NYTimes | The interactive age had arrived, and video games were its most promising entertainment.
And
then came GamerGate. Over the past few weeks, as this inchoate but
effective online movement has gathered momentum, I’ve begun to wonder if
I’ve made a horrible mistake.
GamerGate
— named for its Twitter hashtag — began this summer when Zoe Quinn, the
designer of the game Depression Quest, received threats of violence
after an ex-boyfriend posted a long diatribe about her on the Internet.
Some of the crusaders against Ms. Quinn justified their actions by
constructing flimsy conspiracies that she colluded unethically with
journalists who write for enthusiast websites about video games.
After
targeting Ms. Quinn, GamerGate widened its scope to include others
perceived to be trying to cram liberal politics into video games. The
movement uses the phrase “social justice warriors” to describe the game
designers, journalists and critics who, among other alleged sins, desire
to see more (and more realistic) representations of women and
minorities. That critique, as well as more accusations of collusion
among developers and journalists, attracted some conservative gadflies
to GamerGate, like the “Firefly” actor Adam Baldwin.
For
all of us who love games, GamerGate has made it impossible to overlook
an ugly truth about the culture that surrounds them: Despite the growing
diversity in designers and in games — games about bullying, games that
put you in the role of a transgender woman, games about coming out to
your parents — there is an undercurrent of “latent racism, homophobia
and misogyny,” as the prominent game designer Cliff Bleszinski wrote in March, before GamerGate even began.
It’s
the players who enjoy this culture, even as they distinguish themselves
from the worst of the GamerGate trolls, who truly worry me. If all the
recent experimentation and progress in video games — they’re in the
permanent collection at MoMA now — turns out to be just a plaster on an
ugly sore, then the medium’s long journey into the mainstream could be
halted or even reversed.
The
very word “game” understates (and in some ways restricts) the promise
of this new form. Video games have been used, yes, to create digital
translations of sports, folk games and carnival games. And they have
also been used to invent new modes of competition, from classics like
Pong to the “e-sport” League of Legends.
But
like any medium of communication, the possibilities for what games can
do are close to limitless. Already we use video games to exercise, to
make music, to advance political arguments, to tell stories, to create
beauty.
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