The Future Of The Culture Wars Is Here, And It's Gamergate

Over the weekend, a game developer in Boston named Brianna Wu fled her home after an online stalker vowed to rape and kill her. She isn't the first woman who's been forced into hiding by aggrieved video game fans associated with Gamergate, the self-styled reform movement that's become difficult to ignore over the past several months as its beliefs have ramified out from the fever swamps of the internet into the real world. She probably won't be the last.

By design, Gamergate is nearly impossible to define. It refers, variously, to a set of incomprehensible Benghazi-type conspiracy theories about game developers and journalists; to a fairly broad group of gamers concerned with corruption in gaming journalism; to a somewhat narrower group of gamers who believe women should be punished for having sex; and, finally, to a small group of gamers conducting organized campaigns of stalking and harassment against women.

This ambiguity is useful, because it turns any discussion of this subject into a debate over semantics. Really, though, Gamergate is exactly what it appears to be: a relatively small and very loud group of video game enthusiasts who claim that their goal is to audit ethics in the gaming-industrial complex and who are instead defined by the campaigns of criminal harassment that some of them have carried out against several women. (Whether the broader Gamergate movement is a willing or inadvertent semi-respectable front here is an interesting but ultimately irrelevant question.) None of this has stopped it from gaining traction: Earlier this month, Gamergaters compelled Intel to pull advertising from a gaming site critical of the movement, and there's no reason to think it will stop there.

In many ways, Gamergate is an almost perfect closed-bottle ecosystem of bad internet tics and shoddy debating tactics. Bringing together the grievances of video game fans, self-appointed specialists in journalism ethics, and dedicated misogynists, it's captured an especially broad phylum of trolls and built the sort of structure you'd expect to see if, say, you'd asked the old Fires of Heaven message boards to swing a Senate seat. It's a fascinating glimpse of the future of grievance politics as they will be carried out by people who grew up online.

What's made it effective, though, is that it's exploited the same basic loophole in the system that generations of social reactionaries have: the press's genuine and deep-seated belief that you gotta hear both sides. Even when not presupposing that all truth lies at a fixed point exactly equidistant between two competing positions, the American press works under the assumption that anyone more respectable than, say, an avowed neo-Nazi is operating in something like good faith. And this is why a loosely organized, lightly noticed collection of gamers, operating from a playbook that was showing its age during Ronald Reagan's rise to power, have been able to set the terms of debate in a $100 billion industry, even as they send women like Brianna Wu into hiding and show every sign that they intend to keep doing so until all their demands are met.

The simplest version of the story goes something like this: In August, the ex-boyfriend of an obscure game developer writes a long, extensively documented, literally self-dramatizing, and profoundly deranged blog post about the dissolution of their relationship. Among his many accusations, he claims she slept with a gaming journalist in return for favorable coverage. This clearly isn't true, but a group of gamers becomes convinced there is a conspiracy to not cover this story. The developer's personal information is distributed widely across the internet, and she and a feminist gaming activist receive graphic, detailed threats, forcing the activist to contact the police and flee her home. In response, several sites publish think pieces about the death of the gamer identity. These pieces are, in essence, celebrations of the success of gaming, arguing that it is now enjoyed by so many people of such diverse backgrounds and with such varied interests that the idea of the gamera person whose identity is formed around a universally enjoyed leisure activitynow seems as quaint as the idea of the moviegoer. Somehow, this is read to mean that these sites now think gamers are bad. The grievances intensify, and the discussions of them on Twitter are increasingly unified under the hashtag #gamergate.

The longer, more detailed version of the story is considerably more interesting.

In August, a programmer named Eron Gjoni posted a long account of the end of his relationship with Zoe Quinn, an indie game developer; it was regrettable and embarrassing for everyone involved. Part of the account involved Quinn cheating on him with a writer named Nathan Grayson. At the time, Grayson freelanced for Kotaku and for a popular gaming site called Rock Paper Shotgun; later, he would join Kotaku as a full-timer. Gjoni's post was taken as evidence that Quinn had slept with Grayson in order to receive a favorable review for one of her games, Depression Quest, at Kotaku.

(A necessary disclosure: Kotaku is Deadspin's sister site. Both are owned by Gawker Media.)

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The Future Of The Culture Wars Is Here, And It's Gamergate

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