Video Games

Is Video Game Addiction A Real Thing?

Much like gamers themselves, instances of gaming addiction are often stigmatized.

While stories of deaths stemming from three-day gaming binges in internet cafes are hyped in media coverage, gaming addiction in the United States is more often characterized by someone sacrificing their work, school and social life in order to progress in the digital space.

Psychologists such as Douglas Gentile at Iowa State University have studied video game addiction for decades and asserts that our access to broadband internet and the spread of technology have only increased addiction numbers.

Gentile believes that the global gaming addiction rate falls somewhere between 4 and 10 percent of gamers.

Who is and isn’t addicted is often hard to determine, as researchers offer contrasting definitions of what constitutes addiction.

In an interview with CNN, Gentile says games become compelling because they satiate our basic human needs for autonomy, belonging and competence.

Games put you in control, they can offer a sense of community and most games have skill curves that allow players to feel successful while playing.

Recent additions to modern games include systems designed to keep the player engaged through unpredictable reward systems.

Games such as Destiny have been called out for their random number generator (RNG) loot systems that randomize the rewards dropped for players after completing a mission or objective.

Photo Credit: patrick janicek/ Flickr (CC By 2.0)

Titles boasting millions of players such as Counter Strike: Global Offensive, Rocket League and Overwatch feature cosmetic items that are unlocked through a system that most closely resembles a slot machine.

In Call of Duty, items that bear a significant impact on gameplay are obtained through this same RNG system, giving an edge to players able to obtain higher-tier items.

Those unable to secure the best rewards are encouraged to keep playing or spend even more money on a micro-transaction system to gain an edge over others or secure coveted in-game items that hold little to no value outside of the digital game space.

Through these examples, one can assume that not only are modern games hooking players with feelings of empowerment and belonging, but the addition of systems that closely mirrors gambling has created a dual threat of addiction for gamers young and old.

But statistics and insights from psychologists only go so far in explaining the real-world impact gaming addiction can have on an individual.

Speaking from personal experience, I can recall how detrimental my teenage gaming binges were when I would sometimes spend more than 24 hours at a time playing a single game.

I would ignore school work, reject spending time with family and not leave my house for days.

The concept of these marathon sessions weren’t taboo in my friends group.

We would boast about having more than 1,000 hours logged in a game.

It wasn’t uncommon for us to lose literal days of our lives to these online experiences.

I’ve met people well into college with close to 3,000 hours played in an online multiplayer game.

They commonly have the propensity to brush off criticism about their time invested with explanations like “It’s the only game I play,” and “I still get my work done”.

But life isn’t a game, and too much time spent in the digital world can be detrimental to your health, work and social life.

This is all coming from someone who runs his own gaming website, who hosts a gaming and tech talk show at his college and has poured months, if not years of his life into video games and the culture encompassing them.

I’ve seen how gaming can foster creativity, establish connections between generations and empower the physically disabled.

But I’ve also witnessed the impact being too deeply enveloped in a particular game can have on a person.

I’ve seen friends fail classes, fracture relationships and miss out on amazing opportunities, all because they couldn’t pull themselves away from the TV or computer screen.

Although gaming addiction has no fixed definition, its credibility as a real issue in the present day should be undisputed.

The complications gaming addiction creates may originate from time spent in a digital space, but the effects are tangibly existent in reality.

There’s no reset button for the real world.

RISE NEWS is a grassroots journalism news organization that is working to change the way young people become informed and engaged in the world. You can write for us.

Cover Photo Credit: COD Newsroom/ Flickr (CC By 2.0)

Does The Center Of No Man’s Sky Actually Hold The Secret To Life After Death?

One could easily argue that No Man’s Sky was both the most hyped and most disappointing game of 2016, if not ever.

A nearly infinite universe was revealed to be nothing more than a series of expansive but lifeless copy and paste jobs of pre-made assets.

What many found to be the game’s largest let down was what players found at the center of the universe.

Originally rumored to hold a secret to life, understanding, or just a bunch of in-game currency, what players found was essentially a reset button.

But what if the ending to No Man’s Sky showed us what happens when we die?

According to Biocentrism, a theory created by scientist Robert Lanza, Life and Biology create the universe and not the other way around.

The theory argues that our consciousness creates the world around us, meaning space and time aren’t actually things, but are tools of our “animal understanding”.

Along with this is the belief in multiple worlds, where our choices have split one universe into different outcomes.

Read More: Can This Video Game Change Your Ideology?

Basically, your choice to read this article occurred in one universe while an alternate universe exists where you chose to scroll past.

The final part of Biocentrism suggests that our souls are essentially immortal.

Your soul can exist outside and beyond your physical body much like a hermit crab can exist outside of its current shell.

The controversial orchestrated objective reduction (Orch-OR) theory connects to Biocentrism and supports many of the near-death and out of body experiences humans have reported having throughout history.

Some scientists argue that there are simpler explanations for these visions and experiences.

According to inquisitr.com, “Skeptics have long attributed near death experiences to physical phenomena such as the brain being deprive of oxygen, not the human soul or any interaction with God or the afterlife.”

But former skeptics like Dr. Eben Alexander, a neurosurgeon who was stuck in a coma for 7 days says his near-death experience revealed a consciousness after death.

In an article for Newsweek, Alexander said his profound experience during the coma gave him “a scientific reason to believe in consciousness after death.”

“It exists, and what I saw and learned there has placed me quite literally in a new world: a world where we are much more than our brains and bodies, and where death is not the end of consciousness but rather a chapter in a vast, and incalculably positive, journey.”

The “Orch OR” theory could prove scientific evidence of our consciousness being  “mere computations conducted within the neural networks in the human brain” while concurrently proving the long held belief of a separate mind, body and spirit in many religions.

So what does this mean for the ending of the game everyone loves to hate?

If your consciousness can’t die, but migrate as the Biocentrism suggests, the transfer and reset of your game once you reach the center of the universe in No Man’s Sky might be a realistic explanation of what happens when we die.

That blinding light and relocation to another universe with a clean slatemay truly be a glimpse into life after death.

That, or it could have just been a cheap way to insert replayability into the game.

Maybe in another universe, I also happened to put the $60 I spent on No Man’s Sky toward something I’d get more enjoyment from.

If you’re interested in learning more about the theory of Biocentrism, you can check out the book Biocentrism: How Life and Consciousness are the Keys to Understanding the True Nature of the Universe by Robert Lanza with Bob Berman on Amazon. You’ll also find No Man’s sky regularly discounted if you ever feel like seeing what all the fuss is about.

RISE NEWS is a grassroots journalism news organization that is working to change the way young people become informed and engaged in the world. You can write for us.

Photo Credits: Blake Patterson/ Flickr

The Sims 4 Will Now Give Sims “Customizable” Genders

The realm of virtual reality knows no bounds, and that now includes the boundaries of gender.

On June 3rd EA Games announced their newest update of The Sims 4 will now have the option to Customize your Sim’s gender.

In the original gameplay while creating your Sim although you could alter their physical appearance almost any way you pleased, there was only a “male” and “female” option when selecting their gender.

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This was true in all four versions of the game until this recent update.

But now, you can still choose the traditional male and female options, but now may also “Customize Gender.”

This option asks a variety of questions about the Sim you are creating including if your Sim has a more feminine or masculine frame, what their toilet behaviors are, and whether or not the Sim is able to get pregnant.

Clothing selections will also not be limited based on a male or female Sim and will be able to be worn by any Sim.

On their official website, thesims.com, this is what the team had to say about the newest update:

The Sims is made by a diverse team for a diverse audience, and it’s really important to us that players are able to be creative and express themselves through our games. We want to make sure players can create characters they can identify with or relate to through powerful tools that give them influence over a Sims gender, age, ethnicity, body type and more.”

This update can be done for anyone who currently owns the Sims 4 game, and will a permanent feature to any future buyers of the game.

RISE NEWS is a grassroots journalism news organization that is working to change the way young people become informed and engaged in public affairs. You can write for us.

Cover Photo Credit: EA Games

Autism, GamerGate And How The Left Dropped The Ball

The following is an opinion piece penned after multiple bomb threats shut down a Miami based discussion on ethics in video game journalism, also known by the shorthand- GamerGate. The following piece does not necessarily reflect the views of Rise News.  

By Thomas Fairfield 

@BahmoFairfield

Describing the values shared by much of the GamerGate movement, and detailing those points on which they do and don’t disagree with the opposition, is a worthy but daunting process; and within a short opinion piece, perhaps an impossible one.

So many people have brought in so many axes to grind (on both sides), that arriving at a list of “core” tenets in one document would at least require peer review and survey. However, I can detail a large personal stake here.

I am a nerd. More specifically, I have Asperger’s Syndrome. It is classified as a “mild” or “high-functioning” branch of the Autism Spectrum, but at a glance it’s often mistaken for more debilitating disorders.

It led to immense bullying at school, where I was called things like “retard” and “faggot” (Bigots saw homosexuality as a disorder); among other sorts of insults. I was derided as babyish because I still loved Nintendo while others were “growing out of it”, and seen as frighteningly psychotic because I laughed at certain shows that others didn’t.

Even faculty who wanted to help me often didn’t understand me, and I got stuck in Special Education classes with the genuinely mentally-challenged or even insane; such as in third grade, where I got stuck with a child who gleefully talked about killing.

Even as an adult, I have suffered; my voice and mannerisms unnerve people who don’t understand Asperger’s, my wallet ails from the horrendous personality bias entailed in the hiring processes of many major companies, and I am humiliated by the continued inability of even caring persons to assume by default I’m a functional being.

After so much discomfort and ignorance, I figured that the political left would offer me a way out; who better to fight business corruption and add one more unprivileged minority to their liberation record? I was wrong. Almost a year ago now, leftist journalists collectively smeared nerds, and GamerGate roared to life.

While I would not become aware of this until a few months later, many others, such as Mytheos Holt and Liz Finnegan, immediately noticed familiar anti-autistic/anti-introvert misassumptions in these zealous calls ironically against perceived bigotry, and when I finally looked into GamerGate I found plenty of common ground.

Mind you- GamerGate is not simply an autistic issue, and as stated, journalists are just the latest tip of a larger prejudiced iceberg, but GamerGate’s fight is my fight, because a new intolerance has seized mainstream society; an intolerance not of inherited outward features, but of mindsets, which drives activists to mass-shame people who’ve said—or sometimes, worn-trivial things that even debatably smack of discredited old ideas.

With egalitarianism and tolerance reconfigured as the new social axiom, they have also become the new excuse to condemn the socially-inept, who can get labelled reactionaries or even potential criminals for as little as their desires to ogle beautiful fictional women, cosplay as game characters or play war-games with mock-aggressive buddies.

As has happened for literally centuries, the as-yet unproven suggestion that pleasure-centric culture makes people sinful has been dredged up once more, and this time it is aimed at those of us who by nature are introverted and prefer activities set in The Great Indoors.

Still, maybe it’s not just this time that Autism and the like were involved; I can’t help but wonder how many past victims who got labeled as “witches”, “demons” and the like might’ve just had mental conditions unrecognized as such at the time. The point is that, when it is socially-acceptable, or even desirable, to shame thoughts in the name of social harmony (and adjusted for different values, it has been at many points in throughout history), people whose thought-patterns are obviously “off”, and whose desires unique and pronounced, become tempting targets; much as they have been many times before.

For myself and many others, all of this “gamer”-bashing is just the same “Ew; you like X terrible thing?! You must be Y terrible thing!” dreck of the sort we’ve suffered at many points in our lives. That it is painted in the trendy new language of progressivism matters little, and I’ve yet to hear GamerGate’s feminist opponents remark on the irony that their supposed war against the patriarchy is in practice attacking the sorts of men who’ve suffered themselves for not living up to the macho ideal.

Yet what is different now (besides that this time it’s the Left leading the old “pleasure is sinful” charge), and for the first time, is we’re fighting back and hard. We no longer have no response when any given situation’s de-facto bullies ask “You and what army?” We now have an army, and it is GamerGate.

It is not composed solely of autistic people, and left-wing and right-wing people rub shoulders in it; their actual thoughts may differ drastically, but they all (mostly) work together because almost anyone who has been thought-shamed for any reason can now fall in and march alongside others who at least agree with them that rampant thought-shaming stinks, at a time when many in the mainstream press, including some self-proclaimed tolerance advocates, remain in favor of it on some level.

If such people are to continue this sort of knee-jerk-driven character assassinations, without allowing the characters in question a chance to represent or debate their ideals on neutral territory (not to mention stifling said representation and debate with bomb threats), they’re just proving correct GamerGate’s perception of them as a new breed of moral authoritarians, which is already becoming bad PR.

Meanwhile, GamerGate’s momentum just keeps building. While contrary to the accusations, there is no canonized GamerGate ideology that justifies the use of intimidation tactics, we don’t shy away from signal boosting vile behavior on the record, and it is having an effect.

The diversity and tolerance progressives already won are here to stay, and good for them, but for the first time in decades, it looks like autism-bashing is on its way out, and if things keep going the way they are, progressives will look back and bemoan that, even while they demonized it, GamerGate stole this tolerance victory from them.

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Photo Credit: Luke Hayfield/Flickr (CC By 2.0)

Long-Read: Why GamerGate Is Really A Liberal Identity Crisis

The following is an opinion piece penned after multiple bomb threats shut down a Miami based discussion on ethics in video game journalism, also known by the shorthand- GamerGate. The following piece does not necessarily reflect the views of Rise News. This piece was original published in Rise Miami News on 8/25/2015.   

By Arad Alper

GamerGate is marking a year of existence, a year in which it has been the most notable and important cultural event around, the clearest reflection of the zeitgeist. The story of GamerGate enfolds many of the characteristics that define our time: online activism, the questionable ethics of Internet journalism, a liberal identity crisis, the civil war of the left, the opening of a new generational gap, and of course the turning of video games and gaming culture into the center of pop culture, the place to be.

A year later, it is time to stop for a moment and take a more historical perspective, to ask how we came to this point and where we are headed. And, most importantly, what’s it all about?

Politically, GamerGate is an event that takes place in the left, and its roots are in the conflict between two different leftist approaches. The left as a whole believes that humanity has to liberate itself from traditions and structures that cause injustice, to create newer and better worldviews and aspire to build a society where everyone will enjoy freedom, equality and peace. But there are two different approaches to this struggle.

The first, which I shall term the liberal approach, is an evolutionary approach. It regards the human creature as an ape that is in a gradual process of leaving the jungle, a process that transforms homo sapiens into an increasingly enlightened and sublimated being. This approach espouses giving humans the largest possible amount of freedom to express themselves, even if what they express is not enlightened or cultivated, because by exposing all our different sides we eventually learn how to sublimate them.

This approach also acknowledges that humans will forever be apes and will never reach a perfect state of liberty, equality and peace, but we can get closer and closer, and in fact the Western world has already reached a stage where even the most wretched members of society can live a good and happy life.

Therefore we should focus of achieving a happy life for ourselves, while working at the same time for ever greater social harmony.

Read More: Journalists Should Check Their Privilege About Feminism And GamerGate

The second approach, which I will term the puritan leftist approach, is revolutionary. It believes that humankind is born by nature to live in a state of perfect social harmony, and the only thing preventing it is the structure and mindset of contemporary society. Therefore, all we need to do is change the way we educate our children, instill in them the ideals of perfect social justice from birth, and in a generation or two we will have the perfect society.

We must therefore censor anything that is not enlightened, tear down any state of inequality and enforce total equality in its place, and soon enough the people will learn to think correctly and will live in a state of justice and happiness. Millions of years of evolution coded into our biology, tens of thousands of years of cognitive development coded into our language, thousands of years of civilization coded into our manners, all of this can be erased in one stroke if we only wish it – so believe the puritans.

This view is actually the continuation of the old Christian concept of the fall from paradise, as if humankind was born to dwell in heaven but fell into this imperfect world and can be happy only if it returns to its rightful place. And just like with puritanism of the religious kind, leftist puritanism has nothing to rely on – it is based on blind faith, faith that the nature of humankind is good.

Because that perfect world is always on their mind the puritans feel alienated and cannot find any happiness in our imperfect world, and regard others’ happiness negatively because it distracts the latter from striving for Utopia. While liberal leftism continuously develops and progresses, embracing the inventions of the modern world and the new experiences it opens for us and weaving them into the rich and diverse social fabric of today’s Western society, puritan leftism changed very little since the days of the Jacobin.

It’s the same rigid and narrow minded approach, that is busy with dreaming Utopian dreams that are completely divorced from reality and can therefore affect very little positive change in our world.

Nevertheless, those two approaches usually work together to fix the world, with the liberals doing the work and the puritans cheering from the sidelines. But there were moments in the past 250 years when the puritans felt like they could fight the battle on their own, and now is one of those moments.

What gave them that sense is the Internet, where they could find each other and form a large community with power and influence. It happened mainly on Tumblr, where they converged in the beginning of this decade and became known pejoratively as “Social Justice Warriors”, or SJWs.

Read More: Why GamerGate Matters To Me As A Black Developer

The reason why the rest of the Internet mocks the SJWs is that it is obvious to anyone that their actions have nothing to do with social justice. They are not trying to improve society, since they don’t believe in gradual change but in revolution. Instead, they work as one to destroy anyone whose opinions are incompatible with theirs. The SJW is characterized by the belief that only his way to achieve social justice is the right way and anyone who disagrees is against justice.

In other words, even if you are a liberal who agrees with them that we must work to achieve equality, but disagree with their revolutionary approach and believe in the evolutionary process, they will immediately brand you “racist”, “misogynist”, “homophobe” etc., and gang up on you like an online lynch mob. Sometimes you don’t even have to express disagreement: you only have to use terms that are not “politically correct” in their book, or tell an inappropriate joke, or socialize with a right-wing person, and you risk becoming a target of their bullying. The SJWs are also notorious for their disregard of facts, their neurotic reaction to anything that causes them discomfort, and most of all in the amusing disparity between the way they perceive themselves as lofty and moral people and the way anyone else regards them as nasty and reprehensible louts. As long as they were contained in Tumblr they were treated mainly as a joke, but in the past couple of years they extended their activities to other regions and are beginning to become a real nuisance.

SJWs who critique computer games do not care if the game excites and elevate the spirit or if it makes the gamers face their dark side in a way that would stimulate their minds to think about it. What they mainly care about is if the game obeys the ideals of social justice and if it educates the players that they will win only if they abide by them, and if it doesn’t (and no good art ever does) they denounce it.

One of the outlets which the SJWs employ to express themselves is online media. While old media obeys an ethical code and cares about its public image, online media is an anarchic world in which almost anything goes. In the years 2009-2013 this proved to be an advantage, because online media could undermine entrenched narratives and affect liberalization of the mind in the US, in the Arab world and in other places. But this anarchy also allows extreme views to flourish and promote their narratives without the need to address pesky things like facts or ethics, and in this way the puritan left managed to establish itself as a journalistic force. In most fields there are enough channels to counter their ideology and they remain marginal, but there is one field in which they found an uncharted territory they could take over. And so, to its detriment, the world of video games became their experimental lab.

The video game is one of the newest art forms, so new that we have yet to develop theories to analyze it properly. Its greatest uniqueness lies in its way of turning the consumer into an active participant in the story, not just a spectator. This opens up avenues to do things that are impossible in other mediums, and the possibilities this holds thrill the imagination. It is no wonder that this art form currently draws the most creative forces and rapidly expands in many directions.

In liberal thought, art has a few main functions. First, of course, it elevates our spirit, puts us in contact with the sublime. Secondly, art is a way to express what cannot be said in words, and thus it expands our consciousness and opens our mind. In that, it is also an agent of social progress, because it teaches us new things about ourselves which help us arrange society in a better way. Art must therefore not recoil from any subject, penetrate even the darkest corners of the human psyche and bring them to light, because then we can learn how to deal with them. Puritans, on the other hand, think of art as an instrument to educate the masses.

SJWs who critique computer games do not care if the game excites and elevate the spirit or if it makes the gamers face their dark side in a way that would stimulate their minds to think about it. What they mainly care about is if the game obeys the ideals of social justice and if it educates the players that they will win only if they abide by them, and if it doesn’t (and no good art ever does) they denounce it. Unfortunately, since more intelligent ways of thinking about video game art are still in gestation, the puritan outlook is the one that dominates the online media on the subject (we can take comfort in knowing that this is not a problem that is unique to video games. Every young art form passes through such a stage).

The people who dedicate their lives to playing video games are called gamers, and are full of love and passion for their hobby. They immerse themselves in the mythologies of the different games, identify with the characters, create playing and discussion groups, build entire worlds around every game.

Read More: I’d Like A Game News Website That Didn’t Hate My Guts

They want journalism that shares this devotion, but what they get instead is didactic and boring puritan criticism. Worse, they feel that this journalism is deeply corrupt, exploiting the lack of ethics in online media to operate with impunity. It’s not just that game Journalists of the SJW type are using their power to promote games that obey their values; gamers have been sensing for years that behind the scenes there is also collusion, inappropriate relations between game developers and those who write about them. Since the gaming media is the source that any other media draws from when writing about the subject, the gamers feel like this corruption creates a distorted image of their world. They demand transparency, accountability and compliance with principles of journalistic ethics, but the online media always ignored their demands. And then, in August 2014, the game critics hit the fan.

It all began with a blog post written by a game developer in which he revealed how his girlfriend, also a game developer, cheated on him with several men, among them a game critic. The juicy story had all the makings of a good scandal, and the scandal did not fail to arrive. For those who complained about the corruption in media, this was the evidence they were looking for, a story about a developer trading sex for a good review from the critic.

But, as is always the case with such stories, the legitimate demand to investigate the corruption was swamped by a lot of other things: fictional supplements to the story, disinformation, personal attacks on the adulteress, railing against all those slut women, etc. Still, it could have ended there if the media had reacted properly. The gaming journalism sites could have addressed the serious part of the arguments against them, promise to adopt better ethics, and appease their enraged readers. What happened instead is what is remembered now as “August 28th”, the day that will go down in infamy in the history of online media, the day gaming journalists showed their true colors, the day that changed everything.

For those who don’t know how the Internet works, we should make it clear that most of the bad behavior does not come from the GamerGate or SJW communities but from anonymous anti-social trolls who exploit the mayhem to let their violent nature loose.

Rather than addressing the demands, the SJWs went for their usual tactic: claiming that the attacks on the developer are not due to substantive issues but because she is a woman, and the real problem is not her but the character of her detractors. In the span of two days there was a series of articles, by different journalists in different sites, in which they depicted the gamer as a white male who hates women and minorities and feels like his world (a world of video games aimed at racists and misogynists) is being taken away from him so he lashes against the people he deems responsible for it. Suddenly it dawned upon the gamers that their media, the media that is supposed to represent their world, is actually driven by prejudice and hate towards them. This was the beginning of what became known as GamerGate.

And it was ugly, in the tradition of all online flame wars since the 4Chan civil war of 2009. The heart of GamerGate was still the demand for ethics, but its essence was the fight against the SJWs. This was the first time a large group of people stood up to the SJWs, and the latter reacted according to their nature. Individuals from both sides received nonstop harassment, murder and rape threats, and some had their private details exposed online.

A couple of events organized by GamerGate had to evacuate the premises due to bomb threats, and so was a lecture by SJW game critic Anita Sarkeesian. For those who don’t know how the Internet works, we should make it clear that most of the bad behavior does not come from the GamerGate or SJW communities but from anonymous anti-social trolls who exploit the mayhem to let their violent nature loose.

Read More: Gamedropping- How Journalism Outlets Reinforce A False Narrative Without Facts

But both said communities were responsible for creating the toxic atmosphere, and should both be condemned for it. However, even though the responsibility lay equally on both sides and both sides suffered the same, the media put the blame squarely on GamerGate. Not just the puritan online media, but even the established mainstream media that is supposedly liberal bought the narrative that GamerGate is a hate movement against women and minorities, and they bought it hook, line, and sinker. Every attack on an SJW was touted in the media as evidence to the true nature of GamerGate, while similar attack on gamergaters got no coverage at all. The GamerGate people, most of them leftists of the liberal type, watched in dismay as their heroes in the media turned against them, accusing them of views that are completely opposed to their character and beliefs, while the only media that defended them were right-wing sites. Many of them experienced severe identity crisis as a result.

But that only motivated them to soldier on, and slowly they began to turn things around. The reason that mainstream media reported with such bias against GamerGate wasn’t that it was taken over by puritans, but simply the result of a generational gap. Mainstream journalists have no clue in video games, gaming culture and Internet culture, so they just buy wholesale what they are being told by those they perceive as journalists like them. Like the rock’n’roll generation of the sixties, the gamers had to create their own media channels if they wanted to be represented. The community began to produce its own YouTube stars – intellectuals, comedians, culture critics, game critics etc. – who drive the discussion that combines the world of video games with current sociology and politics. Gradually they are getting mainstream journalists to listen, and compelling the online media to adopt ethical standards.

As an onlooker, I was neutral at first and put the blame equally on all sides. But I kept watching, and now, a year later, I feel that I can pass judgment the true nature of each side. The GamerGate community is working to rid itself of the negative elements and proved to be a culture based on fun, creativity, self exploration, the acceptance of the other, rational and critical thought, a dialogue based on listening to diverse views, and fighting the corrupt system. The SJW community, on the other hand, continues to be a piranha infested cesspool and a culture based on resentment, self-righteousness, the rejection of otherness, herd mentality, ideological thinking that discards facts, sweeping censorship, and hatred to all earthly pleasures except the pleasure of destroying anyone who disagrees with them.

They do not try to better themselves, but work effortlessly to prevent any opinion that might make them doubt themselves from entering their consciousness (one of the main characteristics of an SJW is the blocking on Twitter of anyone who attempts to debate them). All of their actions are based on the delusion that they truly speak in the name of the oppressed and that those who oppose them are really just doing so because they are white straight male who want to maintain their hegemony.

In the last year the SJWs, driven by their self-righteousness and tripping on their delusions of self-importance, expanded the range of their attacks and went after movie people, musicians, comedians, scientists and politicians.

Whenever they encounter a gamergater who doesn’t fit this stereotype (and they are of course numerous) they tend to claim that it is actually a white male in disguise, and then proceed to immediately block that gamergater whose very existence threatens their delusional bubble. Actually, there is not a shred of evidence to corroborate their claim that “there is a new generation of gamers to replace the old generation of racist, sexists and homophobes”, but what seems to be happening is a natural evolution is which the gamer community, liberal by nature, is organically developing from a white male dominated group into something more diverse “Of course, female and minority gamers mostly despise the SJWs and are offended by their anti-gamer attitude, so the latter’s contribution to the process amounts to zero or even less.”

In the last year the SJWs, driven by their self-righteousness and tripping on their delusions of self-importance, expanded the range of their attacks and went after movie people, musicians, comedians, scientists and politicians. They are beginning to reveal their true nature to the people outside the Internet, and more and more liberals wake up and realize that they are an enemy.

The SJWs are bound to fall, but the question is what damage they will do to the left before they go. The American right went through something similar in the beginning of the decade, as the puritan Tea Party challenged the conservative establishment. The latter was oblivious to the danger, helped the Tea Party advance, and ended up losing control over conservative politics. The outcome was that the Republican party alienated the majority of Americans, came to be regarded as irrational and unhinged, and lost the culture war. The SJWs are threatening to do the same to the left, but it is not too late to stop them. GamerGate marks an awakening in the left, a moment of clarity. Some people involved in the battle are already talking about “the civil war of the left” and are vowing to kick the SJWs back to the nether regions of Tumblr. Let them continue to be a pain there but nowhere else.

And it contains an opportunity for the right as well. Needless to say, not only liberals play video games, and GamerGate also has many right-wingers in its ranks. Moreover, the battle draws right-wingers who recognize in GamerGate’s claims many of their own traditional claims against the left. The difference is that they always thought that the puritan positions characterized the whole left (typical mistake: the left errs in the same way about the right), and now they realize it is only a noisy minority. This already forms a dialogue between left and right, a better understanding of the other side’s positions. Maybe this will be the thing that will reconnect the American right with the spirit of the time.

GamerGate currently contains many contradicting positions, and will eventually be unable to hold them all together and will fall apart. But while it exists it plants seeds of positivity, seeds which will fertilize society, culture and politics for years to come. Stay tuned.

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Photo Credit: David Shankbone/Flickr (CC BY 2.0)
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