46 Facts About Gamergate controversy

1.

Gamergate controversy proponents stated that they were a social movement, but lacked well-defined goals, a coherent message, and leaders, making Gamergate controversy difficult to define.

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2.

Gamergate controversy has been described as a culture war over cultural diversification, artistic recognition, feminism in video games, social criticism in video games, and the social identity of gamers.

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3.

Many supporters of Gamergate controversy opposed the increasing influence of feminism and so-called "social justice warriors" on video game culture.

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4.

Gamergate controversy led figures both inside and outside the gaming industry to focus on methods of addressing online harassment, ways to minimize harm, and prevent similar events.

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5.

Gamergate controversy has been viewed as a contributor to the alt-right and other right-wing movements.

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6.

Gamergate controversy ultimately fled her house out of fear for her safety.

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7.

Controversies and events that would come to be known as Gamergate controversy began in August 2014 as a personal attack on Quinn, incited by a blog post by Quinn's former boyfriend, Eron Gjoni.

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8.

Harassment of Gamergate controversy targets was coordinated via Internet Relay Chat, spreading rapidly over imageboards and forums like 4chan and Reddit.

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9.

Less than four months after Gamergate controversy began, Quinn's record of threats she had received had grown 1,000-fold.

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10.

Gamergate controversy supporters subjected others to similar harassment, doxing, and death threats.

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11.

The term "social justice warrior" emerged as the favored term of Gamergate controversy proponents, resulting in its pejorative use becoming mainstream.

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12.

Shortly after the Gamergate controversy hashtag was coined, video game developer Phil Fish had his personal information, including various accounts and passwords, hacked and publicly posted in retaliation for defending Quinn and attacking her detractors.

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13.

Harassment related to Gamergate continued for several months after the onset of the controversy.

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14.

Stephen Colbert questioned why men like Kluwe had not been threatened by Gamergate controversy, noting that the targets were almost entirely women.

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15.

Gamergate controversy supporters have used the term "Literally Who" to refer to victims of harassment such as Quinn, saying they are not relevant to Gamergate controversy's goals and purposes.

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16.

Singal observed Gamergate controversy supporters making a constant series of attacks on Quinn, Sarkeesian, and other people, while frequently stating that Gamergate controversy "is not about" them.

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17.

Chris Ip of the Columbia Journalism Review said that Gamergate controversy supporters espousing critiques of ethics in journalism could not be separated from harassers.

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18.

Polygons Grant said that as of October 2014, Gamergate controversy had remained amorphous and leaderless so that the harassment can be conducted without any culpability.

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19.

Robinson Meyer of The Atlantic said Gamergate controversy is an "identity crisis" for Twitter, and by not dealing with harassing users, the platform is failing to protect victims.

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20.

The move, while arising in the wake of the Gamergate controversy harassment, was due to general issues of the harassment of women on the Internet.

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21.

Gamergate controversy became associated with the "Sad Puppies" and "Rabid Puppies" during 2015 Hugo Awards for science fiction writing.

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22.

Several writers who attempted to understand Gamergate controversy's motivations concluded that, rather than relating to purported issues with gaming journalism ethics, Gamergate controversy represented an effort to suppress opposing views.

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23.

Dr Kathleen Bartzen Culver, a professor and media ethics expert at the University of Wisconsin–Madison, wrote that while Gamergate controversy supporters claimed to be interested in journalism ethics, their "misogynistic and threatening" behavior belied this claim.

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24.

Gamergate controversy has been criticized for focusing on women, especially female developers, while ignoring many large-scale journalistic ethics issues.

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25.

In Wired, Laura Hudson found it telling that Gamergate controversy supporters concentrated on impoverished independent creators and critics, and nearly exclusively women, rather than the large game companies whose work they enjoyed.

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26.

Adi Robertson, of The Verge, commented on the long-standing ethical issues gaming journalism has dealt with, but that most Gamergate controversy supporters did not seem interested in "addressing problems that don't directly relate to feminist criticism or the tiny indie games scene".

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27.

Gamergate controversy has been described as being driven by antifeminist ideologies.

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28.

Commentators such as Stone, Liana Kerzner, and Ryan Cooper have said that the Gamergate controversy is being exploited by right-wing voices and by conservative pundits who had little interest in gaming.

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29.

Gamergate controversy is often considered to be a reaction to the changing cultural identity of the "gamer".

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30.

Media-studies scholar Adrienne Massanari writes that Gamergate controversy is a direct response to such changes in video-game content as well as changes in the demographics of players.

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31.

Gamergate controversy is particularly associated with opposition to the influence of so-called "social justice warriors" in the gaming industry and media, who are perceived as a threat to traditional gaming culture.

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32.

Targets of Gamergate controversy supporters have overwhelmingly been women, even when men were responsible for the supposed wrongdoings.

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33.

Gamergate controversy called on attendees to treat each other with kindness and demonstrate to the world that the community rejects harassment.

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34.

Gamergate controversy's statements were widely interpreted as referring to Gamergate.

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35.

In 2016, Nintendo of America denounced Gamergate controversy, calling it "an online hate campaign" and that "Nintendo firmly rejects the harassment of individuals in any way".

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36.

Responses to Gamergate controversy have encouraged the video game industry to review its treatment of women and minorities, and to make changes to support them.

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37.

Intel, following its accidental involvement in Gamergate controversy, pledged more than $300 million to help support a "Diversity in Technology" program with partners including Sarkeesian's Feminist Frequency organization and the IGDA, aimed at increasing the number of women and minorities in the industry.

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38.

The film's director, Shannon Sun-Higginson, stated Gamergate controversy was "a terrible, terrible thing, but it's actually symptomatic of a wider, cultural, systemic problem".

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39.

The Gamergate controversy situation was covered as part of a larger topic of online harassment of women in the June 21,2015, episode of Last Week Tonight with John Oliver.

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40.

In October 2021, Mind Riot Entertainment announced that a fictional series based on Gamergate co-created and co-written by Wu and J Brad Wilke was in production.

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41.

Gamergate controversy was highlighted as one of Cosmopolitans fifty "Internet's Most Fascinating" in a 2015 list due to her efforts to curb online harassment.

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42.

Women targeted by Gamergate controversy have continued to be attacked in right-wing media and on men's rights websites, and have been forced to limit their public appearances and social media activity.

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43.

Some figures and tactics associated with Gamergate controversy went on to become components of the alt-right, which featured in the 2016 United States presidential election and in other more targeted harassment campaigns, such as Learn to Code in early 2019.

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44.

Gamergate controversy has been compared to the far-right political conspiracy theory QAnon.

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45.

In 2015, Yasmin Kafai, the Chair of the Teaching, Learning, and Leadership division at the University of Pennsylvania Graduate School of Education, said that "What Gamergate controversy has changed is not the situation for women and minorities in gaming, but it has changed the public perception".

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46.

However, Urquhart commented that Gamergate controversy had not stopped socially-conscious games journalism, efforts to increase diversity in games, or individuals like Quinn and Sarkeesian.

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