Gamergate and Resistance to the Diversification of Gaming Culture
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Online Harassment: a Legislative Solution
\\jciprod01\productn\H\HLL\54-2\HLL205.txt unknown Seq: 1 11-MAY-17 15:55 ONLINE HARASSMENT: A LEGISLATIVE SOLUTION EMMA MARSHAK* TABLE OF CONTENTS I. INTRODUCTION .......................................... 501 II. WHY IS ONLINE HARASSMENT A PROBLEM?................ 504 R a. The Scope of the Problem ............................ 504 R b. Economic Impact .................................... 507 R i. Lost Business Opportunities ...................... 507 R ii. Swatting ........................................ 510 R iii. Doxxing ........................................ 511 R III. CURRENT LAW .......................................... 512 R a. Divergent State Law ................................. 512 R b. Elements of the Law ................................. 514 R IV. LAW ENFORCEMENT AND INVESTIGATIVE PROBLEMS ........ 515 R a. Police Training ...................................... 515 R b. Investigative Resources .............................. 519 R c. Prosecutorial Jurisdiction ............................ 520 R V. SOLUTION ............................................... 521 R a. Proposed Legislation ................................ 521 R b. National Evidence Laboratory ........................ 526 R c. Training Materials ................................... 526 R VI. CONCLUSION ............................................ 528 R VII. APPENDIX ............................................... 530 R I. INTRODUCTION A journalist publishes an article; rape threats follow in the comments.1 An art curator has a conversation with a visitor to her gallery; -
NARAL Ep5 V04 20200623.Mp3
NARAL_Ep5_v04_20200623.mp3 Jess McIntosh [00:00:00] This limited series podcast is based on the book, "The Lie that Binds" by NARAL Pro-Choice America president Ilyse Hogue with Ellie Langford. Each episode builds on the history terminology and figureheads established in the last. So we strongly recommend that you start from episode one before jumping ahead. Brianna Wu [00:00:18] The truth is, GamerGate is less of an event and more of a playbook to use against someone you don't like. Jess McIntosh [00:00:26] This is Brianna Wu, co-founder of independent videogame studio Giant SpaceKat. Brianna Wu [00:00:32] This is the GamerGate playbook. Find someone you want to shut up. Go to their entire life. Go through all their social media posts. Investigate them and find something to attack them with. And then get an army of people online to scream from the hills about this fact which may or may not be true and destroyed their reputation. The idea is to make the cost of speaking out so high that it's easier to just remain silent. Jess McIntosh [00:00:59] The GamerGate controversy started in August 2014. Brianna Wu [00:01:01] All through 2014 my women colleagues were being basically bullied out of the industry. Jess McIntosh [00:01:09] It was set off after game developer Zoe Quinn was falsely accused by their ex-boyfriend of sleeping with a videogame journalist to garner positive reviews for their company's new game. This led to an avalanche of rape threats, doxing and death threats against Quinn, as well as women who criticized sexism in the game industry in general. -
Progressive Massachusetts 2020 Congressional Endorsement Questionnaire
PROGRESSIVE MASSACHUSETTS 2020 CONGRESSIONAL ENDORSEMENT QUESTIONNAIRE Candidate: Brianna Wu Office Sought: US House Representative, MA-08 Party: Democratic Website: www.briannawuforcongress.com Twitter: @BriannaWu Facebook: Facebook.com/developerbriannawu/ Email questions to [email protected]. CONFIDENTIAL SECTION 2 I. About You 1. Why are you running for office? And what will your top 3 priority pieces of legislation if elected? BW: After the election of Donald Trump, I realized I could not simply hope for a future course correction. I had to step up and do all I could to make sure it happened. Trump's election was a turning point in our society. Racism, discrimination, and the suppression of human rights seemed to become legitimized. Then, I started to look to my own congressman for leadership. I found that my congressman and my opponent, Rep. Stephen Lynch, first ran for the Massachusetts state legislature because he wanted to keep the LGBTQ community out of the Boston St. Patrick's Day parade. He promoted a ""gay panic"" legal defense for hate crimes. He voted for the Iraq War and against Obamacare. And, to say he has flip-flopped on choice would be generous. To me, his record is unacceptable and out-of-touch with Democratic values. I am running for this office because the status-quo is simply not working. We are running out of time to address the existential threats to our country and our world. We need universal healthcare, a Green New Deal, tuition-free public college, comprehensive immigration reform, universal gun safety, money out of politics, and a guarantee of LGBTQ and women's rights. -
Gamergate and Digital Humanities
Loyola University Chicago Loyola eCommons School of Communication: Faculty Publications and Other Works Faculty Publications 2-2019 Applying an Ethics of Care to Internet Research: Gamergate and Digital Humanities Todd Suomela Bucknell University Florence Chee [email protected] Bettina Berendt University of Kansas Geoffrey Rockwell University of Alberta Follow this and additional works at: https://ecommons.luc.edu/communication_facpubs Part of the Communication Commons, and the Digital Humanities Commons Recommended Citation Suomela, Todd; Chee, Florence; Berendt, Bettina; and Rockwell, Geoffrey. Applying an Ethics of Care to Internet Research: Gamergate and Digital Humanities. Digital Studies/ Le champ numérique, 9, 1: 1-28, 2019. Retrieved from Loyola eCommons, School of Communication: Faculty Publications and Other Works, http://dx.doi.org/10.16995/dscn.302 This Article is brought to you for free and open access by the Faculty Publications at Loyola eCommons. It has been accepted for inclusion in School of Communication: Faculty Publications and Other Works by an authorized administrator of Loyola eCommons. For more information, please contact [email protected]. This work is licensed under a Creative Commons Attribution 4.0 License. © 2019 The Author(s). Suomela, Todd, et al. 2019. “Applying an Ethics of Care to Internet Research: Gamergate and Digital Humanities.” Digital Studies/Le champ numérique 9(1): 4, pp. 1–28. DOI: https://doi.org/10.16995/dscn.302 RESEARCH Applying an Ethics of Care to Internet Research: Gamergate and Digital Humanities Todd Suomela1, Florence Chee2, Bettina Berendt3 and Geoffrey Rockwell4 1 Bucknell University Lewisburg, PA, US 2 Loyola University Chicago, US 3 KU Leuven, NL 4 University of Alberta Edmonton, AB, CA Corresponding author: Todd Suomela ([email protected]) This article examines key ethical issues that are continuing to emerge from the task of archiving data scraped from online sources such as social media sites, blogs, and forums, particularly pertaining to online harassment and hostile groups. -
Sociotechnical Security As an Analytic Framework
Entanglements and Exploits: Sociotechnical Security as an Analytic Framework Data & Society Research Institute Columbia University Matt Goerzen, Elizabeth Anne Watkins, Open Technology Fund Research Fellow Gabrielle Lim, Abstract Unfortunately, platform-linked violence like the incidents in The rise of social media platforms has produced novel Christchurch and San Diego are not uncommon and are security threats and vulnerabilities. Malicious actors can unlikely to subside in the near future. Other forms of now exploit entanglements of once disparate technical and problematic and potentially dangerous content also social systems to target exposed communities. These proliferate. False and misleading content distributed on exploits pose a challenge to legacy security frameworks Whatsapp in India led to the murders of over two dozen drawn from technical and state-based conceptions of people in 2018 (Goel et al., 2018). The genocide of the referent objects and bounded information systems. In this Rohyinga in Myanmar was partially incited by the military paper we propose a new framework of analysis to meet this through disinformation and false accounts on Facebook challenge, Sociotechnical Security (STsec), which (Mozur, 2018). Facebook usage may also correlate with acknowledges how the interplay between actors produces higher rates of anti-refugee attacks in Germany (Müller and emergent threats to participant communities. This Schwarz 2018). Meanwhile, targeted harassment has been exploratory paper offers an overview of sociotechnical linked to self-censorship and a chilling effect on systems, explains why these threats and vulnerabilities internet-based communications (UN Office of the High require us to expand our understanding of security with Commissioner, 2017). Amnesty International in 2018, for regards to participatory technology, and how sociotechnical example, declared Twitter trolling of women a human rights security can be operationalized as a framework for analysis. -
Gamergate, Eine Retrospektive
GamerGate Eine Retrospektive November 2020 @KeinenPixel_de [email protected] keinenpixel.de @KeinenPixel_de GAMERGATE, EINE RETROSPEKTIVE Abstract: GamerGate war eine 2014 beginnende anti-feministische und rechtsextreme Bewegung, die große Teile der Computer- und Videospielszene sowie angrenzende Bereiche der Popkultur erfasste und weitreichende politische Folgen nach sich zog. Anhand von Primär-, wie auch Sekundärquellen zeichnet diese Retrospektive die Entwicklung von GamerGate in drei Phasen nach: Wie sich 1.) aus persönlicher Rache und den unkoordinierten Angriffen auf Einzelpersonen eine 2.) breite, anti-feministische Bewegung herausbildete, die sich 3.) mit rechtsextremen Elementen zu einer politischen Bewegung vereint. Diese wurde maßgeblich von Steve Bannon initiiert, der damit den Wahlkampf von Donald Trump in den USA unterstützte. Wie der vierte und letzte Teil darstellt, nimmt GamerGate deshalb noch heute eine Schlüsselposition in der Entwicklung der neuen Rechten ein, die Popkultur mit rechtsextremer Politik verbindet. Bestehende Tendenzen und kleinere Strömungen haben sich in GamerGate vereinigt, weshalb die Bewegung einen neue Möglichkeit zur Rekrutierung und Radikalisierung am rechten Rand gebildet hat. Obwohl GamerGate bereits oft in Artikeln thematisiert wurde, gibt es nur wenige Gesamtüberblicke über die Entwicklung der Bewegung. Die Retrospektive will als ausführliche deutschsprachige Ressource zukünftige Arbeit mit dem Thema erleichtern. Hinweis: Aufgrund rechtsextremer Inhalte ist es vielfach nicht möglich auf Originalquellen zu verlinken. In diesen Fällen werden Sekundärquellen genutzt, die die kritischen Inhalte kontextualisiert wiedergeben. Über die Autor*innen: " ForschungskollektivenKeinen Pixel den Faschisten! und Entwicklerstudios ist eine Initiative aus der von Computerspielekultur, Webseiten, Medienschaffenden, die sich durch antifaschistische Arbeit für ein inklusives Klima in ihren Communitys stark machen wollen. Zum Statement mit mehr Informationen über das Netzwerk: Hier klicken. -
“No Left, No Right – Only the Game”
“No Left, No Right – Only the Game” A Netnographic Study of the Online Community r/KotakuInAction Master of Arts: Media and Communication Studies – Culture, Collaborative Media, and Creative Industries Master’s Thesis (Two-year) | 15 credits Student: Oskar Larsson Supervisor: Maria Brock Year: 2021 Word Count: 15,937 Abstract This thesis examines how 'othering' discourse can be used to construct and negotiate boundaries and shape collective identities within online spaces. Through a mixed-method approach of thematic analysis and a netnographic study, and by drawing on theoretical concepts of online othering and identity formation, this thesis explores how the Gamergate community r/KotakuInAction can be understood in relation to Gamergate, the Alt-Right and society at large. The results show that the community perceive and construct the SJW as a common adversary – a monstrous representation of feminism, progressiveness and political correctness. The analysis also revealed how racist rhetorics and white male anxieties characterize the communitys' othering discourse. Through an in-depth study of user-submitted comment, this thesis argues that r/KotakuInAction's collective identity is fluid and reactionary in nature, characterized by a discourse that is indicative of Alt-Right ideology and white male supremacy. Future research should further explore the network of communities that r/KotakuInAction is part of, as well as examine how the community transform over time. Keywords: Gamergate, Reddit, Alt-Right, Online Othering, Collective Identity, -
It's About Ethics in Games Journalism? Gamergaters and Geek
SMSXXX10.1177/2056305116672484Social Media + SocietyBraithwaite 672484research-article2016 SI: Making Digital Cultures Social Media + Society October-December 2016: 1 –10 It’s About Ethics in Games Journalism? © The Author(s) 2016 Reprints and permissions: sagepub.co.uk/journalsPermissions.nav Gamergaters and Geek Masculinity DOI: 10.1177/2056305116672484 sms.sagepub.com Andrea Braithwaite Abstract #Gamergate is an online movement ostensibly dedicated to reforming ethics in video games journalism. In practice, it is characterized by viciously sexual and sexist attacks on women in and around gaming communities. #Gamergate is also a site for articulating “Gamergater” as a form of geek masculinity. #Gamergate discussions across social media platforms illustrate how Gamergaters produce and reproduce this gendered identity. Gamergaters perceive themselves as crusaders, under siege from critics they pejoratively refer to as SJWs (social justice warriors). By leveraging social media for concern-trolling about gaming as an innocuous masculine pastime, Gamergaters situate the heterosexual White male as both the typical gamer and the real victim of #Gamergate. #Gamergate is a specific and virulent online node in broader discussions of privilege, difference, and identity politics. Gamergaters are an instructive example of how social media operate as vectors for public discourses about gender, sexual identity, and equality, as well as safe spaces for aggressive and violent misogyny. Keywords Gamergate, gaming cultures, geek masculinity, online harassment, social media At the end of August 2014, many online gaming communities situate themselves as the “real” victims, oppressed by calls erupted into vicious arguments—ostensibly about ethics in for diversity and at risk of losing “their” games to more video game journalism, but more pointedly about gender, inclusive ones. -
Understanding Web Archiving Services and Their (Mis) Use On
Understanding Web Archiving Services and Their (Mis)Use on Social Media∗ Savvas Zannettou?, Jeremy Blackburnz, Emiliano De Cristofaroy, Michael Sirivianos?, Gianluca Stringhiniy ?Cyprus University of Technology, yUniversity College London, zUniversity of Alabama at Birmingham [email protected], [email protected], fe.decristofaro,[email protected], [email protected] Abstract In this context, an important role is played by services like the Wayback Machine (archive.org), which proactively Web archiving services play an increasingly important role archives large portions of the Web, allowing users to search in today’s information ecosystem, by ensuring the continuing and retrieve the history of more than 300 billion pages. At the availability of information, or by deliberately caching content same time, on-demand archiving services like archive.is have that might get deleted or removed. Among these, the Way- also become popular: users can take a snapshot of a Web page back Machine has been proactively archiving, since 2001, ver- by entering its URL, which the system crawls and archives, re- sions of a large number of Web pages, while newer services turning a permanent short URL serving as a time capsule that like archive.is allow users to create on-demand snapshots of can be shared across the Web. specific Web pages, which serve as time capsules that can be shared across the Web. In this paper, we present a large-scale Archiving services serve a variety of purposes beyond ad- analysis of Web archiving services and their use on social me- dressing link rot. Platforms like archive.is are reportedly used dia, shedding light on the actors involved in this ecosystem, to preserve controversial blogs and tweets that the author may the content that gets archived, and how it is shared. -
'Acting Like 13 Year Old Boys?'
‘Acting like 13 year old boys?’ Exploring the discourse of online harassment and the diversity of harassers Lucy Fisher-Hackworth Submitted to the Department of Gender Studies, University of Utrecht In partial fulfilment of the requirements for the Erasmus Mundus Master's Degree in Women's and Gender Studies Main supervisor: Dr.Domitilla Olivieri (University of Utrecht) Second reader: Dr. Jasmina Lukic (Central European University) Utrecht, the Netherlands 2016 Approved: _________________________________________ 1 ABSTRACT In this thesis, I have undertaken research into the users behind online harassment. The impetus behind this was to investigate taken for granted assumptions about who harassers are, what they do online, and how they do it. To begin, I highlight the discourse of online harassment of women in scholarship and online-news media, discussing the assumptions made about who is harassing and why. I discuss the lack of consideration of multi-layered harassment and argue for more research that takes into consideration the intersectionality of harassing content, and the experiences of all women online. I provide an overview of online methodologies and of feminism on the internet. I then undertake an investigation into harassers behind online harassment of women, and find trends in user profiles, user behaviour, and in online communication patterns more broadly. I discuss how researching this topic affected me personally, reflecting on the impact of viewing high amounts abusive content. My findings challenged many of the assumptions initially identified, so, with that in mind, I provide a discussion of why such assumptions are problematic. I argue that such assumptions contribute to a discourse that homogenizes harassment and harassers, and overlooks broader internet-specific behaviours. -
The Tragedy of the Gamer: a Dramatistic Study of Gamergate By
The Tragedy of the Gamer: A Dramatistic Study of GamerGate by Mason Stephen Langenbach A thesis submitted to the Graduate Faculty of Auburn University in partial fulfillment of the requirements for the Degree of Master of Arts Auburn, Alabama May 5, 2019 Keywords: dramatism, scapegoat, mortification, GamerGate Copyright 2019 by Mason Stephen Langenbach Approved by Michael Milford, Chair, Professor of Communication Andrea Kelley, Professor of Media Studies Elizabeth Larson, Professor of Communication Abstract In August 2014, a small but active group of gamers began a relentless online harassment campaign against notable women in the videogame industry in a controversy known as GamerGate. In response, game journalists from several prominent gaming websites published op-eds condemning the incident and declared that “gamers are dead.” Using Burke’s dramatistic method, this thesis will examine these articles as operating within the genre of tragedy, outlining the journalists’ efforts to scapegoat the gamer. It will argue that game journalists simultaneously engaged in mortification not to purge the guilt within themselves but to further the scapegoating process. An extension of dramatistic theory will be offered which asserts that mortification can be appropriated by rhetors seeking to ascend within their social order’s hierarchy. ii Acknowledgments This project was long and arduous, and I would not have been able to complete it without the help of several individuals. First, I would like to thank all of my graduate professors who have given me the gift of education and knowledge throughout these past two years. To the members of my committee, Dr. Milford, Dr. Kelley, and Dr. -
Understanding the Ethics of Wikipedia After Gamergate
Selected Papers of Internet Research 16: The 16th Annual Meeting of the Association of Internet Researchers Phoenix, AZ, USA / 21-24 October 2015 ADIEU WIKIPEDIA: UNDERSTANDING THE ETHICS OF WIKIPEDIA AFTER GAMERGATE Andrew Famiglietti Saint Joseph's University Introduction This essay explores the possibilities for using the ethical thought of Emmanual Levinas to better understand ethical behavior within the Wikipedia project. At its inception, the free encyclopedia project Wikipedia was hailed by some as an example of a productive method capable of breaking from entrenched systems of power and privilege. However, as the project has matured it has has to deal with the ways these forms of power and privilege have reproduced themselves within its community. In particular, Wikipedia has struggled with a well documented gender gap in its editor base; according to the best estimates available, fewer than 16% of Wikipedia contributors identify as female (Hill and Shaw). Wikipedia's problematic gender dynamics were further highlighted when, in January 2015, the site's arbitration committee (or Arbcom) ruled to exclude editors deemed “disruptive” from participating in the article documenting the still-unfolding campaign of anti-feminist harassment dubbed “gamergate.” This action was reported in the press, somewhat inaccurately, as a “feminist purge” of Wikipedia (Hern), largely because of the Arbcom decided to include some high profile Wikipedia editors working to prevent gamergate related harassment in its sanctions. While initial press reports may have over-emphasized the impact of the gamergate arbcom decision, the engagement between Wikipedia and gamergate is still a useful case as it demonstrates how Wikipedia shies away from an understanding of its own ethical guidelines that would foreground the obligation to an embodied other, as found in the work of Levinas.