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Artgames after GamerGate

  • 2025
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About this book

Videogame culture is obsessed with development. But gaming is still widely associated with wasted time, squandered potential and backwards attitudes. Even as the average gamer grows older, the medium remains dogged by the same old question: when will videogames grow up? The Gamergate movement lent this question renewed urgency, launching attacks on feminists and “social justice warriors” that have come to be seen as a catalyst for the emergence of the alt-right and election of Donald Trump. This book explores how makers of independent and experimental videogames responded to Gamergate and its aftermath. Analysing key titles released between 2015 and 2018, it shows how artgame designers used assets, characters and mechanics scavenged from classic franchises like Zelda, Street Fighter and Sonic the Hedgehog to review gaming's history, reframe their own biographies and link gaming’s growing pains to a broader sense of disorientation, disillusionment and decline in American culture.

Table of Contents

Frontmatter
Chapter 1. Introduction: Artgames after Gamergate
Abstract
Videogame culture is obsessed with development. But gaming as a hobby is still widely associated with wasted time, squandered potential and backwards attitudes. Even as the average gamer grows older, gaming culture remains dogged by the same old question: when will videogames grow up? This question took on renewed relevance with the emergence of Gamergate in 2014. The movement’s attacks on feminists and “social justice warriors” came to be seen as a catalyst for the broader rightward turn that produced the alt-right and the Trump presidency. This introductory chapter begins the book’s investigation of how artgame creators of the 2010s responded to Gamergate, and how their games linked gaming’s growing pains to a broader sense of disorientation, disillusionment and decline within 2010s US culture. Defining some key terms, it also outlines three traits that the book’s main case studies share: their appropriation of materials and mechanics from canonical videogames; their ambivalent stance on games and gaming culture; and their interest in auto/biography. The chapter ends with a synopsis of the subsequent chapters.
Rob Gallagher
Chapter 2. Nowhere Fast: Sonic Dreams Collection (Arcane Kids & Cyborgdino, 2015)
Abstract
An irreverent exercise in alternate history, Sonic Dreams Collection claims to comprise leaked prototypes of four cancelled Sonic the Hedgehog games. The minigames that make up the collection mimic the look of titles like Sonic Adventure (Sonic Team, Sega, 1998) to portray gaming culture as fundamentally melancholic—a culture apparently incapable of accepting that the past has passed and moving on. Tracing some of the histories the collection alludes to, this chapter argues that gaming culture’s melancholy streak helps to explain the violent passions that surfaced during Gamergate, while showing how it has inspired more critical engagements with gaming’s past—engagements like Dreams Collection itself.
Rob Gallagher
Chapter 3. Stuck in Suburbia: Ineffable Glossolalia (Nikolai, 2017)
Abstract
Tabitha Nikolai’s games play out in recreations of turn-of-the-millennium shopping malls, pizza restaurants and suburban homes. Bearing witness to waning American dreams of upward mobility, they help us to understand how videogames came to function as spaces where disenfranchised young men could rehearse regressive fantasies. At the same time, Nikolai’s work draws on her own experiences as a queer and trans teenager to suggests how videogames can foster less straitened understandings of identity, history and community. This chapter focuses on Nikolai’s 2017 game Ineffable Glossolalia. Shuttling players between a trans gamer’s bedroom and a recreation of Weimar Berlin’s Institute for Sexual Science—the target of the first Nazi book burning—Nikolai uses spatial storytelling techniques reminiscent of ‘walking simulator’ games to explore parallels between Trump’s America and 1930s Germany.
Rob Gallagher
Chapter 4. The Sleep of Reason: Black Room (McQuater, 2017)
Abstract
Cassie McQuater has described her browser game Black Room as ‘very autobiographical’, detailing its basis in her episodes of insomnia and anxiety and her memories of childhood sleepovers spent watching her grandmother (also an insomniac) playing Nintendo games. Rather than representing these experiences directly, Black Room makes them the point of departure for an oneiric interactive collage, distributing assets borrowed from a wide array of retro videogames across a labyrinthine patchwork of pixel art. Drawing on theories of life-writing and auto/biography, this chapter shows how McQuater enlists characters from classic games to reframe her own past, pose questions about subjectivity, agency and play, and confront gaming culture’s toxic legacy of sexism and misogyny.
Rob Gallagher
Chapter 5. Playing the Field: The Game: The Game (Washko, 2018)
Abstract
Angela Washko’s The Game: The Game (2018) repurposes the dating simulator genre to explore the tactics of “pick-up artists”: men who position themselves as experts in the science of seduction. Videogames in general and dating sims in particular promise presumptively male players agency, choice and control. But Washko subverts these expectations, casting players as a woman who is hit on by a succession of seduction coaches. Drawing on analyses of videogame sex and romance systems and on critical work on pick-up artistry and the “manosphere”, this chapter argues that we need to recognise the parallels between what videogames promise their players and what pick-up artists and other kinds of right-wing ‘alternative influencers’ promise their publics.
Rob Gallagher
Chapter 6. Powering Down: Oikospiel: Book I (Kanaga, 2017)
Abstract
Videogames have long embodied fantasies of technological progress. But in the context of the climate emergency critics have begun to ask how games can address ecological frailty and the foreclosure of the future. David Kanaga’s Oikospiel: Book I offers one answer to this question. Using second-hand models and assets—some bought from ‘asset stores’, others poached from canonical classics like The Legend of Zelda: Ocarina of Time (Nintendo EAD, 1998)—the game draws links between ecological devastation, the exploitation of gameworkers, the vicissitudes of intellectual property law, and the rapacity of contemporary capitalism. For Kanaga, the rise of movements like Gamergate and the alt-right must be understood in relation to mounting levels of inequality and exploitation under neoliberal capitalism, the failure of the emancipatory promise of the internet, and the increasingly inescapable reality of climate breakdown.
Rob Gallagher
Chapter 7. Conclusion: After Games?
Abstract
What was Gamergate? How should we understand its relationship with other reactionary movements of the 2010s? Are gamers peculiarly amenable to far-right ideas, and if so why? And do videogames as a medium still have a shot at shedding their stigma and maturing into a credible, widely popular medium of expression? This concluding chapter reviews the book’s attempts to derive answers to these questions from its five main case studies. In doing so, it also considers other efforts to make sense of Gamergate, paying particular attention to two post-Gamergate novels: Tomorrow and Tomorrow and Tomorrow (Zevin, Chatto and Windus, 2022) and We are the End (Garcia, Galley Beggar Press, 2017). In one, Gamergate is a spur to realise videogames’ artistic potential; in the other it confirms that it is time to give up on games. Refusing this dichotomy, my case studies show that it was precisely because videogames had already failed to fulfil the promises made for them in the 1990s that they were able to speak so convincingly to a collective loss of faith in neoliberal dreams of prosperity, peace and progress.
Rob Gallagher
Backmatter
Title
Artgames after GamerGate
Author
Rob Gallagher
Copyright Year
2025
Electronic ISBN
978-3-032-04435-8
Print ISBN
978-3-032-04434-1
DOI
https://doi.org/10.1007/978-3-032-04435-8

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