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.

Article Link
 
Her Tropes vs Women videos were poorly researched and included gameplay footage lifted from other channels without prior permission. And with Women In Refrigerators she admitted she didn't read the comic books in question and that she got the list of problematic content from a friend.

All this resulted in was games being changed or censored to avoid upsetting jealous fatties. This is in the name of portraying women "realistically". But when you make potatofaces like Aloy you are just implying that means real women are ugly. It's not inclusive. It's insulting.
It's why I either stick with old games anymore with my collection of old consoles, or buy Japanese shit, they still know how to animate a pretty lady and make a good game. Thanks Anisa for fucking over western games for the most part
 
I had no idea she or Feminist Frequency was still around. I guess people caught on to her grift? I wonder if Johnathan McIntosh will take her back and support her like the simp he is.
 
IMG_1562.jpeg
 
I wholly believe that Anita was astroturfed by BlackRock. It makes sense as her "Tropes Vs. Women" videos came out around the same time that Larry Fink was floating the idea of ESG to investment firms and politicians. She served her purpose and that was to make the video game industry be ESG compliant. She will not be missed but the damage she caused on behalf of BlackRock will still linger for some time given the state that the game industry is in.
It makes complete and total sense in retrospect that NGO money was getting funneled into hipster welfare and journalists. People always wondered who would send $50 or $100 a month to some internet idiot. I bet they were buying YouTube views as well, and now that the corpo money is gone, there's no way to pretend anybody is really watching this shit.
 
Zoe Quinn’s game, Depression Quest, was a CYOA made in Twine.

http://www.depressionquest.com/
It wasn’t just that she’d supposedly slept with a bunch of Kotaku faggots for coverage. Nope, she got them to cover what was basically a short and dreary piece of interactive fiction with little to nothing in the way of graphics, which they never would have covered in a million years if she hadn’t sucked their dicks for it. I actually distinctly remembered the Depression Quest article on Kotaku and how weird it was that they fawned over that piece of shit.
Another thing I should add is that Twine requires zero programming experience. Zero. Zilch. If you can write a forum post and use BBCode, you can make a Twine interactive novel/hypertext fic. It's that easy. In fact, the editor is now browser-based, and it lets you visualize the CYOA as you write it with a very simple node graph view. You create a node (or Passage, to use their parlance), enclose some text in it in double brackets [[like this]], and it automatically creates a new Passage with that name that can be reached through that link. The final result can be exported as an HTML file and played in a web browser. And there you go. You've just made Depression Quest. It really is that retardedly easy. In fact, I just made a CYOA with it in about two seconds flat. Granted, it's very short. Proof of concept, let's just say.

Screenshot 2023-08-02 152854.png


You can try it yourself right here:


Imagine sucking some dick to promote a retarded CYOA you made with this. It's like, whatever the exact opposite of human achievement is.

Gamergate started because Zoe Quinn got Kotaku to basically write a listicle including her retarded AO3 bullshit masquerading as a game (Archive) by sucking Nathan Grayson's dick, and her ex-boyfriend made a nearly 10,000-word blog post about how manipulative she was, and this led to people finding out that game journalists are a bunch of fucking hacks who all share the same mailing list in a giant circle-jerk, are connected to shady NGOs analyzing games through the lens of snooty academic postmodern deconstruction, pretty much don't even know how to play fucking games, and basically hate video games and their audiences with a passion and wish they were getting Pulitzers for covering wars instead of groping for clicks from gamer neckbeards' cheeto-stained hands.

The retardation here is potent and fractal.
 
Not long after gamergate, which i still have no idea what it was or why anyone gave a fuck
It's nice to see some very detailed responses from other posters here, but I'll add some additional stuff on it:

When the pushback started happening against the Depression Quest fiasco, many of these sites simultaneously posted articles about how "Gaming is Dead" or "Gamers Are Not Our Audience" - they all shared extremely similar headlines and covered the same topic seemingly out of nowhere. The idea that all these sites converged on this theme independently of each other is absurd, and just showed that they were all in on the same thing, acting like a mob to mock the audience that validates their existence.

Even from a normal perspective, isn't it common sense to separate people from each other if they're banging and able to directly influence the career of either? That was the hill the gaming industry was determined to die on. If you brought up the need for disclosure or accountability, the answer was, "You're harassing women!", which just goes to show how effective they were in completely sidestepping the actual reason anyone was complaining in the first place.

Basically, the gaming industry just revealed itself via anti-GamerGate to be several shades more immature, incestuous and corrupt than they could ever proclaim gamers to be.
__________________________________
Should have happened sooner, but good riddance. Probably won't stop her grifting because she's a con artist at heart who acquired her trade skills by following another con artist. I hope she gets the Oliver Cromwell treatment eventually.
 
I wholly believe that Anita was astroturfed by BlackRock. It makes sense as her "Tropes Vs. Women" videos came out around the same time that Larry Fink was floating the idea of ESG to investment firms and politicians. She served her purpose and that was to make the video game industry be ESG compliant. She will not be missed but the damage she caused on behalf of BlackRock will still linger for some time given the state that the game industry is in.
But wasn't her show propped up by a PBS subsidiary like with John Green?
 
pretty much don't even know how to play fucking games, and basically hate video games and their audiences with a passion and wish they were getting Pulitzers for covering wars instead of groping for clicks from gamer neckbeards' cheeto-stained hands.

The earliest occurance was ((Jennifer Hepler of Bioware)). In 2012 which she stated in an interview she wish she could just experience the story and not have to play the videogames. Which caused people to tell her she is a cancer on videogames.

hepler-harrassment.png

As opposed to say Ree Soesbee, who said you have to love videogames if you want to write or do anything in this industry.
Ree.png
 
  • 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/
Don't forget the evolution of 4chan into Cuckchan, and moot into the Luggage Lad, all prrceded by a week of threads being auto-saged and rule breaking content being let up.
1691026477186.png
 
Don't forget the evolution of 4chan into Cuckchan, and moot into the Luggage Lad, all prrceded by a week of threads being auto-saged and rule breaking content being let up.
View attachment 5247992
GamerGate was almost 10 years ago, yet it still chafes me that while people just rolled their eyes at Jack Thompson's shenanigans if not made him an acceptable target, people defended Anita's horseshit and actually gave her credibility.
 
Back