Revision as of 05:00, 22 September 2014 view sourceThibbs (talk | contribs)28,090 edits Some quick grammar repairs for the roughest parts of the first section. →Events← Previous edit | Revision as of 07:21, 22 September 2014 view source The Devil's Advocate (talk | contribs)19,695 edits All right, let's do this! LEEROOOOOYYYYY JENKIIIIIIINNS!!!Next edit → | ||
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{{Redirect|GamerGate|the type of ant|Gamergate|the online video game store|GamersGate}} | {{Redirect|GamerGate|the type of ant|Gamergate|the online video game store|GamersGate}} | ||
'''Gamergate''' (sometimes referred to as '''GamerGate''' or as a ] ] '''#gamergate''') is a controversy in ] |
'''Gamergate''' (sometimes referred to as '''GamerGate''' or as a ] ] '''#gamergate''') is a controversy in ] concerning long-standing issues of sexism and ] in the ] community and ] in the online ], particularly ] between video game journalists and developers.<ref name=Forbes/><ref name=dot/><ref name=CinemaBlend /><ref name="telegraph"/><ref name=Jazeera/><ref name=LATimes/> The controversy came to wider attention due to harassment that indie game developer ] received after an ex-boyfriend posted allegations on his blog in August 2014 that she had cheated on him with a Kotaku journalist, which led others to accuse her of professional impropriety to obtain positive media coverage for her game. Those subsequent allegations were not found credible,{{efn|''Time'': "Despite the fact the journalist in question did not ‘review’ the game and wasn't found to have allocated it any particular special treatment...";<ref name=Time/> ''Washington Post'': "The site investigated the alleged ethics breach and concluded there had been no wrongdoing.";<ref name=WaPo/> ''Forbes'': "....the initial concerns were quickly proven to be all smoke and no fire..."<ref name=Forbes/>}} but the debate they sparked continued.<ref name=WaPo/> Other topics of debate have included perceived changes or threats to the "]" identity as a result of the maturing and diversifying of the gaming industry.<ref name=Forbes/><ref name=dot/><ref name=CinemaBlend /><ref name="telegraph"/><ref name=Jazeera/> | ||
Cultural changes within the gaming industry, gaming community, and gaming journalism, are seen as having contributed to the situation in which the controversy has occurred. Rising popularity of the medium and greater emphasis on games as a potential art form has led to a commensurate focus on social criticism within gaming media and indie works. This shift has prompted opposition from traditional hardcore gamers who view games as a form of entertainment, including instances of harassment directed at female voices in the industry. The allegations regarding Quinn served to inflame concerns of these various changes in the industry and gaming media, leading to her being harassed. Other harassment incidents occurred during this time spurring widespread coverage in the general media, as well as speculation as to the fate of the gamer identity given concerns about sexism and misogyny within the community. While concerns of impropriety in gaming media have prompted policy changes at several of these outlets and commentators generally agree there are problems in the gaming media that need to be discussed, the harassment associated with the GamerGate campaign is considered to be preventing a discussion of the broader issue. | |||
==Events== | |||
⚫ | ] ] developed and released her ] title '']'' in early 2013 as a means to represent her own bout with ].<Ref name="new yorker"/> Upon its release, some members of the gaming community expressed dislike towards Quinn and the title. Some expressed concern that using a video game to present a dark theme was inappropriate, while others felt that the critical attention it received was disproportionate to the quality and simplicity of the game, and that the game presented the solution to depression in a manner that was too simplistic; they also expressed concern that the game's protagonist was over-privileged and had readily available solutions that most who suffer from depression are lacking.<Ref name="new yorker"/> Others, however, saw the game as an important expression of themes not previously addressed in mainstream gaming — "'game' as communication, comfort and tool of understanding", in the words of Rock, Paper, Shotgun's Adam Smith.<ref name="RockPaperShotgun">{{cite web|url=http://www.rockpapershotgun.com/2013/02/14/mostly-indescribable-depression-quest/|title=Mostly Indescribable: Depression Quest|last=Smith|first=Adam|publisher=Rock Paper Shotgun|date=February 14, 2013|accessdate=August 23, 2014}}</ref> While working with ] to put ''Depression Quest'' on the ] content platform's ] system (a means for users to vote on titles to bring onto the platform) near the end of 2013, Quinn made several statements that she had been harassed by online forum members with statements similar to "women cannot relate to anyone with depression", according to '']''.<Ref name=EscapistDQ/> | ||
⚫ | Shortly after the full release of ''Depression Quest'' on Steam in August 2014, Quinn's former boyfriend Eron Gjoni wrote a blog post containing a series of allegations, amongst which was that Quinn had cheated on him with ] journalist Nathan Grayson.<ref name=WaPo/> This led to allegations from Quinn's detractors in the gaming community that the relationship had resulted in favorable media coverage.<ref name=WaPo/><ref name=GuardianKS/><ref name="slate"/><ref name=KotakuRefuted/> Kotaku's editor-in-chief Stephen Totilo affirmed the two had been involved in a relationship, but stated that Grayson had not written anything about Quinn after the relationship had commenced and that he had never reviewed her games.<Ref name="new yorker"/><ref name=KotakuRefuted/> While Grayson had written an article about the failed ''GAME_JAM'' web reality show that Quinn participated in<ref name=KotakuGJ/> and Kotaku had also mentioned her game,<ref name=KotakuDQ/> both occurred before the relationship began.<Ref name="new yorker"/><ref name=KotakuRefuted/> The incident led to broader allegations on social media that game developers and the gaming press are too often closely connected and that cultural criticism of video games has led to an increasing focus on social representation and cultural meaning in games by some video games writers.<ref name=WaPo/> A number of commentators within and outside the games industry denounced the attack on Quinn as ] and unfounded.<ref name=Forbes/><ref name=dot/> | ||
==Background== | |||
⚫ | Quinn and her family were subsequently subjected to what the '']'' called a "virulent" harassment campaign<ref name=WaPo/><ref name=dot/><ref name=beast/> including ], threats of rape, hacking attempts, and at least one death threat. She began staying with friends out of fear that she would be tracked to her home.<ref name="new yorker"/><ref name=WaPo/> According to Quinn, "the Internet spent the last month spreading my personal information around, sending me threats, hacking anyone suspected of being friends with me, calling my dad and telling him I'm a whore, sending nude photos of me to colleagues, and basically giving me the 'burn the witch' treatment".<ref name=BostonGlobe>Singal, Jesse. "." '']'', 20 September 2014.</ref> '']'' reported an example of the threats: "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"/> Those who came to her defense, such as fellow video game developer ] (who had been a focus of controversy on social media in 2013), were also targeted.<ref>{{Cite web | url = http://www.theverge.com/2013/7/27/4563738/fez-ii-abruptly-canceled-after-developer-phil-fish-explodes-in-rage | title = 'Fez II' abruptly canceled after developer Phil Fish explodes in rage on Twitter | first = Sean | last = Hollister | publisher = ] | date = August 27, 2014 | accessdate = September 19, 2014 }}</ref> Fish was doxxed after speaking in support of Quinn, with many of his personal details<ref name=BI/> and documents relating to his company Polytron exposed in a hack that led him to sell Polytron and leave the gaming industry.<ref name="gs fish" |
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As video game production developed into a burgeoning industry, games became an increasingly consumer-oriented product focused on appealing to gamers with satisfying solitary experiences. People who had grown up playing these games developed a gamer identity that was associated with these early experiences. As early gamers were predominantly male this is also seen as having contributed to gendered interpretations of the identity. The emergence of the video game industry gave rise to numerous publications specializing in the coverage of video games and catering to the interests of gaming enthusiasts. Such outlets were seen by industry leaders as a means of promotion for their products and there was recurring criticism of the close relationship gaming journalists had with the major gaming companies.<ref name=GuardianKS /><ref name=Kubas-Meyer /><ref name=Bernstein /><ref name=Vox /> | |||
⚫ | Concurrent with these events, gamers used social media and sites such as ] and ] to explain and support their position, and figures like ] (who was the first to use the ] #GamerGate on ])<ref name=Ars/> highlighted the issue to the population at large.<ref name=Forbes/><ref name=Vox/> On some websites, posts relating to the controversy were blocked or erased, and at least one ] commentator had a video critical of Quinn removed following a ]. Such incidents led some gamers to complain about censorship and led to a ] that brought more people into the debate.<ref name=Forbes/> A portion of those that supported the #GamerGate movement took issue with the widespread description of the movement as misogynistic, asserting that the focus on misogyny served mainly to "deflect criticism" of gaming journalism, according to ''The Washington Post''.<ref name=WaPo/> A second Twitter hashtag, "#NotYourShield", began to be used with the intention of showing that women and members of other minorities in the gaming community were also seeking changes in the ethical guidelines of the video game industry and press while denying that the core issues behind #GamerGate were driven by sexism.<ref name=WaPo/><ref name="telegraph"/> Quinn has stated that the #GamerGate movement was manufactured by users of 4chan operating on an ] channel specifically to attack her and her followers for her ] views, and that those posting under #NotYourShield were not in fact members of the claimed minority groups.<ref name=DailyDot/><ref name=Ars/> These statements have been denied by some users of 4chan.<ref name=Escapist4chan/> | ||
Growing popularity of games among casual consumers due to more accessible technologies such as the Nintendo ] and smart phones 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 more as an art form rather than a product, games centered on social issues grew in popularity. Some of these games were not seen by elements of the hardcore gaming community as fitting the proper definition of games. Growth of the audience for video games and an increasing perception of their potential as an art form prompted gaming outlets to move towards social criticism of the games. More effort was devoted to promoting games that were seen as artistic or incisive and less on those that offered a traditional gaming experience. These types of games have become more common through ] that allows developers to release titles without publisher interference, who would otherwise not likely publish these titles. Gamers are concerned these games push political agendas and are critically praised on how they present social issues as oppose to the nature of the game mechanics.<ref name=Vox/><ref name=LATimes/><ref name=Time/><ref name=VoxConfuse/> | |||
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The growth of the gaming audience also contributed to bringing in a large number of women whose primary gaming interests did not conform to what is perceived as a male-oriented gamer identity. In light of the growing female audience for games and growing female representation in the gaming industry, outlets became increasingly interested in detailing issues of ]. One prominent critic of the representation of women in gaming is ], whose ] 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 hardcore gamers. Further incidents, such as those concerning Jennifer Hepler raised concerns about ].<ref name=Vox/><ref name=Time/> Prior to August of 2014 concerns about escalating harassment prompted the ] to begin discussions with the United States ] to help investigate online harassment of game developers.<ref name=PolygonFBI/> | |||
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⚫ | One such incident of harassment occurred after ] ] developed and released her ] title '']'' in early 2013 as a means to represent her own bout with ].<Ref name="new yorker"/> Upon its release, some members of the gaming community expressed dislike towards Quinn and the title. Some expressed concern that using a video game to present a dark theme was inappropriate, while others felt that the critical attention it received was disproportionate to the quality and simplicity of the game, and that the game presented the solution to depression in a manner that was too simplistic; they also expressed concern that the game's protagonist was over-privileged and had readily available solutions that most who suffer from depression are lacking.<Ref name="new yorker"/> Others, however, saw the game as an important expression of themes not previously addressed in mainstream gaming — "'game' as communication, comfort and tool of understanding", in the words of Rock, Paper, Shotgun's Adam Smith.<ref name="RockPaperShotgun">{{cite web|url=http://www.rockpapershotgun.com/2013/02/14/mostly-indescribable-depression-quest/|title=Mostly Indescribable: Depression Quest|last=Smith|first=Adam|publisher=Rock Paper Shotgun|date=February 14, 2013|accessdate=August 23, 2014}}</ref> While working with ] to put ''Depression Quest'' on the ] content platform's ] system (a means for users to vote on titles to bring onto the platform) near the end of 2013, Quinn made several statements that she had been harassed by online forum members with statements similar to "women cannot relate to anyone with depression", according to '']''.<Ref name=EscapistDQ/> | ||
==Analysis== | |||
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==Allegations against Quinn and subsequent harassment== | |||
The industry had previously dealt with persistent harassment and threats of developers through social media as early as mid-2013, in some cases reaching levels that prompted individuals to leave the industry.<Ref name="polygon harassment 13"/> In one noted case, ] developer David Vonderhaar was flooded with complaints and death threats after he announced a weapons rebalancing patch to '']'' in mid-2013, requiring ]'s community manager ] to step in and calm the players' reactions.<ref>{{cite web | url = http://www.eurogamer.net/articles/2013-07-24-cod-developer-appeals-for-calm-after-death-threats | title = COD developer appeals for calm following death threats | publisher = ] | date= July 24, 2013 | accessdate = September 19, 2014 | first = Tom | last = Phillips }}</ref> In August 2013, ] senior writer ] reported that she had received harassing messages through social media, emails, and phone calls, including threatening the lives of her children, regarding her participation in '']''; Hepler believed it was because of an old interview where she said she disliked combat in games.<ref name=HeplerPolygon/><ref name=HeplerMetro/> In July 2014, ] wrote a piece for ] revealing she had been sent threatening text messages for her involvement in a video game, and also documented four other women's experiences: a blogger whose post was shared by Anita Sarkeesian and resulted in harassment and violent threats after it was reposted to Reddit, former IGN editor ] who discovered sexist comments on YouTube regarding herself and her Girlfigt panel members at the 2010 ], a woman who is being sexually harassed by an unknown individual sending her pornographic fan fiction of themselves, and GameSpot editor Carolyn Petit whose simple existence as a transgender woman on the staff resulted in harassing messages sent to her.<ref name="PolygonWu"/> Nathan Fisk, a lecturer at the Rensselaer Polytechnic Institute, spoke on how such harassment can come about: "Fans are invested in the stories and worlds that developers create, and certain design decisions can be seen by fans to threaten those stories and worlds. Harassment silences and repositions content creators in ways that protect the interests of certain fan groups."<Ref name="polygon harassment 13"/> The ] (IGDA), in light of these events, created special support groups to help developers that were dealing with harassment.<Ref name="polygon harassment 13"/> The IGDA revealed in September 2014 that they had began discussions with the United States ] prior to August to help investigate online harassment brought onto game developers.<ref name=PolygonFBI/> | |||
⚫ | Shortly after the full release of ''Depression Quest'' on Steam in August 2014, Quinn's former boyfriend Eron Gjoni wrote a blog post containing a series of allegations, amongst which was that Quinn had cheated on him with ] journalist Nathan Grayson.<ref name=WaPo/> This led to allegations from Quinn's detractors in the gaming community that the relationship had resulted in favorable media coverage.<ref name=WaPo/><ref name=GuardianKS/><ref name="slate"/><ref name=KotakuRefuted/> Kotaku's editor-in-chief Stephen Totilo affirmed the two had been involved in a relationship, but stated that Grayson had not written anything about Quinn after the relationship had commenced and that he had never reviewed her games.<Ref name="new yorker"/><ref name=KotakuRefuted/> While Grayson had written an article about the failed ''GAME_JAM'' web reality show that Quinn participated in<ref name=KotakuGJ/> and Kotaku had also mentioned her game,<ref name=KotakuDQ/> both occurred before the relationship began.<Ref name="new yorker"/><ref name=KotakuRefuted/> The incident led to broader allegations on social media that game developers and the gaming press are too often closely connected and that cultural criticism of video games has led to an increasing focus on social representation and cultural meaning in games by some video games writers.<ref name=WaPo/> A number of commentators within and outside the games industry denounced the attack on Quinn as ] and unfounded.<ref name=Forbes/><ref name=dot/> | ||
⚫ | Prior to the controversy, Quinn had spoken out against a self-described ] group known as ] (TFYC). She had criticized TFYC's ] for women in game design concerning their rules on transgender participants and on how the participants were not being paid.<ref name=Forbes/> TFYC had explained that in order to ensure participants would not abuse the process by lying about their gender identity, the rules stipulated a particular date before which participants had to have identified as women. TFYC stated that they had written the rules such that people who had difficulties in legally transitioning could still participate, and that the participants were only providing conceptual work, rather than the bulk of computer programming, with the winning entry still receiving a portion of the profits while most of the remainder would go to charity.<ref name=Forbes/><ref name=APGN /> During the initial argument between the two camps, TFYC's website went down due to increased traffic resulting from the discussion on Twitter, which was characterized as unintentional ] attack.<ref name=Forbes/><ref name=APGN /> The group also state that a sponsor withdrew support over the transphobia concerns, costing them {{USD|10000}}.<ref name=APGN /><ref name=gameranx /> Quinn's dispute with the group subsequently came up following the discussion of the recent revelations of her ties to journalists.<ref name=Forbes/> Members of 4chan began heavily backing the TFYC in response and after having donated {{USD|17000}} to the group's Indiegogo project they designed a mascot character, which the group decided to use in the winning entry.<ref name=Forbes/> The character "Vivian James" (meant to sound similar to "video games") was described by Erik Kain of ] as an “every-girl of sorts, and maybe not what you’d expect from 4chan".<ref name=Vice /><ref name=Forbes/> | ||
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⚫ | As a result of these allegations, Quinn and her family were subsequently subjected to what the '']'' called a "virulent" harassment campaign<ref name=WaPo/><ref name=dot/><ref name=beast/> including ], threats of rape, hacking attempts, and at least one death threat. She began staying with friends out of fear that she would be tracked to her home.<ref name="new yorker"/><ref name=WaPo/> According to Quinn, "the Internet spent the last month spreading my personal information around, sending me threats, hacking anyone suspected of being friends with me, calling my dad and telling him I'm a whore, sending nude photos of me to colleagues, and basically giving me the 'burn the witch' treatment".<ref name=BostonGlobe>Singal, Jesse. "." '']'', 20 September 2014.</ref> '']'' reported an example of the threats: "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"/> Those who came to her defense, such as fellow video game developer ] (who had been a focus of controversy on social media in 2013), were also targeted.<ref>{{Cite web | url = http://www.theverge.com/2013/7/27/4563738/fez-ii-abruptly-canceled-after-developer-phil-fish-explodes-in-rage | title = 'Fez II' abruptly canceled after developer Phil Fish explodes in rage on Twitter | first = Sean | last = Hollister | publisher = ] | date = August 27, 2014 | accessdate = September 19, 2014 }}</ref> Fish was doxxed after speaking in support of Quinn, with many of his personal details<ref name=BI/> and documents relating to his company Polytron exposed in a hack that led him to sell Polytron and leave the gaming industry.<ref name="gs fish"/> | ||
Gamers have also become distrustful of gaming journalism due to their ties with game publishers and actions taken, with two prior incidents weighing heavily. In 2007, ] was fired from his position at ] after he gave a poor review for ]'s '']''; Eidos were heavily advertising the game in question on the site and threatened to pull sponsorship.<ref name=EscapistGerstmann/> In 2012, ]'s game reviews filmed in front of promotional posters for '']'' and accompanied by ] and ] was dubbed "Doritosgate",<ref name=VG247Doritos/> and led to '']''{{'}}s ] to remark on the issues regarding such promotions in the industry.<ref name="kotaku journalism"/> Kotaku's Totilo wrote in 2012 that the game journalism industry had become indistinguishable from ], with writers and reporters inundated with promotional material to receive positive coverage.<ref name="kotaku journalism"/> Some of those supporting the #GamerGate principles argue that as journalism has shifted to covering independent video games, "indie game developers and the online gaming press have gotten too cozy", according to Vox's VanDerWerff.<ref name=Vox/> Quinn agreed that a discussion on journalism ethics was needed and suggested that all those instead use the "#GameEthics" hashtag to discuss the matter without the baggage of misogyny and harassment that have attached to #GamerGate.<ref name="telegraph"/> | |||
⚫ | The harassment expanded to include Sarkeesian when a new episode in the series (Women as Background, Pt. 2) was released shortly after Gjoni's blog entry, whereupon renewed harassment against Sarkeesian began. She reported that she had received death threats that compelled her to temporarily leave her home.<ref name="TheStar"/><ref name="TorontoExclusive"/><ref name="bbc sarkeesian"/><ref name=BF/> The ] of Quinn and the ]s against Sarkeesian prompted an ] to the gaming community by independent game developer Andreas Zecher, who called upon the community to take a public stand against the attacks. The letter subsequently attracted the signatures of more than two thousand professionals within the gaming industry.<ref name=LATimes/><ref name=BBC/> | ||
Supporters of #GamerGate have also expressed concern over the use of video games to present cultural criticism and moving them away from an entertainment form. In recent years, video games have come to be accepted as ] by mainstream media, and numerous games are designed by their creators to create an emotional response in the player.<ref>{{cite journal| title=An Art World for Artgames| author=Felan Parker| url=http://journals.sfu.ca/loading/index.php/loading/article/view/119| journal=Loading...| volume=7| issue=11| pages= 54–55| year=2013| publisher=]| issn=1923-2691}}</ref> These types of games have become more common through ] that allows developers to release titles without publisher interference, who would otherwise not likely publish these titles. However, GamerGate supporters believe that titles such as ''Depression Quest'' or '']'' are not really games, according to ''What Culture!''{{'}}s Jordan Ephraim.<ref name=Vox/> Ephraim expresses concern that these titles, in taking up popular culture points such as depression in ''Depression Quest'' or ] issues with ''Gone Home'', are critically praised on how they present these cultural points and less on the nature of the game mechanics.<ref name=Vox/> Some supporters believe that these games are designed to push political agendas; the ''Los Angeles Times'' quotes two GamerGate supporters stating "Can we please just keep the agendas out of video games? Entertainment is meant to be the furthest possible thing from politics", and "It'd be nice if the gaming industry/gaming journalism would just...focus on games over politics."<ref name=LATimes/> Attributing the controversy to a gulf between some traditional video game fans and the increasingly-diverse nature of the industry, Leigh Alexander said that the maturing and ever-more-mainstream nature of video games opens the genre to longstanding cultural critiques and new perspectives. She also said that there was room for both "games as product" and "games as culture" in the industry.<ref name=Time/> | |||
==Social media campaign and backlash== | |||
Relating to this, several journalists have noted that the changing market of video games and their place in the culture is challenging the perceived identity of the average video game player, leading several to suggest #GamerGate may be the "death of the 'gamer'".<Ref name=Vox/><ref name=slate/> Until about 2013, young adult males dominated the video game consumer market. In reports published by the ] based on retail sales, the proportion of female games was about 45% in 2013,<ref>{{Cite web | url = http://www.cnn.com/2013/08/08/tech/gaming-gadgets/female-gamers/ | title = Nearly half of all video-gamers are women | first = Larry | last = Frum | date = August 8, 2014 | accessdate = September 18, 2014 | publisher = ]}}</ref> and 48% in 2014.<ref name="arstech esa">{{Cite web | url = http://arstechnica.com/gaming/2014/08/report-adult-women-gamers-now-double-the-number-of-under-18-boys/ | title = Report: Adult women gamers now double the number of under-18 boys | publisher = ] | date = August 23, 2014 | accessdate = September 18, 2014 | first = Sam | last = Machkovech | publisher = ] }}</ref> These studies have also highlighted the trend of older, female gamers over younger males due to the popularity of the ] and ] markets.<ref name="arstech esa"/> These trends have led publishers to reconsider their target demographic for titles, to accommodate the broader gender and age differences, and to change the meaning of what a "gamer" is.<ref name=Vox/> Vox's VanderWerff notes in light of #GamerGate, that "Many involved don't want the term 'gamer' to go away, but they also want it to be as inclusive as possible. But the term already is exclusionary, because it's so heavily associated with the stereotype."<ref name=Vox/> | |||
⚫ | Concurrent with these events, gamers used social media and sites such as ] and ] to explain and support their position, and figures like ] (who was the first to use the ] #GamerGate on ])<ref name=Ars/> highlighted the issue to the population at large.<ref name=Forbes/><ref name=Vox/> On some websites, posts relating to the controversy were blocked or erased, and at least one ] commentator had a video critical of Quinn removed following a ]. Such incidents led some gamers to complain about censorship and led to a ] that brought more people into the debate.<ref name=Forbes/> A portion of those that supported the #GamerGate movement took issue with the widespread description of the movement as misogynistic, asserting that the focus on misogyny served mainly to "deflect criticism" of gaming journalism, according to ''The Washington Post''.<ref name=WaPo/> A second Twitter hashtag, "#NotYourShield", began to be used with the intention of showing that women and members of other minorities in the gaming community were also seeking changes in the ethical guidelines of the video game industry and press while denying that the core issues behind #GamerGate were driven by sexism.<ref name=WaPo/><ref name="telegraph"/> Quinn has stated that the #GamerGate movement was manufactured by users of 4chan operating on an ] channel specifically to attack her and her followers for her ] views, and that those posting under #NotYourShield were not in fact members of the claimed minority groups.<ref name=DailyDot/><ref name=Ars/> These statements have been denied by some users of 4chan.<ref name=Escapist4chan/> | ||
⚫ | TFYC reported on August 24, that the account for their charity game jam on ] had been hacked. The ] is explicitly mentioned in the message put up by the perpetrator.<ref name=TChack/><ref name=Forbes/> The character Vivian James also became the subject of criticism due to her association with the campaign. Tom Mendelsohn of '']'' wrote that 4chan had created Vivian as an emblem for their campaign to demonstrate their lack of sexism, and described the character as "a sardonic dream woman who games in slouchy hoodies, has long, lascivious tresses of red hair and doesn’t ever want to hurt them".<ref name=Independent> {{cite web | title= Zoe Quinn and the orchestrated campaign of harassment from some 'gamers' | author= Tom Mendelsohn | publisher=] | date= September 5, 2014 | url=http://www.independent.co.uk/voices/comment/zoe-quinn-and-the-orchestrated-campaign-of-harassment-from-some-gamers-9715427.html}}</ref> Vivian James has been criticized as being anti-feminist by Allegra Ringo of '']'' who alleged that the character was created out of spite, describing it as "masquerading as a feminist icon for the express purpose of spiting feminists".<ref name=Vice /> | ||
==Responses== | |||
According to Erik Kain, writing at '']'', the #GamerGate movement is driven by an anti-feminist backlash against the increasing diversity of voices involved in ] of video games. "What it boils down to is many people feeling upset that the video game space has been so heavily politicized with a left-leaning, feminist-driven slant," he said.<ref name=Forbes/> | |||
As publicity of the campaign grew a series of pieces began appearing in gaming media on August 28 claiming the end of the gamer identity. Articles cited the growing diversity of gaming and the mainstreaming of the medium as the cause, while those associated with GamerGate were stated to be a reactionary force against these changes.<ref name=BF /><ref name=Plunkett /><ref name=Gamasutra /><ref name=Johnston /> This flurry of reporting has aroused concerns that it is deepening a divide between gaming journalists and the gaming community with games writers seen as attacking their own audience.<ref name=GuardianKS /><ref name=ErikKain /> David Auerbach of ] argued in light of this that gaming culture is changing but it is the ordinary video-game journalist that is being phased out in favor of video game enthusiasts and amateur ] commentators who use ] and ].<ref name="slate"/> | |||
⚫ | Writing in '']'', Leigh Alexander described the campaign as "deeply sincere" but based on "bizarre conspiracy theories," stating that there is nothing unethical or improper about journalists being friends and acquaintances of those they cover. "Surely these campaigners understand that no meaningful reporting on anything takes place without the trust—and often friendship—of people on the inside," she said.<ref name=Time/> | ||
⚫ | Non-gaming media attention has focused on the highly-personal nature of the allegations about Quinn and the subsequent campaign of harassment, linking the issue with historical perceptions of the gaming community as sexist and reactionary.<ref name=telegraph/><ref name=WaPo/><ref name="new yorker"/><ref name=Vox/><ref name=BBC/> 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.<ref name=WaPo/> In an article for '']'', Jenn Frank described the tactics used in the harassment campaign, and of 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. After receiving harassment herself due to her financial ties to Quinn not being disclosed in the piece (per ''The Guardian'''s decision), Frank announced she was leaving games journalism.<ref name=GuardianJF/><ref name=Vox/><ref name="slate"/><ref name=TheMarySue /> Writing in '']'', 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.<ref name=TheWeek>, Ryan Cooper, ], 2 September 2014</ref> | ||
David Auerbach of ] argued it was a case of a fair number of gamers hating the journalists who cover video games, and the journalists hating the video gamers.<ref name="slate"/> Auerbach asserts gaming culture is changing but it is the ordinary video-game journalist that is being phased out in favor of video game enthusiasts and amateur ] commentators who use ] and ].<ref name="slate"/> | |||
==Role of misogyny and antifeminism== | |||
Writing in '']'', Simon Parkin said "In Quinn’s case, the fact that she was the subject of the attacks rather than the friend who wrote about her game reveals the true nature of much of the criticism: a pretense to make further harassment of women in the industry permissible." Quinn told ''The New Yorker'' that she feels sympathy for her attackers; "People don’t viciously attack anyone without having some deep-seeded loathing in themselves," she said.<ref name="new yorker"/> | |||
⚫ | A number of commentators have argued that the #GamerGate movement had the potential to raise important issues in gaming journalism, but that the wave of misogynistic harassment and abuse associated with the hashtag had ], making it impossible to separate honest criticism from sexist trolling.<ref name=Vox/><ref name=WaPo/><ref name=goldman/> Quinn said the campaign had "roped well-meaning people who cared about ethics and transparency into a preexisting hate mob."<ref name=ViceQuinn/> Alex Goldman from On the Media wrote that he did recognize that there were legitimate complaints in #GamerGate concerning the relationship between the video game industry and journalists, and that there is diversity within the gamer community, but noted that the attempts by users of 4chan to pretend to be members of the minority groups made the movement lose credibility. He added, "If you want to be seen as a monolith, publicly shame the bad actors in your cohort. If you want to be seen as individuals, well, stop calling yourself gamers. Come up with some other means of self-identification. Because as of right now, the worst people standing behind the mantle of gamer have spoiled it for all of you."<ref name=goldman/> In ''Paste'' magazine Garrett Martin suggested that any concerns about ethics in journalism were merely a cover for attacking women, even if some sincerely believed otherwise.<ref name=Paste /> | ||
⚫ | ], writing for MetalEater.com, criticized some gaming journalists for making "unprofessional, anti-intellectual, and dehumanizing" generalizations about those who supported #GamerGate, and that it had been unfair to paint all of its supporters as motivated by ill will rather than true concern for the state of games journalism. "As a member of the video game media, I am sorry for that. It was wrong, and you guys didn't deserve it." She also urged the gaming community to challenge and reject the "small subgroups of gamers" whose actions have stigmatized the community. "The misogyny within our ranks is real. The racism is real. The homophobia and transgendered stigma is real. The stigma against mental illness is real. Our juvenile relationship with sexualized violence is real," she wrote.<ref name=MetalEater/> According to Erik Kain, writing at '']'', the #GamerGate movement is driven by an anti-feminist backlash against the increasing diversity of voices involved in ] of video games. "What it boils down to is many people feeling upset that the video game space has been so heavily politicized with a left-leaning, feminist-driven slant," he said.<ref name=Forbes/> Writing in '']'', Simon Parkin said "In Quinn’s case, the fact that she was the subject of the attacks rather than the friend who wrote about her game reveals the true nature of much of the criticism: a pretense to make further harassment of women in the industry permissible." Quinn told ''The New Yorker'' that she feels sympathy for her attackers; "People don’t viciously attack anyone without having some deep-seeded loathing in themselves," she said.<ref name="new yorker"/> | ||
⚫ | The ] of Quinn and the ]s against Sarkeesian prompted an ] to the gaming community by independent game developer Andreas Zecher, who called upon the community to take a public stand against the attacks. The letter subsequently attracted the signatures of more than two thousand professionals within the gaming industry.<ref name=LATimes/><ref name=BBC/> | ||
⚫ | In an interview with NPR's ], voice actress ] called on the gaming community to do a better job self-policing its "small" and "vicious" fringe, and said there are still racial and gender barriers within the industry. "Let's remove gender from casting everywhere we can and play around with it. Let's do the same with race. Let's go on and create the next level. We can't do that right now." She also noted that friends had advised her not to do the interview. <ref name=Marketplace>, Noel King, ], 10 September 2014</ref> Writing for ''Vox'', Todd VanDerWerff wrote that the movement's "actually interesting concerns" were being "warped and drowned out by an army of trolls spewing bile, often at women."<ref name=Vox/> Sarah Kaplan of ''The Washington Post'' noted that sexism became "the crux" of the #GamerGate controversy.<ref name=WaPo/> | ||
⚫ | Anita Sarkeesian, speaking publicly for the first time (at the ] in Portland, Oregon) since she fled her home, said in regard |
||
⚫ | Quinn has stated that the #GamerGate movement was manufactured by users of 4chan operating on an ] channel specifically to attack her and her followers for her ] views, while those posting under #NotYourShield were not of the claimed minority groups.<ref name=DailyDot/><ref name=Ars/> These statements have been denied by some users of 4chan.<ref name=Escapist4chan/> Anita Sarkeesian, speaking publicly for the first time (at the ] in Portland, Oregon) since she fled her home, 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."<ref name=VergeXOXO/> | ||
⚫ | ], writing for MetalEater.com, criticized some gaming journalists for making "unprofessional, anti-intellectual, and dehumanizing" generalizations about those who supported #GamerGate, and that it had been unfair to paint all of its supporters as motivated by ill will rather than true concern for the state of games journalism. "As a member of the video game media, I am sorry for that. It was wrong, and you guys didn't deserve it." She also urged the gaming community to challenge and reject the "small subgroups of gamers" whose actions have stigmatized the community. "The misogyny within our ranks is real. The racism is real. The homophobia and transgendered stigma is real. The stigma against mental illness is real. Our juvenile relationship with sexualized violence is real," she wrote.<ref name=MetalEater/> | ||
==Legitimacy of concerns== | |||
⚫ | |||
⚫ | Writing in '']'', Leigh Alexander described the campaign as "deeply sincere" but based on "bizarre conspiracy theories," stating that there is nothing unethical or improper about journalists being friends and acquaintances of those they cover. "Surely these campaigners understand that no meaningful reporting on anything takes place without the trust—and often friendship—of people on the inside," she said.<ref name=Time/> Quinn herself agreed that a discussion on journalism ethics was needed and suggested that all those instead use the "#GameEthics" hashtag to discuss the matter without the baggage of misogyny and harassment that have attached to #GamerGate.<ref name="telegraph"/> | ||
⚫ | ] writer Todd VanDerWerff highlighted an essay written by game developer David Hill which explained that he believed #GamerGate made good points, but targeted the wrong people. Hill wrote that gaming journalists hated the nepotism and how the industry, particluarly ], treats video game journalism as marketing rather than critics. Hill wrote, "We want to approach these works of art as works of art, and not just as the next success or flop. But that can't happen on any large scale, because of that corruption, because of the commercialism of it all." He further added that the #GamerGate movement should not have focused on independent developers like Quinn, particularly attacking her sex life, and Fish to try to enact a change in games journalism, describing them as "frankly powerless in the games industry", but rather the movement should have targetted advertising by AAA companies.<ref name=VoxConfuse/> | ||
⚫ | In an interview with NPR's ], voice actress ] called on the gaming community to do a better job self-policing its "small" and "vicious" fringe, and said there are still racial and gender barriers within the industry. "Let's remove gender from casting everywhere we can and play around with it. Let's do the same with race. Let's go on and create the next level. We can't do that right now." She also noted that friends had advised her not to do the interview. <ref name=Marketplace>, Noel King, ], 10 September 2014</ref> | ||
Several gaming press sites such as '']'' and '']'' changed their disclosure and conflict of interest policies, including prohibiting writers from supporting any game developers through ],<ref name=Forbes/> while '']'' and '']'' reviewed their ethics policy.<ref name=CinemaBlendEscapist/> | |||
==References== | ==References== | ||
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<Ref name=EscapistDQ>{{Cite web | url = http://www.escapistmagazine.com/news/view/130525-Depression-Quest-Dev-Faces-Harassment-after-Steam-Submission-Update | title = Depression Quest Dev Faces Harassment after Steam Submission - Update | first = Carly | last = Smith | publisher = ] | date = December 13, 2013 | accessdate = September 15, 2014 }}</ref> | <Ref name=EscapistDQ>{{Cite web | url = http://www.escapistmagazine.com/news/view/130525-Depression-Quest-Dev-Faces-Harassment-after-Steam-Submission-Update | title = Depression Quest Dev Faces Harassment after Steam Submission - Update | first = Carly | last = Smith | publisher = ] | date = December 13, 2013 | accessdate = September 15, 2014 }}</ref> | ||
<ref name=Escapist4chan>{{cite web|url=http://www.escapistmagazine.com/news/view/137293-Exclusive-Zoe-Quinn-Posts-Chat-Logs-Debunking-GamerGate-4Chan-and-Quinn-Respond|title=Exclusive: 4Chan and Quinn Respond to Gamergate Chat Logs|last=Tito|first=Greg|publisher=]|date=2014-09-07|accessdate=2014-09-14}}</ref> | <ref name=Escapist4chan>{{cite web|url=http://www.escapistmagazine.com/news/view/137293-Exclusive-Zoe-Quinn-Posts-Chat-Logs-Debunking-GamerGate-4Chan-and-Quinn-Respond|title=Exclusive: 4Chan and Quinn Respond to Gamergate Chat Logs|last=Tito|first=Greg|publisher=]|date=2014-09-07|accessdate=2014-09-14}}</ref> | ||
<ref name=EscapistGerstmann>{{cite web | url = http://www.escapistmagazine.com/news/view/116360-Jeff-Gerstmann-Explains-His-Departure-From-Gamespot | title = Jeff Gerstmann Explains His Departure From Gamespot | first= Earnest | last = Cavalli | date = March 12, 2012 | accessdate= September 15, 2014 | publisher = ] }}</ref> | |||
<ref name=WaPo>{{cite news | url = http://www.washingtonpost.com/news/morning-mix/wp/2014/09/12/with-gamergate-the-video-game-industrys-growing-pains-go-viral/ | title = With #GamerGate, the video-game industry’s growing pains go viral | first = Sarah | last = Kaplan | date = September 12, 2014 | accessdate = September 14, 2014 | work = ] }}</ref> | <ref name=WaPo>{{cite news | url = http://www.washingtonpost.com/news/morning-mix/wp/2014/09/12/with-gamergate-the-video-game-industrys-growing-pains-go-viral/ | title = With #GamerGate, the video-game industry’s growing pains go viral | first = Sarah | last = Kaplan | date = September 12, 2014 | accessdate = September 14, 2014 | work = ] }}</ref> | ||
<ref name=beast>{{cite web|last1=Marcotte|first1=Amanda|title=Gaming Misogyny Gets Infinite Lives: Zoe Quinn, Virtual Rape, and Sexism|url=http://www.thedailybeast.com/articles/2014/08/22/gaming-misogyny-gets-infinite-lives-zoe-quinn-virtual-rape-and-sexism.html|accessdate=2 September 2014}}</ref> | <ref name=beast>{{cite web|last1=Marcotte|first1=Amanda|title=Gaming Misogyny Gets Infinite Lives: Zoe Quinn, Virtual Rape, and Sexism|url=http://www.thedailybeast.com/articles/2014/08/22/gaming-misogyny-gets-infinite-lives-zoe-quinn-virtual-rape-and-sexism.html|accessdate=2 September 2014}}</ref> | ||
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<ref name=Forbes>{{cite web| url=http://www.forbes.com/sites/erikkain/2014/09/04/gamergate-a-closer-look-at-the-controversy-sweeping-video-games/| title=GamerGate: A Closer Look At The Controversy Sweeping Video Game| author=Erik Kain| work=]| date=2014-09-04| accessdate=2014-09-07}}</ref> | <ref name=Forbes>{{cite web| url=http://www.forbes.com/sites/erikkain/2014/09/04/gamergate-a-closer-look-at-the-controversy-sweeping-video-games/| title=GamerGate: A Closer Look At The Controversy Sweeping Video Game| author=Erik Kain| work=]| date=2014-09-04| accessdate=2014-09-07}}</ref> | ||
<ref name=BI>{{cite web| url=http://www.businessinsider.com/fed-up-game-developers-sign-open-letter-2014-9| title=Game Developers Are Finally Stepping Up To Change Their Hate-Filled Industry| author=Karyne Levy| work=]| date=2014-09-02| accessdate=2014-09-07}}</ref> | <ref name=BI>{{cite web| url=http://www.businessinsider.com/fed-up-game-developers-sign-open-letter-2014-9| title=Game Developers Are Finally Stepping Up To Change Their Hate-Filled Industry| author=Karyne Levy| work=]| date=2014-09-02| accessdate=2014-09-07}}</ref> | ||
<ref name=Kubas-Meyer>{{cite news|last1=Kubas-Meyer|first1=Alec|title=Death of ‘Gamer’ Identity: How Hardcore Trolls Pwned Themselves|url=http://www.buzzfeed.com/josephbernstein/why-the-gamer-rebellion-wont-last-very-long#2jmo31j|accessdate=22 September 2014|publisher=]|date=17 September 2014}}</ref> | |||
<ref name=Bernstein>{{cite news|last1=Bernstein|first1=Joseph|title=Why The Gamer Rebellion Won’t Last Very Long|url=http://www.buzzfeed.com/josephbernstein/why-the-gamer-rebellion-wont-last-very-long#2jmo31j|accessdate=22 September 2014|publisher=]|date=2 September 2014}}</ref> | |||
<ref name=Ars>{{Cite web | url = http://arstechnica.com/gaming/2014/09/new-chat-logs-show-how-4chan-users-pushed-gamergate-into-the-national-spotlight/ | title = Chat logs show how 4chan users created #GamerGate controversy | publisher = ] | date = September 9, 2014 | accessdate = September 14, 2014 | first = Casey | last = Johnson }}</ref> | <ref name=Ars>{{Cite web | url = http://arstechnica.com/gaming/2014/09/new-chat-logs-show-how-4chan-users-pushed-gamergate-into-the-national-spotlight/ | title = Chat logs show how 4chan users created #GamerGate controversy | publisher = ] | date = September 9, 2014 | accessdate = September 14, 2014 | first = Casey | last = Johnson }}</ref> | ||
<ref name=Vox>{{cite web|last1=VanDerWerff |first1=Todd|title=#GamerGate: Here's why everybody in the video game world is fighting|url=http://www.vox.com/2014/9/6/6111065/gamergate-explained-everybody-fighting|publisher=Vox|accessdate=7 September 2014}}</ref> | <ref name=Vox>{{cite web|last1=VanDerWerff |first1=Todd|title=#GamerGate: Here's why everybody in the video game world is fighting|url=http://www.vox.com/2014/9/6/6111065/gamergate-explained-everybody-fighting|publisher=Vox|accessdate=7 September 2014}}</ref> | ||
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<ref name=APGN>{{cite web|url=http://apgnation.com/archives/2014/09/09/6977/truth-gaming-interview-fine-young-capitalists|title=#GamerGate: An Interview with The Fine Young Capitalists| first=Nicole|last=Seraphita | work=APGNation|accessdate=16 September 2014}}</ref> | <ref name=APGN>{{cite web|url=http://apgnation.com/archives/2014/09/09/6977/truth-gaming-interview-fine-young-capitalists|title=#GamerGate: An Interview with The Fine Young Capitalists| first=Nicole|last=Seraphita | work=APGNation|accessdate=16 September 2014}}</ref> | ||
<ref name=gameranx>{{cite web|url=http://www.gameranx.com/features/id/23968/article/the-fine-young-capitalists-seemingly-noble-goals-don-t-excuse-them-from-scrutiny/|title=The Fine Young Capitalists’ Seemingly Noble Goals Don’t Excuse them from Scrutiny|last=Daly|first=Stephen|date=3 September 2014|publisher=Gameranx|accessdate=16 September 2014}}</ref> | <ref name=gameranx>{{cite web|url=http://www.gameranx.com/features/id/23968/article/the-fine-young-capitalists-seemingly-noble-goals-don-t-excuse-them-from-scrutiny/|title=The Fine Young Capitalists’ Seemingly Noble Goals Don’t Excuse them from Scrutiny|last=Daly|first=Stephen|date=3 September 2014|publisher=Gameranx|accessdate=16 September 2014}}</ref> | ||
<ref name=VG247Doritos>{{cite web | url = http://www.vg247.com/2012/10/31/doritosgate-after-the-storm-lets-clean-ourselves-up/ | title = Doritosgate – after the storm, lets clean ourselves up | first=Patrick| last=Garratt| publisher = ] | date = October 31, 2012 | accessdate = September 15, 2014 }}</ref> | |||
<Ref name="polygon harassment 13">{{Cite web | url =http://www.polygon.com/2013/8/15/4622252/plague-of-game-dev-harassment-erodes-industry-spurs-support-groups | title = Plague of game dev harassment erodes industry, spurs support groups | publisher = ] | date = August 15, 2013 | accessdate = August 15, 2014 | first = Brain | last =Crecente }}</ref> | |||
<ref name=PolygonFBI>{{Cite web | url =http://www.polygon.com/2014/9/4/6105185/fbi-game-developer-harassment | title = FBI working with game developer association to combat online harassment | first = Brian | last = Crecente | date = September 4, 2014 | accessdate = September 15, 2014 | publisher = ] }}</ref> | <ref name=PolygonFBI>{{Cite web | url =http://www.polygon.com/2014/9/4/6105185/fbi-game-developer-harassment | title = FBI working with game developer association to combat online harassment | first = Brian | last = Crecente | date = September 4, 2014 | accessdate = September 15, 2014 | publisher = ] }}</ref> | ||
<ref name=VoxConfuse>{{Cite web | url = http://www.vox.com/xpress/2014/9/15/6149965/gamergate-explained-short | title = The confusion around #GamerGate explained, in three short paragraphs | publisher = ] | date = September 15, 2014 | accessdate = September 15, 2014 | first = Todd | last = VanDerWerff }}</ref> | <ref name=VoxConfuse>{{Cite web | url = http://www.vox.com/xpress/2014/9/15/6149965/gamergate-explained-short | title = The confusion around #GamerGate explained, in three short paragraphs | publisher = ] | date = September 15, 2014 | accessdate = September 15, 2014 | first = Todd | last = VanDerWerff }}</ref> | ||
<ref name="kotaku journalism">{{cite web | url = http://kotaku.com/5957810/the-contemptible-games-journalist-why-so-many-people-dont-trust-the-gaming-press-and-why-theyre-sometimes-wrong | title = The Contemptible Games Journalist: Why So Many People Don’t Trust The Gaming Press (And Why They’re Sometimes Wrong) | first = Stephen | last= Tolito | date = November 5, 2012 | accessdate= September 15, 2014 | publisher = ] }}</ref> | |||
<ref name=VergeXOXO>{{cite web|url=http://www.theverge.com/2014/9/13/6145169/anita-sarkeesian-shares-the-most-radical-thing-you-can-do-to-support|title=Anita Sarkeesian shares the most radical thing you can do to support women online - The Verge|date=14 September 2014|work=The Verge|accessdate=15 September 2014}}</ref> | <ref name=VergeXOXO>{{cite web|url=http://www.theverge.com/2014/9/13/6145169/anita-sarkeesian-shares-the-most-radical-thing-you-can-do-to-support|title=Anita Sarkeesian shares the most radical thing you can do to support women online - The Verge|date=14 September 2014|work=The Verge|accessdate=15 September 2014}}</ref> | ||
<ref name=MetalEater>{{cite web|url=http://metaleater.com/video-games/feature/gamers-live-an-in-depth-analysis-of-gamergate|title=Gamers Live: An In-Depth Analysis of GamerGate |first=Liana |last=Kerzner |work=MetalEater.com |date=September 12, 2014}}</ref> | <ref name=MetalEater>{{cite web|url=http://metaleater.com/video-games/feature/gamers-live-an-in-depth-analysis-of-gamergate|title=Gamers Live: An In-Depth Analysis of GamerGate |first=Liana |last=Kerzner |work=MetalEater.com |date=September 12, 2014}}</ref> | ||
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<ref name=Vice>{{cite news|last1=Ringo|first1=Allegra|title=Meet the Female Gamer Mascot Born of Anti-Feminist Internet Drama|url=http://www.vice.com/read/meet-the-female-gamer-mascot-created-by-anti-feminists-828|accessdate=16 September 2014|publisher='']''|date=28 August 2014}}</ref> | <ref name=Vice>{{cite news|last1=Ringo|first1=Allegra|title=Meet the Female Gamer Mascot Born of Anti-Feminist Internet Drama|url=http://www.vice.com/read/meet-the-female-gamer-mascot-created-by-anti-feminists-828|accessdate=16 September 2014|publisher='']''|date=28 August 2014}}</ref> | ||
<ref name=ViceQuinn>{{cite web| url=http://www.vice.com/read/we-talked-to-zoe-quinn-about-whats-next-for-the-gaming-world-999| title=Zoe Quinn Told Us What Being Targeted By Every Troll In The World Feels Like| first=Mike| last=Pearl| work=]| date=12 September 2014| accessdate=21 September 2014}}</ref> | <ref name=ViceQuinn>{{cite web| url=http://www.vice.com/read/we-talked-to-zoe-quinn-about-whats-next-for-the-gaming-world-999| title=Zoe Quinn Told Us What Being Targeted By Every Troll In The World Feels Like| first=Mike| last=Pearl| work=]| date=12 September 2014| accessdate=21 September 2014}}</ref> | ||
<ref name=Plunkett>{{cite news|last1=Plunkett|first1=Luke|title=We Might Be Witnessing The 'Death of An Identity'|url=http://kotaku.com/we-might-be-witnessing-the-death-of-an-identity-1628203079|accessdate=22 September 2014|publisher=]|date=28 August 2014}}</ref> | |||
<ref name="PolygonWu">{{cite web|url=http://www.polygon.com/2014/7/22/5926193/women-gaming-harassment|title=No skin thick enough: The daily harassment of women in the game industry|last=Wu|first=Brianna|date=22 July 2014|work=]|accessdate=20 September 2014}}</ref> | |||
<ref name=Gamasutra>{{cite news|last1=Alexander|first1=Leigh|title='Gamers' don't have to be your audience. 'Gamers' are over.|url=http://www.gamasutra.com/view/news/224400/Gamers_dont_have_to_be_your_audience_Gamers_are_over.php|accessdate=22 September 2014|publisher=]|date=28 August 2014}}</ref> | |||
<ref name=HeplerMetro>{{cite web|url=http://metro.co.uk/2013/08/16/bioware-writer-quits-after-death-threats-to-family-3925970/|title=BioWare writer Jennifer Hepler quits after death threats to family|date=16 August 2013|work=]|accessdate=20 September 2014}}</ref> | |||
<ref name=Johnston>{{cite news|last1=Johnston|first1=Casey|title=The death of the “gamers” and the women who “killed” them|url=http://arstechnica.com/gaming/2014/08/the-death-of-the-gamers-and-the-women-who-killed-them/|accessdate=22 September 2014|publisher=]|date=28 August 2014}}</ref> | |||
<ref name=HeplerPolygon>{{cite web|url=http://www.polygon.com/2013/8/15/4622252/plague-of-game-dev-harassment-erodes-industry-spurs-support-groups|title=Plague of game dev harassment erodes industry, spurs support groups|last=Crecente|first=Brian|work=]|publisher=15 August 2013|accessdate=20 September 2014}}</ref> | |||
<ref name=ErikKain>{{cite news|last1=Kain|first1=Erik|title=The Gamer Is Dead: Long Live The Gamer|url=http://www.forbes.com/sites/erikkain/2014/09/01/the-gamer-is-dead-long-live-the-gamer/|accessdate=22 September 2014|publisher=]|date=1 September 2014}}</ref> | |||
<ref name=TheMarySue>{{cite news|last1=Cox|first1=Carolyn|title=Female Game Journalists Quit Over Harassment, #GamerGate Harms Women|url=http://www.themarysue.com/gamergate-harms-women/|accessdate=22 September 2014|publisher=The Mary Sue|date=4 September 2014}}</ref> | |||
<ref name=Paste>{{cite news|last1=Martin|first1=Garrett|title=Why We Didn't Want to Talk About "GamerGate"|url=http://www.pastemagazine.com/articles/2014/09/why-we-didnt-want-to-talk-about-gamergate.html|accessdate=22 September 2014|publisher=]|date=4 September 2014}}</ref> | |||
}} | }} | ||
Revision as of 07:21, 22 September 2014
"GamerGate" redirects here. For the type of ant, see Gamergate. For the online video game store, see GamersGate.
Gamergate (sometimes referred to as GamerGate or as a Twitter hashtag #gamergate) is a controversy in video game culture concerning long-standing issues of sexism and misogyny in the gamer community and journalistic ethics in the online gaming press, particularly conflicts of interest between video game journalists and developers. The controversy came to wider attention due to harassment that indie game developer Zoe Quinn received after an ex-boyfriend posted allegations on his blog in August 2014 that she had cheated on him with a Kotaku journalist, which led others to accuse her of professional impropriety to obtain positive media coverage for her game. Those subsequent allegations were not found credible, but the debate they sparked continued. Other topics of debate have included perceived changes or threats to the "gamer" identity as a result of the maturing and diversifying of the gaming industry.
Cultural changes within the gaming industry, gaming community, and gaming journalism, are seen as having contributed to the situation in which the controversy has occurred. Rising popularity of the medium and greater emphasis on games as a potential art form has led to a commensurate focus on social criticism within gaming media and indie works. This shift has prompted opposition from traditional hardcore gamers who view games as a form of entertainment, including instances of harassment directed at female voices in the industry. The allegations regarding Quinn served to inflame concerns of these various changes in the industry and gaming media, leading to her being harassed. Other harassment incidents occurred during this time spurring widespread coverage in the general media, as well as speculation as to the fate of the gamer identity given concerns about sexism and misogyny within the community. While concerns of impropriety in gaming media have prompted policy changes at several of these outlets and commentators generally agree there are problems in the gaming media that need to be discussed, the harassment associated with the GamerGate campaign is considered to be preventing a discussion of the broader issue.
Background
As video game production developed into a burgeoning industry, games became an increasingly consumer-oriented product focused on appealing to gamers with satisfying solitary experiences. People who had grown up playing these games developed a gamer identity that was associated with these early experiences. As early gamers were predominantly male this is also seen as having contributed to gendered interpretations of the identity. The emergence of the video game industry gave rise to numerous publications specializing in the coverage of video games and catering to the interests of gaming enthusiasts. Such outlets were seen by industry leaders as a means of promotion for their products and there was recurring criticism of the close relationship gaming journalists had with the major gaming companies.
Growing popularity of games among casual consumers due to more accessible technologies such as the Nintendo Wii and smart phones 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 more as an art form rather than a product, games centered on social issues grew in popularity. Some of these games were not seen by elements of the hardcore gaming community as fitting the proper definition of games. Growth of the audience for video games and an increasing perception of their potential as an art form prompted gaming outlets to move towards social criticism of the games. More effort was devoted to promoting games that were seen as artistic or incisive and less on those that offered a traditional gaming experience. These types of games have become more common through independent video game development that allows developers to release titles without publisher interference, who would otherwise not likely publish these titles. Gamers are concerned these games push political agendas and are critically praised on how they present social issues as oppose to the nature of the game mechanics.
The growth of the gaming audience also contributed to bringing in a large number of women whose primary gaming interests did not conform to what is perceived as a male-oriented gamer identity. In light of the growing female audience for games and growing female representation in the gaming industry, outlets became increasingly interested in detailing issues of gender representation in video games. One prominent 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 hardcore gamers. Further incidents, such as those concerning Jennifer Hepler raised concerns about sexual harassment in video gaming. Prior to August of 2014 concerns about escalating harassment prompted the International Game Developers Association to begin discussions with the United States Federal Bureau of Investigation to help investigate online harassment of game developers.
One such incident of harassment occurred after independent video game developer Zoe Quinn developed and released her interactive fiction title Depression Quest in early 2013 as a means to represent her own bout with depression. Upon its release, some members of the gaming community expressed dislike towards Quinn and the title. Some expressed concern that using a video game to present a dark theme was inappropriate, while others felt that the critical attention it received was disproportionate to the quality and simplicity of the game, and that the game presented the solution to depression in a manner that was too simplistic; they also expressed concern that the game's protagonist was over-privileged and had readily available solutions that most who suffer from depression are lacking. Others, however, saw the game as an important expression of themes not previously addressed in mainstream gaming — "'game' as communication, comfort and tool of understanding", in the words of Rock, Paper, Shotgun's Adam Smith. While working with Valve Corporation to put Depression Quest on the Steam content platform's Greenlight system (a means for users to vote on titles to bring onto the platform) near the end of 2013, Quinn made several statements that she had been harassed by online forum members with statements similar to "women cannot relate to anyone with depression", according to The Escapist.
Allegations against Quinn and subsequent harassment
Shortly after the full release of Depression Quest on Steam in August 2014, Quinn's former boyfriend Eron Gjoni wrote a blog post containing a series of allegations, amongst which was that Quinn had cheated on him with Kotaku journalist Nathan Grayson. This led to allegations from Quinn's detractors in the gaming community that the relationship had resulted in favorable media coverage. Kotaku's editor-in-chief Stephen Totilo affirmed the two had been involved in a relationship, but stated that Grayson had not written anything about Quinn after the relationship had commenced and that he had never reviewed her games. While Grayson had written an article about the failed GAME_JAM web reality show that Quinn participated in and Kotaku had also mentioned her game, both occurred before the relationship began. The incident led to broader allegations on social media that game developers and the gaming press are too often closely connected and that cultural criticism of video games has led to an increasing focus on social representation and cultural meaning in games by some video games writers. A number of commentators within and outside the games industry denounced the attack on Quinn as misogynistic and unfounded.
Prior to the controversy, Quinn had spoken out against a self-described radical feminist group known as The Fine Young Capitalists (TFYC). She had criticized TFYC's game jam for women in game design concerning their rules on transgender participants and on how the participants were not being paid. TFYC had explained that in order to ensure participants would not abuse the process by lying about their gender identity, the rules stipulated a particular date before which participants had to have identified as women. TFYC stated that they had written the rules such that people who had difficulties in legally transitioning could still participate, and that the participants were only providing conceptual work, rather than the bulk of computer programming, with the winning entry still receiving a portion of the profits while most of the remainder would go to charity. During the initial argument between the two camps, TFYC's website went down due to increased traffic resulting from the discussion on Twitter, which was characterized as unintentional DDoS attack. The group also state that a sponsor withdrew support over the transphobia concerns, costing them US$10,000. Quinn's dispute with the group subsequently came up following the discussion of the recent revelations of her ties to journalists. Members of 4chan began heavily backing the TFYC in response and after having donated US$17,000 to the group's Indiegogo project they designed a mascot character, which the group decided to use in the winning entry. The character "Vivian James" (meant to sound similar to "video games") was described by Erik Kain of Forbes as an “every-girl of sorts, and maybe not what you’d expect from 4chan".
As a result of these allegations, Quinn and her family were subsequently subjected to what the Washington Post called a "virulent" harassment campaign including doxxing, threats of rape, hacking attempts, and at least one death threat. She began staying with friends out of fear that she would be tracked to her home. According to Quinn, "the Internet spent the last month spreading my personal information around, sending me threats, hacking anyone suspected of being friends with me, calling my dad and telling him I'm a whore, sending nude photos of me to colleagues, and basically giving me the 'burn the witch' treatment". The New Yorker reported an example of the threats: "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." Those who came to her defense, such as fellow video game developer Phil Fish (who had been a focus of controversy on social media in 2013), were also targeted. Fish was doxxed after speaking in support of Quinn, with many of his personal details and documents relating to his company Polytron exposed in a hack that led him to sell Polytron and leave the gaming industry.
The harassment expanded to include Sarkeesian when a new episode in the series (Women as Background, Pt. 2) was released shortly after Gjoni's blog entry, whereupon renewed harassment against Sarkeesian began. She reported that she had received death threats that compelled her to temporarily leave her home. The online harassment of Quinn and the death threats against Sarkeesian prompted an open letter to the gaming community by independent game developer Andreas Zecher, who called upon the community to take a public stand against the attacks. The letter subsequently attracted the signatures of more than two thousand professionals within the gaming industry.
Social media campaign and backlash
Concurrent with these events, gamers used social media and sites such as 4chan and Reddit to explain and support their position, and figures like Adam Baldwin (who was the first to use the hashtag #GamerGate on Twitter) highlighted the issue to the population at large. On some websites, posts relating to the controversy were blocked or erased, and at least one YouTube commentator had a video critical of Quinn removed following a DMCA request. Such incidents led some gamers to complain about censorship and led to a Streisand Effect that brought more people into the debate. A portion of those that supported the #GamerGate movement took issue with the widespread description of the movement as misogynistic, asserting that the focus on misogyny served mainly to "deflect criticism" of gaming journalism, according to The Washington Post. A second Twitter hashtag, "#NotYourShield", began to be used with the intention of showing that women and members of other minorities in the gaming community were also seeking changes in the ethical guidelines of the video game industry and press while denying that the core issues behind #GamerGate were driven by sexism. Quinn has stated that the #GamerGate movement was manufactured by users of 4chan operating on an IRC channel specifically to attack her and her followers for her feminist views, and that those posting under #NotYourShield were not in fact members of the claimed minority groups. These statements have been denied by some users of 4chan.
TFYC reported on August 24, that the account for their charity game jam on Indiegogo had been hacked. The 4chan video games board /v/ is explicitly mentioned in the message put up by the perpetrator. The character Vivian James also became the subject of criticism due to her association with the campaign. Tom Mendelsohn of The Independent wrote that 4chan had created Vivian as an emblem for their campaign to demonstrate their lack of sexism, and described the character as "a sardonic dream woman who games in slouchy hoodies, has long, lascivious tresses of red hair and doesn’t ever want to hurt them". Vivian James has been criticized as being anti-feminist by Allegra Ringo of Vice who alleged that the character was created out of spite, describing it as "masquerading as a feminist icon for the express purpose of spiting feminists".
As publicity of the campaign grew a series of pieces began appearing in gaming media on August 28 claiming the end of the gamer identity. Articles cited the growing diversity of gaming and the mainstreaming of the medium as the cause, while those associated with GamerGate were stated to be a reactionary force against these changes. This flurry of reporting has aroused concerns that it is deepening a divide between gaming journalists and the gaming community with games writers seen as attacking their own audience. David Auerbach of Slate argued in light of this that gaming culture is changing but it is the ordinary video-game journalist that is being phased out in favor of video game enthusiasts and amateur Let's Play commentators who use YouTube and Twitch.
Non-gaming media attention has focused on the highly-personal nature of the allegations about Quinn and the subsequent campaign of harassment, linking the issue with historical perceptions of the gaming community as sexist and reactionary. 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. In an article for The Guardian, Jenn Frank described the tactics used in the harassment campaign, and of 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. After receiving harassment herself due to her financial ties to Quinn not being disclosed in the piece (per The Guardian's decision), Frank announced she was leaving games journalism. 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.
Role of misogyny and antifeminism
A number of commentators have argued that the #GamerGate movement 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. Quinn said the campaign had "roped well-meaning people who cared about ethics and transparency into a preexisting hate mob." Alex Goldman from On the Media wrote that he did recognize that there were legitimate complaints in #GamerGate concerning the relationship between the video game industry and journalists, and that there is diversity within the gamer community, but noted that the attempts by users of 4chan to pretend to be members of the minority groups made the movement lose credibility. He added, "If you want to be seen as a monolith, publicly shame the bad actors in your cohort. If you want to be seen as individuals, well, stop calling yourself gamers. Come up with some other means of self-identification. Because as of right now, the worst people standing behind the mantle of gamer have spoiled it for all of you." In Paste magazine Garrett Martin suggested that any concerns about ethics in journalism were merely a cover for attacking women, even if some sincerely believed otherwise.
Liana Kerzner, writing for MetalEater.com, criticized some gaming journalists for making "unprofessional, anti-intellectual, and dehumanizing" generalizations about those who supported #GamerGate, and that it had been unfair to paint all of its supporters as motivated by ill will rather than true concern for the state of games journalism. "As a member of the video game media, I am sorry for that. It was wrong, and you guys didn't deserve it." She also urged the gaming community to challenge and reject the "small subgroups of gamers" whose actions have stigmatized the community. "The misogyny within our ranks is real. The racism is real. The homophobia and transgendered stigma is real. The stigma against mental illness is real. Our juvenile relationship with sexualized violence is real," she wrote. According to Erik Kain, writing at Forbes.com, the #GamerGate movement is driven by an anti-feminist backlash against the increasing diversity of voices involved in cultural criticism of video games. "What it boils down to is many people feeling upset that the video game space has been so heavily politicized with a left-leaning, feminist-driven slant," he said. Writing in The New Yorker, Simon Parkin said "In Quinn’s case, the fact that she was the subject of the attacks rather than the friend who wrote about her game reveals the true nature of much of the criticism: a pretense to make further harassment of women in the industry permissible." Quinn told The New Yorker that she feels sympathy for her attackers; "People don’t viciously attack anyone without having some deep-seeded loathing in themselves," she said.
In an interview with NPR's Marketplace, voice actress Jennifer Hale called on the gaming community to do a better job self-policing its "small" and "vicious" fringe, and said there are still racial and gender barriers within the industry. "Let's remove gender from casting everywhere we can and play around with it. Let's do the same with race. Let's go on and create the next level. We can't do that right now." She also noted that friends had advised her not to do the interview. Writing for Vox, Todd VanDerWerff wrote that the movement's "actually interesting concerns" were being "warped and drowned out by an army of trolls spewing bile, often at women." Sarah Kaplan of The Washington Post noted that sexism became "the crux" of the #GamerGate controversy.
Quinn has stated that the #GamerGate movement was manufactured by users of 4chan operating on an IRC channel specifically to attack her and her followers for her feminist views, while those posting under #NotYourShield were not of the claimed minority groups. These statements have been denied by some users of 4chan. Anita Sarkeesian, speaking publicly for the first time (at the XOXO Festival in Portland, Oregon) since she fled her home, 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."
Legitimacy of concerns
Writing in Time, Leigh Alexander described the campaign as "deeply sincere" but based on "bizarre conspiracy theories," stating that there is nothing unethical or improper about journalists being friends and acquaintances of those they cover. "Surely these campaigners understand that no meaningful reporting on anything takes place without the trust—and often friendship—of people on the inside," she said. Quinn herself agreed that a discussion on journalism ethics was needed and suggested that all those instead use the "#GameEthics" hashtag to discuss the matter without the baggage of misogyny and harassment that have attached to #GamerGate.
Vox Media writer Todd VanDerWerff highlighted an essay written by game developer David Hill which explained that he believed #GamerGate made good points, but targeted the wrong people. Hill wrote that gaming journalists hated the nepotism and how the industry, particluarly AAA publishers, treats video game journalism as marketing rather than critics. Hill wrote, "We want to approach these works of art as works of art, and not just as the next success or flop. But that can't happen on any large scale, because of that corruption, because of the commercialism of it all." He further added that the #GamerGate movement should not have focused on independent developers like Quinn, particularly attacking her sex life, and Fish to try to enact a change in games journalism, describing them as "frankly powerless in the games industry", but rather the movement should have targetted advertising by AAA companies.
Several gaming press sites such as Polygon and Kotaku changed their disclosure and conflict of interest policies, including prohibiting writers from supporting any game developers through Patreon, while The Escapist and Destructoid reviewed their ethics policy.
References
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