was posted in the comments section. Actor Wil Wheaton and former NFL player Chris Kluwe also posted criticisms of Gamergate, with Kluwe's being noted for its use of creative insults, but neither were doxed.[58][59][60][61] This contrast between targeting a woman over two men was cited by Stephen Colbert as evidence of there being misogynistic intent behind the harassment.[62][63]
Various supporters, some of whom requested to remain anonymous, have also been harassed for supporting Gamergate, and one said he was instructed to leave his home after he reported threats to police.[64] Breitbart's Milo Yiannopoulos tweeted that he had received a syringe in the mail, but was not concerned,[29][65] and YouTube personality Steven "boogie2988" Williams also remarked that a comment on one of his videos included his address and a threat to his wife's life.[66][67] A fan petition to the organizers of the Supanova Pop Culture Expo in Australia is requesting the event to cancel Adam Baldwin's appearances due to his involvement with the Gamergate controversy.[68] The BBC reported "that misogynist abuse—and vitriolic messages in general—is not limited to either 'side' of the argument," noting that Allum Bokhari, a writer for TechCrunch, said a trolling group was "working to provoke both sides against each other".[69]
There has been considerable debate on the concept of self-policing and on what responsibility, if any, supporters of Gamergate share when the hashtag is used for harassment. In an interview with NPR's Marketplace, voice actress Jennifer Hale called on the gaming community to improve the self-policing of its small and vicious fringe, and said there are still race and gender barriers within the industry.[70] One concern is that Internet trolls intending to stir up conflict are responsible for many of the threats attributed to Gamergate.[64][66][69] Writing for Vox, Todd VanDerWerff wrote that the Gamergate supporters' "actually interesting concerns" were being "warped and drowned out by an army of trolls spewing bile, often at women."[31]
Harassment related to Gamergate continued several months after the onset of the controversy. Two critics of Gamergate have been targets of attempted "swatting"—hoaxed reports to emergency services intended to provoke a SWAT team response at the target's home. The Guardian reported that both swatting attempts were coordinated through the "baphomet" subforum of 8chan.[34][71][72] Brianna Wu and her studio—Giant Spacekat—withdrew from the Expo Hall of PAX East 2015. In a public statement, she said "Given that two of our most serious threats have come right here in Massachusetts, that threat is something I must take seriously as a leader. In addition to threats of violence, my team is frightened of being harassed by GamerGate supporters." Wu also cited issues with organizers concerning security, saying that she had hoped to come to a security arrangement with PAX and that she "called them on three occasions trying to talk to them about security concerns, and did not have [her] calls returned."[73][74][75] Wu cited one video, claimed to be from a local Massachusetts man calling himself "Jace Connors" who threatened to bring a "Wupocalypse" against her, as one reason for withdrawing from PAX.[73] The video was later discovered to be a prank made by a member of the comedy group Million Dollar Extreme. After his identity was revealed, he reported receiving threats and harassment.[76]
Social and cultural implications
Observers have generally described Gamergate as a culture war against efforts to diversify the traditionally-male video gaming community, particularly targeting outspoken women, citing things such as the movement's frequent harassment of female figures in the gaming industry and its overt hostility toward people involved in social criticism and analysis of video games.[40][77] The news website Vox stated that the movement was less interested in criticizing ethical issues with major game publishers than with opposition to social criticism and analysis of video games, and with harassment of notable women in the community.[78] In First Things, Nathaniel Givens described the movement as a reaction to an increasingly progressive environment in video game culture, which he described as "aggressive",[77] while Carter Dotson encouraged progressives to spin their "negative reactions" to Gamergate into "positive action" that would actually help ameliorate the perceived ills of women in the gaming industry, rather than just "complaining and criticising".[79]
Gamergate has frequently been described as involving anti-feminist ideologies.[80] Some supporters have denied this label, but acknowledge that there are misogynistic voices within it.[12][64][66][81][82][83] Commentators have otherwise been divided over its political characterization. Jon Stone, in The Guardian, called it "a swelling of vicious right-wing sentiment" and compared it to the men's rights movement.[81] Cathy Young, writing for Reason, described Gamergate supporters as leaning left-libertarian, but said that it has been supported by right wing voices.[29] Commentators such as Jon Stone, Liana Kerzner, Ryan Cooper, and Erik Kain have said that the controversy is being "exploited" by these right-wing voices and by conservative pundits who had little interest in gaming beforehand.[32][81][84][85]
Gamer identity
The idea of a gamer identity emerged in the early years of the video game industry and gained widespread recognition with the rise of the Internet. The emergence of the industry also gave rise to numerous publications specializing in the coverage of video games and catering to the interests of a predominantly young male audience. Such publications were seen by industry leaders as a means of promotion for their products rather than sources for honest critical discussion and there was recurring criticism of the close relationship between gaming journalists and major gaming companies.[86][87] The growing popularity of games among casual consumers, due to more accessible technologies such as the Nintendo Wii and smartphones, expanded the audience for the industry to include many who did not fit the mold of the traditional hardcore gamer. As games also came to be seen as an art form rather than a product, games which featured meaningful artistic and cultural themes grew in popularity. This increasing perception of games as art prompted gaming publications to move towards cultural criticism of the games. Independent video game development, which allows developers to release titles without publisher interference, has made these games more common.[31][88][89][90][91]
The growth of the gaming audience also brought in many female gamers, which resulted in a diversification of the male-oriented gamer identity; a 2014 annual survey by the Entertainment Software Association showed that there was nearly an equal number of women playing video games (48%) compared to men, the largest proportion from prior years.[92] This new audience began to question some assumptions and tropes that were historically used by game developers. Critics became increasingly interested in discussing issues of gender representation and identity in video games.[31][89] One prominent feminist critic of the representation of women in gaming is Anita Sarkeesian, whose Tropes vs. Women in Video Games project is devoted to criticism of female stereotypes in games. Her initial Kickstarter to raise funds for the series and her subsequent videos have all been met with hostile commentary and harassment from some gamers, who view her discourse as threatening. Further incidents, such as those concerning Jennifer Hepler, raised concerns about sexual harassment in video gaming.[31][89][93] Prior to August 2014, concerns about escalating harassment prompted the International Game Developers Association to provide support groups for harassed developers, and to begin discussions with the United States Federal Bureau of Investigation to help investigate online harassment of game developers.[93]
In late August 2014, shortly following the initial accusations towards Quinn, several gaming sites published op-eds on the controversy, mostly focused on the growing diversity of gaming and the mainstreaming of the medium. Some of these articles and essays were heavily critical of sexism within gamer culture.[94][95] Slate commentator David Auerbach pointed to eight articles published close to each other, characterizing them as arguing for the "end" or "death" of the gamer identity or saying that gamers "are over", and said the gaming press was alienating their own readers.[96]
Misogyny and antifeminism
A number of commentators have argued that the Gamergate hashtag had the potential to raise important issues in gaming journalism, but that the wave of misogynistic harassment and abuse associated with the hashtag had poisoned the well, making it impossible to separate honest criticism from sexist trolling.[8][9][21][31] The hashtag has also been associated with criticism of both feminism and those labelled as "Social Justice Warriors." According to Sarah Kaplan of The Washington Post, "sexism in gaming is a long-documented, much-debated but seemingly intractable problem," and became the crux of the Gamergate controversy.[8] Writing in The Week, Ryan Cooper called the harassment campaign "an online form of terrorism" intended to reverse a trend in gaming culture toward increasing acceptance of women, and stated that social media platforms need to tighten their policies and protections against threats and abuse.[97] Speaking on Iowa Public Radio, academic Cindy Tekobbe said the harassment campaign was intended to "drive women out of public spaces" and intimidate them into silence.[98] Jaime Weinman writing in Macleans said, "[w]hether it was supposed to be or not, GamerGate is largely about women."[99] In her blog on ESPN, Jane McManus said, in response to Gamergate, that "It turns out the misogyny women in the gaming industry are experiencing is way beyond what women in sports, as a group, experience."[100]
Sexism and misogyny had been identified as problems in the video game industry and community prior to the events of Gamergate.[101] Wu stated in a November 2014 interview with Develop that the game industry "has been a boys’ club for 30 years", describing that the common portrayal of women as "sex symbols and damsels in distress" in video games has led to the players taking the same attitudes.[102] Brendan Sinclair writing for GamesIndustry.biz stated that though the events of the Gamergate controversy were "reprehensible and saddening", the situation "has made abundantly clear is that this industry has some profound issues in the way it treats women".[103] Quinn said the campaign had "roped well-meaning people who cared about ethics and transparency into a pre-existing hate mob",[104] and urged industry publishers and developers to condemn the hashtag.[69] She further asked those Gamergate supporters who had any earnest discussion about ethics to move away from the "Gamergate" tag.[69] Alex Goldman from On the Media wrote that the movement's involvement in harassment had caused it to lose mainstream credibility, and urged its supporters, "Come up with some other means of self-identification" (other than gamers) as a way of distancing themselves from their worst representatives.[9] The Washington Post described Gamergate supporters as saying that they and other Gamergate supporters are making efforts to reject harassment and quickly report threatening or hateful comments to help keep the conversation respectful.[64]
Many commentators have said that the harassment associated with the movement tapped into this existing well of deep-seated misogyny, and that it was merely brought to the fore by the anonymity of the Internet. Regarding the false allegations against Quinn, Amanda Marcotte in an article for The Daily Beast accused the video game world of being "thick with misogynists who are aching to swarm" with hate on any "random woman held up for them to hate, no matter what the pretext". She related these relating the attacks to harassment sent to a woman who criticized a Teen Titans cover and to a community manager of the Mighty No. 9 game because she drew a feminine Mega Man, and virtual rapes committed against women's player avatars in Grand Theft Auto V and DayZ.[16] In March 2014, game designer Cliff Bleszinski wrote a blog post commenting on the "latent racism, homophobia and misogyny" that existed within the online gaming community.[105] It is believed this itself is tied to the anonymous, male-dominated nature of the Internet; Astra Taylor of Mother Jones documented harassment against women from online communities in April 2014, in which the harassment was played off by the male posters as if it was just "harmless locker room talk".[106] Developer Peter Molyneux considered that the Internet's instant accessibility of social media allows for people to express of-the-moment opinions without thinking about their consequences, leading to a "whole Pandora’s Box" of both good and bad issues that society must consider in terms of freedom of speech.[102]
Targets of Gamergate supporters have overwhelmingly been women, even when the actions of men might have been expected to draw Gamergate’s ire. Writing in The New Yorker, Simon Parkin observed that Quinn was attacked while the male journalist who was also falsely accused largely escaped, revealing the campaign as "a pretense to make further harassment of women in the industry permissible".[6] In an opinion piece for The New York Times, Chris Suellentrop noted that a petition sought to have a female colleague fired for criticizing the portrayal of women in Grand Theft Auto V, while many male critics (including himself) raised similar concerns but did not face similar reprisals.[105]
Academic researchers at the Berkman Center for Internet & Society at Harvard University described the Gamergate movement as a "vitriolic campaign against Quinn that quickly morph[ed] into a broader crusade against alleged corruption in games journalism" that "involves considerable abuse and harassment—including rape and death threats—of female developers and game critics."[107]
In Der Bund, Jan Rothenberger wrote that a majority of gamers were distancing themselves from the hate campaigns, and that some supporters were seeking a new banner because "Gamergate" is now indelibly associated with such campaigns.[108] Nathaniel Givens said that, regardless of their actions, Gamergate supporters were "painted as vicious thugs" and now the term was "toxic".[77]
Debate over ethics allegations
Many Gamergate supporters contend that their actions are driven by a concern for ethics in videogame journalism, arguing that the close relationships between journalists and developers are evidence of an unethical conspiracy among reviewers to focus on progressive social issues.[2][4][12][38][109][110] The accusations behind these concerns have been largely rejected by media critics and commentators as ill-founded and poorly supported, with the overwhelming majority of commentators stating that critical comments on gender equality, sexism or other progressive social issues in game reviews is not an ethical issue.[38][78][111][112] Writing in Time, Leigh Alexander, editor-at-large of Gamasutra, described the ethics concerns as deeply sincere but based on conspiracy theories, saying that there is nothing unethical about journalists being acquainted with those they cover and that meaningful reporting requires journalists to develop professional relationships with sources.[89] Writing in Vox, Todd VanDerWerff said "Every single question of journalistic ethics Gamergate has brought up has either been debunked or dealt with."[78] Dr. Kathleen Bartzen Culver, a professor and media ethics expert at the University of Wisconsin–Madison, wrote that while Gamergate supporters claimed to be interested in journalism ethics, their "misogynistic and threatening" behavior belied this claim: "Much of the conversation—if I can even call it that—has been a toxic sludge of rumor, invective and gender bias. The irony comes from people who claim to be challenging the ethics of game journalists through patently unethical behavior."[113]
Gamergate's demands have often been hard to quantify, but numerous journalists who have attempted to do so have come to the conclusion that, rather than relating to ethics, they are an attempt to suppress views which Gamergate supporters disagree with as part of a long-running culture war. The Verge's Chris Plante wrote that under the guise of ethics concerns, Gamergate supporters repeatedly attacked him for criticizing mainstream video games from the point of view of his social convictions.[109] Columbia Journalism Review writer Chris Ip said "many criticisms of press coverage by people who identify with Gamergate (...) have been debunked" and concluded that "at core, the movement is a classic culture war."[38] Alyssa Rosenberg of The Washington Post said that some of the movement's ostensible ethics concerns about video game reviews are actually rooted in Gamergate supporters' belief that video games are appliances rather than art and should be reviewed based on feature checklists rather than traditional artistic criteria.[114] Chris Suellentrop of The New York Times brought up the desire of Gamergate to shift focus away from innovative uses of the gaming medium. He criticized the movement's apparent belief that increased coverage and praise of artistic games like Gone Home would negatively affect big mainstream games such as Grand Theft Auto V.[105] After analyzing a sample of tweets related to GamerGate, Newsweek concluded that it was primarily about harassment rather than ethics, stating that "contrary to its stated goal, GamerGate spends more time tweeting negatively at game developers than at game journalists."[36]
Similarly, the movement has been criticized for focusing primarily on women, especially female developers, and for ignoring many large-scale journalistic ethics issues. Alex Goldman of NPR's On the Media criticized Gamergate for targeting female indie developers rather than AAA games publishers, and said the movement's claims of unethical behavior by Quinn and Sarkeesian were unfounded.[9] In Wired, Laura Hudson found it telling that Gamergate supporters concentrated on impoverished independent creators and critics, and nearly exclusively women, rather than the large game companies whose work they enjoyed.[115] Vox writer Todd VanDerWerff highlighted an essay written by game developer David Hill, who said that corruption, nepotism, and excessive commercialism existed in the gaming industry, but that Gamergate was not addressing those issues.[90] Adi Robertson, of The Verge, noted the long-standing ethical issues gaming journalism has dealt with, but that most Gamergate supporters didn't seem interested in "addressing problems that don't directly relate to feminist criticism or the tiny indie games scene."[116]
In mid-September 2014, Milo Yiannopoulos of Breitbart published leaked discussions from a mailing list for gaming journalists called GameJournoPros, which included discussion events related to Gamergate. Yiannopoulos and Gamergate supporters saw the mailing list as evidence of collusion between journalists.[64][117][118] The list's founder acknowledged suggesting that journalists write an open letter of support repudiating harassment linked to Gamergate, but said other members of the list had rejected his suggestion and helped him understand why his idea was inappropriate.[117][119][120] Most commentators that evaluated the list did not consider it as a form of collusion, but rather a standard practice across most professions to have an informal venue to discuss matters relating to their profession.[38][85][117][121] Following the leak, the mailing list was closed.[120]
Some Gamergate supporters alleged that the Digital Games Research Association (DiGRA), a non-profit group that coordinates academic research on video games, was working with journalists to advance a feminist agenda. Inside Higher Ed described the argument as a conspiracy theory.[122] The Executive Board of DiGRA has publicly condemned the targeting of DiGRA research coordinated by Gamergate as harassment and bullying.[123] Prof. Mia Consalvo, president of DiGRA, said that the effort to discredit its members' research demonstrates hostility to feminism and a failure to understand academic research.[122]
Gamergate activities
Following the accusations against Quinn, proponents of Gamergate began to use the "KotakuInAction" subreddit and boards on 8chan to discuss and organize activism using the hashtag. Because of its anonymous membership, lack of organization and leaderless nature, sources widely differ as to the goals or mission of Gamergate. With no single person or group able to speak for the Gamergate, defining it has been difficult.[12] As the threats expanded to encompass Sarkeesian, Wu, and Day, international media focused on Gamergate's violent, misogynistic element and its inability to present any coherent message. Writing in The Daily Telegraph in the wake of those incidents, Bob Stuart summed up the hashtag's troubles, saying "GamerGate has since swelled into an unwieldy movement with no apparent leaders, mission statement, or aims beyond calling out 'social justice warriors'. ... When members of the games industry are being driven from their houses and jobs, threatened, or abused, it makes GamerGate’s claim that it is engaged in an ethical campaign appear laughable."[11]
Jesse Singal, writing for New York based on a post he made to Reddit, stated that he had spoken to several Gamergate supporters to try to understand their concerns, but found conflicting ideals and incoherent messages. Singal observed that despite being told by supporters that Gamergate was not about misogyny, he saw Gamergate supporters making a constant series of attacks on Quinn, Sarkeesian, and other women.[12] The Columbia Journalism Review's Chris Ip said any legitimate message from Gamergate supporters regarding ethics in journalism was being lost in the noise created by harassment, sexism, and misogyny. With anyone able to tweet under the hashtag and no single person willing or able to represent the hashtag and take responsibility for its actions, Ip said it is not possible for journalists to neatly separate abusers from those seeking reasonable debate.[38] Singal was critical of the movement's lack of organization and leadership commenting on their "refus[al] to appoint a leader or write up a platform".[12]
Oxford University research fellow Anders Sandberg argued that Gamergate's failure to connect with a broader audience and the "train wreck" of a debate it generated is a function of its origins in imageboard subculture, which he said values anonymity, promotes chaotic discourse and fosters a hostile, abusive atmosphere within its own sphere. Noting that those rules are "radically different" from most other cultures, he said the result was that "when the Chan culture touches other cultures of discourse there will be fundamental misunderstandings about the very nature of what a discourse is supposed to be."[124]
Ryan Cooper of The Week highlighted an analysis written by writer Jon Stone, citing: "[Gamergate] readjusts and reinvents itself in response to attempts to disarm and disperse its noxiousness, subsuming disaffected voices in an act of continual regeneration, cycling through targets, pretexts, manifestoes and moralisms..."[85] Christopher Grant, editor-in-chief of Polygon, said that Gamergate has remained an amorphous and leaderless movement consisting solely of the hashtag so that the harassment can be conducted without any culpability.[125] Grant said that meant that "ultimately Gamergate will be defined—I think has been defined—by some of its basest elements."[38]
Allum Bokhari of TechCrunch criticized the media coverage of the Gamergate movement, writing that the press has only covered the bad things associated with Gamergate while ignoring the diversity of views within Gamergate and that the coverage "mistakes opposition to culture warriors with opposition to diversity. It mistakes a disdain for ideology with a disdain for inclusivity."[65]
The Fine Young Capitalists
Early in the controversy, posters on 4chan focused on donating to a self-described radical feminist group called The Fine Young Capitalists, who had a dispute with Zoe Quinn over a game jam they organised; pushing for the drive, posters on 4chan's politics board, /pol/ and its videogame board, /v/, argued that such donations would make them "look really good" and make them "PR-untouchable."[32][82][126][127] The backers raised over US$17,000 for the campaign.[32][82][128]
Targeting advertisers
Gamergate supporters were critical of the wave of articles calling for diversity that followed the initial outbreak of the controversy, interpreting them as an attack on games and gamer culture. In response, they sent a wave of e-mails to advertisers demanding that they drop several involved publications. Intel reacted to this by withdrawing an ad campaign from Gamasutra in October. After number of game developers criticized it for this, arguing that it could have a chilling effect on free speech and that it amounted to supporting harassment, Intel apologized for appearing to take sides in the controversy[129][130] and resumed advertising on Gamasutra in mid-November.[131]
In mid-October 2014, Sam Biddle, an editor for the Gawker affiliate Valleywag, made a series of derisive tweets that stated "Ultimately #GamerGate is reaffirming what we've known to be true for decades: nerds should be constantly shamed and degraded into submission" and to "Bring Back Bullying".[132] In response, Mercedes-Benz temporarily pulled advertising from Gawker and Adobe Systems requested that Gawker remove its logo from Gawker's advertising page while stating that it "stands against bullying".[133][134][135] Adobe later clarified that it had never been a Gawker advertiser and explicitly disowned Gamergate.[135][136][137][138] Gawker reported losing thousands of dollars as a result.[135][139] Biddle later stated that the tweets were jokes, and apologized for them."[132][133][140] Commenting on the actions of Intel and Adobe and the public response, trade publication Advertising Age warned advertisers that responding to Gamergate was a "lose-lose situation", and that brands "not responding are in better shape than those who have".[141]
Gawker Media affiliate Kotaku was at the center of the initial allegations that started Gamergate. Gamergate supporters initiated "Operation Baby Seal" in late October, renewing focus upon Gawker. The name is based on a Wondermark webcomic created shortly after the onset of the controversy.[142] This campaign aimed at removing Google's AdSense and Amazon's Associates advertising platforms from Gawker by mass-reporting apparent violations of the ad agencies' terms of service in Gawker's published content. Vox's VanDerWerff identified that while efforts to convince advertisers to pull ads is not new in the history of journalism, this new tactic of targeting the ad providers is on a grander scale and has the potential, if successful, to financially harm Gawker. He said that with the campaign Gamergate seemed less interested in exposing ethical lapses, and more concerned with shuttering sites it doesn't agree with.[143]
Other actions by Gamergate supporters have been the practice of using archive sites that remove advertisements to attempt to divert advertising revenue from specific websites while still using those sites for information. This practice attracted criticism from Jason Koebler, writing for Motherboard, who argued that it was a violation of copyright laws.[144]
#NotYourShield
Many Gamergate supporters have taken issue with the widespread description of their movement as misogynistic, saying that the media focus on misogyny served mainly to "deflect criticism of the increasingly leftist orientation of indie games".[8] To respond to this criticism, a second Twitter hashtag, #NotYourShield, began to be used, with the intention of showing that women and other minorities in the gaming community were also critical of Quinn and Sarkeesian.[8][18][145]
Quinn released a series of logs from chat rooms and discussion boards on 4chan, which she said showed that Gamergate was manufactured by 4chan users and largely pushed by sockpuppets.[28][146] Following Quinn's release of chat and discussion logs she got from 4chan, Ars Technica and The Daily Dot said that these logs showed that the #NotYourShield hashtag was manufactured on 4chan and that many of those posting under #NotYourShield were sockpuppet accounts impersonating women and minorities.[28][146] Quinn said that in light of Gamergate's exclusive targeting of women or those who stood up for women, "#notyourshield was solely designed to, ironically, be a shield for this campaign once people started calling it misogynistic."[147] Members of 4chan have said that some information has been taken out of context or misrepresented.[147] Arthur Chu wrote that the hashtag was an attempt to "weaponize" white guilt and keep allies from supporting the people being attacked by Gamergate.[148]
Industry response
The harassment against Quinn, Sarkeesian, Wu and others has led industry professionals to speak out against Gamergate, condemning the attacks it has spawned as damaging for the video gaming community. Independent game developer Andreas Zecher wrote an open letter calling upon the community to take a public stand against the attacks, which attracted the signatures of more than two thousand professionals within the gaming industry.[40][88] Many in the industry saw the signatures added to the letter as proof that those involved in the attacks targeting Quinn and Sarkeesian were not representative of the video game industry as a whole.[22] Writing for The Guardian, Jenn Frank described the tactics used in the harassment campaign, and the climate of fear it generated through its attacks on women and their allies. Frank concluded that this alienating abusive environment would harm not only women, but the industry as a whole. Frank subsequently received harassment on a false pretext related to disclosure in this article, and left games journalism.[31][96][149] Games designer Damion Schubert said Gamergate was "an unprecedented catastrof**k" and that silencing critiques of games harms games developers by depriving them of feedback.[150]
The Entertainment Software Association (ESA) issued a statement condemning the series of harassment, stating "There is no place in the video game community—or our society—for personal attacks and threats."[151] At BlizzCon 2014, Blizzard Entertainment president and co-founder Mike Morhaime denounced recent harassment, blaming "a small group of people [who] have been doing really awful things" and "tarnishing our reputation" as gamers. He called on attendees to treat each other with kindness and demonstrate to the world that the community rejects harassment. His statements have been widely interpreted as referring to Gamergate.[152][153][154][155] When asked about the controversy Sony Computer Entertainment of America CEO Shawn Layden called harassment and bullying "completely unacceptable", but that there isn't "one statement or one position on it, or one answer to whatever this very broadly-defined #GamerGate really means".[156][157] The Swedish Games Industry issued a statement denouncing the harassment and sexism from Gamergate supporters.[158] The Electronic Frontier Foundation has characterized Gamergate as a "magnet for harassment," and rhetorically notes the possible financial risk for companies dealing with it on social media platforms.[159]
Twitter itself was criticised for its inability to respond quickly and prevent harassment over the service. Brianna Wu, shortly after becoming a target of harassment, stated that Twitter facilitated harassment by the ease with which anyone could make a new account even after having an earlier account blocked for harassment, and she challenged the service to improve the speed of responsiveness to complaints.[160] Robinson Meyer of The Atlantic said Gamergate is an "identity crisis" for Twitter, as by not dealing with harassing users as Facebook has, the platform is failing to protect victims and losing readers.[161] In November 2014, Twitter announced a collaboration with the non-profit group Women, Action & the Media (WAM), in which those who believed they have been harassed over Twitter can report harassment to a tool monitored by WAM members, who would forward affirmed issues to Twitter within 24 hours. The move, while in the wake of the Gamergate harassment, was due to general issues of the harassment of women on the Internet, and the data will be studied for further discussion.[162][163] In January 2015, Quinn and Alex Lifschitz created the Crash Override Network, a private group of experts to help support and counsel those that have been harassed online, including as a result of Gamergate, and to work with law authorities and social media sites in response to such threats.[164][165]
Responses to Gamergate have encouraged the video game industry to review its treatment of women and minorities and to make changes to support them.[166][167][168] Intel, following its accidental involvement in Gamergate, has pledged more than $300 million to help support a "Diversity in Technology" program with numerous partners including Sarkeesian's Feminist Frequency organization and the IGDA, aimed at increasing the number of women and minorities in the industry; Intel CEO Brian Krzanich stated in announcing the program that "it's not good enough to say we value diversity, and then have our industry not fully represent."[169][170][171]
Some sites adopted policies in response to perceived conflicts of interest between gaming developers and journalists, while others informed readers of already existing policies. Polygon now requires its writers to disclose contributions via Patreon, while Kotaku prohibits such contributions to game developers, except where required in order to access materials for review.[32][172] Destructoid's editor-in-chief, Dale North, condemned harassment and reminded readers of some of the site's existing policies.[173] The Escapist and parent company Defy Media updated their ethics policies in reaction to the controversy. The Escapist co-founder Alexander Macris wrote a five-page editorial on the subject, saying, "Staff needs to be vigilant in disclosing to both our supervisors and the public any circumstances where loyalties may be divided... and when necessary, recuse themselves from related coverage."[174]
In popular culture
"Intimidation Game", an episode of the American crime drama series Law & Order: SVU, first broadcast on February 11, 2015, portrays a fictionalized version of the Gamergate controversy, including a character modeled after Sarkeesian and based on multiple women involved in the controversy.[175][176][177][178] Sarkeesian's Feminist Frequency Twitter account called the episode "sickening" and stated, "They trivialized and exploited real life abuse of women in gaming for entertainment."[179]
See also
References
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{{cite interview}}
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{{cite web}}
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{{cite interview}}
: Unknown parameter|subjectlink=
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suggested) (help) - ^ Mendelsohn, Tom (September 5, 2014). "Zoe Quinn and the orchestrated campaign of harassment from some 'gamers'". The Independent. Retrieved September 10, 2014.
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Predictably this week's Law & Order SVU was sickening. They trivialized and exploited real life abuse of women in gaming for entertainment.
{{cite web}}
: Missing or empty|title=
(help)
- 2014 controversies
- 2014 in video gaming
- Conflict of interest
- Conspiracy theories
- Criticism of journalism
- Cyberbullying
- Women and video games
- Hashtags
- Internet activism
- Internet trolling
- Internet vigilantism
- Journalism ethics
- Video game controversies
- Video game journalism
- Sexual harassment
- Misogyny
- 2015 in video gaming
- 2015 controversies