Gamergate Gamergate, a roar from the Internet. This summer, the supposed movement started, stating that recently there was a certain lack of ethics in the revision, rating, and writing of video games. They said that some journalists were too close to their topics and easily influenced by these relationships. But under that thin layer of people who criticize video game journalism, there lies another beast: sexism. Actor and supporter Adam Baldwin is credited with the creation of the name #Gamergate. Gamergate is a movement of sorts and Gamergate supporters say that it about lack of ethics in video game journalism. People outside the movement think otherwise. This movement is mainly on Twitter and it’s become a big issue this fall. …show more content…
Zoe Quinn, an indie developer, recently released a game called Depression Quest. Shortly after the release, Quinn’s former boyfriend, Eron Gjoni wrote a blog post alleging Zoe Quinn of having an affair with Nathan Grayson, a journalist at the gaming news website Kotaku, in exchange for positive reviews of her game. Although Kotaku’s editor-in-chief Stephen Totilo stated that Grayson was indeed in a relationship with Quinn, he has never written a review of Quinn’s game. Although proved wrong, these allegations caused an uproar from the internet. Quinn was subject to online harassment even after these allegations were proved false. She and her family received death threats, threats of rape, and even release of public information. In an article “Five reasons I’m the most hated person on the internet”, Zoe Quinn said: “The internet spent the last month spreading my personal information around, sending me threats, hacking anyone suspected of being friends with me, calling my dad and telling him I’m a whore, sending nude photos of me to colleagues, and basically giving me a “burn the witch” …show more content…
They found that Zoey Quinn received 10 400 tweets with the hashtag and Nathan Grayson received 732. If Gamergate is about ethics in video game journalism, why did the female developer receive 14 times more than the male journalist. Leigh Alexander, a journalist, received 13 296 tweets and she only wrote one article discussing video game culture. These numbers can't even compare to what Anita Sarkeesian and Brianna Wu have gone through. Brianna Wu is a video game developer who posted several tweets about sexism in gaming and the Gamergate controversy. Wu received 35 952 tweets, a little more than Sarkeesian, who got 35 188. Together, they surpass all others. They aren't even video game journalists, just people who disagree with
...ses a threat of humiliation and maltreating from other individuals that can have a detrimental effect on their lives. A person can go from being a normal school student to a laughing stock on a popular social network or even trend from a emotionally stable individual to a deranged, depressed critter who now hides in the shadows of society hoping never to be revealed. The informative thought of the re-occurrence of public shaming throughout history from Bennett allows the reader to question if this is an issue that is perpetual and something that will never go away. Furthermore, the author conveys the idea that publicizing oneself can be a burden; the darkside of Internet fame. Wrapping up her article, Bennett portrays a warning to the reader stating, “Shame...will always be with you”(115). Harassment from Internet fame can alter a person's life-forever.
Hanna, Patrick. “Players. Not Games, Cause video game violence.” New Zealand Herald. New Zealand Herald, 27 July 2010. Web. 24 October 2011.
Lah, Kyung. "'RapeLay' Video Game Goes Viral Amid Outrage." www.cnn.com. CNN, 31 Mar 2010. Web. 20 Jan 2014.
The article I have chosen for my rhetorical analysis is #Gamergate Trolls Aren’t Ethics Crusaders; They’re a hate group because it seemed interesting. The reason I was drawn to this article was because of the title, I was interested to know what it meant. This article, written by Jennifer Allaway, is about gamergate, an online gaming community, and the hate they show towards others. Jennifer does research on sexism in videogames and how it correlates to the gamers that play these games. She was collecting data from different organizations by using a questionnaire that gathered information on diversity in the videogame community. When some gamergate members
It has been a while since a movie depicting wrongful images of Native American has been developed. This would continuously happen about 70 years ago in cookie cutter Western films in which Indians would often be represented as barbaric, savage, and non-human. With time, these films became bland and repetitive; as a result of this, less and less money was profited with every passing Western film made. Propitiously enough we have abandoned this form of filmmaking and although Native Americans still don’t receive the ideal representation in Western movies, they are no longer presented as the villain all the time. There has recently been a resurgence of this treatment of Indians within
John Oliver’s tenure as a correspondent on The Daily Show with Jon Stewart helped to bring in an outsider’s perspective on American culture and society, given that he is from England. Oliver continued his socially conscious, but wickedly sharp and funny commentary behind the desk of Last Week Tonight. During his June 21st episode, he addressed the issue of online harassment and revenge pornography. Oliver showed that women are horrendously persecuted on the Internet for having even the simplest of opinions, such as liking the fact that there are female captains on Star Trek. He showed that our online safety is something that we take for granted and casually dismiss online threats as not “being real life”. When it comes to situations like these,
The documentary that I watched is named Mind Games: The Power of Video Gaming by filmmaker Ron Thomas featuring Brad Bushman, James Paul Gee, and Martin Burnbaum. Ron Thomas uses pathos, ethos and logos to explore the advantages and disadvantages of video gaming. I think the filmmaker succeeded in building a strong argument through his appeals to ethos, pathos, and logos. Ron conducts interviews with retro gamers and experts in psychology, linguistics and education.
Most people see a violent video game being sold and do not think twice about it. The sale of violent video games in our current system is normal. In 2008, 298.2 million video games were sold in the US, totaling $11.7 billion in revenue. Six of the top ten best-selling video games included violence, with four of the games carrying a "Mature" rating recommended for persons aged 17 and older (Procon). In June 2011, the case of Brown v. Entertainment Merchants Association California attempted to enforce a statute that gives a punishment for selling violent video games to minors (Herard 515). Entertainment Merchants Association took this statute to court saying it violated rights given to the people under the first amendment. Both sides of the case had a well constructed argument. The Supreme Court had a final decision of seven to two. Even though the decision was not very close, both sides need to be looked at to understand how the decision came about.
In 1998, the US software industry sold $6.3 billion worth of video games (see Unknown). Not bad for an industry that didn't exist 25 years ago! Yet despite its continued growth, all is not well in the video game industry. School shootings in Littleton, Colorado; Pearl, Mississippi; Paducah, Kentucky; Conyers, Georgia and many other towns have shocked the nation (see Malcolm). Understandably, grieving parents and sympathetic citizens are searching for a cause for this "outbreak" of youth violence. It is natural to assume, "when children, the symbol of innocence, commit the severest of crimes, then something must be going wrong with society." (see Maker)
This journal article is entirely credible and written by two women who know what they’re talking about. This article discusses how video games form stereotypes about both genders and that they impact both gamers and non-gamers. Men are portrayed as aggressive and women are unsurprisingly portrayed as sex objects. A main issue with this is that video games are mostly played by the younger generation meaning these are the ideas being imbedded into the youth of the world. The...
For Eonline, journalists unify the community. Journalists are the heart of Eonline, without them there would not be headliners for their members. On the contrary, biased reporting has been a slight issue with Eonline. Eonline loves to give their members the latest news but it should not be expense of favored opinions. In particular, an Eonline member, Alex Wenger, is unhappy with some biased articles on certain celebrities. In his blog Wenger compares articles from Eonline and TMZ. He noticed that Eonline is especially biased with celebrity Kim Kardashian. In an article, TMZ wrote: “By the grace of God, the 32-year-old mom-to-be somehow managed to stay upright in a pair of sky high stiletto heels.:” as Eonline wrote: “Kim chose an outfit that minimized the belly growth, and praised her curves”. It is obvious that both websites are biased in their articles. Biased reporting will contribute to members looking elsewhere for their pop culture
Within the gaming industry, whether it is within the PC gaming industry network or the general gaming industry network, sexism exists. This is supported by the findings discussed within this case study. One such example is: “60% of women in the game industry have experienced sexism... Almost 77% of women and about 55% of men have female friends in the game industry that have experienced sexism.” (Allaway, 2014)
Female journalists endure tough competition in the male dominated fields of media. Females are expected to be behind the scenes of a story or appear in front of a camera as a speaking mechanism, not as a serious reporter. In modern journalism, women are present in the three main platforms of the discipline—broadcast, print and online. Within these realms, females are represented differently. News stories are circulated and repeated throughout the main platforms constantly; therefore information and ideas are spread to people in different forms. When females are under reported and under represented, these notions of inequality are further spread throughout the news industry visually in the case of broadcast, words in the case of print and online in the case of social media. The tenets of journalism are objectivity and neutrality, which often contradict feminist tenets, “we face the dilemma of how to incorporate feminist sensibilities into teaching journalism—a profession that strives for detachment and, at times, seems oblivious to its own position of power” (Walker, Geertsema and Barnett 177). Female participation and inclusion in broadcast, online media and print news is present due to the male domination of the news industry. Lesley Lavery, Cindy Elmore and Dustin Harp and Mark Tremayne explore the world of journalism from feminist theory lenses. The theorists incorporate the media bias theory, standpoint theory and network feminist theory in analyzing journalism platforms of broadcast, print and online.
Zoe Sugg has significantly affected the literary industry in America and the UK. For example, after Zoe published her first novel, she,” sold more than 78,000 copies in its first week, the highest number of sales in the first week recorded by Nielsen BookScan since they began recording information six years ago, according to The Bookseller”(Gibson 1). Zoe has impacted the literary industry by writing Girl Online, her first novel, which broke a fastest selling record in the UK. Zoe’s book was read by thousands in just the first week of sale. Also, in Zoe’s novel Girl online, she,“tackles anxiety, relationships and cyberbullying”(Cupido 1). Zoe’s book is entertaining while still bringing awareness and helping people with hard subjects. Zoe has
Norma fell victim to what is known as revenge porn, which is a subset of nonconsensual pornography, or the “nonconsensual distribution of sexually explicit photograph or videos online”, frequently accompanied by identifying information. In many cases ex-partners are the perpetrators, but other instances of nonconsensual pornography include hacking or material recorded without the victims knowledge . Nonconsensual pornography can cause terrible damage to the victim’s personal reputation, career, and well being. Victims have reported that in addition to online harassment, they have experienced offline forms of harassment, including “threatening phone calls, house call, mail, [and] stalking.” Entire websites, such as myex.com, are dedicated