What Gamergate should have taught us about the 'alt-right' | Technology | The Guardian - 0 views
www.theguardian.com/...gamergate-alt-right-hate-trump
post-truth disinformation fascism rationality far right social media manipulation press alt-right psychology
![](/images/link.gif)
-
Gamergate
-
The 2014 hashtag campaign, ostensibly founded to protest about perceived ethical failures in games journalism, clearly thrived on hate – even though many of those who aligned themselves with the movement either denied there was a problem with harassment, or wrote it off as an unfortunate side effect
-
ure, women, minorities and progressive voices within the industry were suddenly living in fear. Sure, those who spoke out in their defence were quickly silenced through exhausting bursts of online abuse. But that wasn’t why people supported it, right? They were disenfranchised, felt ignored, and wanted to see a systematic change.
- ...23 more annotations...
-
it quickly became clear that the GamerGate movement was a mess – an undefined mission to Make Video Games Great Again via undecided means.
-
fter all, the culture war that began in games now has a senior representative in The White House. As a founder member and former executive chair of Brietbart News, Steve Bannon had a hand in creating media monster Milo Yiannopoulos, who built his fame and Twitter following by supporting and cheerleading Gamergate. This hashtag was the canary in the coalmine, and we ignored it.
-
Gamergate was an online movement that effectively began because a man wanted to punish his ex girlfriend. Its most notable achievement was harassing a large number of progressive figures - mostly women – to the point where they felt unsafe or considered leaving the industry
-
The similarities between Gamergate and the far-right online movement, the “alt-right”, are huge, startling and in no way a coincidence
-
no one in the movement was willing to be associated with the abuse being carried out in its name. Prominent supporters on Twitter, in subreddits and on forums like 8Chan, developed a range of pernicious rhetorical devices and defences to distance themselves from threats to women and minorities in the industry: the targets were lying or exaggerating, they were too precious; a language of dismissal and belittlement was formed against them. Safe spaces, snowflakes, unicorns, cry bullies. Even when abuse was proven, the usual response was that people on their side were being abused too. These techniques, forged in Gamergate, have become the standard toolset of far-right voices online
-
In 2016, new wave conservative media outlets like Breitbart have gained trust with their audience by painting traditional news sources as snooty and aloof. In 2014, video game YouTube stars, seeking to appear in touch with online gaming communities, unscrupulously proclaimed that traditional old-media sources were corrupt. Everything we’re seeing now, had its precedent two years ago.
-
With 2014’s Gamergate, Breitbart seized the opportunity to harness the pre-existing ignorance and anger among disaffected young white dudes. With Trump’s movement in 2016, the outlet was effectively running his campaign: Steve Bannon took leave of his role at the company in August 2016 when he was hired as chief executive of Trump’s presidential campaign
-
young men converted via 2014’s Gamergate, are being more widely courted now. By leveraging distrust and resentment towards women, minorities and progressives, many of Gamergate’s most prominent voices – characters like Mike Cernovich, Adam Baldwin, and Milo Yiannopoulos – drew power and influence from its chaos
-
These figures gave Gamergate a new sense of direction – generalising the rhetoric: this was now a wider war between “Social Justice Warriors” (SJWs) and everyday, normal, decent people. Games were simply the tip of the iceberg – progressive values, went the argument, were destroying everything
-
The same voices moved into other geek communities, especially comics, where Marvel and DC were criticised for progressive storylines and decisions. They moved into science fiction with the controversy over the Hugo awards. They moved into cinema with the revolting kickback against the all-female Ghostbusters reboot.
-
Using 4chan (and then the more sympathetic offshoot 8Chan) to plan their subversions and attacks made Gamergate a terribly sloppy operation, leaving a trail of evidence that made it quite clear the whole thing was purposefully, plainly nasty. But the video game industry didn’t have the spine to react, and allowed the movement to coagulate – forming a mass of spiteful disappointment that Breitbart was only more than happy to coddle
-
Historically, that seems to be Breitbart’s trick - strongly represent a single issue in order to earn trust, and then gradually indoctrinate to suit wider purposes. With Gamergate, they purposefully went fishing for anti-feminists. 2016’s batch of fresh converts – the white extremists – came from enticing conspiracy theories about the global neoliberal elite secretly controlling the world.
-
The greatest strength of Gamergate, though, was that it actually appeared to represent many left-leaning ideals: stamping out corruption in the press, pushing for better ethical practices, battling for openness.
-
There are similarities here with many who support Trump because of his promises to put an end to broken neo-liberalism, to “drain the swamp” of establishment corruption. Many left-leaning supporters of Gamergate sought to intellectualise their alignment with the hashtag, adopting familiar and acceptable labels of dissent – identifying as libertarian, egalitarian, humanist.
-
At best they unknowingly facilitated abuse, defending their own freedom of expression while those who actually needed support were threatened and attacked.
-
Genuine discussions over criticism, identity and censorship were paralysed and waylaid by Twitter voices obsessed with rhetorical fallacies and pedantic debating practices. While the core of these movements make people’s lives hell, the outer shell – knowingly or otherwise – protect abusers by insisting that the real problem is that you don’t want to talk, or won’t provide the ever-shifting evidence they politely require.
-
In 2017, the tactics used to discredit progressive game critics and developers will be used to discredit Trump and Bannon’s critics. There will be gaslighting, there will be attempts to make victims look as though they are losing their grip on reality, to the point that they gradually even start to believe it. The “post-truth” reality is not simply an accident – it is a concerted assault on the rational psyche.
-
The strangest aspect of Gamergate is that it consistently didn’t make any sense: people chose to align with it, and yet refused responsibility. It was constantly demanded that we debate the issues, but explanations and facts were treated with scorn. Attempts to find common ground saw the specifics of the demands being shifted: we want you to listen to us; we want you to change your ways; we want you to close your publication down. This movement that ostensibly wanted to protect free speech from cry bully SJWs simultaneously did what it could to endanger sites it disagreed with, encouraging advertisers to abandon support for media outlets that published stories critical of the hashtag. The petulance of that movement is disturbingly echoed in Trump’s own Twitter feed.
-
Looking back, Gamergate really only made sense in one way: as an exemplar of what Umberto Eco called “eternal fascism”, a form of extremism he believed could flourish at any point in, in any place – a fascism that would extol traditional values, rally against diversity and cultural critics, believe in the value of action above thought and encourage a distrust of intellectuals or experts – a fascism built on frustration and machismo. The requirement of this formless fascism would – above all else – be to remain in an endless state of conflict, a fight against a foe who must always be portrayed as impossibly strong and laughably weak
-
2016 has presented us with a world in which our reality is being wilfully manipulated. Fake news, divisive algorithms, misleading social media campaigns.
-
The majority of people who voted for Trump will never take responsibility for his racist, totalitarian policies, but they’ll provide useful cover and legitimacy for those who demand the very worst from the President Elect. Trump himself may have disavowed the “alt-right”, but his rhetoric has led to them feeling legitimised. As with Gamergate, the press risks being manipulated into a position where it has to tread a respectful middle ground that doesn’t really exist.
-
Perhaps the true lesson of Gamergate was that the media is culturally unequipped to deal with the forces actively driving these online movements. The situation was horrifying enough two years ago, it is many times more dangerous now.