Culture How Gamergate foreshadowed the toxic hellscape that the internet has now become - eople who were paying close attention to certain corners of the internet saw this reality coming more than a decade ago in Gamergate, in which an angry online mob waged a virulent harassment campaign against women and diversity in the video game industry.

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In 2014, a group of anonymous gamers launched a harassment campaign against women in the gaming industry. More than a decade later, the tactics of Gamergate are all too familiar.
playb/iStockphoto/Getty Images


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CNN —It's not uncommon these days to hear the internet described as a hellscape.

Hate speech proliferates in online spaces. Algorithms designed to maximize user engagement amplify divisive content that inevitably leaves us outraged. Disinformation and misinformation spread on social media at rates seemingly impossible to contain.

If that weren’t enough, bad-faith actors exploit these dynamics, distorting reality for part of the population and deepening political divides.

People who were paying close attention to certain corners of the internet saw this reality coming more than a decade ago in Gamergate, in which an angry online mob waged a virulent harassment campaign against women and diversity in the video game industry.

Gamergate was one of the earliest indications that what happened online could have major implications offline — and that a few people who understood the mechanics of the internet could manipulate it to advance a nefarious agenda.

Those who experienced the harassment firsthand warned that if not taken seriously, the behaviors underlying Gamergate would fester.

In the years since, as some experts and observers see it, social media platforms on which Gamergate transpired failed to adequately combat toxic content and online abuse, while lawmakers, traditional media outlets and much of the public failed to see its relevance beyond the world of video games.

From flooding the zone to the use of memes, the tactics once employed by a niche community of gamers are all too familiar today — they’ve since developed into a political strategy that’s routinely used in the halls of power.

To use a popular internet shorthand, “everything is Gamergate.”

What exactly was Gamergate?​

On August 16, 2014, a 24-year-old male programmer posted a more than 9,000-word tirade about the dissolution of his relationship with video game developer Zoë Quinn. The rambling account contained screenshots of their private correspondences and accused Quinn, among several allegations, of sleeping with a journalist for the gaming site Kotaku in exchange for a positive review.

“There was no proof of this supposed illegitimately obtained review, just repetition of the Manifesto’s accusations mixed with such conspiratorial conjecture that it would make someone wearing a tinfoil hat instantly sprout another, tinier tinfoil hat on top of it,” Quinn wrote in “Crash Override: How Gamergate (Nearly) Destroyed My Life.”

In reality, the reporter never even reviewed the game, and Kotaku said at the time that its leadership team found “no compelling evidence” that the writer had traded favorable coverage for sex.

But the ex-boyfriend’s rant quickly attracted the attention of online forum 4chan users, who seized on the alleged relationship between Quinn and the Kotaku writer. The events mutated into a leaderless harassment campaign known as Gamergate, eventually moving from 4chan to more mainstream social media platforms.

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Video game developer Zoë Quinn was a key target of Gamergate, enduring extensive harassment that included doxing, rape threats and death threats.
John Lamparski/Getty Images


Anonymous gamers made rape and death threats against Quinn, feminist gaming critic Anita Sarkeesian, game developer Brianna Wu and others who advocated for a more inclusive gaming industry, and released private information about them. The campaign’s participants also pressured companies to stop advertising on gaming sites that they viewed as critical of gamer culture.

Gamergate activists claimed they were concerned about ethics in games journalism. But really they seemed to be responding to a perceived loss of status, said Adrienne Massanari, a scholar who researches digital culture and author of “Gaming Democracy: How Silicon Valley Leveled Up the Far Right.”

For a long time, video games were seen as the domain of young White men. When that was challenged, whether by a game developer subverting industry norms or a woman calling out stereotypical female characters, a core contingent of gamers saw it as political correctness run amok, Massanari wrote in her book. And that sentiment soon expanded beyond video games.

“There was a story on offer pretty quickly after Gamergate started gaining traction that it wasn’t just about games,” she told CNN. “It wasn’t just that you were no longer the center of a pop culture universe. You’re no longer the center of political life.”

Gamergaters ‘gamed’ social media​

Gamergate wasn’t the first instance of harassment in gaming communities, but it was the first time it reached that scale, Massanari wrote in her book.

What was notable about Gamergate, she told CNN, was the internet savvy of its participants, who manipulated social media to perpetuate abuse and promote their cause.

Put simply, they gamed the system.

On Twitter, for instance, Gamergaters flooded the mentions of particular users as a form of harassment.

They also used Twitter’s hashtag and retweet functions to control public narrative. By generating a volume of activity on the platform, they could make it seem like a particular message was trending, even if only a small group of users was behind the posts.

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Gamergate activists weaponized Twitter functions such as retweets, hashtags and mentions to attack targets and promote their cause, said digital culture scholar Adrienne Massanari.
David Paul Morris/Bloomberg/Getty Images


One notable example was #NotYourShield, which purportedly represented women and minority supporters of Gamergate who were tired of feminist activists claiming to speak on their behalf. Chat logs later revealed that #NotYourShield was not an organic social media trend or movement but rather a campaign orchestrated by a small number of 4chan users using false online identities, seemingly in an attempt to defend Gamergate against criticisms of racism and misogyny.

While much of the harassment and public campaign happened on mainstream social media such as Twitter and Reddit, Massanari said Gamergate was coordinated on more niche platforms — an organizing strategy that, up until then, had been applied primarily by pro-democracy, social justice activists.

“Gamergate was that moment when people started realizing that you weren’t going to necessarily see activism always be this net positive thing,” Massanari added.

Social media platforms struggled to deal with abuse​

The extent of harassment and abuse that Gamergate’s victims experienced — forcing some to leave their homes and go into hiding — showed just how badly tech companies had failed to protect their users, Massanari and others said.

As some in the tech industry see it, Gamergate activists were able to weaponize social media precisely because of how those platforms were designed. The problems, in other words, weren’t a bug but a feature.

Silicon Valley leaders, committed to upholding free speech, were overly permissive in their approach to online content, said Jason Goldman, who served as Twitter’s first vice president of product and later as chief digital officer in the Obama White House. And because they were mostly White men who didn’t experience the online harassment that women and minorities did, Goldman said they were naive about the possibility that their platforms could cause harm.

“There weren’t enough people around who personally had skin in the game,” he said.

Leslie Miley, an engineer who worked at Twitter from 2013 to 2015, said he and others in the company started to recognize how the platform was being misused, but Twitter lacked the robust infrastructure needed to effectively combat the toxic behavior.

“We’re playing a global game of Whac-a-Mole, and we need an army of octopus to do it,” he said. “And guess what? We don’t have an army of octopus.”

In response to those challenges, Twitter built out teams on user services and trust and safety, as well as an extensive policy framework around content moderation. But executives were also reluctant to take bold actions — such as banning certain accounts or shutting down some discussions — that might reduce Twitter’s user base and therefore negatively affect the business, according to Miley.

“They were allowed to organize, they were allowed to spread, and they were allowed to create content much longer than they should have,” he said, referring to Gamergate activists.

Faced with mounting pressure, Twitter later instituted more aggressive policies that permanently banned accounts for repeated violations of its rules. (Such accounts were restored en masse during Elon Musk’s takeover of the platform, which is now known as X. After advertisers and critics expressed concerns, however, X reported last fall that it was continuing to police harmful content, including suspended accounts and removing and labeling posts that violated its rules. CNN has reached out to X for comment.)

In 2020, Reddit announced it banned more than 2,000 subreddits that it said promoted hate based on identity or vulnerability, among other changes to its content policy. Recently, the platform also announced it would begin warning users who upvote violating content. A Reddit spokesperson told CNN that current company policy prohibits hateful and violent content on the platform.

Meanwhile, the dominant culture of Reddit, Massanari wrote in her book, has become less willing to tolerate far-right speech over the years.

But social media companies still struggle to balance the need to police abuse on their platforms, their foundational values of giving everyone a voice and the risk of alienating some users, Massanari said. In some instances, content policy changes have been met with outrage and backlash from users who had grown accustomed to digital spaces with few restrictions.

“If you imagine this big aircraft carrier that’s turning, it’s very hard once all those norms have been set up to start incrementally trying to reshape that space,” she said.

Gamergate became a tried-and-true playbook​

Gamergate’s impact went beyond the gaming universe.

It mobilized a new generation of disaffected, young men into becoming politically active, Massanari wrote in her book.

The movement found sympathetic allies in far-right media figures and internet personalities, many of whom built their names by championing the Gamergate cause, per Massanari.

Pro-Gamergate influencers, in turn, exposed their followers to other political ideas, including a broad suspicion about contemporary institutions that they viewed as too beholden to identity politics and political correctness, she wrote.

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Steve Bannon, Donald Trump's former White House strategist, saw Gamergate as a way to recruit disaffected young men into Trump's campaign, per a 2017 book by Bloomberg journalist Joshua Green.
David Dee Delgado/Getty Images


Political strategist Steve Bannon understood the power of this dynamic acutely.

“You can activate that army,” Bannon told Bloomberg reporter Joshua Green in 2017. “They come in through Gamergate or whatever and then get turned onto politics and Trump.”

Nut as Charlie Warzel put it in a 2019 piece for The New York Times Opinion, Gamergate’s “most powerful legacy is as proof of concept of how to wage a post-truth information war.”

Gamergate gave rise to a pattern of sowing confusion and chaos in the information landscape, Massasnari said. Participants elevated new conspiracies and used memes and ironic rhetoric to send coded signals, allowing them to claim plausible deniability about troubling aspects of the movement.

Traditional newsrooms struggled to cover these communities and forces responsibly, giving equal weight to “both sides” even if one side wasn’t arguing or acting in good faith, according to a report from Whitney Phillips, a scholar and author of “This Is Why We Can’t Have Nice Things: Mapping the Relationship Between Online Trolling and Mainstream Culture.” In some cases, they inadvertently amplified extremist ideology.

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Elements of Gamergate were on display in conspiracies such as Pizzagate and QAnon, as well as the insurrection at the US Capitol on January 6, 2021.
Robert Nickelsberg/Getty Images


In an eerily prescient article for Deadspin in 2014, Kyle Wagner predicted that this pattern would become the future of political and cultural battles.

“What we have in Gamergate is a glimpse of how these skirmishes will unfold in the future—all the rhetorical weaponry and siegecraft of an internet comment section brought to bear on our culture, not just at the fringes but at the center,” he wrote at the time. “What we’re seeing now is a rehearsal, where the mechanisms of a toxic and inhumane politics are being tested and improved.”

Over the years, the Gamergate playbook would be replicated in conspiracies such as Pizzagate and QAnon, as well as the insurrection at the US Capitol on January 6, 2021.

The many legacies of Gamergate​

The legacies of Gamergate are complicated and far-reaching.

In one sense, per some scholars, Gamergate was a battle between an increasingly diverse society and a group of White men who felt threatened over those societal shifts. At least within the realm of video games, Gamergate supporters seem to be losing: The gaming industry workforce is significantly more diverse than the US workforce more broadly, and studios and developers are adopting more inclusive storylines and characters.

Still, the backlash against diversity persists — in video games and on a much grander scale, in President Donald Trump’s elimination of federal DEI programs.

Meanwhile, Gamergate did force more people in the tech industry to reckon with abuse and harassment. And while major companies have rolled back some efforts to curb harmful content on their platforms, others in the tech sector are building new social technologies with the lessons of Gamergate in mind, said Evan “Rabble” Henshaw-Plath, a member of Twitter’s founding team.

For Henshaw-Plath, the enduring lesson of Gamergate was that social media platforms as they were originally envisioned were only as good as the people using them.

“What happened with Gamergate is inherent to what happens when you take human nature and you give them a tool that potentially puts the entirety of humanity in the same conversation,” they said. “All of humanity’s problems, dynamics and difficulties can get amplified if we design a system that doesn’t account for them.”

But that doesn’t mean a toxic internet is inevitable, said Henshaw-Plath and others.

Regulators can implement rules to improve content moderation and mandate transparency by social media platforms. Tech companies can diversify their top ranks to help ensure their platforms are designed to be safe for everyone. And people in the industry can create new systems that put more power in the hands of users — like what X competitors Bluesky and Mastodon are doing.

For many users, social media platforms were once an exciting, and even transformative, space for community. With some radical reimagining, Henshaw-Plath said, they might experience that feeling again.

Editor’s Note: This article has been updated to clarify that Reddit’s policies against hate speech are not related to its users’ political viewpoints.

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Oh God, I remember that. That mailing group made it clear to me that journalism as a career was dead.
Dude, JournoList had supposedly respectable journalists (not gutter-tier game bloggers) named, shamed, and their group chat shut down 5 years before anyone even heard of GameJournoPros
 
Dude, JournoList had supposedly respectable journalists (not gutter-tier game bloggers) named, shamed, and their group chat shut down 5 years before anyone even heard of GameJournoPros
JournoList member Jonathan Chait says that "the group as a whole did not jointly participate" in any particular discussion thread. "Almost every discussion was limited to a small percentage of the group that was interested in the topic. Most people ignored most of the topics."
Ezra Klein created the online forum in February 2007 while blogging at The American Prospect and shut it down on June 25, 2010 amid wider public exposure.
Christ, that site was a who's who of scuzzbag journalists.

Ackerman was also quoted as saying, "find a right winger's [sic] and smash it through a plate-glass window. Take a snapshot of the bleeding mess and send it out in a Christmas card to let the right know that it needs to live in a state of constant fear. Obviously, I mean this rhetorically."
Man, they were even talking about minecrafting people before minecrafting was even a term!
 
They straight-up lied in this article. The Zoe Post never once mentioned her trading sex for positive coverage of her shitty Twine game. It was literally an awkward, whiny little guy sperging about his weird, abusive, gaslighting girlfriend sleeping around after he thought she was Ramona fucking Flowers and not just some rando whore.

What happened to the paragon of virtue I fell in love and set out to help fix the world with?

If people had just let the commentary on the article pass as nothing more than a curiosity, if the media simply kept their lips zipped about it, then nothing would have happened. The entire affair would have faded into obscurity.

What actually started goobergrape for real was the gaming press pulling the biggest Streisand Effect of all time, circling the wagons and telling their own audience that they basically didn't need to exist anymore, all in the defense of one hair-dyed slut and her pathetic CYOA non-game.

GamerGate was immensely entertaining for those of us who sat by the sidelines and made popcorn while Ethan Ralph, The Great Panniculated One, hurled barbs at the SJWs and TheQuartering got beaten up outside a con.

The best part was when Zoe Quinn and that hack Anita Sarkeesian went to the UN - an organization with a proven track record of raping people - to complain about gamers saying mean things to them on the internet.

there were no creeps in ICQ channels, no unwanted emails from people you beat at Counterstrike calling you gay, no cheaters infesting your Quake server or spamming the chat with FAG FAG FAG FAG!
Ahh. The good ol' days.
 
Yes, we blackmailed Kamala from the White House and say the "nigger" word 5000% more because you kept putting brown chicks with purple buzzcuts in my videogames. You could've had total globohomo supremacy if you hadn't ruined my hobbies first. I hope this haunts you forever, or at least until I close the gas chamber door on you and crank dat Zykkie B.
 
Yes, we blackmailed Kamala from the White House and say the "nigger" word 5000% more because you kept putting brown chicks with purple buzzcuts in my videogames. You could've had total globohomo supremacy if you hadn't ruined my hobbies first. I hope this haunts you forever, or at least until I close the gas chamber door on you and crank dat Zykkie B.
This, but unironically.

Gaming really was a refuge of disaffected guys playing out simulacra of the lives of power and prestige they wished they had. Barred from home ownership and marriage by their exorbitant costs, never going on vacations, never being able to afford direct participation in society, the shunned, the awkward, and the sheepish males who lost out in modernity's cruel zero-sum resource-jockeying sought a distraction from their depressing reality in the form of vidya. Here was a place where they could be everything they wanted to be, without judgment or fear or untoward expense. A dictator, a supersoldier, a shipwrecked traveler, a miner. Anything they wanted.

And one day, along came some purple-haired twats telling gamers that this was problematic and that their favorite media was unacceptable unless it inculcated the values of the very system that threw us all overboard years ago. They proceeded to shove their didacticism, their "praxis", into everything. They couldn't just let the gamers have their hobby in peace. Gamers just wanted to enjoy some mindless entertainment without being reminded of an utterly contemptible outside world full of fat, dyed-hair niggerdykes with fades being awarded degrees in underwater basket weaving and sinecures in the managerial system's clerisy.

This urge, this Karen-like obsessive need for SJW entryism and to shove their stupid identity politics into every-fucking-thing, destroyed a decades-old, unchallenged liberal hegemony. Flat-out destroyed it. All they had to do was leave the gamers the fuck alone, and they could have enjoyed decades more of wishy-washy realpolitik, regime change wars, and USAID funding for Cambodian transvestites or whatever the fuck. They just couldn't do it. They just couldn't leave well enough alone. And now, here we are.
 
This title is so accurate but for the completely opposite reason they're implying lol.
Edit: also I never thought I'd say this but I miss when the culture war was between devout Christians and reddit atheists arguing over climate change and abortion instead of useless degree-holding retards vs normal people arguing over whether or not having a penis makes you a man.
 
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Meanwhile, the dominant culture of Reddit, Massanari wrote in her book, has become less willing to tolerate far-right speech over the years.
The true agenda is revealed.
And people in the industry can create new systems that put more power in the hands of users — like what X competitors Bluesky and Mastodon are doing.
Ha. Haha. HAHAHAHA no way nigga, decentralized platforms like Bluesky and Mastadon will never be able to replace X. They're both composed of super small cult-run echo chamber satellites, floating in a sea of total anarchy and child porn and piss. There is no one overarching tranny janny authority to clean it up, and no common reality (or even common sense) to keep users from going off the deep end into a fantasyland dystopia of lgbtqwtfbbq+ horror. Mastodon and Bluesky is where South Park's dolphin transgender surgery goes to be made real, complete with genuine seal clapping. Bluesky is completely populated by users who are too afraid to tell the truth no matter how unhinged the narrative becomes, because if they aren't complete yes-ma'am cowards, they go on the numerous, extensive, unvetted blacklists. Bluesky is where DEI goes to eat their own; imagine a gay man in a tutu and combat boots stomping on the face of another gay man in a tutu and combat boots, forever and ever; that's Bluesky's future. That's why I love Bluesky so much, let the weirdos self-segregate and leave the free internet for normal people.
 
Hate speech proliferates in online spaces.
True, but not in the way you mean it.
Disinformation and misinformation spread on social media at rates seemingly impossible to contain.
True, but not in the way you mean it.
If that weren’t enough, bad-faith actors exploit these dynamics, distorting reality for part of the population and deepening political divides
True, but not in the way you mean it.
and that a few people who understood the mechanics of the internet could manipulate it to advance a nefarious agenda.
True, but not in the way you mean it.

In fact, much of this article is indeed accurate...but not in the way the projector writer would have you believe. Many such cases.
 
I think the only one that even came close to a fair presentation of that side was Forbes.
Yeah, Erik Kain was the only one in a mainstream journo position who wasn't 100% following the party line and agreeing and amplifying everything people like Zoe Quinn, Leigh Alexander or Brianna Wu alleged. The only people even approaching the thing fairly were microsites like Nichegamer who then got DDOS'ed for days and weeks for their trouble (probably by buddies of Zoe).
(she false-flagged harassment because she was a womxn in gayming IIRC)
She false-flagged being harassed by people from Wizardchan over DQ, her "evidence" being a thread with twentysomething posts and some weird messages somebody left on her fathers voicemail. Mind you, she ran with some massive psychos from SomethingAwful (Helldump/Weird Twitter) who've all done much, much worse to randos on the internet.
 
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