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The Gamergate controversy began in August 2014 and concerns accusations of misogyny and harassment in video game culture. Many supporters of the self-described Gamergate movement (sometimes referred to as the hashtag #gamergate) say that they are concerned about ethical issues in video game journalism.
The controversy began after indie game developer Zoe Quinn's ex-boyfriend alleged that Quinn had a romantic relationship with a journalist for the video game news site Kotaku. This led to harassment of Quinn, including accusations that the relationship had led to positive coverage of Quinn's game. The conflict escalated when a number of gaming industry employees supportive of Quinn were subjected to harassment, threats of violence, and the publication of personally identifiable information about them (doxxing). The targets were mostly women, and included Quinn, feminist media critic Anita Sarkeesian, and indie game developer Brianna Wu. The harassment came from social media users, particularly those from 4chan and Reddit using the #gamergate hashtag. It was condemned by some international media sources as anti-feminist, and heightened discussion of sexism and misogyny in the gaming community.
Many involved with the Gamergate hashtag have said that they are concerned with ethics in video game journalism, with members launching a successful campaign to encourage ad providers to pull support from sites critical of Gamergate
The events of Gamergate are attributed to perceived changes or threats to the "gamer" identity as a result of the ongoing diversification and maturation of the gaming industry. As video games have become recognized as a popular art form, they have been subjected to social criticism and treated directly as a vehicle for such commentary. This move to recognize games as art is thought to have prompted opposition from traditional "hardcore" gamers who view games primarily as a form of entertainment. The resulting culture war led to the subsequent harassment and conflict.
History
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 industry also gave rise to numerous publications specializing in the coverage of video games and catering for the interests of gaming enthusiasts; some, such as Nintendo Power, were even owned by manufacturers themselves. 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 the major gaming companies. 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 centering on social issues 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.
The growth of the gaming audience also brought in many female gamers whose primary gaming interests did not conform to those of the male-oriented gamer identity, and who began to question some assumptions and tropes that were historically used by game developers. 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 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 hardcore gamers. Further incidents, such as those concerning Jennifer Hepler raised concerns about sexual harassment in video gaming. 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.
In February 2013, Zoe Quinn released her interactive fiction game Depression Quest as a means to represent her own bout with depression. Though the game was met positively by critics, it generated a backlash from some gamers who believed that the game received an undue amount of attention in comparison to its quality. Quinn began to receive hate mail over the game upon its release. By September 2014, Quinn had already endured eighteen months of harassment, which had created "an ambient hum of menace in her life, albeit one that she has mostly been able to ignore."
Allegations against Quinn and subsequent harassment
Depression Quest was released through Steam in August 2014, which coincided with the suicide of actor Robin Williams. Quinn, who had received the notification of the release from Steam shortly after Williams' death, released the game free as a service to those who may be suffering from depression, the only revenue the game receives is "pay what you want" proceeds, part of which are donated to the National Suicide Prevention Lifeline. She said she did not want to be seen as capitalizing on the public tragedy, and decided that instead she would promote the game some time later out of respect for Williams.
Shortly after the release, Quinn's former boyfriend Eron Gjoni wrote a blog post containing a series of allegations, among which was that Quinn had an affair with Kotaku journalist Nathan Grayson. This post, led to allegations in the gaming community that the relationship had resulted in Grayson publishing a positive review of 'Depression Quest. Kotaku's editor-in-chief Stephen Totilo affirmed the two had been involved in a relationship, but argued that Grayson had not written anything about Quinn after the relationship had commenced. While Grayson had written an article about the failed GAME_JAM web reality show which Quinn had participated in and briefly mentioned Depression Quest in the piece, and another Kotaku article had also mentioned her game, both were written and published before their relationship began. Gjoni later clarified that in relationship to any conflict of interest between Quinn and Grayson, he has "no evidence to imply that it was sexual in nature". The incident led to broader allegations on social media that game developers and the gaming press are too often closely connected.
As a result of these allegations, Quinn and her family were subjected to what The Washington Post called a "virulent" harassment campaign including doxxing (the public release of private information such as home address, phone numbers, and credit card details).
Anita Sarkeesian said she was harassed after a new episode in her series ("Women as Background, Pt. 2") was released shortly after Gjoni's blog entry. She reported that she had received death threats.
Others said they were targeted by similar harassment, doxxing, under the GamerGate umbrella. Those who came to Quinn's defense were targeted and labeled by their opponents with the "insulting" phrase "social justice warriors" or "SJW" for short, which The Washington Post described as "a derogatory term for people in the video-game industry who use the medium to talk about political issues." Among those so described was video game developer Phil Fish, who had been a focus of controversy on social media in 2013. Fish, known for his combative hostility on social media, was doxxed after speaking in support of Quinn, which included numerous denigrating tweets about her opponents. Many of his personal details were released and documents relating to his company Polytron exposed in a hack that led him to sell Polytron and leave the gaming industry.
In mid-October, game developer Brianna Wu shared an image macro on Twitter that a fan had shown to her mocking GamerGate supporters. When GamerGate supporters mocked her in return, she promised not to back down and her home address and other identifying information were posted on 8chan. Wu then said she became the target of threats on Twitter and elsewhere. After contacting police, Wu and her husband fled their home, but she said she would not allow the threats to intimidate her into silence. Wu later offered a personal 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. However, no charges were pressed.
Afterwards, Sarkeesian canceled a speaking appearance at Utah State University after the school received several anonymous threats, one of which claimed affiliation with Gamergate.. Some GamerGate supporters have alleged that Wu and Sarkeesian made up the threats themselves as a so-called "false flag."
A portion of Gamergate supporters, called the "Gamergate moderate" by David Auerbach, have been working to identify and report those that have engaged in harassment under the Gamergate banner, and to better present the concerns of the Gamergate hashtag to the public at large.
Various supporters, some who requested to remain anonymous, said that they had been harassed for supporting GamerGate, and one said after he reported threats to police he was instructed to leave his home. Breitbart's Milo Yiannopoulos tweeted that he had received a syringe in the mail, but he was not concerned, 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. The BBC reported that "misogynist abuse - and vitriolic messages in general - is not limited to either 'side' of the argument".
Industry response
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 attracted the signatures of more than 2,000 professionals within the gaming industry. The large and varied response to the letter was considered by many in the industry to be a sign that the people involved in the harassment attacks were not representative and comprised a "vocal minority" of the overall industry population. Michael Condrey, the lead developer for Sledgehammer Games, agreed, stating that from his experience with gamers, "The community as a whole is very healthy, engaged and thoughtful and probably like anything anywhere well outside of gaming. In the fringes of a lot of areas of society there are examples of people behaving poorly."
The Entertainment Software Association (ESA) issued a statement condemning the harassment. Blizzard Entertainment president and co-founder Mike Morhaime denounced GamerGate at BlizzCon 2014, saying that "a small group of people have been doing really awful things. They have been making some people's lives miserable, and they are tarnishing our reputation as gamers."Cite error: A <ref>
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