Social, Casual, Mobile
Social, Casual, Mobile
GamerGate began in August of 2014, resulting in several women game developers being attacked through harassment (both online and off), doxxing, and violent threats. This essay explores several aspects of GamerGate, paying specific attention to ways that it was affected by an emerging market of mobile, casual, and social games. Additionally, we consider how the label of “gamer” can result in exclusionary and complicated industry politics. Ultimately, we illustrate how new participants in gamer culture (and specifically those involved with GamerGate) have helped to keep video game culture bifurcated and exclusive.
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