Modern Game Culture Debates (venusgrace17 and lereynolds1996)

Chess, Shira, and Adrienne Shaw. “A Conspiracy of Fishes, Or, How We Learned to Stop Worrying About #GamerGate and Embrace Hegemonic Masculinity.” Journal of Broadcasting & Electronic Media 59.1 (2015): 208-20.

This article details one instance within the GamerGate Controversy in which an academic discussion of diversity in the gaming industry at a Digital Games Research Association conference held in August 2014 was used as evidence by supporters of  GamerGate of a conspiracy to forcibly inject feminist principles into the gaming industry. The transcript of the conference was used as a means to rally those who felt attacked by feminist social critics and justify harassment of anyone who took part in such criticism of the gaming industry. The authors of this article, who were both present at the conference and for the proliferation of this document, view the conspiracy theories associated with GamerGate as failure to understand that feminism is not widely accepted, that games research is not well-funded and incapable of forming any kind of overthrow of the gaming industry, and that criticism is simply meant to criticize and not to oppress.

Gjoni, Eron. Web log post. “TheZoePost.” WordPress, 16 Aug. 2014. Web.

This blog entails a total of five articles, all dealing with Zoe Quinn and her former boyfriend Eron Gjoni’s dating history. Gjoni’s purpose for the blog was to expose Quinn’s infidelity to him. It details a timeline of their relationship and screenshots from conversations on Facebook, Tumblr, texts, etc. Gjoni essentially exhibits evidence that Quinn had been having sexual relations with men from both the       gaming industry and gaming journalism. Recently, Gjoni has edited the latest post stating that he never intended for Quinn to be subjected to abuse that the Gamergate controversy began due to his blog’s release.

Schott, Gareth R., and Kirsty R. Horrell. “Girl Gamers and their Relationship with the Gaming Culture.” Convergence: The International Journal of Research into New Media Technologies 6.4 (2000): 36-53.

The introduction to this study details some of the history of masculinity in the gaming industry, which began as marketing exclusively towards young boys and games developed only by men “based on their own tastes and cultural assumptions”, that  helped to maintain a male audience. Females were for the most part not protagonists, and when they were they were portrayed undesirably. Today, women have in some ways broken into the industry and games are becoming less gendered towards men, but problems still exist. The study itself finds that girls and women playing video games in their homes are often relegated to the role of “watcher” of male family members who believe themselves more capable and experienced.

Todd, Cherie. “COMMENTARY: GamerGate and Resistance to the Diversification of Gaming Culture.” Women’s Studies Journal 29.1 (2015): 64-67.

This article maps the development of GamerGate and also explains the atmosphere in the gaming industry that led to GamerGate. It sets up that the proportion of female gamers is increasing and that games are becoming more culturally inclusive, but that the existing audience is resistant to letting women in and respond to attempts at diversification with harassment and accusation. Women’s experiences and criticisms are often overlooked or labeled as reasons why women should stay out of the gaming industry all together. The author points out that gaming companies, which are made up of significantly less female than male employees, are conducive to these problems. She concludes that GamerGate has brought attention to what women have been long trying to point out as problematic.

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