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The Gamergate controversy encapsulates the events within the video game community following revelations of possible conflicts of interest and allegations of ethical misconduct by gaming journalist Nathan Grayson and indie game developer Zoe Quinn beginning in August 2014. While the controversy takes its name from the movement formed ostensibly to improve ethics in gaming journalism, most commentators focus on the resulting sexist and misogynistic harassment that targeted Zoe Quinn, game developer Brianna Wu, cultural critic Anita Sarkeesian, and others following the initial revelations (most of which were either debunked or proven false).

Harassment and threats, including online harassment, death threats, and threats of terrorist attacks, were performed either by individuals claiming to be supporters of the Gamergate movement or against vocal opponents to the movement, usually women. While some harassment was done by individuals who claimed to be unaffiliated with Gamergate, commentators noted that their targets were generally opponents to Gamergate. The harassment of Quinn and others was further aided by the anonymous and distributed nature of the Gamergate movement, and harassment was frequently coordinated and promoted within semi-anonymous social media platforms such as Reddit and 8chan.

Supporters of the Gamergate movement state that they have concerns with ethics in video game journalism and denounce the sexist and misogynistic harassment attributed to them. However, most commentators feel that the anonymous, amorphous, and inclusive nature of the movement prevents the separation of the harassment and threats from other claims made by supporters and have dismissed the ethics concerns as being trivial or as a cover for a harassment campaign. Further, the leaderless and amorphous nature of the movement provides actual harassers with opportunities to hide their actions within the movement and prevent detection.

The overarching Gamergate controversy is viewed as a manifestation of the culture war over gaming culture diversification, artistic recognition and social criticism of video games, and the gamer social identity.