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
影响因子:
2.8
通讯作者:
T. Mortensen
中科院分区:
文献类型:
--
作者:
T. Mortensen
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.