Skip to main content
Top

2018 | OriginalPaper | Chapter

6. Mainstreaming Misogyny: The Beginning of the End and the End of the Beginning in Gamergate Coverage

Authors : David Nieborg, Maxwell Foxman

Published in: Mediating Misogyny

Publisher: Springer International Publishing

Activate our intelligent search to find suitable subject content or patents.

search-config
loading …

Abstract

Nieborg and Foxman discuss the event known as Gamergate, a niche misogynistic online movement primarily targeting female game developers and critics. Drawing on both discourse and content analyses of a corpus of U.S. news publications, this chapter focuses on how Gamergate events were “mainstreamed,” or normalized and subsequently cited by mainstream outlets. Analysis shows that such coverage breaks down into two phases. First, Gamergate can be considered “the beginning of the end” of an era in game culture, during which an industry, developing and publishing games by and for young men, heavily favored masculine themes and marketing approaches. Second, Gamergate signals “the end of the beginning:” a new era in which online misogyny is increasingly recognized, scrutinized, and criticized by leading news organizations.

Dont have a licence yet? Then find out more about our products and how to get one now:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Footnotes
1
To ascertain whether Gamergate was covered by a publication, we used internal search engines on a news outlet’s website and searched the domain through Google.​com. We then removed any duplicates that were not syndicated across mainstream publications.
 
2
Vice published the most articles utilizing the term, with 10.5% of total coverage.
 
Literature
go back to reference Braithwaite, A. (2016). It’s about ethics in games journalism? Gamergaters and Geek masculinity. Social Media + Society, 2(4), 1–10.CrossRef Braithwaite, A. (2016). It’s about ethics in games journalism? Gamergaters and Geek masculinity. Social Media + Society, 2(4), 1–10.CrossRef
go back to reference Burgess, J., & Matamoros-Fernández, A. (2016). Mapping sociocultural controversies across digital media platforms: One week of #gamergate on Twitter, YouTube, and Tumblr. Communication Research and Practice, 2(1), 79–96.CrossRef Burgess, J., & Matamoros-Fernández, A. (2016). Mapping sociocultural controversies across digital media platforms: One week of #gamergate on Twitter, YouTube, and Tumblr. Communication Research and Practice, 2(1), 79–96.CrossRef
go back to reference Chess, S., & Shaw, A. (2015). A conspiracy of fishes, or, how we learned to stop worrying about #GamerGate and embrace hegemonic masculinity. Journal of Broadcasting & Electronic Media, 59(1), 208–220.CrossRef Chess, S., & Shaw, A. (2015). A conspiracy of fishes, or, how we learned to stop worrying about #GamerGate and embrace hegemonic masculinity. Journal of Broadcasting & Electronic Media, 59(1), 208–220.CrossRef
go back to reference Entman, R. M. (2007). Framing bias: Media in the distribution of power. Journal of Communication, 57(1), 163–173.CrossRef Entman, R. M. (2007). Framing bias: Media in the distribution of power. Journal of Communication, 57(1), 163–173.CrossRef
go back to reference Gieryn, T. F. (1983). Boundarywork and the demarcation of science from nonscience: Strains and interests in professional ideologies of scientists. American Sociological Review, 48(6), 781–795.CrossRef Gieryn, T. F. (1983). Boundarywork and the demarcation of science from nonscience: Strains and interests in professional ideologies of scientists. American Sociological Review, 48(6), 781–795.CrossRef
go back to reference Gitlin, T. (2003). The whole world is watching: Mass media in the making and unmaking of the new left, with a new preface (2nd ed.). Berkeley: University of California Press. Gitlin, T. (2003). The whole world is watching: Mass media in the making and unmaking of the new left, with a new preface (2nd ed.). Berkeley: University of California Press.
go back to reference Kirkpatrick, G. (2013). Computer games and the social imaginary. Malden: Polity Press. Kirkpatrick, G. (2013). Computer games and the social imaginary. Malden: Polity Press.
go back to reference Mantilla, K. (2013). Gendertrolling: Misogyny adapts to new media. Feminist Studies, 39(2), 563–570. Mantilla, K. (2013). Gendertrolling: Misogyny adapts to new media. Feminist Studies, 39(2), 563–570.
go back to reference Phillips, W. (2015). This is why we can’t have nice things: Mapping the relationship between online trolling and mainstream culture. Cambridge: MIT Press. Phillips, W. (2015). This is why we can’t have nice things: Mapping the relationship between online trolling and mainstream culture. Cambridge: MIT Press.
go back to reference Schudson, M. (2008). Why democracies need an unlovable press. Cambridge/Malden: Polity. Schudson, M. (2008). Why democracies need an unlovable press. Cambridge/Malden: Polity.
go back to reference Taylor, T. L. (2008). Becoming a player: Networks, structures, and imagined futures. In Y. Kafai, C. Heeter, J. Denner, & J. Sun (Eds.), Beyond Barbie and Mortal Kombat: New perspectives on gender, games, and computing (pp. 50–65). Cambridge: MIT Press. Taylor, T. L. (2008). Becoming a player: Networks, structures, and imagined futures. In Y. Kafai, C. Heeter, J. Denner, & J. Sun (Eds.), Beyond Barbie and Mortal Kombat: New perspectives on gender, games, and computing (pp. 50–65). Cambridge: MIT Press.
go back to reference Williams, D. (2003). The video game lightning rod. Constructions of a new media technology, 1970–2000. Information, Communication & Society, 6(4), 523–550.CrossRef Williams, D. (2003). The video game lightning rod. Constructions of a new media technology, 1970–2000. Information, Communication & Society, 6(4), 523–550.CrossRef
Metadata
Title
Mainstreaming Misogyny: The Beginning of the End and the End of the Beginning in Gamergate Coverage
Authors
David Nieborg
Maxwell Foxman
Copyright Year
2018
DOI
https://doi.org/10.1007/978-3-319-72917-6_6