Anger, Fear, and Games: The Long Event of #GamerGate

@article{Mortensen2018AngerFA,
  title={Anger, Fear, and Games: The Long Event of \#GamerGate},
  author={Torill Elvira Mortensen},
  journal={Games and Culture},
  year={2018},
  volume={13},
  pages={787 - 806}
}
  • T. Mortensen
  • Published 1 December 2018
  • Sociology
  • Games and Culture
The event known as #GamerGate (GG) emphasized the need to take the study of game culture seriously and pursue it across several platforms. It demonstrated how seemingly ephemeral media created echo chambers of anger, and how the outbursts of hypermasculine aggression exemplified by hooligans also can connect to games and play. Starting from how GG gained popular attention, this article outlines and discusses the nature of GG, the relation to the victims, the sense of victimization among the… 

The Death of Gamers: How Do We Address The Gamer Stereotype?

The clash of identities expressed in the Gamergate incident of 2014 was arguably intensified by the discourse of the “Gamers Are Dead” articles, which declared an end to gamers, meaning the

Discussions of Fantasy Characters and Demonstrations of a Defensive Hybridity in Gamer Masculinity

This paper situates gamer discussions of the fantasy race the drow, or dark elves, in masculinity theory. I examine threads from a Facebook group discussing the topic, and code the reactions of men

Lessons from #Gamergate

In 2014, there was an escalation of online harassment against women involved in gaming. In a phenomenon that came to be known as #Gamergate, female gamers, reviewers and developers were targeted by

Beyond deviance: toxic gaming culture and the potential for positive change

  • Kelly Boudreau
  • Economics, Art
    Critical Studies in Media Communication
  • 2022
ABSTRACT Game studies addresses a wide range of topics, concepts, questions, and perspectives. From reading games as technical and cultural artifacts to exploring players, player communities, and the

One Year of #GamerGate: The Shared Twitter Link as Emblem of Masculinist Gamer Identity

Since the #GamerGate controversy erupted in 2014, anti-feminist gamers continue to lash out at feminists and supporters of progressive and inclusive gaming content. A key strategy in this discourse

Feeling good about myself : real-time hermeneutics and its consequences

Questions concerning the way in which digital games produce meaning and the possibility that their reconfigurability influences the process of interpretation have been debated since the very

Measuring #GamerGate: A Tale of Hate, Sexism, and Bullying

TLDR
A measurement study of a dataset of 340k unique users and 1.6M tweets to study the properties of these users, the content they post, and how they differ from random Twitter users finds that users involved in this ``Twitter war'' tend to have more friends and followers, and post tweets with negative sentiment, less joy, and more hate than random users.

Patriarchy in play: Video games as gendered media ecologies

Videogames are a dominant cultural, economic and creative medium in the twenty-first century, whose varied ecologies are increasingly recognized as particularly hostile environments to those

Mainstreaming Misogyny: The Beginning of the End and the End of the Beginning in Gamergate Coverage

Nieborg and Foxman discuss the event known as Gamergate, a niche misogynistic online movement primarily targeting female game developers and critics. Drawing on both discourse and content analyses of

Angry in Pink: Representation of Women in Video Games in the Infamous Franchise (2009-2014)

It is still common for video games to be classified as a predominantly male pastime. Five years after GamerGate, women and non-binary people still meet with the harassment, sexism, and aggressive
...

References

SHOWING 1-10 OF 117 REFERENCES

A Conspiracy of Fishes, or, How We Learned to Stop Worrying About #GamerGate and Embrace Hegemonic Masculinity

Recently, the margins between gaming and feminism have become increasingly contentious (Salter & Blodgett, 2012). This article addresses a cultural moment where masculine gaming culture became aware

Hacker, hoaxer, whistleblower, spy: The many faces of Anonymous

political elite. This, in turn, might reveal the dynamics through which individuals who find themselves linked to a certain group by virtue of a shared common identity (i.e. in terms of one belief or

Who plays, how much, and why? Debunking the stereotypical gamer profile

TLDR
This study is the first to collect a combination of survey and behavioral data with the cooperation of a major virtual world operator, and the results defy common stereotypes in surprising and interesting ways and have implications for communication theory and for future investigations of games.

The Art and Politics of Covert Research

This article discusses the covert research relationship. Specifically, it explores the ethical dimensions of fieldwork with reference to a six-month covert ethnography of `bouncers', in Manchester.

The business and culture of digital games Gamework / Gameplay

the business and culture of digital games gamework gameplay are a good way to achieve details about operating certainproducts. Many products that you buy can be obtained using instruction manuals.

Covert Participant Observation of a Deviant Community: Justifying the Use of Deception

When participant observation involves the use of deception, such as the use of a covert role and the manipulation of subjects, the study is fraught with methodological and ethical challenges that can

Laddishness Online

In a textual analysis of public social network site (SNS) profiles owned by young women aged between 18 and 21, many of the profiles contain representations of self which would typically be

Female Chauvinist Pigs: Women and the Rise of Raunch Culture

If male chauvinist pigs of years past thought of women as pieces of meat, female chauvinist pigs of today are doing them one better, making sex objects of other women -and of themselves. With a wink

‘Wild’ girls? An exploration of ‘ladette’ cultures in secondary schools

‘Laddish’ attitudes and behaviours are central to current discourses on boys’ ‘underachievement’, as they are seen by many people to impede the progress of some boys in school. Whilst the vast

This is why we can’t have nice things: Mapping the relationship between online trolling and mainstream culture

Twitter Wikipedia Mon, 21 May 2018 01:49:00 GMT Twitter (/ ? t w ? t ?r /) is an online news and social networking service on which users post and interact with messages known as "tweets". Tweets
...