Anita Sarkeesian is shutting down Feminist Frequency after 15 years - And nothing of value was lost

Anita Sarkeesian is tired.

It’s been more than 10 years since Sarkeesian first released Tropes vs. Women in Video Games on YouTube; it’s been 15 years since Sarkeesian’s oldest video and the start of what’s now known as Feminist Frequency. Over the years, she and her team created several groundbreaking YouTube series, hundreds of podcast episodes — done with dozens of collaborators — a games industry-focused support hotline, and a Peabody Award-winning nonprofit organization.

It’s the sort of work that’s both essential and draining — work that’s so meaningful it’s easy to feel an obligation to continue, even in the face of exhaustion. That’s why it’s time for a break. “I’m ending Feminist Frequency because I’m extremely burnt out,” Sarkeesian told Polygon. “I can’t vacation that off. I can’t offload that anymore.”
Sarkeesian’s work made feminist critique of the video game industry impossible to ignore. And developers listened: Yes, the video game industry has a long way to go — not everyone listened — but Feminist Frequency’s criticism helped bring the language of feminism to a space that was often ignorant to it. Though Feminist Frequency started on YouTube, it grew into an organization that made a tangible impact on the industry through its work with studios and developers.

Though some of Feminist Frequency’s initiatives, like programs manager Jae Lin’s accountability group ReSpec, will live on in different ways, the organization as a whole will disband by the end of the year. The Games and Online Harassment Hotline, which the team spun up in 2019 as the industry reckoned with systemic sexism and harassment, will run through the end of September.

It’s not the first time Sarkeesian has considered shutting down Feminist Frequency. She found it had reached its natural conclusion several times before, but there was always something new pulling her and the team back into it. But this time, it’s sticking; beyond needing to rest and recover from that burnout, Sarkeesian deeply believes that there’s value to ending projects naturally. There doesn’t need to be some catastrophic ending.

“I don’t think we talk about that enough,” she said. “You built this whole thing, and why would you give it up? But sometimes it’s actually better that we can move on to new things — to take risks and do things that challenge us.”

Feminist Frequency’s legacy is twofold: There’s the unique video essays and criticism on its YouTube channel, and its external training and support programs born out of that initial success. YouTube itself was only a few years old when Sarkeesian started publishing videos on the site in 2009. One of the earliest is a five-minute musing on Dollhouse’s TV renewal compared to the cancellation of Terminator: The Sarah Connor Chronicles. The videos are simple in premise, with Sarkeesian talking right into the camera, sometimes with accompanying video or images. She found great success with this format over the years, using it in Tropes vs. Women in Video Games, the breakout series that hit the industry like a lightning bolt.

Each episode of Tropes vs. Women in Video Games tackled a different prominent trope: Sarkeesian appeared on screen and explained to the viewer not only what these tropes were and where they showed up in video games, but provided critical feminist analysis. Sarkeesian took on concepts like “Damsel in Distress,” which explored the infamous trope of women being saved; “Women as Reward,” which is exactly what it sounds like; and “Strategic Butt Coverings,” an analysis of the way in-game cameras linger on women’s bodies — particularly their butts.

“Me and my team were pioneering a space,” Sarkeesian said. “It was at the very beginning of video blogging and internet video. We were talking about representation very early on in a mainstream way. It wasn’t a popular thing to do outside of academia.”

She continued: “And we did it. People paid attention, and people started caring aggressively.” Across two seasons of Tropes vs., Sarkeesian’s work has racked up millions of views, earning her an appearance on The Colbert Report and a spot on Time magazine’s 2015 list of the 100 most influential people.

The series’ influence persists to this day; Sarkeesian’s work can be tied to a rise in more inclusive portrayals of women. People started to recognize these tropes and began to reverse them. Arkane Studios’ Harvey Smith spoke with Sarkeesian about the influence of Feminist Frequency on his work; he specifically called out, and said he’d remember forever, Sarkeesian’s criticism of Dishonored’s women. “Every woman in Dishonored 1 is either a servant, a prostitute, a witch, a queen, or a little girl,” Smith told Sarkeesian in a video on Engadget. “Would the game be worse if we took an action on this, or would it be better? The game would be richer and more interesting.” Harvey said that from Dishonored’s DLC onward, Arkane made a deliberate effort to put women in more interesting roles. Similarly, Naughty Dog director Neil Druckmann has spoken about how Sarkeesian’s work influenced him personally, and how she influenced his decision making on Uncharted 4.
“I do think her work has informed the industry,” Mark Chen, a lecturer at the University of Washington Bothell, said. “I mean, part of the reason we keep hearing about harassment or sexism in the industry I think is because of her efforts and others like her who (forcibly) made space for others to follow.”

Her work also continues to be referred to in academia, where it influences students who may go on to develop games. Tropes vs. Women in Video Games is a staple on digital media and video game class syllabuses.

Marc Santos, an associate professor of English at the University of Northern Colorado, used Feminist Frequency in an undergraduate English class that’s focused on research writing on video games. Santos said he uses Sarkeesian’s work on Feminist Frequency because it stands up to this day, but also as a way to show students how to research and present analysis and criticism. In a recent project, students used videos like “Lingerie Is Not Body Armor” and “Strategic Butt Coverings,” which analyze the male gaze in video games, as a basis of analysis of clothing in the first 100 role-playing games that pop up on Steam.

“I think there’s a lot of students — both men and women — who sort of realize that the portrayal of women, and all marginalized groups, in video games is bad. But Sarkeesian’s work helps focus their attention,” Santos said. “She provides a lens through which it becomes almost impossible to deny or ignore the extent of the problem.”

Tropes vs. Women in Video Games continued until the end of 2017, and through years of abuse and harassment that one could simply call hell. The harassment Sarkeesian and her team experienced is unconscionable and included dangerous levels of violence, like bomb threats made at events Sarkeesian was attending. Sarkeesian’s first work predated the period of time now called Gamergate — a movement that is now considered a watershed moment in the rise of far-right extremism, a channeling of decades’ worth of bigotry and hatred embedded into systems, platforms, and communities both online and off. When Tropes vs. Women in Video Games continued through Gamergate, that hatred was channeled toward her and others who advocated for better representation in games.

“Sarkeesian’s work helped illuminate harmful themes in games content, and her challenge of misogynistic comfort zones helped make that existing hatred visible by providing a clear target,” game designer and Tufts University lecturer Jason Wiser explained to Polygon.

Sarkeesian described how exhausting it was not only to experience this level of harassment and abuse, but to be expected to speak to this experience in interviews and on panels.

“I was so over talking about abuse, the dog-and-pony show of trotting out my abuse,” she said. “At that point, at my talks about online harassment, I started to be like, ‘I’m not talking about my experience anymore. It’s online. You can go and check it out. I’m not retraumatizing myself for the sake of this audience anymore.’ And that’s when I started realizing that I’m just really fucking over this.”
Feminist Frequency ultimately evolved in 2019, during a time period that game developers and journalists alike consider the first big #MeToo moment in video games. Game developers had been speaking about the abuses they’d faced for years, but often in private and through whisper networks. Months after Hollywood’s #MeToo reckoning and Kotaku’s exhaustive report of sexism at League of Legends developer Riot Games, a dam burst. People from across the industry came forward to speak about the industry’s problems with sexism and harassment; accountability was finally starting to happen. In 2021, things came to a head once again when the California Civil Rights Department sued Activision Blizzard for its alleged culture of harassment and gender discrimination.

“That just sucked me back in,” Sarkeesian said. “People were reaching out to me for help. I understand why people were coming to me. It was this interesting moment where I recognized that my career up until this point made me the perfect person to spearhead some of this work, which is kind of sad. But here we are.”

With the help of several collaborators, the Feminist Frequency team started the Games and Online Harassment Hotline, which opened up to the public in August 2020. Anyone involved in the video game industry — players, streamers, developers — could use the confidential text message service. Jae Lin, Hotline director and programs manager at Feminist Frequency, spearheaded the project. Staffers at a call center that specializes in mental health and suicide prevention work were trained in video game-specific issues, according to Lin, to answer these Hotline messages.

It’s hard to quantify the hotline’s success; all of the conversations are anonymous, and it’s hard to judge even the impact of the hotline on a single person, Lin said. It’s a single conversation before a person moves on, and they may never text again. And if they did, agents won’t ever know — it’s all anonymous. “But we have heard that it felt surprising and refreshing to find a space that’s specifically for games,” Lin said. “It’s a games space where they could be met with so much compassion and empathy. It was slightly redefining what a games community space could look like.”

The support community space extended to the hotline workplace itself, with the team coming together in high-stress, high-traffic situations to carry the emotional load of it all.

“We’re really grateful we could be for some people the only place they could talk about this stuff,” Lin said. “There’s all this stigma around sexual violence, and gag orders are not uncommon in this industry. A lot of people felt they couldn’t talk about it in other places. That felt so powerful that we would be here for that and be supportive to each other. We’re able to share and hold all that secondary trauma and emotional ripples together so that it wasn’t too heavy and didn’t break any of us individually.”

Lin and Sarkeesian said they were surprised to find that people who had done harm to others in the industry were also texting the hotline. “We were prepared for people who were being harassed, but we were not prepared at all for people who were doing the harassment,” Sarkeesian said. The two had to make quick decisions around these sorts of messages: What do we do? The hotline was created as a space for victims, but Sarkeesian and Lin quickly realized that transformative justice had a role there, too.

“It fell in line with the values we had around understanding harassment and violence as an ecosystem and this environmental issue rather than just one bad apple,” Lin said. “We can’t force people to change, but for whatever reason, people are showing a bit of vulnerability to admit their mistakes to us. We grew into this role where we could hold the door open for change.”

That’s where ReSpec, a program and support space for people who have caused harm, comes in. From that work on the hotline, Lin created a separate, small group initiative. Though they don’t know what ReSpec will look like after Feminist Frequency closes, they remain committed to keeping it running — it’s part of the organization that’s clearly influenced the video game industry, even on an individual scale. “I really feel like I’ve witnessed transformation and seen actual cycles of violence and harassment and harm start to get broken in the industry,” Lin said. One of ReSpec’s core tenets is healing through community, removing that sense of isolation.

Sarkeesian keeps coming back to that sense of isolation in her own healing, as she moves on from Feminist Frequency. “For a really long time I was alone,” Sarkeesian said. “That makes it worse. It’s really easy to sit in fear constantly. I had some support, but I was afraid of everyone.” She said she was forced to create a shell to get through it: “I don’t want people to have to toughen up in order to exist online, but I could have never gone through any of this if I didn’t create an emotional shell around me.”

Sarkeesian recognizes that the amount of online harassment she gets currently is abnormal for the everyday person, but that things have slowed down considerably. It’s not bomb threats daily, not doxxing.

“It gave me space to breathe a little more,” she said. “I remember a moment where I did get harassed, I don’t know what it was, but it was either a Twitter [message] or an email. And [when I saw it], I was like, Oh, that hurts. And then I was like, Wait a minute. That hurts. That’s cool. Being able to feel again, that’s a form of healing.” And by stepping away for a bit, she hopes to keep giving herself more and more space to grow.

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Because the hobby is filled to the brim with fat, socially awkward virgins, and the notion that you might get a crumb of pussy by doing what some shrieking feminist wants has brought down many a nerd empire.
It even had a name: Airport's Law. Every day another goony beard-man gets the impression that a rainbow haired she-twink might let him cum in her if he defends feminism.

did she still steal content from other youtubers?
Yeah, she did. I want to say she stole gameplay footage from youtubers for her Tropes series, but this shit went down so long ago, I could be wrong.
 
15 years ago she startet bringing 3rd wave feminism into vidya

Now the default is that you can't play as a woman anymore in a game with character creation, only as body 1 and body 2, there are black women everywhere in historic games and Homosexuals are about 50% of the NPC population

Rest in piss

Now every Black Women looks like she came out of an American blaxpliotation movie. There are no other dark skinned races.

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15 years ago she startet bringing 3rd wave feminism into vidya

Now the default is that you can't play as a woman anymore in a game with character creation, only as body 1 and body 2, there are black women everywhere in historic games and Homosexuals are about 50% of the NPC population

Rest in piss
Dishonored 2 brought her on as a consultant and she fucked the game's writing so hard arcane literally cancelled the franchise after the last installment about a black disabled lesbian killing god sold like shit.
 
Why did no one tell the soy faggots to fuck off and get back in their box? Imagine accusing a hobby that has historically been filled to the bring with fat, socially awkward virgins, misogynist. it's almost satire.
Because fat, socially awkward virgins never knew what it's like when the niche you've carved out for yourself gets invaded by shrieking harpies who claim they have your hobby's interests in mind but it's just "problematic" (i.e. "saving something from itself" grift), and thus needs to be pointlessly changed. When your boomer dad or Chad McAlphamale calls you a scrawny/lardass autistic nerd faggot for playin' too many goddamn vidya games insteada sportsbawl, you can easily write them off as "not getting it", or maybe even stand up to them because those hypothetical situations involve men defending themselves from other men.

But women trying to pick and prod at your hobby for their own gain? Well, turns out when you have so little experience with the opposite sex that you assume any female attention is good attention is bound to let a flood of bad actors come in. What Anita and that whole surge of third wave feminism showed was that a lot of "nerds" really have no backbone or could understand that females have the capacity to be every bit as malicious as men can.
 
The money dried up, much like her snatch, because she’s too white and female for current year plus eight and she’s too old for coomers. Plus by now most of her base finally realized that all her best commentary was written by a guy. Once he left, it was a matter of time until she folded up.
Why did no one tell the soy faggots to fuck off and get back in their box? Imagine accusing a hobby that has historically been filled to the bring with fat, socially awkward virgins, misogynist. it's almost satire.
Many did, that’s how Gamergate became a thing briefly. The problem is that the left has more experience with culture wars and the “other side” was led by the likes of Ethan Ralph, Carl of Applebees, and Jim the Internet Aristocrat. It was like bringing a potato to a gunfight.
 
Anita Sarkeesian - in addition to being a Buffy Studies retard - is a Carol Gilligan-ite and completely drank the In a Different Voice Kool-Aid.


Images of self[edit]​

When Gilligan asked women, "How would you describe yourself?" she found that women define who they are by describing relationships.[3] Men defined themselves by separation, or the use of "I" statements. She also found that men think in more violent terms than women. Gilligan compares these results to childhood fairytales. Where men fantasize about slaying dragons, women fantasize about a relationship. "Justice is ultimate moral maturity for adolescents (usually male) who see themselves as autonomous. Care is the ultimate responsibility of adolescents (usually female) who see themselves as linked to others."[4]


The moral theory known as “ the ethics of care” implies that there is moral significance in the fundamental elements of relationships and dependencies in human life. Normatively, care ethics seeks to maintain relationships by contextualizing and promoting the well-being of care-givers and care-receivers in a network of social relations. Most often defined as a practice or virtue rather than a theory as such, “care” involves maintaining the world of, and meeting the needs of, ourself and others. It builds on the motivation to care for those who are dependent and vulnerable, and it is inspired by both memories of being cared for and the idealizations of self. Following in the sentimentalist tradition of moral theory, care ethics affirms the importance of caring motivation, emotion and the body in moral deliberation, as well as reasoning from particulars. One of the original works of care ethics was Milton Mayeroff’s short book, On Caring, but the emergence of care ethics as a distinct moral theory is most often attributed to the works of psychologist Carol Gilligan and philosopher Nel Noddings in the mid-1980s. Both charged traditional moral approaches with male bias, and asserted the “voice of care” as a legitimate alternative to the “justice perspective” of liberal human rights theory. Annette Baier, Virginia Held, Eva Feder Kittay, Sara Ruddick, and Joan Tronto are some of the most influential among many subsequent contributors to care ethics.


This project began as I was watching TV and found myself identifying with and rooting for the strong female heroes. As I looked critically at their roles, I noticed that many of them were replicating the traditional male hero archetype and ‘masculine’ defined values. I wanted to explore what this meant for women’s representation and the impact it has on the existing patriarchal division of gender roles.

Screenshot 2023-08-01 161315.png



Anita Sarkeesian's ideal female character is an amorphous, sexless, genderless pacifist in a burka. You know when Ellen Ripley confronts the Xenomorph queen and throws her ass out the airlock with a power loader? In Anita Sarkeesian's view, that's wrong, because it's insinuating that women are only valuable or interesting when they're doing manly things, like killing monsters or breaking dudes' necks. Also, the low necklines of these action girls' outfits are nothing but masturbation fodder for men. Therefore, if we want real women's representationismishms, then what we actually need is a female protagonist who nags her enemies to death instead of simply shooting them.

There are a number of things wrong with this idiotic, self-defeating attitude.
  1. First of all, who defines what sort of behavior is masculine and what sort of behavior is feminine? It's completely arbitrary. If men gravitated towards being weepy, hormonal caretakers, then that would be considered a manly trait.
  2. Secondly, we've had video games for years and fucking years where you can take on a nurturing, caring role instead of killing people. Animal Crossing? Harvest Moon, anyone?
  3. Let's say we had a female protagonist who was diplomatic, shy, cautious, caring, nurturing, self-effacing, and feminine instead of butch, violent, abrasive, et cetera. Boom, we just created an ideal tradwife. We've looped back around to sexism.
This is Anita Sarkeesian's methodology:
  1. Look up action and fighting games that have violence and cheesecake in them.
  2. Complain about mega-gore and DOA boob physics and how it does nothing but cater to men's violent power fantasies and the male gaze.
  3. ???
  4. PROFIT!
This is like going to a pizza joint and complaining that they didn't serve you the strawberry shortcakes you were after. She wasn't even complaining about tropes. She just waded into genres that she actively disliked and then explained in a really pedantic way that they should be transformed into a completely different genre. It's not even criticism. It's just asinine.

SJWs and gamers approach video games from two entirely different directions. For the average gamer, the choice of what game to play is based on the individual consumer's tastes. The question is, "What sort of gratification can I get out of this?". I play Halo to shoot aliens. I play Dead or Alive when I want floppy titties. I am selecting a certain, specific type of entertainment off of a menu to scratch a very specific itch that I have at any given time.

For the average SJW, the above perspective is consumerist, bourgeois, and "gross". Instead, producing a game should be treated as either a revolutionary or reactionary act, depending on the central message of the game and whether or not it conforms to their ideology. The question is not what the consumer can get out of the game, but what values the game can present to the world. Their goal is to turn video games into a strictly didactic medium promoting Marxist ideals. This is why woke developers don't care when their games get panned or only sell a handful of units. It doesn't matter. They "did the right thing" by making the protagonist a genderqueer amorphous inhuman blob-person acting out a plot full of woke talking points.

Imagine if your favorite restaurant suddenly decided that they were going to start putting dog shit in their food. That was the conundrum faced by Gamergaters; where to eat when every restaurant was suddenly serving fajitas with a side of Marxist turd.

A bunch of young men collectively woke up and realized that they were only playing games for escapism, as a substitute for real life goals and real success. As Ol' Ted would put it, a Surrogate Activity. When those games ceased to provide the escapism they sought, they woke up to a reality of a system where rich Wall Street fags like Larry Fink are using their control over trillions of dollars of assets to cockblock them from home ownership, marriage, and other basic life milestones, and, surprise surprise, they're not happy to live in a decaying empire that is actively destroying their health, robbing them of their wealth, and humiliating and degrading them.

The smartest thing the Marxist turds could have done would have been to leave the fucking video games alone and allow legions of disenfranchised young men to continue vegetating in front of screens displaying guns and boobies forever, but nope, they just had to turn it into another outlet for their bullshit propaganda. Then, they got blisteringly mad when they found out their actions had consequences in the form of Trumpism. "hOw DaRe YoU pUsH bAcK!?!?!? iT wAs HeR tUrN!!!!!!!!!!!!!"

As for Anita Sarkeesian, I wish Cenk Uygur would live up to his show's name and genocide her personally so no one has to see her stupid overplucked eyebrows and giant Shaniqua hoop earrings ever again.
 

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Marc Santos, an associate professor of English at the University of Northern Colorado, used Feminist Frequency in an undergraduate English class that’s focused on research writing on video games. Santos said he uses Sarkeesian’s work on Feminist Frequency because it stands up to this day, but also as a way to show students how to research and present analysis and criticism.
Academia is trash.

She was getting triple digit viewership on her most recent videos and she has over 200,000 Subscribers.
What's up with the "macho" shit? Just because she's sucked plenty of dicks doesn't mean she understand masculinity.
 
Not long after gamergate, which i still have no idea what it was or why anyone gave a fuck
  • Zoe Quinn fucks 5 journos to get her """game""" promoted
  • Boyfriend blast her online with all the shit she was doing
  • people online start to ask questions
  • every single games journo in existance goes in full defense mode, even jannies of reddit/4chan join in to silence the noise.
  • much more noise is made because Streisand Effect
  • war on gamers is started... journos post the same article on every website claiming the gaming identity is dead. They call to arms regarding changes that should be placed in the gaming industry., including Anita.
  • Beehive is now broken, sites that once hated each other formed a temporary alliance to tell the journos and SJW's to go fuck themselves. Even celebrities jump in on the action to stomp on journos.
  • at the same time 4chan exodus occurs, everyone goes to 8ch because Moot is a homosexual
  • Eventually GamerGate gets co-opted by moralfags that try to take control of the group and set "standards" because "we don't want to be like our enemy". These faggots will soon be known as The Skeptics™️
  • Victory is "short"... the sites that said they would form better policies eventually went back on their word and became politically motivated again.
  • Ever since then, re-occuring threads on /v/ pop up, even to this day on 8Moe, where the only discussion that mostly takes place is the waifu of the day that they wanna fuck, along with just being a light /pol/
 
  • Zoe Quinn fucks 5 journos to get her """game""" promoted
Correction: Zoe Quinn just cheated on her boyfriend, Eron Gjoni, with five other guys, only one of which was a game journo, Nathan Grayson, who promoted Zoe and her game while keeping this relationship a secret. Eron simply accused Zoe of being a cheating, abusive girlfriend as a warning to others who might date her. Internet denizens besides then made the connection that Nathan had been writing positively about Zoe on Rock Paper Shotgun and Kotaku during this timeframe. But what Nathan didn't do was review Zoe's game, the misinformation thrown around that Zoe's game journo defense force uses as a gotcha to deny that there was ever impropriety.
 
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She literally is the female dsp.
She's objectively worse than DSP. DSP only sucks at video games. Her only interest in them was to ruin them for the people who actually liked and played them. She doesn't care about games at all other than as a means to grift, as was pointed out earlier, she didn't even play them.

Jokes on them, I could probably play Team Fortress 2 for another 15 years so long as Valve keeps the servers up, as I still haven't found anything really like it as a modern equivalent, and if I'm not playing online there is probably a century worth of Doom mods alone, along with all of the past games that weren't fucked by ESG that are still in my library.

Just like the Writer's Strike, Videogames can fuck off and crater for all I care, I don't need the next installment of Call of Duty or micro transaction pay to win Sports Ball yearly roster update to stay entertained. Maybe I'll go pick up a Switch, I hear the new Zelda isn't garbage.
 
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