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"GamerGate" redirects here. For the type of ant, see Gamergate. For the online video game store, see GamersGate.

The Gamergate controversy began in August 2014 and concerns sexism in video game culture. It is most notable for a harassment campaign that sought to drive several feminists from the video game industry, including game developers Zoe Quinn and Brianna Wu and cultural critic Anita Sarkeesian. The campaign of harassment was coordinated in IRC channels and online forums such as Reddit, 4chan, and 8chan by an anonymous and amorphous group that ultimately came to be represented by the Twitter hashtag #gamergate. The harassment included doxing, threats of rape, death threats and the threat of a mass shooting at a university speaking event.

Gamergate has been described as a manifestation of a culture war over gaming culture diversification, artistic recognition and social criticism of video games, and the gamer social identity. Some of the people using the gamergate hashtag have said their goal is to improve the ethical standards of video game journalism by opposing social criticism in video game reviews, which they say is the result of a conspiracy among feminists, progressives, journalists and social critics. These concerns have been widely dismissed by commentators as trivial, based on conspiracy theories, unfounded in fact, or unrelated to actual issues of ethics. Users of the hashtag launched email campaigns, targeting the advertisers of publications they disapprove of, asking them to withdraw their advertisements.

History

Game developer Zoe Quinn, the initial target of the harassment campaign

In February 2013 Zoe Quinn, an independent game developer, released Depression Quest, an interactive fiction browser game. The game was met with positive reviews in the games media, but a backlash developed among those who believed that it had received undue attention. Quinn began to receive hate mail upon its release, causing her to change her phone number and screen her calls. By August 2014 Quinn had been the target of eighteen months of increasing harassment, which had created what The New Yorker characterised as "an ambient hum of menace in her life, albeit one that she mostly been able to ignore".

In mid-August 2014 Eron Gjoni, Quinn's former boyfriend, published the "Zoe Post", a 9,425-word blog post, extensively quoting from personal chat logs, emails and text messages, detailing their relationship. According to Zachary Jason of Boston Magazine, who had spent three months in discussion with Gjoni, the post was designed to cause "maximum pain and harm" to Quinn. The post, described by The New York Times as a "rambling online essay", included the allegation that Quinn had a relationship with Nathan Grayson, a journalist for the video game news website Kotaku. These allegations led critics of Quinn to claim that the relationship had induced Grayson to publish a favorable review of Depression Quest. This was quickly investigated and proven to be false; within four days of Gjoni's post, Kotaku editor-in-chief Stephen Totilo confirmed that Grayson had never reviewed Quinn's games and that the only piece Grayson had written concerning her was published before their relationship began.

After the blog post, Quinn and her family were subjected to a virulent and often misogynistic harassment campaign. The people behind this campaign initially referred to it as the "quinnspiracy", the original name for their IRC channel, but quickly adopted the Twitter hashtag "Gamergate" after it was coined by actor Adam Baldwin near the end of August. Some users of the term "gamergate" accused gaming journalists of an unethical conspiracy to suppress discussion of the corrupt behavior they incorrectly ascribed to Quinn and Grayson. Similar accusations and coordinated attacks occurred on imageboards and forums like 4chan and Reddit. Quinn sought and received a restraining order against Gjoni, who has since been working on a 'sequel' to his inital screed about Quinn.

Commentators both inside and outside the video game industry condemned the attacks against Quinn. The attacks included doxing (researching and broadcasting personally identifiable information about an individual) and hacks of her Tumblr, Dropbox, and Skype accounts; she was also subjected to threats of rape and death threats. The release of personal information led Quinn to flee her home; she explained that "I can't go home because they have been posting around my home address, often with threats attached to it."

At a conference Quinn said, "I used to go to game events and feel like I was going home... Now it's just like... are any of the people I'm currently in the room with ones that said they wanted to beat me to death?" One such threat, reported in The New Yorker, proposed that "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."

Further harassment

Gamergate supporters subjected others to similar harassment, doxing, and death threats. Those who came to the victims' defense were ridiculed as "white knights", or "social justice warriors" (SJW); and this characterization was intended, according to Heron, Belford and Goker, to neutralize any opposition by questioning their motives. Shortly after the Gamergate hashtag was coined video game developer Phil Fish, one of Quinn's early defenders, had his personal information hacked and publicly posted. The attack also exposed documents relating to Fish's company, Polytron. As a result, Fish sold Polytron and left the gaming industry.

Feminist and cultural critic Anita Sarkeesian faced death threats after releasing a Tropes vs. Women in Video Games video.

The campaign expanded to include renewed harassment of Anita Sarkeesian, who had been a target of earlier online harassment in part due to her award-winning YouTube video series Tropes vs. Women in Video Games, which analyzes sexist stereotypes in video games. Sarkeesian's attackers took her critical commentary as unfair and unwarranted, and considered her an interloper, according to Cosmopolitan. After a new episode of Tropes vs. Women was released on August 24, 2014 Sarkeesian received rape and death threats, and private information including her home address was leaked; she was compelled to flee her home.

Sarkeesian canceled an October 2014 speaking appearance at Utah State University (USU) after the school received three anonymous threats, the second of which claimed affiliation with Gamergate. The initial threat alluded to the École Polytechnique massacre, a 1989 mass shooting motivated by antifeminism. Requests for additional security measures were declined because of Utah's open carry laws, leading to the cancellation. The New York Times referred to the threat as "the most noxious example of a weeks long campaign to discredit or intimidate outspoken critics of the male-dominated gaming industry and its culture." The Federal Bureau of Investigation (FBI) actively investigated the threat to attack Sarkeesian, with a spokesman for USU stating that unless an arrest was made, the case would never be closed. USU's President and Provost released a joint statement saying that USU, in consultation with state and federal law enforcement agencies, had assessed that there was no credible threat to students, staff or the speaker.

Video game developer Brianna Wu suffered Gamergate-related harassment from late 2014 into 2015.

In mid-October Brianna Wu, independent game developer and co-founder of video game studio Giant Spacekat, saw her home address and other identifying information posted on 8chan as retaliation for mocking Gamergate. Wu then became the target of rape and death threats on Twitter and elsewhere. After contacting police, Wu fled her home with her husband, saying she would not allow the threats to intimidate her into silence. Wu later announced an US$11,000 reward for any information leading to a conviction for those involved in her harassment, and set up a legal fund to help other game developers who have been harassed online.

Harassment related to Gamergate continued for several months after the onset of the controversy. Two critics of Gamergate have been targets of attempted "swatting"—hoaxed reports to emergency services intended to provoke a SWAT team response at the target's home. The Guardian reported that both swatting attempts were coordinated through the "baphomet" subforum of 8chan. Brianna Wu has received about 45 death threats related to Gamergate through April 2015, and Silicon Valley investor Marc Andreesen has offered up to a $10,000 reward for information leading to the conviction of those who issued these threats.

Wu's studio, Giant Spacekat, withdrew from the Expo Hall of PAX East 2015. Wu cited security concerns, lack of confidence in the management and their failure to return calls. A man calling himself "Jace Connors" threatened Wu in a YouTube video that was later found to be a hoax comedy performance by members of the group Million Dollar Extreme. One of the members later reported receiving threats and harassment himself after which he stated, "I didn't take this situation seriously, but I see what it means now to be in the other person's shoes."

Coverage of the Gamergate controversy has heightened public awareness of Wu's work and increased sales for Giant Spacekat's first game, Revolution 60, though Wu has said that the time and money to combat Gamergater harassment has outweighed those financial benefits. Gaming-related conventions in 2015, such as a Canadian Games Studies Association meeting and the Electronic Entertainment Expo 2015, have seen ongoing harassment from Gamergate hashtag users.

Actress and gamer Felicia Day wrote a blog post about her concerns over Gamergate and her fear of retaliation if she spoke against it; in retaliation, her home address was posted in the comments section. Actor Wil Wheaton and former NFL player Chris Kluwe also posted criticisms of Gamergate, the latter widely noted for Kluwe's use of creative insults, but neither were doxed. Stephen Colbert questioned why men like Kluwe had not been threatened by Gamergate, stating that "it's almost entirely women being threatened in Gamergate".

Various people, some of whom requested to remain anonymous, have also been harassed for supporting Gamergate. One Gamergate supporter said he was instructed to leave his home after he reported threats to police. Another supporter said that she had experienced repeated harassment, including hacking attempts and threats to break her windows. In an interview with Vice, "_icze4r" noted the death and rape threats she had received, claiming there was a perceived "free pass" when it came to harassing Gamergate supporters. YouTube personality Steven "boogie2988" Williams remarked that a comment on one of his videos included his address and a threat to his wife's life. A May 2015 meetup in Washington D.C. for Gamergate supporters arranged by Christina Hoff Sommers and Milo Yiannopoulos was a target of a bomb threat made over Twitter, according to the local police responding to information supplied by the FBI. The BBC reported that "misogynist abuse—and vitriolic messages in general—is not limited to either 'side' of the argument", noting that Allum Bokhari, a writer for TechCrunch, said a trolling group was trying to provoke both sides.

Coordination of harassment

There has been considerable discussion of self-policing and on the responsibility supporters of Gamergate share when the hashtag is used for harassment. A number of websites have blocked users, removed posts, and created policies to prevent their users from threatening Quinn and others with doxing, assault, rape, murder, and planning and coordinating such threats. 4chan's founder, Christopher Poole, banned all discussion of Gamergate on the site as more attacks occurred, leading to Gamergate supporters using 8chan as their central hub. Poole's decision was criticized by 4chan users, and 4chan's role in Gamergate along with its involvement in the 2014 celebrity photo hack, led Poole to withdraw from the site.

Ars Technica reported that a series of 4chan discussion logs suggests that Twitter sockpuppet accounts were used to popularize the Gamergate hashtag. By September 24, 2014, over one million Twitter messages incorporating the Gamergate hashtag had been sent. A Newsweek and Brandwatch analysis found more than two million Twitter messages between September and October 2014. Software developer Andy Baio also produced an analysis of #gamergate tweets showing a discussion that was polarized between pro- and anti-Gamergate factions. One quarter of the tweets sampled were produced by users new to Twitter, most of whom were pro-Gamergate. While the number of Gamergate supporters is unclear, in October 2014 Deadspin estimated 10,000 supporters based on the number of users discussing Gamergate on Reddit.

In an interview with NPR's Marketplace, voice actress Jennifer Hale called on the gaming community to improve the self-policing of its small and vicious fringe, and said race and gender barriers persist in the industry. Some have speculated that Internet trolls, intending to stir up conflict, are responsible for threats attributed to Gamergate. Developer Peter Molyneux considered that the Internet's instant accessibility of social media allows for people to express of-the-moment opinions without thinking about their consequences, leading to a "whole Pandora's Box" of both good and bad issues that society must consider in terms of freedom of speech. Todd VanDerWerff wrote that the Gamergate supporters' message was lost in the vitriolic harassment, frequently directed at women.

Social and cultural implications

Observers have generally described Gamergate as part of a long-running culture war against efforts to diversify the traditionally male video gaming community, particularly targeting outspoken women. They cite Gamergate supporter's frequent harassment of female figures in the gaming industry and its overt hostility toward people involved in social criticism and analysis of video games. Vox said that Gamergate supporters were less interested in criticizing ethical issues than in opposition to social criticism and analysis of video games and in harassment of notable women. Ars Technica quoted early members as saying that they had no interest in videogames and were primarily interested in attacking Quinn. In First Things, Nathaniel Givens described Gamergate as a reaction to the aggressive promotion of a progressive environment in video game culture, while Carter Dotson blamed progressives themselves for the blacklash, which he believed to be a reaction to their negative mode of engagement.

Gamergate has been described as being driven by anti-feminist ideologies. Some supporters have denied this, but acknowledge that there are misogynistic voices within Gamergate. Jon Stone, in The Guardian, called it a "swelling of vicious right-wing sentiment" and compared it to the men's rights movement. Cathy Young, writing for Reason, described Gamergate supporters as leaning left-libertarian, but said that it has been supported by right-wing voices. Commentators such as Jon Stone, Liana Kerzner, Ryan Cooper, and Erik Kain have said that the controversy is being exploited by these right-wing voices and by conservative pundits who had little interest in gaming. Chrisella Herzog states that in addition to violent sexism Gamergate has a virulent current of homophobia, transphobia, anti-Semitism, racism, and neo Nazism.

Quinn said the campaign had "roped well-meaning people who cared about ethics and transparency into a pre-existing hate mob", and urged industry publishers and developers to condemn the hashtag. She further asked those Gamergate supporters who had any earnest discussion about ethics to move away from the "Gamergate" tag. In Der Bund, Jan Rothenberger wrote that a majority of gamers were distancing themselves from the hate campaigns, and that some supporters were seeking a new banner because "Gamergate" is now indelibly associated with such campaigns.

Nathaniel Givens said that, regardless of their actions, Gamergate supporters were painted in a negative light due to associating themselves with Gamergate, which was now a toxic term. Alex Goldman from On the Media wrote that Gamergate's involvement in harassment had caused it to lose mainstream credibility, and advised its supporters to adopt a self-identifier other than gamer as a way of distancing themselves from their worst representatives. Some Gamergate supporters have claimed to reject harassment and to have reported threatening or hateful comments.

Gamer identity

See also: Gamer

The notion of a gamer identity emerged in the early years of the video game industry. The industry gave rise to publications specializing in video games and catering to the interests of a predominantly young male audience. These publications were seen by industry leaders as a means of promoting their products, and the close relationship between gaming journalists and major gaming companies drew criticism. The growing popularity of games expanded their audience to include many who did not fit the traditional gamer stereotype. As games came to be seen as an art form, games with artistic and cultural themes grew in popularity, and the growth of independent video game development made these games more common.

Audience growth increased the representation of female gamers, and a 2014 annual survey by the Entertainment Software Association showed a nearly equal number of women playing video games (48%) compared to men. This broader audience began to question some assumptions and tropes that had been common in games. Critics became interested in issues of gender representation and identity 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 fund-raising campaign and videos were met with hostility and harassment from some gamers. Further incidents raised concerns about sexual harassment in video gaming. Prior to August 2014, escalating harassment prompted the International Game Developers Association (IGDA) to provide support groups for harassed developers and to begin discussions with the FBI to help investigate online harassment of game developers. In an interview on Comedy Central's program The Colbert Report, Sarkeesian said she believes women are being targeted because they are "challenging the status quo of gaming as a male-dominated space". In an interview with MSNBC's Ronan Farrow Daily, Quinn said she regards her Gamergate-related detractors as increasingly irrelevant in a rapidly diversifying games industry.

In late August 2014, shortly after the initial accusations against Grayson and harassment of Quinn, several gaming sites published op-eds on the controversy, mostly focused on the growing diversity of gaming and the mainstreaming of the medium. A number of these were critical of sexism within gamer culture. The timing and number of articles, all of which were posted on or around August 28, were seen by Gamergate supporters as evidence of a conspiracy. Slate's David Auerbach and The Sentinel's David Elks criticized these articles for alienating their publications' audience. Writing for Paste, L. Rhodes said the antagonism in the Gamergate controversy was a result of the industry seeking to widen its customer demographic instead of focusing on core gamers, which Rhodes says "is precisely what videogames needed. But the process is not without hazards."

Misogyny and sexism

See also: Sexism in video gaming

Gamergate has been associated with sexism, misogyny and criticism of both feminism and those it labels as "social justice warriors." According to Sarah Kaplan of The Washington Post, "sexism in gaming is a long-documented, much-debated but seemingly intractable problem," and became the crux of the Gamergate controversy. Jaime Weinman writing in Macleans said, "hether it was supposed to be or not, GamerGate is largely about women." On her ESPN blog, Jane McManus wrote in response to Gamergate that "It turns out the misogyny women in the gaming industry are experiencing is way beyond what women in sports, as a group, experience."

Sexism and misogyny had been identified as problems in the video game industry and online community prior to the events of Gamergate. In March 2014, game designer Cliff Bleszinski wrote a blog post commenting on the "latent racism, homophobia and misogyny" that existed within the online gaming community. while Wu stated in a November 2014 interview with Develop that the game industry "has been a boys' club for 30 years", claiming that the common portrayal of women as "sex symbols and damsels in distress" in video games has led to the players taking the same attitudes. Brendan Sinclair, writing for GamesIndustry.biz, stated that the events of the Gamergate controversy were "reprehensible and saddening" and "this industry has some profound issues in the way it treats women".

Many commentators have said that the harassment associated with Gamergate springs from this existing well of deep-seated misogyny, and that it was merely brought to the fore by the anonymity of the Internet. Regarding the false allegations against Quinn, Amanda Marcotte in an article for The Daily Beast accused the video game world of being "thick with misogynists who are aching to swarm" with hate on any "random woman held up for them to hate, no matter what the pretext". She related these attacks to harassment sent to a woman who criticized a Teen Titans cover and to a community manager of the Mighty No. 9 game because she drew a feminine Mega Man, and virtual rapes committed against women's player avatars in Grand Theft Auto V and DayZ. In an interview with the BBC, Quinn stated that "Before had a name, it was nothing but trying to get me to kill myself, trying to get people to hurt me, going after my family. There is no mention of ethics in journalism at all outside of making the same accusation everybody makes towards any successful woman; that clearly she got to where she is because she had sex with someone."

Targets of Gamergate supporters have overwhelmingly been women, even when men were responsible for the supposed wrongdoings. Writing in The New Yorker, Simon Parkin observed that Quinn was attacked while the male journalist who was falsely accused of reviewing her work favorably largely escaped, revealing the campaign as "a pretense to make further harassment of women in the industry permissible". In The New York Times, Chris Suellentrop noted that a petition sought to have a female colleague fired for criticizing the portrayal of women in Grand Theft Auto V, while he and many other male critics raised similar concerns but did not face similar reprisals. In the Boston Globe, Jesse Singal noted that Gamergate seems to have been especially concerned to harass professional women it believes to be sexually active.

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. Speaking on Iowa Public Radio, academic Cindy Tekobbe said the harassment campaign was intended to drive women from public spaces and intimidate them into silence.

Prof. Joanne St. Lewis of the University of Ottawa stated that Gamergate’s harassment and threats should be considered acts of terrorism as the perpetrators seek to harm women and to prevent them from speaking back or defending others.

Gamergate’s forums customarily dehumanize those targeted by the harassment, calling Quinn, Sarkeesian, and Wu as "Literally Who" and avoiding the victims’ names. Law professor Danielle Citron of the University of Maryland wrote that the intent of this type of harassment is to demean the victim, make them doubt their own integrity, and to redefine the victim's identity in order to "fundamentally distort who she is". At the XOXO Festival in Portland, Oregon, Citron said that "one of the most radical things you can do is to actually believe women when they talk about their experiences." "The perpetrators," Citron went on to say, "do not see themselves as perpetrators at all.... They see themselves as noble warriors."

Law enforcement

Katherine Clark, the U.S. Congresswoman from Massachusetts' 5th District, is seeking to expand the FBI's ability to take action against cyberharassment similar to that faced by Wu.

Though Newsweek reported that the FBI had a file regarding Gamergate, no arrests have been made nor charges filed. When asked by Salon why law enforcement had not acted, former FBI supervisory special agent for cybercrimes Tim Ryan stated that such cases are a low priority for authorities in light of higher profile cases or instances of child pedophilia. In June 2015, the US Supreme Court ruled in Elonis v. United States that harassing messages sent online are not necessarily true threats that would be prosecutable under criminal law and, according to Pacific Standard, this poses a further challenge in policing Gamergate-related harassment. However, the Court's decision also suggested that if threats made over social media were found to be true threats, they should be treated the same as threats made in other forms of communication.

Wu has expressed her frustration over how law enforcement agencies have responded to the threats that she and other women in the game industry have received. The lack of legal enforcement contributes towards the harassers' ability to maintain these activities without any risk of punishment, according to Chrisella Herzog of the Diplomatic Courier; at worst, harassers would see their social media accounts suspended but are able to turn around to register new accounts to continue to engage.

U.S. Representative Katherine Clark from Massachusetts wrote a letter to the House Appropriations Committee asking it to call on the Justice Department to crack down on the harassment of women on the internet, saying the campaign of intimidation associated with Gamergate had highlighted the problem. Clark also hosted a Congressional briefing on March 15, 2015 along with the Congressional Victims' Rights Caucus to review issues of cyberstalking and online threats; during the briefing, Quinn spoke to her experience with Gamergate, which an executive director of the National Coalition Against Domestic Violence described during the hearing as "an online hate group ... which was started by an ex-boyfriend to ruin life". On May 27, 2015 the United States House of Representatives formally supported Clark's request for increased measures to combat online abuse against women, explicitly pressing for more investigations and prosecutions by the Department of Justice. On June 2, 2015, Rep. Clark introduced H.R. 2602, the "Prioritizing Online Threat Enforcement Act of 2015" to Congress. The bill would allocate more funding for the FBI to employ additional agents to enforce laws against cyberstalking, online criminal harassment, and threats.

Debate over ethics allegations

Academic researchers at the Berkman Center for Internet & Society at Harvard University described Gamergate as a "vitriolic campaign against Quinn that quickly morph into a broader crusade against alleged corruption in games journalism" that "involves considerable abuse and harassment—including rape and death threats—of female developers and game critics." Gamergate supporters contend that their actions are driven by concern for ethics in videogame journalism, arguing that the close relationships between journalists and developers are creating conflicts of interest, and argue that these relationships provide evidence of an unethical conspiracy among reviewers to focus on progressive social issues. These purported concerns have been rejected by media critics and commentators as ill-founded and unsupported. Columbia Journalism Review, The Guardian, The Week, Vox, NPR's On the Media, Wired, Der Bund, and Inside Higher Ed, among others, stated that discussions of gender equality, sexism and other social issues in game reviews present no ethical issue.

A number of commentators have argued that the Gamergate hashtag had the potential to raise important issues in gaming journalism, but that the wave of misogynistic harassment and abuse associated with the hashtag had poisoned the well, making it impossible to separate honest criticism from sexist trolling. Writing in Time, Leigh Alexander, then editor-at-large of Gamasutra, described the ethics concerns as deeply sincere but based on conspiracy theories, saying that there is nothing unethical about journalists being acquainted with those they cover and that meaningful reporting requires journalists to develop professional relationships with sources. Writing in Vox, Todd VanDerWerff said "Every single question of journalistic ethics Gamergate has brought up has either been debunked or dealt with." Dr. Kathleen Bartzen Culver, a professor and media ethics expert at the University of Wisconsin–Madison, wrote that while Gamergate supporters claimed to be interested in journalism ethics, their "misogynistic and threatening" behavior belied this claim: "Much of the conversation—if I can even call it that—has been a toxic sludge of rumor, invective and gender bias. The irony comes from people who claim to be challenging the ethics of game journalists through patently unethical behavior."

Numerous journalists who have attempted to understand Gamergate's motivations have come to the conclusion that, rather than relating to ethics, they are part of a culture war to try and suppress views that Gamergate supporters disagree with. The Verge's Chris Plante wrote that under the guise of ethics concerns, Gamergate supporters repeatedly attacked him for criticizing mainstream video games from the point of view of his social convictions. Columbia Journalism Review writer Chris Ip said "many criticisms of press coverage by people who identify with Gamergate ... have been debunked" and concluded that "at core, the movement is a classic culture war." Alyssa Rosenberg of The Washington Post said that some of the it’s ostensible concerns about video game reviews are actually rooted in Gamergate supporters' belief that video games are appliances rather than art and that they should be reviewed based on feature checklists rather than traditional artistic criteria. Chris Suellentrop of The New York Times criticized resistance to innovative uses of the gaming medium, and the belief that increased coverage and praise of artistic games like Gone Home would negatively affect blockbuster games such as Grand Theft Auto V. After analyzing a sample of tweets related to Gamergate, Newsweek concluded that it was primarily about harassment rather than ethics, stating that the sample "suggests that...contrary to its stated goal, GamerGate spends more time tweeting negatively at game developers than at game journalists." Ars Technica, analyzing logs from the 4chan users who initially pushed Gamergate into the spotlight, wrote that the goal behind the hashtag campaign was to "perpetuate misogynistic attacks by wrapping them in a debate about ethics in gaming journalism."

Gamergate has been criticized for focusing on women, especially female developers, while ignoring many large-scale journalistic ethics issues. Alex Goldman of NPR's On the Media criticized Gamergate for targeting female indie developers rather than AAA games publishers, and said claims of unethical behavior by Quinn and Sarkeesian were unfounded. In Wired, Laura Hudson found it telling that Gamergate supporters concentrated on impoverished independent creators and critics, and nearly exclusively women, rather than the large game companies whose work they enjoyed. Vox writer Todd VanDerWerff highlighted an essay written by game developer David Hill, who said that corruption, nepotism, and excessive commercialism existed in the gaming industry, but that Gamergate was not addressing those issues. Adi Robertson, of The Verge, noted the long-standing ethical issues gaming journalism has dealt with, but that most Gamergate supporters did not seem interested in "addressing problems that don't directly relate to feminist criticism or the tiny indie games scene."

In mid-September 2014, Milo Yiannopoulos of Breitbart published leaked discussions from a mailing list for gaming journalists called GameJournoPros, which included discussion of events related to Gamergate. Yiannopoulos and Gamergate supporters saw the mailing list as evidence of collusion between journalists, drawing comparisons between it and JournoList. In an interview with VICE one Gamergate supporter claimed "GameJournoPros exemplifies every single major ethical problem with modern games journalism." The list's founder acknowledged suggesting that journalists write an open letter of support to Quinn in response to the harassment she was facing, but said other members of the list had rejected his suggestion and helped him understand why his idea was inappropriate. Most commentators that evaluated the list did not consider it collusion, rather a standard practice across most professions to have an informal venue to discuss matters relating to their profession. Following the leak, the mailing list was closed.

Some Gamergate supporters alleged that the Digital Games Research Association (DiGRA), a non-profit group that coordinates academic research on video games, was working with journalists to advance a feminist agenda. Inside Higher Ed described the argument as a conspiracy theory. Efforts were made to connect the Defense Advanced Research Projects Agency to DiGRA, and uncover DiGRA tax records. The Executive Board of DiGRA has publicly condemned the targeting of DiGRA research coordinated by Gamergate as harassment and bullying. Prof. Mia Consalvo, president of DiGRA, said that the effort to discredit its members' research demonstrates hostility to feminism and a failure to understand academic research.

Gamergate activities

Following the accusations against Quinn, proponents of Gamergate began to use the "KotakuInAction" subreddit and boards on 8chan to discuss and organize. Because of its anonymous membership, lack of organization and leaderless nature, sources differ as to the goals or mission of Gamergate and, with no person or group able to speak for Gamergate, defining it has been difficult. As the threats expanded, international media focused on Gamergate's violent, misogynistic element and its inability to present a coherent message. Writing in The Daily Telegraph, Bob Stuart reported that "GamerGate has since swelled into an unwieldy movement with no apparent leaders, mission statement, or aims beyond calling out 'social justice warriors'. ... When members of the games industry are being driven from their houses and jobs, threatened, or abused, it makes GamerGate's claim that it is engaged in an ethical campaign appear laughable." Reporting on Gamergate has also been made difficult by the critical and charged responses that some researchers have gotten when using the Gamergate hashtag, with some organizations asking members to not use the term online to avoid attracting undue attention. In one case, Natalie Walschots, a PhD student at Concordia University, referred to Gamergaters as Death Eaters when discussing her upcoming presentation on Gamergate, which later brought on harassment once the implication was discovered.

Jesse Singal, writing for New York based on a post he made to Reddit, stated that he had spoken to several Gamergate supporters to try to understand their concerns, but found conflicting ideals and incoherent messages. Singal observed Gamergate supporters making a constant series of attacks on Quinn, Sarkeesian, and other women, while frequently stating that Gamergate "is not about them". The Columbia Journalism Review's Chris Ip said any legitimate message from Gamergate supporters regarding ethics in journalism was being lost in the noise created by harassment, sexism, and misogyny. With anyone able to tweet under the hashtag and no single person willing or able to represent the hashtag and take responsibility for its actions, Ip said it is not possible for journalists to neatly separate abusers from those seeking reasonable debate. Singal was critical of Gamergate's lack of organization and leadership commenting on their "refus to appoint a leader or write up a platform".

Oxford University research fellow Anders Sandberg argued that Gamergate's failure to connect with a broader audience and the "train wreck" of a debate it generated is a function of its origins in imageboard subculture, which values anonymity, promotes chaotic discourse and fosters a hostile, abusive atmosphere within its own sphere. Noting that those rules are "radically different" from most other cultures, he said the result was that "when the Chan culture touches other cultures of discourse there will be fundamental misunderstandings about the very nature of what a discourse is supposed to be."

Ryan Cooper of The Week highlighted an analysis by writer Jon Stone: " readjusts and reinvents itself in response to attempts to disarm and disperse its noxiousness, subsuming disaffected voices in an act of continual regeneration, cycling through targets, pretexts, manifestoes and moralisms." Christopher Grant, editor-in-chief of Polygon, said that Gamergate has remained amorphous and leaderless so that the harassment can be conducted without any culpability. Grant said that meant that "ultimately Gamergate will be defined—I think has been defined—by some of its basest elements."

Efforts to impact public perceptions

Early in the controversy, posters on 4chan focused on donating to a self-described radical feminist group called The Fine Young Capitalists (TFYC) who had been embroiled in a dispute with Zoe Quinn over a female-only game jam they had organized. Advocating donations to help TFYC create the game jam, posters on 4chan's politics board argued that such donations would make them "look really good" and would make them "PR-untouchable."

To respond to widespread criticism of Gamergate as misogynistic, Gamergate supporters adopted a second Twitter hashtag, #NotYourShield, intended to show that some women and minorities in the gaming community were supportive of #gamergate and critical of Quinn and Sarkeesian. In the 4chan post that Ars Technica said may have coined the hashtag, this was framed as a way to "demand the SJWs stop using you as a shield to deflect genuine criticism".

Ars Technica and The Daily Dot reported that a series of logs from 4chan chat rooms and discussion boards indicated that the #NotYourShield hashtag was created on 4chan, and that many of those posting under #NotYourShield were sockpuppet accounts impersonating women and minorities. Ars Technica noted that many of the avatars for accounts used to tweet the tag seemed to have been copied from elsewhere on the internet, and compared the hashtag to #EndFathersDay, a hoax manufactured on 4chan using similar methods. Quinn said that in light of Gamergate's exclusive targeting of women or those who stood up for women, "#notyourshield was, ironically, solely designed to be a shield for this campaign once people started calling it misogynistic." Arthur Chu wrote that the hashtag was an attempt to leverage white guilt and to prevent allies from supporting the people being attacked by Gamergate. Members of 4chan have said that most of the information was taken out of context or misrepresented. Tim Schafer mocked the #notyourshield campaign during a speech at a gaming convention, afterwards becoming a target for harassment.

Targeting advertisers

Gamergate supporters were critical of the wave of articles calling for diversity that followed the initial outbreak of the controversy; interpreting them as an attack on games and gamer culture. Gamergaters responded with a coordinated email campaign that demanded advertisers drop several involved publications; in a five-step 'war plan' against organizations that offended them, a Gamergate posting described how they would choose from a list of target organizations, pick a grievance from a list others had compiled, and send a form letter containing it to an advertiser. Intel reacted to this by withdrawing an ad campaign from Gamasutra in October 2014. After a number of game developers criticized Intel for this, arguing that it could have a chilling effect on free speech and that it amounted to supporting harassment, Intel apologized for appearing to take sides in the controversy and resumed advertising on Gamasutra in mid-November.

In mid-October 2014, Sam Biddle, an editor for the Gawker affiliate Valleywag, made a series of derisive tweets that stated "Ultimately #GamerGate is reaffirming what we've known to be true for decades: nerds should be constantly shamed and degraded into submission" and to "Bring Back Bullying". In response, Mercedes-Benz temporarily pulled advertising from Gawker and Adobe Systems requested that Gawker remove its logo from Gawker's advertising page while stating that it "stands against bullying". Adobe later clarified that it had never been a Gawker advertiser and explicitly disowned Gamergate. Gawker reported losing thousands of dollars as a result. Biddle later stated that the tweets were jokes, and apologized for them. Commenting on the actions of Intel and Adobe and the public response, trade publication Advertising Age warned advertisers that responding to Gamergate was a "lose-lose situation", and that brands "not responding are in better shape than those who have".

Gawker Media affiliate Kotaku was at the center of the initial allegations that started Gamergate. To renew focus upon Gawker some Gamergate supporters initiated "Operation Baby Seal" in late October. The name is based on a Wondermark webcomic created shortly after the onset of the controversy. This campaign aimed at removing Google's AdSense and Amazon's Associates advertising platforms from Gawker by mass-reporting apparent violations of the ad agencies' terms of service in Gawker's published content. Vox's VanDerWerff identified that while efforts to convince advertisers to pull ads is not new in the history of journalism, this new tactic of targeting the ad providers is on a grander scale and has the potential, if successful, to financially harm Gawker. He said that with the campaign Gamergate seemed less interested in exposing ethical lapses, and more concerned with shuttering sites it does not agree with.

Some Gamergate supporters have used archive sites that remove advertisements to attempt to divert advertising revenue from specific websites while still using those sites for information. This practice attracted criticism from Jason Koebler, writing for Vice's website Motherboard, who argued that it was a violation of copyright laws.

Gaming industry response

The harassment of Quinn, Sarkeesian, Wu, and others led prominent industry professionals to condemn the Gamergate attacks for damaging for the video gaming community and the public perception of the industry. Vanity Fair's Laura Parker stated that the Gamergate situation led those outside of the video game industry to be "flooded with evidence of the video-game community as a poisonous and unwelcoming place", furthering any negative views they may have had of video games. Independent game developer Andreas Zecher wrote an open letter calling upon the community to take a stand against the attacks, attracting the signatures of more than two thousand professionals within the gaming industry. Many in the industry saw the signatures "as proof that those involved in the attacks were not representative of the video game industry" as a whole. Writing for The Guardian, Jenn Frank described the tactics used in the harassment campaign and the climate of fear it generated through its attacks on women and their allies, concluding that this alienating and abusive environment would harm not only women but also the industry as a whole. Frank was then harassed on a false pretext and left games journalism. Games designer Damion Schubert said that Gamergate was "an unprecedented catastrof**k," and that silencing critiques of games harms games developers by depriving them of feedback. Several video game developers, journalists, and gamers from across various gender, racial, and social backgrounds adopted new Twitter hashtags, such as #INeedDiverseGames, #StopGamerGate2014 and #GamersAgainstGamergate, to show solidarity with the people targeted by the harassment and their opposition to the reactionary messages from Gamergate supporters.

The Electronic Frontier Foundation characterized Gamergate as a "magnet for harassment," and notes the possible financial risk for companies dealing with it on social media platforms. The Entertainment Software Association (ESA) issued a statement condemning the harassment, stating that "here is no place in the video game community – or our society – for personal attacks and threats". ESA president Mike Gallagher, speaking at the June 2015 Electronic Entertainment Expo, clarified that the ESA did not become more involved as they felt it was an argument that was outside their industry and their involvement would have been disruptive, but praised the efforts to counter harassment that will benefit the industry in the future. At BlizzCon 2014, Blizzard Entertainment president and co-founder Mike Morhaime denounced recent harassment; blaming a "small group of people have been doing really awful things" and "tarnishing our reputation" as gamers. He called on attendees to treat each other with kindness and demonstrate to the world that the community rejects harassment. His statements were widely interpreted as referring to Gamergate. When asked about the controversy, Sony Computer Entertainment of America CEO Shawn Layden called harassment and bullying "completely unacceptable," but said that there is not "one statement or one position on it, or one answer to whatever this very broadly-defined #GamerGate really means." The Swedish Games Industry issued a statement denouncing the harassment and sexism from Gamergate supporters.

Twitter was criticized for its inability to respond quickly and prevent harassment over the service. Within the United States, Twitter and other social media sites are not liable for content posted by third-parties of their service under Section 230 of the Communications Decency Act (1996), and this removes any legal pressure for these sites to police malicious content such as harassment and threats. Brianna Wu, shortly after becoming a target of harassment, stated that Twitter facilitated harassment by the ease with which anyone could make a new account even after having an earlier account blocked, and challenged the service to improve its responsiveness to complaints. Robinson Meyer of The Atlantic said Gamergate is an "identity crisis" for Twitter, as, by not dealing with harassing users as Facebook has, the platform is failing to protect victims and losing readers. Early in the Gamergate controversy, software developer Randi Harper started the "Good Game Auto Blocker" or "ggautoblocker", an expanding list of known Twitter accounts that were tied to the Gamergate hashtag. In November 2014, Twitter announced a collaboration with the non-profit group "Women, Action & the Media" (WAM), in which users of Twitter can report harassment to a tool monitored by WAM members, who would forward affirmed issues to Twitter within 24 hours. The move, while in the wake of the Gamergate harassment, was due to general issues of the harassment of women on the Internet. The report, released in May 2015, determined that of 512 reported harassment instances by the tool during the month of November 2014, 12% of those were tied to the Gamergate controversy based on the ggautoblocker list, with most harassment occurring from single-instance accounts targeting a single person.

In January 2015, Quinn and Alex Lifschitz created the Crash Override Network, a private group of experts who provide free support and counsel to those that have been harassed online, including as a result of Gamergate, and to work with law authorities and social media sites in response to such threats. In February 2015, Sony Computer Entertainment Europe CEO Jim Ryan described the Gamergate situation as absolutely horrific and said that such inappropriate behavior would not be tolerated at Sony. The Crash Override Network has aligned its activities with the Online Abuse Prevention Initiative, a non-profit organization started by software developer Randi Harper, that also seeks to provide aid to those harassed online.

Responses to Gamergate have encouraged the video game industry to review its treatment of women and minorities, and to make changes to support them. Intel, following its accidental involvement in Gamergate, pledged more than $300 million to help support a "Diversity in Technology" program with partners including Sarkeesian's Feminist Frequency organization and the IGDA, aimed at increasing the number of women and minorities in the industry. Intel CEO Brian Krzanich stated in announcing the program that "it's not good enough to say we value diversity, and then have our industry not fully represent." In response to perceived conflicts of interest between game developers and journalists, Kotaku and Polygon adopted policies of prohibiting, or disclosing Patreon contributions to game developers respectively. The Escapist and parent company Defy Media updated their ethics policies in reaction to the controversy.

The Electronic Entertainment Expo 2015, which is used by the major video game publishers to reveal new titles in development, included markedly more female protagonists in these new games, as well as more visible presence by women at the event overall. Commentators noted that this was in light of Gamergate's misogynistic harassment of prominent female figures in the video game industry, with some additionally calling it a response by that industry to the movement.

The videogame Batman: Arkham Knight references Gamergate with a Riddler-created hashtag, #CrusaderGate, which he used to unsuccessfully try and rally the internet against Batman; bemoaning its failure, he describes those who use the hashtag as 'idiotic and easily roused rabble'.

Responses outside gaming industry

"Intimidation Game", an episode of the American crime drama television series Law & Order: Special Victims Unit, first broadcast on February 11, 2015, portrays a fictionalized version of the Gamergate controversy, including a character modeled after Sarkeesian and based on multiple women involved in the controversy. Sarkeesian's Feminist Frequency Twitter account called the episode "sickening" and stated that "they trivialized and exploited real life abuse of women in gaming for entertainment."

Anita Sarkeesian was named as one of Time magazine's list of the 30 most influential people on the Internet in March 2015, and later in the magazine's Top 100 Most Influential People of 2015, citing her role in highlighting sexism in the video game community in the wake of the Gamergate controversy. She was also highlighted as one of Cosmopolitan's fifty "Internet's Most Fascinating" in a 2015 list due to her efforts to curb online harassment.

Coordinated groups, including a Gamergate affiliated group led by Vox Day, were able to fill most of the 2015 Hugo Award categories with a slate of their own nominees. The protest slate sought to counteract the diversity of nominees and winners of the awards.

The 2015 documentary film GTFO analyzed issues of sexism and harassment in video gaming. Already in production prior to the events of Gamergate the film's director, Shannon Sun-Higginson, addressed the controversy in a post-script to the film. Sun-Higginson stated Gamergate was "a terrible, terrible thing, but it's actually symptomatic of a wider, cultural, systemic problem." The Gamergate situation was covered as part of a larger topic of online harassment towards women in the June 21, 2015 episode of Last Week Tonight with John Oliver.

See also

Portals:

References

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