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#GamerGate: The Players and the Played

Good thought piece reframing GamerGate in terms of the ideological struggle for feminism

Paula Wright

The #GamerGate controversy reached a new high (or low depending on your perspective) recently when one of its main protagonists, the radical feminist and cultural critic, Anita Sarkeesian, was featured on the front page of the New York Times. Ironically, in view of the focus of her criticism about passive female characterization in video games, she herself was cast as the “damsel in distress”, under threat from active male protagonists.

Ostensibly, headlines like this are a direct validation of her work. Sarkeesian asserts that video games directly contribute to a culture of gendered violence in real life and – hey presto – there it is!  

But are radical feminist claims about games promoting violent norms really correct?  Studies of violence in video games say no. Last year the U.S. Supreme Court evaluated the evidence and came to a disappointing conclusion for people, like Sarkeesian, who are fond…

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