Anger, Fear, and Games: The Long Event of #GamerGate

Anger, Fear, and Games: The Long Event of #GamerGate
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愤怒、恐惧和游戏:长期事件

DOI:
10.1177/1555412016640408
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发表时间:
2018
期刊:
影响因子:
2.8
通讯作者:
T. Mortensen
T. Mortensen
中科院分区:
人文科学4区
文献类型:
--
作者:
T. Mortensen

文献摘要

被引文献

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名为#GamerGate (GG) 的活动强调了认真对待游戏文化研究并在多个平台上进行研究的必要性。它展示了看似短暂的媒体如何制造愤怒的回音室,以及以流氓为代表的超级男性攻击性的爆发如何也可以与游戏和玩耍联系起来。本文从GG如何受到广泛关注入手,概述并讨论了GG的性质、与受害者的关系、参与者的受害感,以及长期以来普遍忽视游戏作为一种文化和有价值的文化制品是如何引发的。它将 GG 讨论为一个群,使用这个比喻来描述其自组织性质。进一步将GG与流氓进行比较,本文还引入了阶级和边缘化的方面来理解该事件,开启了使游戏文化主要是一种孤立消费文化的形象复杂化的话语。
The event known as #GamerGate (GG) emphasized the need to take the study of game culture seriously and pursue it across several platforms. It demonstrated how seemingly ephemeral media created echo chambers of anger, and how the outbursts of hypermasculine aggression exemplified by hooligans also can connect to games and play. Starting from how GG gained popular attention, this article outlines and discusses the nature of GG, the relation to the victims, the sense of victimization among the participants, and how it may have been provoked by the long-standing, general disregard of games as a culture and a cultural artifact of value. It discusses GG as a swarm using this metaphor to describe its self-organizing nature. Further comparing GG to hooligans, this article also introduces a class and marginalization aspect to understanding the event, opening up for discourses that complicates the image of game culture as mainly a culture of isolated consumption.