Geek Gatekeeping: No Girls Allowed
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Transcript of Geek Gatekeeping: No Girls Allowed
Joan Nobile COM450W Final Research Paper
Geek Gatekeeping: No Girls Allowed
Abstract
In the past few years, the Internet has exploded with responses to female gamers, video game
designers, and video game critics, most of it being overwhelmingly negative. Women have faced
emotional, sexual, and physical threats of violence based on their work or opinions about video games.
My research examines the issue of ongoing harassment of women in the gaming community, why
it is occurring, and the widespread effects of it. My work begins by exploring some of the key figures
in the community who have faced harassment, such as Anita Sarkeesian, a feminist critic, and Zoe
Quinn, a game designer. I document the work they and others have contributed, the responses and
harassment they have received, and the consequences of the harassment. I draw on work from media
critics and contemporary researchers to examine the intersection of gender and gaming; to discuss how
character representations of women in gaming may influence how female gamers are treated; and to
investigate how harassment affects female gamers in the larger community.
Introduction
Death threats. Rape threats. Doxxing. While many gamers experience some form of taunting,
there has been an increase in the past year of both the harassment, and the severity of said harassment,
toward female gamers. From female game designers receiving threats of physical violence, to female
journalists and media critics being stalked, the harassment (and, arguably, terrorism) seems to know no
bounds. But why is this happening? What could these women be doing that is threatening the games
industry? Are they actually doing anything threatening, or do the opinions and concerns of these
women just challenge the status quo? I aim to know why women are being targeted; why women are
leaving the industry; and why (primarily) male gamers feel the need to employ terror tactics to this
'growing threat' of women and feminist critique.
Joan Nobile COM450W Final Research Paper
1: Today's Gamers
First, it is important to break down what a 'gamer' is. According to the most recent statistics from the
Entertainment Software Association, an organization that provides consumer and business research,
44% of video game players - hereafter referred to as gamers - are women. Furthermore, the ESA says
"Women age 18 or older represent a significantly greater portion of the game-playing population (33%)
than boys age 18 or younger (15%)" (ESA). I find this to be immediately telling, as it clearly
demonstrates that gaming is, technically, no longer a 'boy's club'.
This information becomes troubling, however, when you look at the statistics of who is
experiencing harassment. In a 2012 survey conducted by student Emily Matthew, 874 gamers answered
questions regarding harassment and sexism in the gaming community. While only 35.2% of
participants responded to being the subject of “sex-based taunting, harassment, or threats while playing
video games online,” an enormous 63.3% of all women who responded experienced taunting or
harassment (Matthew). In comparison, only 15.7% of men reported that they had experienced sex—
based taunting, harassment, or threats (Matthew). While there is an obvious undercurrent of sexism for
both genders, women are four times more likely to experience harassment, despite being almost half of
the people who play games.
2: Prominent Women
It is this diversity that we turn our attention to next. More women are beginning to be
recognized for their contributions to the gaming industry, either through game design, critique, or
journalism, among other things. Two of the more prominent women I will be focusing on are Zoe
Quinn, and Anita Sarkeesian.
Zoe Quinn is an independent (indie) game designer. To clarify, an indie designer is someone
who does not work for a large game company, such as Nintendo, Bioware, or Activision, but either on
Joan Nobile COM450W Final Research Paper
her own, or with a small group of people to create games. Indie designers do not have the large budgets
of triple A titles, and must rely on self-sourcing, crowd-funding, or limited assets to build a game.
Quinn released a game called Depression Quest in 2013, a browser based 'choose your own
adventure'-style game. In it, gamers were meant to fill the role of an unnamed protagonist who lives
with depression, and the choices the gamer makes directly effects the protagonist's mental state and
their way of experiencing events in the game. The game, while flawed with its execution (choices were
limited, and it is relatively easy to "beat" depression by making the "right" choices), enabled many
without depression to briefly experience what living with it might be like. Quinn went on to create
more titles and become a well-known indie designer. This isn't, however, the end of her story.
Anita Sarkeesian is not directly involved in the gaming industry per se, but important to
highlight as an example of someone outside of the gaming industry having influence on consumers and
designers. Sarkeesian is the creator of Feminist Frequency, a YouTube channel in which she examines
media through a lens of third-wave feminism. One of her more prominent series was Tropes Vs.
Women, a collaborative project with Bitch Magazine (a feminist publication) that examined common
characterizations of women in media. Some of these characterizations included The Smurfette Principle
(in which a movie, book, show, etc. has only one female in an ensemble cast) and the Manic Pixie
Dream Girl (a quirky young woman whose sole purpose is to instill life into a brooding, emotional
male protagonist).
In 2012, Sarkeesian revealed the creation of a new project, Tropes Vs. Women in Video Games,
with hope of getting it crowd-funded through Kickstarter. She wanted to examine how the
representation of women in video games was damaging to gamers, particularly women. Her project was
successfully Kickstarted, and she continues to produce videos on the project to this day. But, like
Quinn, there is more to Sarkeesian's story.
Joan Nobile COM450W Final Research Paper
3: Harassment
While Quinn's game and Sarkeesian's work seem rather harmless, the response to their
contributions was anything but; both women experienced large amounts of vile harassment by angry
gamers.
Some of the arguments were puerile, claiming that games do not need to be changed because
they (the gamers) said so; many more were visceral, bile, and rather horrific. Both Quinn and
Sarkeesian have received threats of physical and sexual violence, stalking, and death. The examples
below highlight a tiny portion of the harassment and comments both women have received.
Illustration 1: Tweets directed towards Anita Sarkeesian (author's screenshots)
Joan Nobile COM450W Final Research Paper
Unfortunately, the harassment is ongoing. Since the initial release of Sarkeesian's Kickstarter,
and the release of Quinn's game, both women have experienced this onslaught of harassment for years.
This is especially pronounced with the recent 'social movement' #GamerGate.
Illustration 2: Tweets about, or directed towards, Zoe Quinn. (Quinn, author'sscreenshots)
Joan Nobile COM450W Final Research Paper
4: #GamerGate
In August of 2014, Quinn's ex-boyfriend Eron Gjoni released a 9000+ words blog, called “The
Zoe Post”, in which he vividly describes his breakup with Quinn, revealed some of Quinn's personal
information, and various ways in which Quinn allegedly cuckolded him. Within the posts were
accusations that Quinn allegedly slept with male games journalists in return for positive coverage for
Depression Quest (Gjoni). Boston Magazine recently interviewed both Quinn and Gjoni, and continues
this 'history lesson':
Within a week of “The Zoe Post,” strangers threatened to kill other women in the
industry. Jenn Frank, who wrote for the Guardian, ultimately felt forced to quit writing
games criticism. In short order, Gjoni’s post had become the basis for a savage online
movement that came to be known as GamerGate. GamerGaters cited “The Zoe Post” as
evidence that women were ruining the video-game industry’s boys’ club. (Jason)
Despite the fact that Quinn did not receive positive reviews for sex, many gamers took it upon
themselves to hold “The Zoe Post” as the prime example of both women 'destroying' the industry, and
as a breach in journalistic integrity. Soon after “The Zoe Post” launched, actor Adam Baldwin created
the GamerGate hashtag on Twitter, insisting that this “debate” was about ethics in journalism
(Johnston). From that point on, #GamerGate became a bastion of harassment and an excuse to abuse
women.
It is worth pointing out a few interesting developments as #GamerGate gained traction. Intel,
for example, pulled advertising from Gamasutra (a website for gaming news and professionals in the
industry) after #GamerGaters sent a flurry of complaints regarding an editorial about equality in
gaming (Brightman). In response, Richard Lemarchand (a former designer for game company Naughty
Joan Nobile COM450W Final Research Paper
Dog) penned a letter to Intel which included the following:
"It is extremely unsettling that a campaign like GamerGate has, with Intel's support, sent
a clear message to Gamasutra that discussing certain types of ideas is a high-risk
proposition for the site. The 'chilling effect' that this creates, again with Intel's support,
sets a very dangerous precedent for game culture... As a naturalized American citizen
who values freedom of speech very much, I cannot [emphasize] how disturbed I am by
this turn of events and Intel's role in it. (Brightman)
Another curious development is the creation of an avatar, Vivian James (a play on the phrase
“video games”), made by #GamerGaters in response to accusations of misogyny. According to Vice, a
user on Reddit claimed that Quinn allegedly "sabotaged a female-centric game jam sponsored by
feminist group the Fine Young Capitalists” (Ringo). In response, some users from 4chan decided to
rally together and donate money to the Fine Young Capitalists project, seemingly to spite Quinn. Users
raised enough money to have an original character designed and used in the game, with "one user
[suggesting that] the character should be 'just an average female gamer to troll everyone'", as the media
would assume a sexist interpretation from 4chan (Ringo). Since then, Vivian James has been a mascot
for #GamerGate, despite the fact that the sole purpose of the character is to spite feminists.
Illustration 3: Concept art of Vivian James, The Fine Young Capitalists
Joan Nobile COM450W Final Research Paper
Since the creation of #GamerGate, many women in the industry (and some men) have
experienced ongoing abuse, and this is somehow attributed to “ethics”. Sarkeesian, after releasing
another video in her Tropes vs Women in Video Games series, had to cancel a lecture at Utah State
University due to the threat of a possible school shooting (Suellentrop). Game designer Brianna Wu
fled her home after receiving death threats (Elise). Comedian, actress, and high-profile gaming
celebrity Felicia Day was doxxed minutes after publishing a blog post about her fears on #GamerGate
(McDonald). While a few men have also been subject to harassment, such as popular YouTube gamer
Steven “Boogie2988” Williams (whose wife received threats, and a previous personal address was
publicly leaked), it does not appear to be anywhere near the level of harassment that women in the
industry have received. This, of course, begs the question: why?
5: Cause and Effect?
There is no easy answer to why this harassment is happening on such a large scale. I
interviewed Dr. Jennifer Jenson, a York University professor and leading expert on gender and games,
and asked her if she had any thoughts on why this kind of harassment was occurring; her response was
“because they can” (Nobile). According to Dr. Jenson, the veil of anonymity works as justification
enough to provide anybody with the means of harassing whomever they wish. In other words, once
somebody is anonymous, their behavior is no longer subject to common courtesy and decency – they
can say what they wish.
That being said, I have a working theory on why some of this harassment might be occurring. I
think there is something to be said for the representation of women in games, and how that may
influence gamers to treat female gamers badly – and there is some interesting data to be found that
seems to support this.
In a 2009 study, 74 male university students were "randomly assigned to play either a sexually-
explicit game, or one of two control games" (Yao, 77). The sexually-explicit game was Leisure Suit
Joan Nobile COM450W Final Research Paper
Larry: Magna Cum Laude, a series that emphasizes objectification of women as part of its core
gameplay. One of the main hypotheses of the study was that "individuals who played a sexually-
charged video game with female characters as sex objects would display an increased self-reported
tendency to sexually harass" (Yao, 85). The results were telling: "...the present study found that playing
a sexually-charged video game for merely 25 minutes might increase a self-reported tendency to
engage in inappropriate sexual advances" (Yao, 85). This is significant for a number of reasons.
First, we must consider how often women are portrayed as sexual objects in video games. In a
2007 study of 255 video game covers, over two thirds of the female characters were represented in
stereotyped gender roles or were the subject of objectification; this is in opposition to only ten percent
of the men (Burgess et al. 424). Researchers Dill and Thill studied images of characters from American
game magazines and found that "female characters are more likely than male characters to be portrayed
as sexualized (60% versus 1%) and scantily clad (39% versus 8%)" (851). In a different study of
American gaming magazines, articles were analyzed to discern if characters were portrayed differently
based on gender. Results found that:
In general, males were more likely to be heroes and main characters, while women were
more often supplemental characters. Males used more weapons and had more abilities
than women. Male characters were more muscular and powerful, while females were
more attractive, sexy, helpless and innocent. Females also wore more revealing clothing
on both the upper and lower body... Finally, a majority of women were dressed in a
very revealing manner (Miller and Summers, 741)
The data clearly shows a disheartening picture of the depiction of women: as sexualized objects
to titillate the player.
Joan Nobile COM450W Final Research Paper
Second, in respect to influence, video games are a medium, and it should be noted that media
does have power to reorient how we view and interact with one another. Jean Kilbourne, author of
Can't Buy My Love, discusses this while analyzing violence in advertising:
...Objectification and disconnection create a climate in which there is widespread and
increasing violence. Turning a human being into a thing, an object, is almost always the
first step towards justifying violence against that person. It is very difficult, perhaps
impossible, to be violent to someone we think of an an equal... ...but it is very easy to
abuse a thing (278).
Another 2007 study tested the exposure of sexually charged video game characters against
images of professional women and men, finding this result:
Most interestingly, the males who were exposed to the objectified female video game
characters were the most tolerant of any of the groups towards sexual harassment.
Furthermore, the trend was for the females who were exposed to these same demeaning
and objectified images of women to react by decreasing their tolerance for sexual
harassment (Dill, Brown, and Collins, 1406).
The data is also potentially troubling for young women as well. In a 2009 study that looked at
the effects of video games and adolescents says "girls were more likely than boys to recognize
stereotypes in the games, and particularly for the female-stereotypic games in which females were
portrayed in sexually explicit ways... [and] were more likely than boys to view the images as having
harmful consequences" (Henning et al., 189).
Joan Nobile COM450W Final Research Paper
This objectification and violence is glaringly apparent in the treatment of women like Quinn
and Sarkeesian, and of other women in the industry who dare to speak up or challenge the gaming
status quo. Additionally, considering the continued repetition of women as sexual objects in games, as
things to be grazed upon, it is little surprise that some of this behavior may bleed over into how we
treat female gamers.
Finally, we must also consider how easily we can disseminate information, particularly with the
advent of social media. As Todd Gitlin says in his book, Media Unlimited, “public life is a place where
private transactions go on... private life in public converges with public life in private. For growing
numbers of people, the world is a multiplex... an arcade of amusements” (65). Consider how one bitter
ex-boyfriend's post quickly led to the harassment of a game designer, most of it occurring over Twitter,
where 140 characters are just enough to send a woman fearing for her life. It is entirely too simple to
not only spread information (or, in this case, misinformation), but to get wrapped up in the literal
torrent of it, all for the sake of amusement – or, as #GamerGaters might say, “ethics”.
6: Not (Yet) Game Over
It should be noted that people are standing up against the waves of harassment that women are
facing. An open letter written by indie game designer Andreas Zecher encouraged people who saw
harassment and threats to report the offenders; part of the letter reads “We believe that everyone, no
matter what gender, sexual orientation, ethnicity, religion or disability has the right to play games,
criticise[sp] games and make games without getting harassed or threatened” (Rawlinson). This letter
was signed by over 2,000 people in the gaming industry, including major developers such as Electronic
Arts and Ubisoft. Intel allocated $300 million for "[improving] the diversity of the company's work
force, [to] attract more women and minorities to the technology field", partly due to its earlier response
of pulling advertising from Gamasutra (Wingfield). The Electronic Frontier Foundation also wrote
Joan Nobile COM450W Final Research Paper
about the topic of online harassment, stating, among other things:
Just because the law sometimes allows a person to be a jerk (or worse) doesn’t mean
that others in the community are required to be silent or to just stand by and let people
be harassed. We can and should stand up against harassment. Doing so is not censorship
—it’s being part of the fight for an inclusive and speech-supporting Internet. (Kayyali,
O'Brian)
In addition, Quinn, along with allies, created Crash Override, an “online anti-harassment task
force” which purports to help victims who are targets of harassment, terror, and doxxing, as Quinn was.
The network “seeks to work with targets of harassment to help reduce harm, help them recover, and
'disempower their harassers'” (Sottek). More and more people are stepping up and responding to this
onslaught of harassment, which at least promises that this situation has the potential to improve.
7: Limitations
This paper has some limitations that are worth noting. One concern is the lack of focus on
harassment that men receive; while seemingly not as prominent, it does still occur, and there is little in
the way of research and data that delves into this topic. Another limitation is the lack of longitudinal
research on sexual objectification of women in games, and the possible harassment that may occur
because of it. Much of the data cited in the study analyzed short-term effects. While promising, I would
love the opportunity to study long-term effects of playing games with sexual content, and seeing if the
data carries over.
Additionally, there is much more to the #GamerGate story that is beyond the scope of the paper
to cover. I needed to stick to the bare minimum of coverage to highlight the more prominent aspects of
Joan Nobile COM450W Final Research Paper
harassment and its effects. There are some arguable positive effects of #GamerGate (namely, potential
influences on gaming journalism), but its efforts are diminished in the face of the larger problems of
attacking women in the industry.
8: Conclusion
It should be readily apparent that the harassment of women in the gaming industry is a ongoing
problem and something to be taken seriously. The creation of an alternative indie game about
depression, as well as a series of videos about female representation, is certainly not justification
enough to ruin the lives of women who want the industry to improve. The targeted attacks against
women who speak up about these problems needs to end. Unfortunately, since anonymity is readily
accessible on the Internet, there is no true way to completely end these attacks. There is promise,
however, should the industry improve its representation of women, which may lead to better treatment
of female gamers as a whole. And as more companies speak up against this harassment and actively
battle it, the message becomes clear: this is happening, and we will not stand for it any longer.
The gaming industry is better than this. Gamers are better than this. It is time we began acting a
little more humanely towards our fellow gamers.
Joan Nobile COM450W Final Research Paper
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