Gamergate controversy | Wikipedia audio article
Channel: wikipedia tts
Date: 21/12/2018

This is an audio version of the Wikipedia Article:
https://en.wikipedia.org/wiki/Gamergate_controversy


00:02:25 1 History
00:02:34 1.1 Zoë Quinn and iDepression Quest/i
00:06:08 1.2 Other targets of harassment
00:12:57 1.3 Coordination of harassment
00:15:49 2 Organization
00:18:41 2.1 Harassment and Twitter
00:20:52 2.2 Efforts to affect public perceptions
00:22:32 2.3 Targeting advertisers
00:23:35 2.4 Sad Puppies
00:24:44 3 Ethics in journalism complaints
00:31:57 4 Social and cultural implications
00:34:37 4.1 Gamer identity
00:39:22 4.2 Misogyny and sexism
00:44:47 4.3 Law enforcement
00:48:50 5 Gaming industry response
00:54:15 6 Gamergate representation in media
00:55:12 7 Reducing online harassment
00:57:17 8 See also



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SUMMARY
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The Gamergate controversy stemmed from a harassment campaign conducted primarily through the use of the hashtag #GamerGate. The controversy centered on issues of sexism and progressivism in video game culture. Gamergate is used as a blanket term for the controversy as well as for the harassment campaign and actions of those participating in it.
In August 2014, the harassment campaign targeted several women in the video game industry; notably game developers Zoë Quinn and Brianna Wu, as well as feminist media critic Anita Sarkeesian. After Eron Gjoni, Quinn's former boyfriend, wrote a disparaging blog post about her, #gamergate hashtag users falsely accused Quinn of an unethical relationship with journalist Nathan Grayson. Harassment campaigns against Quinn and others included doxing, threats of rape, and death threats. 
Gamergate proponents ("Gamergaters") said that they were a movement, but had no official leaders, spokespeople, or manifesto.  Gamergate supporters organized anonymously or pseudonymously on online platforms such as 4chan, Internet Relay Chat, Twitter, and Reddit. Statements claiming to represent Gamergate have been inconsistent and contradictory, making it difficult for commentators to identify goals and motives. Gamergate supporters said there was unethical collusion between the press and feminists, progressives, and social critics. These concerns have been dismissed by commentators as trivial, conspiracy theories, groundless, or unrelated to actual issues of ethics. As a result, Gamergate has often been defined by the harassment its supporters engaged in. Gamergate supporters have frequently responded to this by denying that the harassment took place or by falsely claiming that it was manufactured by the victims.
The controversy has been described as a manifestation of a culture war over cultural diversification, artistic recognition, and social criticism in video games, and over the social identity of gamers. Many supporters of Gamergate oppose what they view as the increasing influence of feminism on video game culture; as a result, Gamergate is often viewed as a right-wing backlash against progressivism. 
Industry responses to the harassment campaign have focused on ways to minimise harm and prevent similar events. Gamergate has led figures both inside and outside the industry to focus on methods of addressing online harassment.