A summary of GamerGate in ten graphics. As a rough precis for newcomers this is actually pretty good.
A couple of great Storify links next: UnseenPerfidy with a beautifully angry rant about the obvious problems with GamerGate’s “apolitical” stance that’s unashamedly political in nature, and Lars Flyger writes about the stupidity of the false equivalence dialogue surrounding GG.
Related to that, Zoe Quinn herself also writes an open letter to anybody claiming they want “neutrality” or “to hear both sides”. In her words:
The simple fact of the matter is that GamerGate is *not* about games journalism, and even if it was, their targets are disproportionately powerless in the industry, disproportionately female or feminist, and disproportionately *not games journalists*. Their methods are centered on destroying the livelihoods, safety, voices, and mental health of who they oppose, and that’s the primary progress they’ve been able to make thusfar.
Running on from that, a pair of articles about the way GamerGate’s positioned within the broader political climate: one from Elias Isquith about why calling for moderation or compromise is essentially pointless when GG’s supporters and critics aren’t even trying to have the same conversation, and one I find more contentious from Ezra Klein which asserts that GG is merely a new theatre of war for the Left vs Right debates and “neither side” cares about games. I think Ezra needs to acquaint himself with the fact that so many of GG’s targets have, in fact, been people who care deeply about games (Zoe Quinn and Brianna Wu are devs, FFS). Also, the attempts to make GG a new front in the ongoing culture wars are mostly related to non-gamers throwing their oars in on the GG side – Yiannopoulos, Cernovich, Sommers, Baldwin, Aurini & Owen, do I really need to continue? Compare that to the list of targets who’ve actually had something to do with games, it’s enlightening.
An interesting statistical breakdown weakens the old accepted wisdom that mobile gaming is overwhelmingly female – it turns out that gaming is becoming more accessible thanks to mobile devices and that’s resulting in more engagement across the board with people who are already gamers, male and female. Women make up a larger proportion of “light” players in the mobile market and men make up a larger proportion of “heavy” mobile gamers, which could definitely form an area of future qualitative research to investigate the reasons.
Finally, a look at the way Google is addressing unconscious bias amongst their employees in an effort to become more aware of sexism and how it might be impacting on their corporate culture. A promising start, and it ties into the Laralyn McWilliams article I previously linked to.