By Christine Rosen
Wednesday, August 21, 2019
Many people have never heard of Gamergate, a 2014 online
skirmish about harassment and sexism in the video gaming world that began when
a man posted a long account on
the web forum Penny Arcade about his relationship with his ex-girlfriend. The
post spread to other forums such as 4chan, and soon his ex-girlfriend, video
game developer Zoe Quinn, was being harassed, doxed, and threatened by
anonymous online trolls who accused her of having had sex with a gaming
journalist to get better reviews for her video game, Depression Quest.
As anyone who has spent even a moment online knows,
harassment is not unusual on the Internet. What was unusual was how quickly an
insular and controversial debate in the gaming world (about sexism and gaming)
became a stand-in for a larger culture war.
This past Sunday, the New York Times revisited the
controversy with a series of articles advancing the claim that “Everything is
Gamergate.”
What the Times contributors mean by “everything”
is, however, highly selective. Times opinion writer Charlie Warzel
describes Gamergate (whose byzantine timeline and many still-disputed facts
should make anyone who tries to summarize it hesitate) as “a leaderless
harassment campaign meant to preserve white male internet culture, disguised as
a referendum on journalism ethics and political correctness.”
This is both highly misleading and perfectly on-brand
given the way the Times generally covers sexism.
It’s misleading because Gamergate ended up becoming a
proxy for a much larger culture war about “toxic masculinity,” call-out
culture, and political correctness. It’s on-brand because the Times
contributors to this retrospective reveal glaring ideological blind spots in
their coverage of the story.
Consider Mr. Warzel, whose criticism of Gamergate’s
impact on how news and disinformation spread online is limited to calling out
only the behavior of those to the right of him politically. He uncritically
regurgitates the feminist narrative about Gamergate—namely, that it was proof
of rampant sexism online—while ignoring evidence to the contrary.
For example, Warzel calls American Enterprise Institute
scholar Christina Hoff Sommers, who defended the vast majority of male gamers
against claims that they were all violent misogynists, “far-right” when she is,
in fact, a classical liberal who has long been a sharp critic of the excesses
of the feminist movement. He calls out Breitbart News and Milo Yiannopoulos for
fomenting anger online by supporting Gamergaters, but not Salon
columnist Arthur Chu, a vitriolic critic of Gamergate who tried to get a local
D.C. bar to shut down a meet-up of some Gamergate supporters. He laments the
bullying and combative online culture that helped Donald Trump get elected
while failing to acknowledge its twin on the left.
If you’re going to spill thousands of words hand-wringing
about the dangers of a “post-truth information war,” then at least acknowledge
that in wars, both sides tend to field unscrupulous mercenaries.
It’s also worth noting that the Times doesn’t go
anywhere near uncomfortable information that might undermine their narrative
about sexism in gaming, such as the fact that plenty of women gamers on
platforms like Twitch are happy to dress provocatively to gain followers (and
money). As one female gamer, Kristen Pickle, who streams under the name
KittyPlaysGames, told a reporter about some female gamers’ choice to dress and
behave in sexually provocative ways, “For a lot of streamers, it is an easy way
to get a large audience and a lot of attention,” she said. “That is a huge
market for a lot of streamers on Twitch.”
A second essay, by game developer Brianna Wu, claims to
be concerned about the “online radicalization of young men” and “disinformation
campaigns.” Wu was among the handful of women in the gaming world who faced
online harassment and anonymous threats during the height of the Gamergate
controversy–threats she thinks were never adequately dealt with by law
enforcement or the gaming industry. “Why was there no reckoning?” Wu asks.
But it’s not clear what a “reckoning” in this case would
look like. Did she mean more aggressive affirmative action hiring policies in
the gaming industry? (Yes, Wu says, “the number of women promoted to senior
positions and studio heads is still dismally low”). Does she want stricter
efforts to police harassment from platforms like Twitter and Reddit, or greater
efforts by law enforcement to track down and arrest people who make threats
online?
If so, Brianna Wu is not the best champion for this
cause. As Cathy Young noted in Reason, not long after the Gamergate
controversy broke out, “Gamergate archfoe developer Brianna Wu expressed alarm
over tweets jocularly threatening a sarin gas attack at the Penny Arcade Expo
under the mistaken impression that it was a threat from Gamergate; after
realizing that [it] was a threat against pro-Gamergate ‘idiots,’ Wu
deleted her post.”
Evidently, online threats only count if they are made
against your side. If there is a reckoning to be had, it should include the
threats (including bomb
threats) made by social justice activists who opposed Gamergate as well as
those who supported it.
Finally, Times editorial board member Sarah Jeong
wrote about the fallout for Zoe Quinn, the ex-girlfriend about whom the
original Gamergate missive was written and whose life was turned upside down by
the harassment she received. What she doesn’t discuss is any contradictory
evidence of Quinn’s dishonest dealings during Gamergate; or her tendency, even now,
to embrace illiberal tactics to silence her critics.
In a 2017 interview with Vox, for example, Quinn argued,
“We don’t have to be tolerant of other people’s intolerance. That’s bullshit,
frankly, and I’m disgusted every time I hear some variation of this attitude.”
Asked by the interviewer, “I wonder how we actually do that without making the
internet unfree? Should we just shut down the Twitter accounts of assholes
whenever they start insulting people?” Quinn answered, “Yes.” Quinn has
frequently expressed sympathy for Antifa violence on her Twitter, arguing
“rather than ruling out violence entirely, imo we need to focus on
accountability & responsibility re: when we use it.”
None of this is acknowledged by Jeong, who really just
wants to talk herself. When Jeong was hired by the Times, you’ll recall,
she was criticized for the many racist tweets she had posted over the years,
with sentiments such as #cancelwhitepeople and “fuck white women lol.”
Jeong grants herself a full pardon, saying that her racist
tweets were merely “irreverent jokes” and “parodies,” and she shouldn’t have
been criticized or harassed for making them. Had those same words been written
by, say, a white man about a minority, we all know what would have happened (he
certainly wouldn’t be profiting from his racism by giving
lectures at Yale about “Gamergate and the New Media Paradigm”) As Andrew
Sullivan noted in New York magazine soon after Jeong was hired, the
non-apology apology she issued and the Times’ defense of her was “the
purest of bullshit.”
And so it is ironic to hear Jeong sternly lecturing
others about the dangers of online mobbing when she has long been an avid
practitioner of the art herself—at least when the person getting mobbed has
different political beliefs (she called the online mob that harassed her Times
colleague Bari Weiss, who is conservative, “not a big deal,” for example.)
One thing that should be clear five years after
Gamergate? Rape and death threats are inexcusable; so is doxxing and swatting
and the many other ways people harass others online. Unfortunately, people on
both sides of the Gamergate debate have engaged in these activities.
If you use social media to be provocative (and get
attention), some of the attention you get in return is likely to be negative
(and a smaller subset of that might even be threatening). If you weaponize your
words online to make a point, people will respond–and not always politely.
Barring some future act of unilateral disarmament,
however, complaints from the left about how everyone to the right of them uses
the internet (and vice-versa) are little more than political posturing. The Times
is correct that there are important questions to be raised and lessons to be
learned about online behavior from the Gamergate incident. It’s too bad they
missed an opportunity to explore them.
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