Tag Archives: video games

#GamerGate and the Politics of Resentment (Part 2)

24 Sep

(This is Part 2 of an article series that explores a case of harassment in online gaming known as #GamerGate. Please read Part 1 of this post here. Part 2 argues that the sexist harassment campaign is rooted in resentment against current changes in the gaming industry.)

In the early days of the harassment campaign against Zoe Quinn – indie game developer, critic, and cyborg – before the campaign was given its name, a number of editorials were written on a curiously specific theme: the cultural category of “gamer,” and how those who play games relate to it. On Kotaku, Luke Plunkett wrote of the “Death of An Identity.” “Gaming is a hobby I’ve had (on and off) for most of my life,” wrote Emma M. Woolley in The Globe and Mail, “but I’ve never called myself a gamer.  One reason is that while playing video games is something I enjoy, it doesn’t define who I am; another is that I don’t identify with many people who do call themselves gamers.” The “gamer” label has been a problem for games writers for some time; never literally describing everyone who plays any kind of games (which is to say, almost everyone), it’s traditionally been used to exclude casual games, mobile platforms, or certain genres. In its most nativist form, “gamer” (often appended by the modifier “real”) is a term used to denote a class of consumers that cares about gaming more than anyone else, competes more fiercely than anyone else, and is thus deserving of special attention from the industry and the press that covers it. In academic circles, there have been attempts to expand the category of “gamer” to better represent the variety of players out there. These editorials were taking the opposite tack: if this is what “real gamers” really want “gamer” to mean–young white men with disposable income who respond to academic criticism with death threats–then fuck ’em. Let them have it. “‘Gamer’ isn’t just a dated demographic label that most people increasingly prefer not to use,” wrote Leigh Alexander for Gamasutra. “Gamers are over. That’s why they’re so mad.”

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#GamerGate and the Politics of Resentment (Part 1)

22 Sep

In an earlier post on Masculinities 101, I detailed the emergence of a specific masculine identity emerging in and around videogame culture. This masculinist gamer contingent is reflexively hostile towards criticism, and in recent years has been making headlines detailing their attempts to harass and silence women in the wider videogame community. Somewhere in the middle of that list was Zoe Quinn, indie game developer, critic, and cyborg. Quinn, along with co-writer Patrick Lindsey and musician Isaac Shankler, is the developer of  Depression Quest, an interactive fiction game exploring the experience of depression. After a year of availability on the web, Quinn was beset by an online harassment campaign when she brought the game to the Steam service, an online digital distribution platform for PC games. Recently, newfound attacks on Quinn have snowballed into a “scandal” known as GamerGate.

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Convergence of Masculinities in “Gamer” Culture

19 Mar

Presenting at the Electronic Entertainment Expo (E3) in June 2013, Microsoft unveiled Killer Instinct to the press, a reboot of a popular franchise from the 1990s and a high-profile release for their upcoming console. To demonstrate the game, Microsoft brought out two employees–one male, one female–to play it onstage. In an incident that would quickly become infamous, the one-sided contest devolved into trash talking, culminating in a joke likening the woman’s defeat to rape. Microsoft quickly clarified that the on-stage banter was not scripted; the male employee, a producer on the game being demonstrated, had simply decided to joke about raping another employee during an official event, in front of hundreds in attendance and millions online.

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