In part one of this series, I explored the nature and the ongoing crisis of modernity. The crisis took the form of the conflict between camps referred to as the revolution (who preferred to rely upon empirical evidence) and the counter-revolution (who preferred to rely upon dogmas and doctrines).
The conflict could never be permanently resolved. Periodic detentes were achieved through a mediating force: Cartesian reason. But those detentes were few and far between. I refer to the ongoing process of attempting to mediate between the two Cartesian modernity.
Cartesian modernity was a successful enough project that for centuries it prevented Europe from completely destroying itself.
But as fate would have it, Cartesian modernity -- and with it, objective reason as its central mediating force -- would fall out of favour with powerful ideologues.
Why did this happen?
It happened when ideologues linked Renaissance-era modernity to imperialism and Eurocentrism. The world was quickly changing. The old world, so to speak, was stumbling upon new ones, and discovering new ways to assert itself in others. As Hardt and Negri explain:
"The internal conflict of European modernity was also reflected simultaneously on a global scale as an external conflict. The development of Renaissance thought coincided both with the European discovery of the Americas and with the beginnings of European dominance over the rest of the world. Europe had discovered its outside. 'If the period of the Renaissance marks a qualitative break in the history of humanity,' writes Samir Amin, 'it is precisely because, from that time on, Europeans become conscious of the idea that the conquest of the world by their civilization is henceforth a possible objective ... From this moment on, and not before, Eurocentrism crystallizes.'"
European incursions into Asia, Africa and the Americas opened new fronts on which the philosophical adherents of the revolution and the counter-revolution could compete.
While the resources and the infrastructure of the revolution (universities, primarily) were immobile, the prime resources of the counter-revolution were not. The counter-revolution could send missionaries and militant forces into these lands and obtain relatively-instant gratification. Universities of the European standard didn't exactly sprout from the soil overnight.
But even as the counter-revolution gained an edge on these fronts, it appropriated reason, or at least what it could pass off as reason. In order to do this it had to appropriate many of the tools of the revolution.
The counter-revolution asserted that European domination over these lands was justified by the technological superiority and (what they deemed to be) intellectual superiority of European modernity.
So missionaries carried Bibles into the depths of Africa, Asia and the Americas. But instead of simply lecturing about Christianity, as European priests had with their flocks, missionaries taught their flocks how to read for themselves. In time, the Bible was even translated into those languages.
This was an under-appreciated lesson that the counter-revolution had taken away from the Renaissance. The refusal of the Catholic Church to permit the Bible to be translated into languages other than Latin -- which only the clergy spoke -- had opened a front within Christianity which turned far more ugly than perhaps anyone could have expected, with rivers of blood flowing.
This was just one way in which the counter-revolution appropriated the methods of the revolution. In short, the counter-revolution cloaked itself in the form of Cartesian modernity. And it was under this guise that it spread itself across the globe while the revolution remained rooted mostly in Europe.
It's with this in mind that perhaps it's easy for people such as Hardt and Negri to mistake the counter-revolution for Cartesian modernity itself. But make no mistake about it. For the counter-revolution, Cartesian Modernity very much was a problem. Even Hardt and Negri have it as such:
"On the one hand, Renaissance humanism initiated a revolutionary notion of human equality,of singularity and community, cooperation and multitude, that resonated with forces and desires extending horizontally across the globe,redoubled by the discovery of other populations and territories. On the other hand, however, the same counter-revolutionary power that sought to control the constituent and subversive forces within Europe also began to realize the possibility and necessity of subordinating other populations to European domination. Eurocentrism was born as a reaction to the potentiality of a new found human equality; it was the counter-revolution on a global scale."
Interestingly enough, this belief in "new found human equality" is the preserve of neither the revolution nor the counter-revolution. but rather the result of Cartesian reason.
Contrary to what one may be tempted to think, it wasn't a result of mediation of the two sides' views. In both revolution and counter-revolution can be found the seeds of Eurocentrism. For the counter-revolution, the lands into which Europeans had incurred were full of heathens, not yet uplifted by Christianity. For the revolution, (most of) these lands were filled with technologically- and scientifically-deficient peoples. In each case, the conclusion was that Europeans were superior,
A mediation between these views obviously does not produce a belief in the essential equality of humankind. Rather, this belief was a spontaneous product of Cartesian reason, but one that would require centuries before it would convincingly take hold.
The position of the counter-revolution was clearly rooted in subjective and self-serving thought. It could have been based on nothing else. But it's not difficult to look at the comparative states of these civilizations and see how one could presume the conclusion of European superiority was based on objective reason.
Speaking strictly for myself, I don't believe that presumption would fail the tests of virtue epistemics, particularly virtue reliabalism. It's my personal opinion that the locus of the conclusion of European superiority was as much, if more so, internal as it was external. In short: ego. It's not at all difficult to understand how someone may have made the comparison between the civilizations and simply wanted to conclude they were superior.
But the appropriation of Cartesian reason for the purpose of drawing this conclusion has, in the minds of many, linked it indivisibly to Eurocentrism and by extension to imperialism.
People who subscribe to social justice ideologies don't care for imperialism very much.
So they were confronted by the need for tools not tainted by Eurocentrism and imperialism. They stumbled upon a rather curious alternative: subjective reason. Thusly, postmodernity was born.
They found that subjective reason had advantages that objective reason did not. Objective reason required that one reason strictly according to empirical evidence -- material evidence which could be observed. But many of the arguments that the champions of postmodernity wished to make could not be made on the basis of empirical evidence, or at least not on empirical evidence alone.
To do this they would colonize the primary intellectual infrastructure of the revolution: the academy. And in doing so they would create entire new fields of study with loose evidentiary standards, and effectively non-existent tools of internal inquiry.
Showing posts with label Gamergate. Show all posts
Showing posts with label Gamergate. Show all posts
Thursday, April 9, 2015
Friday, March 20, 2015
Actually, It's About Ethics in Villainous Internal Monologues
So, did Marvel Comics take a cheap shot at #Gamergate?
This appears in the most recent issue of Loki: Agent of Asgard.
Many #Gamergate supporters are not impressed. They feel as if Marvel Comics has taken a shot at them to *ahem* avenge criticism they've faced over the new Thor.
Speaking for myself, I don't buy it.
Perhaps if this quip had come from a character such as Tony Stark that would be one thing. But the quip comes from Loki. Not only a villain, but the single most treacherous and deceitful villain in all of Marvel Comics. A character who, as he is literally the God of Mischief, would likely look at all the chaos and discord social justice warriors have sewn in the world and approve of it.
Taking character motivations into account, even if writer Al Ewing intended to take a shot at #Gamergate, that's not the message that realistically comes through.
As for female Thor: as I understand it, the objection many comic books fans have raised have less to do with the actual change, and more to do with the contrived way in which it was done.
Even then, everyone needs to relax. The idea of Thor as a woman has an interesting novelty. For a time that will drive sales, then when the novelty is gone Marvel will change things back.
Remember, this is the company that couldn't keep 90-year-old May Parker dead (bless her fictional soul).
This appears in the most recent issue of Loki: Agent of Asgard.
Many #Gamergate supporters are not impressed. They feel as if Marvel Comics has taken a shot at them to *ahem* avenge criticism they've faced over the new Thor.
Speaking for myself, I don't buy it.
Perhaps if this quip had come from a character such as Tony Stark that would be one thing. But the quip comes from Loki. Not only a villain, but the single most treacherous and deceitful villain in all of Marvel Comics. A character who, as he is literally the God of Mischief, would likely look at all the chaos and discord social justice warriors have sewn in the world and approve of it.
Taking character motivations into account, even if writer Al Ewing intended to take a shot at #Gamergate, that's not the message that realistically comes through.
As for female Thor: as I understand it, the objection many comic books fans have raised have less to do with the actual change, and more to do with the contrived way in which it was done.
Even then, everyone needs to relax. The idea of Thor as a woman has an interesting novelty. For a time that will drive sales, then when the novelty is gone Marvel will change things back.
Remember, this is the company that couldn't keep 90-year-old May Parker dead (bless her fictional soul).
Sunday, March 15, 2015
About #Gamergate, Ben Kuchera,and Gatekeeping
If Electronic Arts executives have any stones whatsoever, Polygon opinion editor has fouled up epically.
In fact, it should wind up being one of the most epic foulings up in any genre of journalism in journalism history.
Just what did Kuchera do?
Well, EA's director of digital communications, Chris Mancil, wrote a blogpost praising Breitbart UK writer Milo Yiannopolous. In passing he mentioned that Kuchera had some worthy ideas on how Twitter could better handle harassment on its site.
For this, Kurchera freaked out. He tweeted EA demanding that someone at the company intervene with Mancil to remove a link to a column Kuchera published at Polygon.
From this we can glean the full extent of Kuchera's irrationality: apparently one may not praise Kuchera if they happen to be praising Yiannopolous at the same time. And if they do, Kuchera will complain about it to that person's employer. That's how authoritarian, how stunningly eager to abuse his power, Kuchera has become.
Since his meltdown many other social justice warriors have joined Kuchera's chorus, going even further than Kuchera and demanding that Mancil be fired.
This brings us to a very interesting question: just how much power does Kuchera have? How much power do games journalists have?
At first glance,it might seem that they have a great deal of power. They're considered by many to be the gatekeepers of the industry. They have the power to decide which games get coverage, and which games don't.
So surely games developers and publishers must be sensitive to their whims and demands, right?
Well, perhaps not so much.
The relationship between the games industry and games developer is far more symbiotic than many might give it credit for. While games journalists may have the power of gatekeeper at their end of the relationship, games developers and publishers have the same power at their end.
They have the power to refuse to grant interviews, or even release review copies of games, to journalists with whom they are unwilling to interact.
Therein just how badly Kuchera has fouled up.
It takes no more than a cursory look at Mancil's blogpost to recognize that Kuchera is being hilariously unreasonable and, in fact, unprofessional. To give in to Kuchera's demands would only reward that unreasonability and unprofessionalism from someone who writes for a publication that EA actually pays for advertising.
As an online website with no paywall Polygon literally has no source of revenue other than their advertisers. Kuchera is literally making demands of the hand that feeds him even as he embeds his incisors into it.
There's really only one way EA can respond: they must pull their ads from Polygon, and refuse to restore them until Kuchera is no longer employed by the publication. Other games developers and publishers should also recognize Kuchera's behaviour for what it is and do the same.
In other words, if Polygon will not fire Ben Kuchera, the games industry must fire Polygon.
No more ad revenue, no more review copies of games, no more access of any kind. The games industry must exercise its gatekeeping power and cast Ben Kuchera outside its gates. If Polygon insists on remaining attached to Kuchera, it should share his predicament.
If this seems unreasonable, games developers and publishers must remember: Kuchera would enthusiastically do the same to them.
In fact, it should wind up being one of the most epic foulings up in any genre of journalism in journalism history.
Just what did Kuchera do?
Well, EA's director of digital communications, Chris Mancil, wrote a blogpost praising Breitbart UK writer Milo Yiannopolous. In passing he mentioned that Kuchera had some worthy ideas on how Twitter could better handle harassment on its site.
For this, Kurchera freaked out. He tweeted EA demanding that someone at the company intervene with Mancil to remove a link to a column Kuchera published at Polygon.
From this we can glean the full extent of Kuchera's irrationality: apparently one may not praise Kuchera if they happen to be praising Yiannopolous at the same time. And if they do, Kuchera will complain about it to that person's employer. That's how authoritarian, how stunningly eager to abuse his power, Kuchera has become.
Since his meltdown many other social justice warriors have joined Kuchera's chorus, going even further than Kuchera and demanding that Mancil be fired.
This brings us to a very interesting question: just how much power does Kuchera have? How much power do games journalists have?
At first glance,it might seem that they have a great deal of power. They're considered by many to be the gatekeepers of the industry. They have the power to decide which games get coverage, and which games don't.
So surely games developers and publishers must be sensitive to their whims and demands, right?
Well, perhaps not so much.
The relationship between the games industry and games developer is far more symbiotic than many might give it credit for. While games journalists may have the power of gatekeeper at their end of the relationship, games developers and publishers have the same power at their end.
They have the power to refuse to grant interviews, or even release review copies of games, to journalists with whom they are unwilling to interact.
Therein just how badly Kuchera has fouled up.
It takes no more than a cursory look at Mancil's blogpost to recognize that Kuchera is being hilariously unreasonable and, in fact, unprofessional. To give in to Kuchera's demands would only reward that unreasonability and unprofessionalism from someone who writes for a publication that EA actually pays for advertising.
As an online website with no paywall Polygon literally has no source of revenue other than their advertisers. Kuchera is literally making demands of the hand that feeds him even as he embeds his incisors into it.
There's really only one way EA can respond: they must pull their ads from Polygon, and refuse to restore them until Kuchera is no longer employed by the publication. Other games developers and publishers should also recognize Kuchera's behaviour for what it is and do the same.
In other words, if Polygon will not fire Ben Kuchera, the games industry must fire Polygon.
No more ad revenue, no more review copies of games, no more access of any kind. The games industry must exercise its gatekeeping power and cast Ben Kuchera outside its gates. If Polygon insists on remaining attached to Kuchera, it should share his predicament.
If this seems unreasonable, games developers and publishers must remember: Kuchera would enthusiastically do the same to them.
Saturday, March 7, 2015
An Appendix Regarding #Gamergate and Modernity
Yesterday, I wrote what I consider to be a preface to a series of blogposts I'm going to write about #Gamergate, social justice ideologies and cultural imperialism.
This blogpost is intended as an appendix to that particular blogpost.
If we accept the idea of video game culture as a singular front of the current crisis of modernity -- regardless of whether or not we agree that the crisis is manufactured -- then we must ultimately decide what role #Gamergate will play.
Is #Gamergate to be the counter-revolution, or something else entirely?
At first glance it may seem that #Gamergate is the counter-revolution, and social justice warriors (hereafter to be referred to as SJdubs) are the revolution. But first we must consider the attributes of each group and decide whether or not a role as revolutionaries or counter-revolutionaries would be mismatched.
Is #Gamergate the revolutionaries -- who believed in a singular locus of modernity based strictly on "what has been discovered in the arts and the sciences can now be reorganized through usage, meditation, observation, argumentation" (in the words of Sir Francis Bacon)?
Or is #Gamergate the counter-revolutionaries, who believed in a singular locus of modernity based strictly on faith?
Well, here's where the lines cross and become more obscure. Revolutionaries are, typically, challengers. In the discursive battle over video game culture, #Gamergate is not the challengers. Rather, #Gamergate arose in response to corrupt video games journalists who were in league with the SJdubs who set out to declare video game culture oppressive as a means of covering their own corruption. It's the SJdubs who are the challengers.
Yet it's the SJdubs who have adopted the faith-based modus operandi of the Renaissance-era counter-revolution, telling people that they must "listen and believe," rather than observe and consider. So if we agree that #Gamergate is the counter-revolution of this modern discursive battle over modernity, then we must also understand that the specific roles are very similar but reversed.
Must #Gamergate accept the role of counter-revolutionary?
If #Gamergate is to accept and adopt the role of counter-revolutionary, it will have to re-make that role. During the Renaissance, within the Catholic Church in particular, a prominent tool of counter-revolution was the Inquisition.
Admittedly #Gamergate is neither as powerful as the Catholic Church, nor (hopefully) as dogmatic. But there appears to be a direct corollary between harassment complained of by many SJdubs -- whether real, fabricated, or attributable to third-party trolls -- and the culture of intimidation and fear created by the Inquisition.
Even if one doesn't fully believe the stories of harassment told by SJdubs, many people do. What is perceived as real can be very real in its consequences. Even if it's not within the power of #Gamergate to completely dispel this fearful environment -- remember that no one controls a third-party troll (perhaps not even themselves, really; I find third-party trolls to be deeply-disturbed individuals, and suspect many of them may be severely mentally ill) #Gamergate can at least stymie it by refusing to participate in the harassment.
To #Gamergate's credit, the vast majority of its members (at least by my personal estimation) refuse to participate in harassment. It must also be noted that this refusal cannot be applied across a social media-based movement, and so it will be up to individual supporters to refuse, to stand up to those who do harass.
If this resembles the status quo to you, there's good reason for that: it's because this reflects the current state of affairs quite accurately.
In fact, the so-called "revolutionary" SJdubs have adopted the methods of the Renaissance-era (and later-era) counter-revolutionaries for themselves; conducting witch hunts for game developers and game journalists who don't echo their views, seeking to banish them from the establishment, and threatening them with blacklisting.
These tools may seem overwhelming. Renaissance-era counter-revolutionaries certainly used them to devastating affect. But as we can see by examining the result of that discursive war, the tools of the revolution ultimately prevailed.
Speaking for myself, I would urge #Gamergate to accept the role of counter-revolutionary, but use the tools of the Renaissance-era revolutionary. Therein lay the tools to victory.
This blogpost is intended as an appendix to that particular blogpost.
*****
If we accept the idea of video game culture as a singular front of the current crisis of modernity -- regardless of whether or not we agree that the crisis is manufactured -- then we must ultimately decide what role #Gamergate will play.
Is #Gamergate to be the counter-revolution, or something else entirely?
At first glance it may seem that #Gamergate is the counter-revolution, and social justice warriors (hereafter to be referred to as SJdubs) are the revolution. But first we must consider the attributes of each group and decide whether or not a role as revolutionaries or counter-revolutionaries would be mismatched.
Is #Gamergate the revolutionaries -- who believed in a singular locus of modernity based strictly on "what has been discovered in the arts and the sciences can now be reorganized through usage, meditation, observation, argumentation" (in the words of Sir Francis Bacon)?
Or is #Gamergate the counter-revolutionaries, who believed in a singular locus of modernity based strictly on faith?
Well, here's where the lines cross and become more obscure. Revolutionaries are, typically, challengers. In the discursive battle over video game culture, #Gamergate is not the challengers. Rather, #Gamergate arose in response to corrupt video games journalists who were in league with the SJdubs who set out to declare video game culture oppressive as a means of covering their own corruption. It's the SJdubs who are the challengers.
Yet it's the SJdubs who have adopted the faith-based modus operandi of the Renaissance-era counter-revolution, telling people that they must "listen and believe," rather than observe and consider. So if we agree that #Gamergate is the counter-revolution of this modern discursive battle over modernity, then we must also understand that the specific roles are very similar but reversed.
Must #Gamergate accept the role of counter-revolutionary?
If #Gamergate is to accept and adopt the role of counter-revolutionary, it will have to re-make that role. During the Renaissance, within the Catholic Church in particular, a prominent tool of counter-revolution was the Inquisition.
Admittedly #Gamergate is neither as powerful as the Catholic Church, nor (hopefully) as dogmatic. But there appears to be a direct corollary between harassment complained of by many SJdubs -- whether real, fabricated, or attributable to third-party trolls -- and the culture of intimidation and fear created by the Inquisition.
Even if one doesn't fully believe the stories of harassment told by SJdubs, many people do. What is perceived as real can be very real in its consequences. Even if it's not within the power of #Gamergate to completely dispel this fearful environment -- remember that no one controls a third-party troll (perhaps not even themselves, really; I find third-party trolls to be deeply-disturbed individuals, and suspect many of them may be severely mentally ill) #Gamergate can at least stymie it by refusing to participate in the harassment.
To #Gamergate's credit, the vast majority of its members (at least by my personal estimation) refuse to participate in harassment. It must also be noted that this refusal cannot be applied across a social media-based movement, and so it will be up to individual supporters to refuse, to stand up to those who do harass.
If this resembles the status quo to you, there's good reason for that: it's because this reflects the current state of affairs quite accurately.
In fact, the so-called "revolutionary" SJdubs have adopted the methods of the Renaissance-era (and later-era) counter-revolutionaries for themselves; conducting witch hunts for game developers and game journalists who don't echo their views, seeking to banish them from the establishment, and threatening them with blacklisting.
These tools may seem overwhelming. Renaissance-era counter-revolutionaries certainly used them to devastating affect. But as we can see by examining the result of that discursive war, the tools of the revolution ultimately prevailed.
Speaking for myself, I would urge #Gamergate to accept the role of counter-revolutionary, but use the tools of the Renaissance-era revolutionary. Therein lay the tools to victory.
Friday, March 6, 2015
Anita Sarkeesian, Jonathon McIntosh and the Battle for the New Modernity
I'm sure this thought has occurred to Gamergate supporters from time to time as they ponder the contributions of Anita Sarkeesian and Jonathon McIntosh -- or, more specifically, the ideology they represent -- to the unethical mush that has become video games journalism.
At times some have certainly even wondered: do these two matter at all?
For my part, the answer is yes. But the threat these two pose to reason itself -- yes, to reason itself -- looms far greater than the quality of their academic work justifies. But in order to show this to be true, first the shortcomings of their work must be laid bare.
I'm certain this is another thought that has occurred to Gamergate supporters: just what is their problem, anyway? Why are they doing this?
The answer is both simpler and more complex than you may think: their problem is with modernity.
Just what is modernity? Perhaps most simply described, modernity is the prevailing ideological construct shaping the way in which we see the world around us. It's a combination of the technological, scientific, religious, intellectual and philosophical state of the modern world. Essentially modernity is what is modern.
Under no conditions is it, or should it be, static. In their book Empire, Thomas Hardt and Anthonio Negri explain how modernity evolved through the Renaissance into the Enlightenment, and beyond:
"Modernity is not a unitary concept but rather appears in at least two modes. The first mode is the one we have already defined, a radical revolutionary process. This modernity destroys its relations with the past and declares the immanence ofthe new paradigm of the world and life. It develops knowledge and action as scientific experimentation and defines a tendency toward a democratic politics, posing humanity and desire at the center ofhistory. From the artisan to the astronomer, from the merchant to the politician, in art as in religion, the material of existence is reformed by a new life.
This new emergence, however, created a war. How could such a radical overturning not incite strong antagonism? How could this revolution not determine a counterrevolution? There was indeed a counterrevolution in the proper sense of the term: a cultural, philosophical, social, and political initiative that, since it could neither return to the past nor destroy the new forces, sought to dominate and expropriate the force of the emerging movements and dynamics. This is the second mode of modernity, constructed to wage war against the new forces and establish an overarching power to dominate them. It arose within the Renaissance revolution to divert its direction, transplant the new image of humanity to a transcendent plane, relativize the capacities of science to transform the world, and above all oppose the reappropriation of power on the part of the multitude. The second mode of modernity poses a transcendent constituted power against an immanent constituent power, order against desire. The Renaissance thus ended in war— religious, social, and civil war."
The counter-revolution prevailed and the vanquished paid the price. Copernicus was forced to recant his heretical claim -- in time proven true -- that the Earth orbits the sun, and was imprisoned regardless.
But though the conflict was over the ultimate result had yet to be decided. An Enlightenment was coming.
The cultural conflicts that marked the Renaissance had to become the Enlightenment somehow. As Negri and Hardt explain, what was needed as a mediatory measure:
"The ontological dualism of the culture of the ancien regime had to be replaced by a functional dualism, and the crisis of modernity had to be resolved by means of adequate mechanisms of mediation.
...Nature and experience are unrecognizable except through the filter of phenomena; human knowledge cannot be achieved except through the reflection of the intellect; and the ethical world is incommunicable except through the schematism of reason. What is at play is a form of mediation, or really a reflexive folding back and a sort of weak transcendence, which relativizes experience and abolishes every instance of the immediate and absolute in human life and history. Why, however, is this relativity necessary? Why cannot knowledge and will be allowed to claim themselves to be absolute? Because every movement of self-constitution of the multitude must yield to a preconstituted order, and because claiming that humans could immediately establish their freedom in being would be a subversive delirium. This is the essential core of the ideological passage in which the hegemonic concept of European modernity was constructed.
The first strategic masterpiece in this construction was accomplished by Rene Descartes. Although Descartes pretended to pursue a new humanistic project of knowledge, he really reestablished transcendent order. When he posed reason as the exclusive terrain of mediation between God and the world, he effectively reaffirmed dualism as the defining feature of experience and thought."
It was with reason acting as the arbiter between science and religion that humanity was able to move beyond the fractious revolutionary/counter-revolutionary conflict of the Renaissance, and adopt what would eventually evolve into contemporary modernity.
That was a wordy paragraph. Allow me to simplify it, if more for my sake if not for yours: ultimately however you may see the world around you, you see it that way because Rene Descartes was successfully able to advance the idea that the best way to settle debate was to think about it rationally.
Centuries later that seems so intuitive. Yet when Descartes originally posed this idea it was threatening to a great many people still.
Descartes was considered to be the definitive figure in how this conflict would be settled. His mode of mediation endured for a very long time indeed.
But with the rise of post-modernity there are those who have sought to cast off the Cartesian intellectual order, so that arguments rooted nigh-entirely in emotion can be advanced over those who prefer rational thought.
The locus of intersectional ideologies which belched Anita Sarkeesian and Jonathon McIntosh represent the tip of the metaphorical spear. They and their academic progenitors have come to see nearly everything about modernity in its current form as intolerable, and so they have done whatever they to portray its very existence as a crisis. Wherever they have found evidence of such a crisis they have exaggerated it. Where they have found no evidence of such a crisis they have fabricated it.
Where Sarkeesian's and McIntosh's generation of activists largely differs from their forebears is in their revolt against reason. To listen to the discourse of third-wave feminism is to be assaulted with a continual barrage of the importance of feelz over realz.
In other words: how they can make people feel about a particular claim is more important about whether or not that claim is actually real.
A specific example: Sarkeesian's claim that video games normalize violence against women. There's no evidence for this whatsoever. In fact, the evidence openly defies this claim, as rates of violent crime have declined precipitously across the board.
But in presenting scenes of violence against women in video games, Sarkeesian wants you to feel as though this is a bad thing, with catastrophic consequences, and be angry about it even if the evidence -- what can be confirmed as real -- contradicts and disproves this.
Another example: the harassment Sarkeesian says she's received. She wants you to feel as though this is real and be angry about it even if she's never managed to produce convincing evidence of credible threats. Indeed, the alleged threats made against Sarkeesian -- particularly prior to a scheduled speech at Utah State University -- were deemed by police to not be credible.
Feelz over realz. Listen and believe. And reason be damned.
Anita Sarkeesian and Jonathon McIntosh are by no means the sole standard bearers for this anti-Cartesian shift, but for the time being they are the ones on whom I shall focus.
Consider this but the introduction. There is a long journey ahead of us. It's dangerous to go alone.
At times some have certainly even wondered: do these two matter at all?
For my part, the answer is yes. But the threat these two pose to reason itself -- yes, to reason itself -- looms far greater than the quality of their academic work justifies. But in order to show this to be true, first the shortcomings of their work must be laid bare.
I'm certain this is another thought that has occurred to Gamergate supporters: just what is their problem, anyway? Why are they doing this?
The answer is both simpler and more complex than you may think: their problem is with modernity.
Just what is modernity? Perhaps most simply described, modernity is the prevailing ideological construct shaping the way in which we see the world around us. It's a combination of the technological, scientific, religious, intellectual and philosophical state of the modern world. Essentially modernity is what is modern.
Under no conditions is it, or should it be, static. In their book Empire, Thomas Hardt and Anthonio Negri explain how modernity evolved through the Renaissance into the Enlightenment, and beyond:
"Modernity is not a unitary concept but rather appears in at least two modes. The first mode is the one we have already defined, a radical revolutionary process. This modernity destroys its relations with the past and declares the immanence ofthe new paradigm of the world and life. It develops knowledge and action as scientific experimentation and defines a tendency toward a democratic politics, posing humanity and desire at the center ofhistory. From the artisan to the astronomer, from the merchant to the politician, in art as in religion, the material of existence is reformed by a new life.
This new emergence, however, created a war. How could such a radical overturning not incite strong antagonism? How could this revolution not determine a counterrevolution? There was indeed a counterrevolution in the proper sense of the term: a cultural, philosophical, social, and political initiative that, since it could neither return to the past nor destroy the new forces, sought to dominate and expropriate the force of the emerging movements and dynamics. This is the second mode of modernity, constructed to wage war against the new forces and establish an overarching power to dominate them. It arose within the Renaissance revolution to divert its direction, transplant the new image of humanity to a transcendent plane, relativize the capacities of science to transform the world, and above all oppose the reappropriation of power on the part of the multitude. The second mode of modernity poses a transcendent constituted power against an immanent constituent power, order against desire. The Renaissance thus ended in war— religious, social, and civil war."
The counter-revolution prevailed and the vanquished paid the price. Copernicus was forced to recant his heretical claim -- in time proven true -- that the Earth orbits the sun, and was imprisoned regardless.
But though the conflict was over the ultimate result had yet to be decided. An Enlightenment was coming.
The cultural conflicts that marked the Renaissance had to become the Enlightenment somehow. As Negri and Hardt explain, what was needed as a mediatory measure:
"The ontological dualism of the culture of the ancien regime had to be replaced by a functional dualism, and the crisis of modernity had to be resolved by means of adequate mechanisms of mediation.
...Nature and experience are unrecognizable except through the filter of phenomena; human knowledge cannot be achieved except through the reflection of the intellect; and the ethical world is incommunicable except through the schematism of reason. What is at play is a form of mediation, or really a reflexive folding back and a sort of weak transcendence, which relativizes experience and abolishes every instance of the immediate and absolute in human life and history. Why, however, is this relativity necessary? Why cannot knowledge and will be allowed to claim themselves to be absolute? Because every movement of self-constitution of the multitude must yield to a preconstituted order, and because claiming that humans could immediately establish their freedom in being would be a subversive delirium. This is the essential core of the ideological passage in which the hegemonic concept of European modernity was constructed.
The first strategic masterpiece in this construction was accomplished by Rene Descartes. Although Descartes pretended to pursue a new humanistic project of knowledge, he really reestablished transcendent order. When he posed reason as the exclusive terrain of mediation between God and the world, he effectively reaffirmed dualism as the defining feature of experience and thought."
It was with reason acting as the arbiter between science and religion that humanity was able to move beyond the fractious revolutionary/counter-revolutionary conflict of the Renaissance, and adopt what would eventually evolve into contemporary modernity.
That was a wordy paragraph. Allow me to simplify it, if more for my sake if not for yours: ultimately however you may see the world around you, you see it that way because Rene Descartes was successfully able to advance the idea that the best way to settle debate was to think about it rationally.
Centuries later that seems so intuitive. Yet when Descartes originally posed this idea it was threatening to a great many people still.
Descartes was considered to be the definitive figure in how this conflict would be settled. His mode of mediation endured for a very long time indeed.
But with the rise of post-modernity there are those who have sought to cast off the Cartesian intellectual order, so that arguments rooted nigh-entirely in emotion can be advanced over those who prefer rational thought.
The locus of intersectional ideologies which belched Anita Sarkeesian and Jonathon McIntosh represent the tip of the metaphorical spear. They and their academic progenitors have come to see nearly everything about modernity in its current form as intolerable, and so they have done whatever they to portray its very existence as a crisis. Wherever they have found evidence of such a crisis they have exaggerated it. Where they have found no evidence of such a crisis they have fabricated it.
Where Sarkeesian's and McIntosh's generation of activists largely differs from their forebears is in their revolt against reason. To listen to the discourse of third-wave feminism is to be assaulted with a continual barrage of the importance of feelz over realz.
In other words: how they can make people feel about a particular claim is more important about whether or not that claim is actually real.
A specific example: Sarkeesian's claim that video games normalize violence against women. There's no evidence for this whatsoever. In fact, the evidence openly defies this claim, as rates of violent crime have declined precipitously across the board.
But in presenting scenes of violence against women in video games, Sarkeesian wants you to feel as though this is a bad thing, with catastrophic consequences, and be angry about it even if the evidence -- what can be confirmed as real -- contradicts and disproves this.
Another example: the harassment Sarkeesian says she's received. She wants you to feel as though this is real and be angry about it even if she's never managed to produce convincing evidence of credible threats. Indeed, the alleged threats made against Sarkeesian -- particularly prior to a scheduled speech at Utah State University -- were deemed by police to not be credible.
Feelz over realz. Listen and believe. And reason be damned.
Anita Sarkeesian and Jonathon McIntosh are by no means the sole standard bearers for this anti-Cartesian shift, but for the time being they are the ones on whom I shall focus.
Consider this but the introduction. There is a long journey ahead of us. It's dangerous to go alone.
Thursday, February 26, 2015
Why I'm Disappointed in Revolution 60
Don't get me wrong: I was hardly super-excited for Revolution 60. I've never planned to play the game, and I certainly have no plans to buy it.
But all the same, I had high hopes for Revolution 60. Well, perhaps more for the idea of Revolution 60 than Revolution 60 itself.
Many women insist that video gaming, if not a hostile environment for women, is at least not inclusive enough of women. They claim that not enough games are made that attract women to gaming. They insist that more games should be made that would appeal to women.
In the latter point, they're not wrong.
In fact, many of the people we refer to as "social justice warriors" believe that more games should be made that would appeal to people of any number of different identity groups.
They're not wrong.
Where they veer into untenable territory is when they demand that AAA companies make such games, and that they only make such games. No one has any business attempting to dictate to any games developer what types of game they should or should not make. That is what the market is for, and it works well.
Games that are more inclusive of such various identity subgroups is what the independent market is for. As a subgroup of the video game industry, robust and healthy indie gaming is the key to ensuring that video gaming is, and remains, inclusive.
Breanna Wu says she doesn't believe video gaming is inclusive enough. She says she believes it's hostile to women. Or so she says. She's certainly willing to lie in order to make it seem that way.
And if she really believed that, Revolution 60 could have been part of the answer to demands for more inclusive games. That is, it could have been if she had actually delivered what she promised.
Wu essentially promised that Revolution 60 would be true to its name. She promised a game inclusive of women, mixing empowering female characters with inventive gameplay in a way that would transform how women are portrayed in gaming.
Instead, Revolution 60 is the mediocre product of a mediocre developer. By all accounts, vast gaps in its gameplay are filled in with banal QuickTime events. Her female character designs are the most hackneyed and typical -- yet unappealing -- imaginable. And Revolution 60's graphics are reminiscent of the worst eyesores of the PS1 generation of games.
In the midst of all of this, Wu's constant wailing to the press about "harassment" and her self-aggrandizing behaviour cannot be ignored. It forces upon me the impression that Wu, whose game is achingly substandard (if not antiquated), is fully aware that her work is substandard, and so insists on injecting herself into the #Gamergate discourse in hopes of using the controversy to coverup the terminal flaws in her work.
In doing so Wu actually becomes the embodiment of the journalistic ethics issue that remains at the root of the #Gamergate discourse. Wu isn't getting coverage from NBC, CBS or CBC because her work is newsworthy, or even because her stunts -- such as "pulling out of PAX East" -- are newsworthy. She's getting coverage because she's connected.
If Wu spent the amount of time that she spends pulling stunts such as suggesting that #Gamergate supporters threatened PAX East with Sarin gas -- it was in fact a #Gamergate opponent who mused about using Sarin gas against gamers -- working on her game, then perhaps Revolution 60 could have become the game she promised it would be.
But instead Wu would rather create threads on Steam message boards asking if she's a terrible person -- only to delete them when she realizes she did so using her own account -- than doing the work giving Revolution 60 the polish that would make it a passable product.
In other words, Brianna Wu is too busy actually being a person to produce a product that deserves people's money.
I can't help but conclude that Wu's plans to not show up to PAX East has more to do with avoiding having to answer any questions about just how awful a product Revolution 60 is, and why it's so awful, than it does any belief that there are any credible threats against her.
After all, the whole Jace Connors debacle did turn out to be a #Gamergate opponent attempting to give other #Gamergate opponents more ammunition to use against #Gamergate. A lot of #Gamergate opponents managed to fall for that, too. Sam "Bring Back Bullying" Biddle even declared Connors "all that's left" of #Gamergate.
How very droll.
Thus, the heartwrenching disappointment in the overwhelming lousiness of Revolution 60. When SJdubs are told to go make the games they want to see made, lousiness of this magnitude is unequivocally not what anyone means.
But all the same, I had high hopes for Revolution 60. Well, perhaps more for the idea of Revolution 60 than Revolution 60 itself.
Many women insist that video gaming, if not a hostile environment for women, is at least not inclusive enough of women. They claim that not enough games are made that attract women to gaming. They insist that more games should be made that would appeal to women.
In the latter point, they're not wrong.
In fact, many of the people we refer to as "social justice warriors" believe that more games should be made that would appeal to people of any number of different identity groups.
They're not wrong.
Where they veer into untenable territory is when they demand that AAA companies make such games, and that they only make such games. No one has any business attempting to dictate to any games developer what types of game they should or should not make. That is what the market is for, and it works well.
Games that are more inclusive of such various identity subgroups is what the independent market is for. As a subgroup of the video game industry, robust and healthy indie gaming is the key to ensuring that video gaming is, and remains, inclusive.
Breanna Wu says she doesn't believe video gaming is inclusive enough. She says she believes it's hostile to women. Or so she says. She's certainly willing to lie in order to make it seem that way.
And if she really believed that, Revolution 60 could have been part of the answer to demands for more inclusive games. That is, it could have been if she had actually delivered what she promised.
Wu essentially promised that Revolution 60 would be true to its name. She promised a game inclusive of women, mixing empowering female characters with inventive gameplay in a way that would transform how women are portrayed in gaming.
Instead, Revolution 60 is the mediocre product of a mediocre developer. By all accounts, vast gaps in its gameplay are filled in with banal QuickTime events. Her female character designs are the most hackneyed and typical -- yet unappealing -- imaginable. And Revolution 60's graphics are reminiscent of the worst eyesores of the PS1 generation of games.
In the midst of all of this, Wu's constant wailing to the press about "harassment" and her self-aggrandizing behaviour cannot be ignored. It forces upon me the impression that Wu, whose game is achingly substandard (if not antiquated), is fully aware that her work is substandard, and so insists on injecting herself into the #Gamergate discourse in hopes of using the controversy to coverup the terminal flaws in her work.
In doing so Wu actually becomes the embodiment of the journalistic ethics issue that remains at the root of the #Gamergate discourse. Wu isn't getting coverage from NBC, CBS or CBC because her work is newsworthy, or even because her stunts -- such as "pulling out of PAX East" -- are newsworthy. She's getting coverage because she's connected.
If Wu spent the amount of time that she spends pulling stunts such as suggesting that #Gamergate supporters threatened PAX East with Sarin gas -- it was in fact a #Gamergate opponent who mused about using Sarin gas against gamers -- working on her game, then perhaps Revolution 60 could have become the game she promised it would be.
But instead Wu would rather create threads on Steam message boards asking if she's a terrible person -- only to delete them when she realizes she did so using her own account -- than doing the work giving Revolution 60 the polish that would make it a passable product.
In other words, Brianna Wu is too busy actually being a person to produce a product that deserves people's money.
I can't help but conclude that Wu's plans to not show up to PAX East has more to do with avoiding having to answer any questions about just how awful a product Revolution 60 is, and why it's so awful, than it does any belief that there are any credible threats against her.
After all, the whole Jace Connors debacle did turn out to be a #Gamergate opponent attempting to give other #Gamergate opponents more ammunition to use against #Gamergate. A lot of #Gamergate opponents managed to fall for that, too. Sam "Bring Back Bullying" Biddle even declared Connors "all that's left" of #Gamergate.
How very droll.
Thus, the heartwrenching disappointment in the overwhelming lousiness of Revolution 60. When SJdubs are told to go make the games they want to see made, lousiness of this magnitude is unequivocally not what anyone means.
Thursday, February 19, 2015
Monday, February 9, 2015
No, Promoting Anita Sarkeesian is NOT Education
The internets are alive with the sound of grumbling, as the Anti-Defamation League has released, for public consumption, a lesson plan entitled "Is Gaming a Boys Club? Women, Video Games, and Sexism."
It's a classical example of so-called "social justice education" in all of its ideology fervour, ruthlessness and factual paucity.
Intended for grade 11 and 12 students, the lesson plan is meant to deliver the message of Anita Sarkeesian into high school halls where it can warp the minds of impressionable youngsters and mold them into fatuous social justice warriors... that is, if it can actually be done within its 60 minute time limit. Which it actually can't. (More on this later.)
Putting it most simply, this lesson plan is an absolute mess.
The lesson plan provides 20 "vocabulary terms" students are to learn, and directs educators toward the ADL glossary in order to define them.
This matters because critical theorists routinely seek to redefine common words in order to suit their agenda. So the definition intended by the progenitors of this lesson plan very much matter. But unfortunately of the 20 vocabulary terms listed by the lesson plan only one -- sexism -- is defined by the ADL glossary.
Their definition reads as follows: "Prejudice and/or discrimination against people based on their real or perceived sex. Sexism is based on a belief (conscious or unconscious) that there is a natural order based on sex."
I have no objection whatsoever to the first portion of this definition. The latter, however, seems designed to implant notions of "patriarchy" into students, and accordingly skews the definition of sexism to apply only to sexism by men against women. It seems intended to preclude sexism by women against men. That's likely not coincidental, as radical feminists constantly declare that there's "no such thing as sexism against men."
It's also not coincidental that those who express these views are some of the most enthusiastic and self-satisfied sexists a person could ever hope to not meet.
Sexism isn't the only term that appears on ADL's vocabulary list that critical theorists have often set out to redefine. Also on the list are the following words:
-Abusive
-Cyberstalking
-Gamer
-Harassment
To leave these key words undefined is a serious issue for this lesson plan, particularly as each of them could be defined -- or re-defined, as is far more likely -- to deliberately create a power dynamic within the lesson plan that is solely to the benefit of the Cult of Sarkeesian.
A case in point is a now-infamous tweet in which Sarkeesian complains about abuse at the hands of "angry YouTubers." As it turns out, those individuals had merely exposed the factual shortcomings of Sarkeesian's work. Yet Sarkeesian chose to mischaracterize this as abusive, solely because it's to her benefit to do so.
So this is a serious problem with the ADL's lesson plan. But it's not by any means the biggest one.
No, the biggest problem with this lesson plan is that it's structured in such a way as to make the voicing of a dissenting view impossible.
The following is a screencap from this PDF:
Notice that there is no option for those who have not witnessed what they would consider sexism in video games, nor is there any option for those who do not think sexist things have been said or done to them through video game interaction.
The message is clear: this lesson plan will not permit you to disagree with the assertions being made at any point. Students are to "listen and believe" and for God's sake, do not allow them to think for themselves.
This lesson plan also proposes a common tactic in so-called "social justice education": dividing students up into smaller groups. As other "social justice education" resources make clear, dividing students into groups is a means by which targeted students -- frequently described as "privileged learners" -- can be isolated from one another, and reduced to a minority among students who are thereafter being agitated against them.
In the case of the ADL lesson plan, this is compounded by the application of peer pressure. As students watch their peers place sticky notes on the "I have witnessed sexism in video games" and "people have said or done sexist things to me through video game interactions" signs, they will feel pressured to do likewise.
The lesson plan eventually moves into force-feeding the students Sarkeesian. This is unsurprising, as Sarkeesian seems to exist as a public figure not on the merits of her work -- her work has been found to be entirely lacking merit by everyone who has actually examined it on a factual basis -- but on the will of high-profile and privileged individuals to stuff her down peoples' throats.
If forcing students to sit through brief unmediated readings of Sarkeesian's work isn't enough, teachers are actually instructed to force her ideas down students' throats.
Apparently the one thing instructors cannot permit is for Sarkeesian's insipid "tropes vs women" to be discarded by students as unimpressive or unconvincing.
And while the lesson plan does theoretically provide for some time for students to discuss these concepts -- and perhaps even how they openly contradict one another -- it's worth pointing out that by the time this portion of the lesson arrives, the instructor has used up no less than 49 minutes of a 60 minute lesson plan. (Yes, I tallied it up, but not by much.)
There's still two more segments of the lesson to go: reading a Pew Research paper about online harassment, then discussion of it afterward.
Interestingly, teachers are pressured to emphasize harassment of women as part of that post-reading discussion, when in fact the study indicates that men experience more online harassment than do women. Of all the modes of online harassment discussed as part of the Pew study, only two -- sexual harassment and stalking -- are experienced more by women. That's of six modes of online harassment mentioned in the study.
It's worth noting that of all the resources used to formulate this lesson plan, the Pew study is the only one that is meaningfully peer reviewed. So the one and only meaningfully peer-reviewed source in the entire plan is misrepresented within it.
That's the kind of "lesson" this is. It's not really meant to educate students at all. It seems to me that the sole purpose of this lesson plan is to promote Anita Sarkeesian and help her settle her grudges by forcing her ideas onto high school students, thus helping to further fill the ranks of her "army."
That's not what classrooms are for. This lesson plan has no place in any classroom anywhere. Any teacher who willingly attempts to teach it is eminently unqualified to be a teacher, and should consider seeking a career better suited to their talents and temperament.
It's a classical example of so-called "social justice education" in all of its ideology fervour, ruthlessness and factual paucity.
Intended for grade 11 and 12 students, the lesson plan is meant to deliver the message of Anita Sarkeesian into high school halls where it can warp the minds of impressionable youngsters and mold them into fatuous social justice warriors... that is, if it can actually be done within its 60 minute time limit. Which it actually can't. (More on this later.)
Putting it most simply, this lesson plan is an absolute mess.
The lesson plan provides 20 "vocabulary terms" students are to learn, and directs educators toward the ADL glossary in order to define them.
This matters because critical theorists routinely seek to redefine common words in order to suit their agenda. So the definition intended by the progenitors of this lesson plan very much matter. But unfortunately of the 20 vocabulary terms listed by the lesson plan only one -- sexism -- is defined by the ADL glossary.
Their definition reads as follows: "Prejudice and/or discrimination against people based on their real or perceived sex. Sexism is based on a belief (conscious or unconscious) that there is a natural order based on sex."
I have no objection whatsoever to the first portion of this definition. The latter, however, seems designed to implant notions of "patriarchy" into students, and accordingly skews the definition of sexism to apply only to sexism by men against women. It seems intended to preclude sexism by women against men. That's likely not coincidental, as radical feminists constantly declare that there's "no such thing as sexism against men."
It's also not coincidental that those who express these views are some of the most enthusiastic and self-satisfied sexists a person could ever hope to not meet.
Sexism isn't the only term that appears on ADL's vocabulary list that critical theorists have often set out to redefine. Also on the list are the following words:
-Abusive
-Cyberstalking
-Gamer
-Harassment
To leave these key words undefined is a serious issue for this lesson plan, particularly as each of them could be defined -- or re-defined, as is far more likely -- to deliberately create a power dynamic within the lesson plan that is solely to the benefit of the Cult of Sarkeesian.
A case in point is a now-infamous tweet in which Sarkeesian complains about abuse at the hands of "angry YouTubers." As it turns out, those individuals had merely exposed the factual shortcomings of Sarkeesian's work. Yet Sarkeesian chose to mischaracterize this as abusive, solely because it's to her benefit to do so.
So this is a serious problem with the ADL's lesson plan. But it's not by any means the biggest one.
No, the biggest problem with this lesson plan is that it's structured in such a way as to make the voicing of a dissenting view impossible.
The following is a screencap from this PDF:
Notice that there is no option for those who have not witnessed what they would consider sexism in video games, nor is there any option for those who do not think sexist things have been said or done to them through video game interaction.
The message is clear: this lesson plan will not permit you to disagree with the assertions being made at any point. Students are to "listen and believe" and for God's sake, do not allow them to think for themselves.
This lesson plan also proposes a common tactic in so-called "social justice education": dividing students up into smaller groups. As other "social justice education" resources make clear, dividing students into groups is a means by which targeted students -- frequently described as "privileged learners" -- can be isolated from one another, and reduced to a minority among students who are thereafter being agitated against them.
In the case of the ADL lesson plan, this is compounded by the application of peer pressure. As students watch their peers place sticky notes on the "I have witnessed sexism in video games" and "people have said or done sexist things to me through video game interactions" signs, they will feel pressured to do likewise.
The lesson plan eventually moves into force-feeding the students Sarkeesian. This is unsurprising, as Sarkeesian seems to exist as a public figure not on the merits of her work -- her work has been found to be entirely lacking merit by everyone who has actually examined it on a factual basis -- but on the will of high-profile and privileged individuals to stuff her down peoples' throats.
If forcing students to sit through brief unmediated readings of Sarkeesian's work isn't enough, teachers are actually instructed to force her ideas down students' throats.
Apparently the one thing instructors cannot permit is for Sarkeesian's insipid "tropes vs women" to be discarded by students as unimpressive or unconvincing.
And while the lesson plan does theoretically provide for some time for students to discuss these concepts -- and perhaps even how they openly contradict one another -- it's worth pointing out that by the time this portion of the lesson arrives, the instructor has used up no less than 49 minutes of a 60 minute lesson plan. (Yes, I tallied it up, but not by much.)
There's still two more segments of the lesson to go: reading a Pew Research paper about online harassment, then discussion of it afterward.
Interestingly, teachers are pressured to emphasize harassment of women as part of that post-reading discussion, when in fact the study indicates that men experience more online harassment than do women. Of all the modes of online harassment discussed as part of the Pew study, only two -- sexual harassment and stalking -- are experienced more by women. That's of six modes of online harassment mentioned in the study.
It's worth noting that of all the resources used to formulate this lesson plan, the Pew study is the only one that is meaningfully peer reviewed. So the one and only meaningfully peer-reviewed source in the entire plan is misrepresented within it.
That's the kind of "lesson" this is. It's not really meant to educate students at all. It seems to me that the sole purpose of this lesson plan is to promote Anita Sarkeesian and help her settle her grudges by forcing her ideas onto high school students, thus helping to further fill the ranks of her "army."
That's not what classrooms are for. This lesson plan has no place in any classroom anywhere. Any teacher who willingly attempts to teach it is eminently unqualified to be a teacher, and should consider seeking a career better suited to their talents and temperament.
Tuesday, February 3, 2015
Reject vs Reject
As much as I hate to give Jace Connors any kind of attention whatsoever, my attention was inexorably drawn to the spectacle of an interview between him and SJdub "gonzo journalist" (read: not an actual journalist) Reuben Baron.
What emerged was perhaps one of the most disturbing incidences of a cripple fight I've ever witnessed.
I say this not to cast aspersions upon disabled people, but because the entire affair bore the lack of dignity characterized these kinds of contests: two people, each with their own personal afflictions, wailing away on each other for the meagre entertainment of others.
But this one bore a deeper element of indignity which made it hilarious, agonizing and saddening all at the same time: the spectacle of watching two deeply defective people devastate one another.
Let's be clear on what makes each of them defective, or rather what doesn't. For Connors, it isn't (necessarily) his mental illness that I consider to be his defect. I myself have been diagnosed with, and treated for, severe depression. I sympathize with many of Connors' struggles because I myself share them.
For Baron it isn't his stuttering, or even his egregiously-annoying voice that I consider to be his defect. In fact, I know numerous people with speech impediments and I understand the struggles they can impose upon people. I sympathize with his struggles because I've seen my friends go through them. In particular, stuttering has been described to be as "literally physically painful" by one particular stutterer I know.
No, I consider the defects of each individual to be defects of personality, defects that each could correct if they so chose.
At least, Connors could potentially correct his if he were undergoing a full treatment regimen (medication, counseling, and appropriate support) for his schizophrenia. The appearance of Connors' mother during the interview indicates that she may perhaps be acting as Connors' enabler, even taking the blame for the carwreck observers have spent the past four days believing he instigated.
Here is the base indignity of what unfolded during that interview: one individual, Reuben Baron, claiming to be acting as a journalist when in fact what he was clearly doing was attempting to extract comments from Connors that would be useful to the agenda of his friend, Brianna Wu. At one point, while Connors is out of the room fetching his mother, he even expresses clear frustration with his inability to get comments out of Connors that he could use against him.
He clearly wasn't aware that the interview was being recorded by Connors, who would eventually use it for his own agenda. I find it hard to feel sorry for Baron in this regard.
Then there is the other individual, Jace Connors, who constantly lies, self-aggrandizes, mocks Baron's speech impediment, utters anti-gay slurs at him (Baron self-identifies as bisexual), and attempts to weaponize each individual's religion against him.
The nadir of the spectacle emerges when Baron asks to speak to Connors' mother, apparently eager to tell his mom on him. Connors mother, however, is a breed not of the internet age in any way, shape, or form. She sucks the wind out of Baron's sails by taking responsibility for the wreck -- calling it a little "slip-slide" -- by telling Baron it was her, not Connors, who was behind the wheel.
Is she just covering for her son? Or was she really driving? At this point I don't know what to believe. While Connors does seem to indicate early in the interview that he was driving the blue Prius -- honestly, who the hell street races in a Prius? -- he's also lied about threatening to shoot guns at Brianna Wu. Why would we take him at his word now, knowing he's a confirmed liar?
Some of the interview seems to confirm what some people have suspected -- that many, or perhaps all, of the so-called "threats" made by Connors against Wu are simply not serious threats. Connors castigates Baron for not realizing that a YouTube video in which he talks about dressing as Batman and doing "Assassin's Creed-style moves" on Wu were a joke. Looking back on it, this seems obvious, but the Connors mythos -- yes, he has a mythos, I'm sorry to say -- was enough to convince some people that these were the genuine words of an obvious madman.
Baron is dead on the money when he says these jokes weren't funny. He was brandishing what appeared to be a real knife while he did them, so no one's laughing. His tortured mental gymnastics trying to dictate Connors' intentions back to him were not necessary. Being unfunny was quite enough.
As for Connors declaring himself the new leader, the "commander" of #Gamergate? That's laughable. And while I fully expect the contemptible Sam "Bring Back Bullying" Biddle to latch onto that in some future hitpiece against the movement that caused his bad behaviour to cost Gawker seven figures in advertising revenue, that doesn't make it any more credible.
(Seriously, Mr Biddle. You should just be happy to still have your job. I suspect it's the last one you'll ever get.)
No one at #Gamergate is following him, and certainly no one is taking his orders.
As for Reuben Baron, someone in his journalism classes should sit down and explain to him that "Gonzo journalism" is not real journalism. Real journalists don't leave their cognizant readers trying to puzzle out how much of what they've been told is real, and how much of it was made up at the "journalist's" whim.
Also, preparing himself before an interview is usually a good idea. It's called "research." Also, when a journalist essentially rage-quits an interview, it's a good sign that this is not a story they should back away from.
In fact, his career will be much better off were he to correct his obvious character flaws and conduct himself like an actual, professional journalist. His agenda may suffer but his work will not.
In future, perhaps we could hope that at least one of these two individuals will not actively seek to participate in a reject fight.
Wednesday, January 28, 2015
About Anita Sarkeesian's Harassment Tweets...
...I almost hate to be the one to spoil this, but reading all those tweets -- all of which are undeniably awful -- one detail stands out:
Of all 157 tweets, only two of them mention #Gamergate. As such, the total harassment of Ms Sarkeesian attributable to #Gamergate is 1.2%.
Until you consider that one of those two tweets is this one.
Turns out that tweet doesn't meet any real workable definition of "harassment." This individual may be expressing an opinion critical of Sarkeesian, but that's not harassment. So the total percentage of harassing tweets attributable to #Gamergate is more like %0.6.
Someone better get ABC on this, stat!
So to all of those people who are sending Anita Sarkeesian: stop doing that, you morons. And to Sarkeesian herself: your shoddy research doesn't justify this, but your passive-aggressive tactics invite it. Don't confuse this for victim-blaming because I hardly consider you to be a victim.
And to Patrick Kulp at Mashable... just because your readers evidently don't expect you to do even this level of research doesn't mean it's not a good idea.
Of all 157 tweets, only two of them mention #Gamergate. As such, the total harassment of Ms Sarkeesian attributable to #Gamergate is 1.2%.
Until you consider that one of those two tweets is this one.
Turns out that tweet doesn't meet any real workable definition of "harassment." This individual may be expressing an opinion critical of Sarkeesian, but that's not harassment. So the total percentage of harassing tweets attributable to #Gamergate is more like %0.6.
Someone better get ABC on this, stat!
So to all of those people who are sending Anita Sarkeesian: stop doing that, you morons. And to Sarkeesian herself: your shoddy research doesn't justify this, but your passive-aggressive tactics invite it. Don't confuse this for victim-blaming because I hardly consider you to be a victim.
And to Patrick Kulp at Mashable... just because your readers evidently don't expect you to do even this level of research doesn't mean it's not a good idea.
Sunday, January 25, 2015
Gawker Feminism
So, let me ask you this: what would a "news" website staffed exclusively by awful people look like if it had any semblance of mainstream credibility?
Why, Gawker. Of course.
And if you took them at their word, you'd suspect that they're into feminism. Like really, really into feminism. Consider for example, Gawker's hilariously-outraged reaction to Wikipedia's decision to bar a number of feminist editors from editing the "Gamergate Controversy" wikipedia page:
"Theoretically, the free encyclopedia is a purely democratic operation—anyone can edit Wikipedia, after all—but there is a byzantine and largely unseen hierarchy that governs disputes among editors, culminating in a Supreme Court-style panel called the Arbitration Committee. The committee's latest decision: to punish a group of five editors who fought to maintain a Gamergate page that presented the 'controversy' largely as an assault on women—that is, who fought to present Gamergate as it actually is."
Gamergate's countless female members -- literally countless, because Gamergate has never been so obsessed with diversity-themed navel-gazing as to actually stop and count -- would certainly disagree with whether or not Gamergate is an "assault on women."
That's been the feminist demagogue take on Gamergate. (Oddly enough these identity zealots don't seem to take much notice of Gamergate's female supporters.)
So Gakwer is into feminism, right? Like really, really into feminism, right?
Well, if you thought so you'd be forgetting that Gawker rose to prominence via a website app that gave people a powerful tool with which to stalk celebrities, and that the 20-something nitwit they sent onto CNN to defend it dismissed concern about it as if it didn't even approach being a big deal.
There were reports of celebrities whose whereabouts were posted to "Gawker Stalker" within minutes -- mere minutes -- of them being there. Many were concerned that "Gawker Stalker" could be used by obsessed fans to beset such celebrities.
It would be foolish to think that female celebrities would be immune from such treatment. Frankly, Gawker was just fortunate that no one was hurt by some dangerous stalker type.
And here's the thing: for a "feminist" website like Gawker to publish such an app does not speak well to how much they do or do not care about the safety of celebrities, especially female celebrities who, it could be said, could be far more vulnerable to that behaviour than male celebrities. At the very least, this is what many feminists would presume.
It's strange to see a "feminist" website care so little for the physical safety of women. It's almost as if they're really, really into feminism until they can make a few bucks off of hanging famous women out to dry. Then, anything resembling a feminist concern for the safety of women is tossed out the window with little more than a smirk to acknowledge whether or not it was ever there at all.
I call it "Gawker feminism." It's a variant of "feminism" that has them espousing feminism when there's rhetorical advantage to be had against people they don't like -- and after Sam Biddle cost Gawker 7 figures of advertising revenue after suggesting people should respond to Gamergate by bringing back bullying, perhaps they have some reason to not like Gamergate -- and dispensing of it when they can earn a few sheckles by doing it.
In other words, they're extremely disingenuous people. That's no surprise. Awful people typically are.
Why, Gawker. Of course.
And if you took them at their word, you'd suspect that they're into feminism. Like really, really into feminism. Consider for example, Gawker's hilariously-outraged reaction to Wikipedia's decision to bar a number of feminist editors from editing the "Gamergate Controversy" wikipedia page:
"Theoretically, the free encyclopedia is a purely democratic operation—anyone can edit Wikipedia, after all—but there is a byzantine and largely unseen hierarchy that governs disputes among editors, culminating in a Supreme Court-style panel called the Arbitration Committee. The committee's latest decision: to punish a group of five editors who fought to maintain a Gamergate page that presented the 'controversy' largely as an assault on women—that is, who fought to present Gamergate as it actually is."
Gamergate's countless female members -- literally countless, because Gamergate has never been so obsessed with diversity-themed navel-gazing as to actually stop and count -- would certainly disagree with whether or not Gamergate is an "assault on women."
That's been the feminist demagogue take on Gamergate. (Oddly enough these identity zealots don't seem to take much notice of Gamergate's female supporters.)
So Gakwer is into feminism, right? Like really, really into feminism, right?
Well, if you thought so you'd be forgetting that Gawker rose to prominence via a website app that gave people a powerful tool with which to stalk celebrities, and that the 20-something nitwit they sent onto CNN to defend it dismissed concern about it as if it didn't even approach being a big deal.
There were reports of celebrities whose whereabouts were posted to "Gawker Stalker" within minutes -- mere minutes -- of them being there. Many were concerned that "Gawker Stalker" could be used by obsessed fans to beset such celebrities.
It would be foolish to think that female celebrities would be immune from such treatment. Frankly, Gawker was just fortunate that no one was hurt by some dangerous stalker type.
And here's the thing: for a "feminist" website like Gawker to publish such an app does not speak well to how much they do or do not care about the safety of celebrities, especially female celebrities who, it could be said, could be far more vulnerable to that behaviour than male celebrities. At the very least, this is what many feminists would presume.
It's strange to see a "feminist" website care so little for the physical safety of women. It's almost as if they're really, really into feminism until they can make a few bucks off of hanging famous women out to dry. Then, anything resembling a feminist concern for the safety of women is tossed out the window with little more than a smirk to acknowledge whether or not it was ever there at all.
I call it "Gawker feminism." It's a variant of "feminism" that has them espousing feminism when there's rhetorical advantage to be had against people they don't like -- and after Sam Biddle cost Gawker 7 figures of advertising revenue after suggesting people should respond to Gamergate by bringing back bullying, perhaps they have some reason to not like Gamergate -- and dispensing of it when they can earn a few sheckles by doing it.
In other words, they're extremely disingenuous people. That's no surprise. Awful people typically are.
Tuesday, January 6, 2015
The Economic Impact of Unethical Games Journalism
Regular Bad Company readers may recall my inaugural Gamergate-themed post, wherein I took one Henry Smith to the woodshed for his portrayal of gamers strictly as "rich white men with expensive toys."
More than simply false -- gamers come from all races, genders and walks of life -- it was incredibly shortsighted.
It was shortsighted for more than just the misapplication of what he claims as his own ideas. It's also oblivious to the people to whom the ethical issues associated with Gamergate matter most.
Simply put, the "rich white men with expensive toys" argument has virtually no understanding of to whom these issues are most important. Simply put, the less money a gamer has to spend on their hobby, the more important these issues are.
Upon its release a AAA video game can cost approximately $70. For gamers who partake in the hobby on a low-income basis this can present a serious quandary, particularly if they don't want to wait for a second-hand copy of the game at their local EB Games or on Kijiji. If they're going to spend $70 on a new video game, it's especially important for these gamers that they choose wisely in a field that, like all others, offers no guarantees.
Perhaps more than anywhere else, low-income gamers rely on games journalism to give them an indication of which games they should spend their money on. So when games journalists give glowing reviews to AAA games that are simply not up to snuff on a technical basis -- Dragon Age Inquisiton being a prime example -- they have betrayed their audience to an unconscionable degree.
No one should expect perfect objectivity from video games reviewers. After all, many of the key elements of a game -- graphics, music, sound effects, play format -- are subjective measures. However, the mechanical aspects of a game: controls, artificial intelligence, processing coherence (whether or not the game is glitch-free or is glitchy as all hell) -- are not. If a game is lacking in these measures it is automatically a bad game, regardless of whether or not some games journalist prefers its subject matter or finds it sufficiently caters to their tastes or political opinions.
Economics teaches us about the concept of opportunity cost. Explained most simply, opportunity cost is the best option, in terms of marginal utility, foregone for the purpose of an option selected.
In the case of a video game purchase it's not unreasonable to suggest that the opportunity cost of a bad game purchased is a good game purchased in its stead.
For the individuals fomenting the cancer at the heart of games journalism -- journalistic standards sacrificed for the purpose of promoting the "social justice" agenda -- opportunity cost is also an applicable concept. For them, a game produced that does not serve their agenda represents a game not produced that does serve their agenda. This is obviously an issue with any game, but for AAA games, the production budgets for which can be in the hundreds of millions of dollars, this becomes far more acute.
Social justice warriors among the so-called "elite" of games journalism have unquestionably tilted their ratings in favour of some games, including AAA games, that didn't deserve the ratings. If the result is that gamers purchase games that aren't worth the money, that will give developers an incentive to produce games that successfully pander to the "social justice" agenda even at the expense of game mechanics. If this happens, these particular games journalists have just succeeded in doing something tremendously pervasive: they've shifted their opportunity cost from themselves to the gamers who also happen to be their customers.
You're welcome, I presume.
The lower the income of a particular gamer the more negatively impacted they are not only by any journalistic trend that may mislead them into a poor game selection, but also that any journalistic trend that encourages a decline in average game quality.
My observation is that the so-called "elite" whose activities have given rise to #Gamergate are too drunk on power they don't deserve and don't know what to do with to have even considered the consequences of their actions. In the famous words of Mal Reynolds: I don't credit them with an overabundance of brains. And so I cannot put this past them.
This is the kind of thing that facilitates the decision to make everything else secondary to a political agenda -- just don't bother to think about what the unintended consequences could be. This is rooted in the conviction that no price is too high to pay for "social justice" ...even if the "justice" being pursued is just one narrow, almost narcissistically narrow, view of it.
Some of them simply aren't predisposed to think of the consequences. Others, like Ben Kuchera, seem to literally be having too much fun abusing the power they've been given -- sneering at dissenting voices all the while -- to care.
One way or the other, regardless of Henry Smith's caricature of gamers as rich white males, it's the poorest gamers who actually have the biggest stake in #Gamergate. The economic impact will invariably fall hardest on them.
More than simply false -- gamers come from all races, genders and walks of life -- it was incredibly shortsighted.
It was shortsighted for more than just the misapplication of what he claims as his own ideas. It's also oblivious to the people to whom the ethical issues associated with Gamergate matter most.
Simply put, the "rich white men with expensive toys" argument has virtually no understanding of to whom these issues are most important. Simply put, the less money a gamer has to spend on their hobby, the more important these issues are.
Upon its release a AAA video game can cost approximately $70. For gamers who partake in the hobby on a low-income basis this can present a serious quandary, particularly if they don't want to wait for a second-hand copy of the game at their local EB Games or on Kijiji. If they're going to spend $70 on a new video game, it's especially important for these gamers that they choose wisely in a field that, like all others, offers no guarantees.
Perhaps more than anywhere else, low-income gamers rely on games journalism to give them an indication of which games they should spend their money on. So when games journalists give glowing reviews to AAA games that are simply not up to snuff on a technical basis -- Dragon Age Inquisiton being a prime example -- they have betrayed their audience to an unconscionable degree.
No one should expect perfect objectivity from video games reviewers. After all, many of the key elements of a game -- graphics, music, sound effects, play format -- are subjective measures. However, the mechanical aspects of a game: controls, artificial intelligence, processing coherence (whether or not the game is glitch-free or is glitchy as all hell) -- are not. If a game is lacking in these measures it is automatically a bad game, regardless of whether or not some games journalist prefers its subject matter or finds it sufficiently caters to their tastes or political opinions.
Economics teaches us about the concept of opportunity cost. Explained most simply, opportunity cost is the best option, in terms of marginal utility, foregone for the purpose of an option selected.
In the case of a video game purchase it's not unreasonable to suggest that the opportunity cost of a bad game purchased is a good game purchased in its stead.
For the individuals fomenting the cancer at the heart of games journalism -- journalistic standards sacrificed for the purpose of promoting the "social justice" agenda -- opportunity cost is also an applicable concept. For them, a game produced that does not serve their agenda represents a game not produced that does serve their agenda. This is obviously an issue with any game, but for AAA games, the production budgets for which can be in the hundreds of millions of dollars, this becomes far more acute.
Social justice warriors among the so-called "elite" of games journalism have unquestionably tilted their ratings in favour of some games, including AAA games, that didn't deserve the ratings. If the result is that gamers purchase games that aren't worth the money, that will give developers an incentive to produce games that successfully pander to the "social justice" agenda even at the expense of game mechanics. If this happens, these particular games journalists have just succeeded in doing something tremendously pervasive: they've shifted their opportunity cost from themselves to the gamers who also happen to be their customers.
You're welcome, I presume.
The lower the income of a particular gamer the more negatively impacted they are not only by any journalistic trend that may mislead them into a poor game selection, but also that any journalistic trend that encourages a decline in average game quality.
My observation is that the so-called "elite" whose activities have given rise to #Gamergate are too drunk on power they don't deserve and don't know what to do with to have even considered the consequences of their actions. In the famous words of Mal Reynolds: I don't credit them with an overabundance of brains. And so I cannot put this past them.
This is the kind of thing that facilitates the decision to make everything else secondary to a political agenda -- just don't bother to think about what the unintended consequences could be. This is rooted in the conviction that no price is too high to pay for "social justice" ...even if the "justice" being pursued is just one narrow, almost narcissistically narrow, view of it.
Some of them simply aren't predisposed to think of the consequences. Others, like Ben Kuchera, seem to literally be having too much fun abusing the power they've been given -- sneering at dissenting voices all the while -- to care.
One way or the other, regardless of Henry Smith's caricature of gamers as rich white males, it's the poorest gamers who actually have the biggest stake in #Gamergate. The economic impact will invariably fall hardest on them.
Monday, January 5, 2015
On #Gamergate, CBC's Massive Ethical Fail
After months of waiting, viewers and readers concerned about the CBC's #Gamergate coverage have finally gotten a response. And that response is... underwhelming.
As One Angry Gamer reports, CBC Ombudsman Esther Enkin has responded to these concerns by saying that everything with the CBC's coverage of #Gamergate is a-OK, despite the clear evidence that it is not. In particular, Enkin replied: "The fact that you reject the negative narrative does not mean it should not be discussed.”
Well. Is that what's been going on at the CBC? The negative narrative being discussed?
Well, a meaningful discussion of a narrative requires that both sides of it participate. And as it turns out, the CBC's coverage has permitted no participation by those on the business end of the "Gamergate harasses women" narrative.
This is made crystal clear by examining the following points of the reporting, on The National by Deana Sumanac-Johnson, and on the CBC's Community Blog by John Bowman.
Point 1 - #Gamergate has become a catchphrase for the online harassment of female gamers.
Sumanac-Johnson has repeated a claim made not by neutral observers, but by by #Gamergate's opponents. As such, Sumanac-Johnson has violated the CBC ethical code's guidelines on impartiality. It reads: “We provide professional judgment based on facts and expertise. We do not promote any particular point of view on matters of public debate.”
The story relies overwhelmingly on anecdotal evidence to support this claim. The anecdotal evidence may be offered by individuals judged by Sumanac-Johnson to have sufficient expertise to make that judgement, but expertise alone is not enough. Any judgement offered by Sumanac-Johnson must be backed by a sound basis in fact. Anecdotal evidence does not provice that basis, and should not be considered to provide that basis.
Sumanac-Johnson has taken numerous women on their word that they were harassed by #Gamergate. While it may not be unreasonable for her to take their word that they were harassed, it's not reasonable to take their word that they were harassed by #Gamergate. The hashtag has attracted a great number of third-party trolls, and Sumanac-Johnson seems to have made no effort whatsoever to confirm whether or not such harassment came from an individual truly sympathetic to #Gamergate's goals. If she did, that is not evident in her reporting.
Which takes us directly to the next point:
Point 2 - The exclusion of Jennifer Dawe.
When preparing reports, reporters make decisions not only regarding which facts to report, but also which facts to ignore. This also applies to voices. They make decisions not only regarding which voices to include, and which voices to exclude.
It's now a matter of public record that Jennifer Dawe, a game developer supportive of #Gamergate, was interviewed for this story. Yet her pro-#Gamergate voice is excluded while anti-#Gamergate voices were included -- exclusviely.
Dawe was advised that her interview could be published as a "reaction" to stories on #Gamergate. That would be very good in principle.
There was only one problem with that: Dawe's interview never aired. Ever.
Her voice -- that of a female video game developer -- was excluded from a story about alleged attempts to exclude female voices from video gaming.
That's rather ironic.
Point 3 - Gamerella.
Again, what is every bit as interesting about Sumanac-Johnson's piece isn't just information she includes, but rather information that she chooses to omit.
Sumanac-Johnson spends a great deal of time on the Gamerella gamejam, in which women interested in video games get together to to develop video games. There's nothing wrong with this in and of itself. Gamerella sounds like a great way to support women choosing to enter the video gaming field. However, the inclusion of Gamerella makes the omission of Zoe Quinn's past behaviour all the more interesting.
An early event in the #Gamergate saga was Quinn's attack on a gamejam with a similar goal. This one was organized by the Fine Young Capitalists, an Ontario-based second wave feminist organization.
Quinn accused them of "enslaving women," despite the detail that 8% of the proceeds from the sale of the gamejam's product would go to the woman on whose idea the game was based. Undeterred by this fact, Quinn then accused TFYC of being "transphobic" despite the fact that their policy on the inclusion of transexuals had been written by a human rights lawyer, and was later given a thumbs-up by an Ontario Human Rights Commissioner. (One of the few times that organization has been of any worth.)
As Quinn stepped up her attacks on TFYC, the tactics her supporters used included DDOS attacks -- which Quinn herself was clearly well aware of -- and hacking their IndieGogo page in order to shut it down. Quinn's Twitter output during these episodes seemed to indicate that she was well aware of what was going on and condoned it.
If the topic was harassment of game developers keeping women out of the video gaming field, why did the harassment -- often by third-party trolls -- warrant mention, but Quinn's harassment of video game developers did not? Particularly as Quinn's deliberate torpedoing of the TFYC gamejam reduced opportunities for women to get involved in the video game field?
Point 4 - Video games victimize women?
Anita Sarkeesian herself could have written Sumanac-Johnson's line about Gamerella participants demanding "games that don't victimize women."
Of all the clear signs that Sumanac-Johnson has subscribed to a particular point-of-view and is promoting it via her reporting, this line is it.
Even if Sumanac-Johnson were simply conveying the opinion of the participants of the Gamerella gamejam, why not simply have included footage of one of the participants uttering such a remark (provided that she had such footage)? Even the optics of Sumanac-Johnson appearing to editorialize in her report contributes to an appearance of bias.
Point 5 - The CBC's coverage of #Gamergate has exclusively been of an anti-#Gamergate angle.
Sumanac-Johnson's reporting hasn't been the only CBC reporting on #Gamergate. John Bowman, of the CBC's Community Blog, wrote an article going on at length about harassment experienced by female gamers in social media.
The article focuses intently on the harassment that Anita Sarkeesian -- allegedly at the hands of #Gamergate supporters, but with the number of third-party trolls active in the hashtag it's nigh-impossible to know -- and includes the following paragraph:
/
"It's difficult to understand why a series of videos on sexist portrayals of women in video games would bring about such an extreme reaction..."
No mention is made by Bowman of the number of Sarkeesian's critiques have been confirmed as factually inaccurate. In particular, her claims that Hitman: Absolution "invites" players to murder strippers during a mission that actually penalizes the player if they happen to do so. (YouTube playthroughs of that mission posted by players invariably feature the player sneaking around the characters rather than interact with them.)
To have someone insinuate that you're misogynistic for enjoying a game that is not in fact misogynistic, and is in fact demonstrably not misogynistic, would make anyone angry. That Sarkeesian and her followers insist upon giving the targets of her critique no opporunity to confront their accuser makes it that much worse.
(I have to take a time out here for some full disclosure: I've encountered and confronted misguided pro-#Gamergate individualswho believed it would be perfectly acceptable to produce revenge porn with a Sarkeesian look-alike character. This is a taste of the anger that Sarkeesian has inspired with her demagoguery. The number of pro-#Gamergate individuals active in that discussion who condemned and discouraged this outnumbered the misguided individuals in question. Take note: while this is anecdotal evidence, those accusing #Gamergate of harassing Sarkeesian -- particularly at the CBC -- carry a burden of proof they've never satisfied, and in fact never even tried to satisfy.)
From the way the CBC has reported on #Gamergate an otherwise-uninformed person would never guess that there's two sides of the story. That there's no debate. And that simply isn't so.
Deana Sumanac-Johnson knows this. She interviewed Jennifer Dawe. So while John Bowman can theoretically feign ignorance on this point -- though few would believe him based on the anti-Gamergate agitprop appearing in his Twitter timeline -- Sumanac-Johnson cannot.
At a certain point when there is enough evidence that the CBC has set aside the very notion of its own impartiality standards it simply cannot be accepted as coincidental. So for CBC ombudsman Esther Enkin to tell individuals lodging complaints that the narrative should be discussed is pure hogwash.
In saying that the narrative should be discussed she's not wrong. The narrative should be discussed. But perhaps the narrative should be discussed by those on both sides of it. Such as, say... Jennifer Dawe. And yet we happen to know full well that while the CBC discusses the "#Gamergate harasses women" narrative exclusively from an anti-#Gamergate perspective, they sit on an interview from a woman of a pro-#Gamergate perspective.
That's not discussing the narrative. That's dictating the narrative.
Discussing the #Gamergate narrative meaningfully requires both sides to discuss it together. If the CBC is serious about discussing the narrative, my biggest question is this:
When can we expect that Jennifer Dawe interview to finally see airtime? When can those of us supportive of #Gamergate expect any kind of opportunity to rebut the anti-#Gamergate narrative being pushed by the CBC? When will we see any kind of research put into any of the CBC's #Gamergate reporting?
These are questions Enkin cannot expect to sweep aside.
As One Angry Gamer reports, CBC Ombudsman Esther Enkin has responded to these concerns by saying that everything with the CBC's coverage of #Gamergate is a-OK, despite the clear evidence that it is not. In particular, Enkin replied: "The fact that you reject the negative narrative does not mean it should not be discussed.”
Well. Is that what's been going on at the CBC? The negative narrative being discussed?
Well, a meaningful discussion of a narrative requires that both sides of it participate. And as it turns out, the CBC's coverage has permitted no participation by those on the business end of the "Gamergate harasses women" narrative.
This is made crystal clear by examining the following points of the reporting, on The National by Deana Sumanac-Johnson, and on the CBC's Community Blog by John Bowman.
Point 1 - #Gamergate has become a catchphrase for the online harassment of female gamers.
Sumanac-Johnson has repeated a claim made not by neutral observers, but by by #Gamergate's opponents. As such, Sumanac-Johnson has violated the CBC ethical code's guidelines on impartiality. It reads: “We provide professional judgment based on facts and expertise. We do not promote any particular point of view on matters of public debate.”
The story relies overwhelmingly on anecdotal evidence to support this claim. The anecdotal evidence may be offered by individuals judged by Sumanac-Johnson to have sufficient expertise to make that judgement, but expertise alone is not enough. Any judgement offered by Sumanac-Johnson must be backed by a sound basis in fact. Anecdotal evidence does not provice that basis, and should not be considered to provide that basis.
Sumanac-Johnson has taken numerous women on their word that they were harassed by #Gamergate. While it may not be unreasonable for her to take their word that they were harassed, it's not reasonable to take their word that they were harassed by #Gamergate. The hashtag has attracted a great number of third-party trolls, and Sumanac-Johnson seems to have made no effort whatsoever to confirm whether or not such harassment came from an individual truly sympathetic to #Gamergate's goals. If she did, that is not evident in her reporting.
Which takes us directly to the next point:
Point 2 - The exclusion of Jennifer Dawe.
When preparing reports, reporters make decisions not only regarding which facts to report, but also which facts to ignore. This also applies to voices. They make decisions not only regarding which voices to include, and which voices to exclude.
It's now a matter of public record that Jennifer Dawe, a game developer supportive of #Gamergate, was interviewed for this story. Yet her pro-#Gamergate voice is excluded while anti-#Gamergate voices were included -- exclusviely.
Dawe was advised that her interview could be published as a "reaction" to stories on #Gamergate. That would be very good in principle.
There was only one problem with that: Dawe's interview never aired. Ever.
Her voice -- that of a female video game developer -- was excluded from a story about alleged attempts to exclude female voices from video gaming.
That's rather ironic.
Point 3 - Gamerella.
Again, what is every bit as interesting about Sumanac-Johnson's piece isn't just information she includes, but rather information that she chooses to omit.
Sumanac-Johnson spends a great deal of time on the Gamerella gamejam, in which women interested in video games get together to to develop video games. There's nothing wrong with this in and of itself. Gamerella sounds like a great way to support women choosing to enter the video gaming field. However, the inclusion of Gamerella makes the omission of Zoe Quinn's past behaviour all the more interesting.
An early event in the #Gamergate saga was Quinn's attack on a gamejam with a similar goal. This one was organized by the Fine Young Capitalists, an Ontario-based second wave feminist organization.
Quinn accused them of "enslaving women," despite the detail that 8% of the proceeds from the sale of the gamejam's product would go to the woman on whose idea the game was based. Undeterred by this fact, Quinn then accused TFYC of being "transphobic" despite the fact that their policy on the inclusion of transexuals had been written by a human rights lawyer, and was later given a thumbs-up by an Ontario Human Rights Commissioner. (One of the few times that organization has been of any worth.)
As Quinn stepped up her attacks on TFYC, the tactics her supporters used included DDOS attacks -- which Quinn herself was clearly well aware of -- and hacking their IndieGogo page in order to shut it down. Quinn's Twitter output during these episodes seemed to indicate that she was well aware of what was going on and condoned it.
If the topic was harassment of game developers keeping women out of the video gaming field, why did the harassment -- often by third-party trolls -- warrant mention, but Quinn's harassment of video game developers did not? Particularly as Quinn's deliberate torpedoing of the TFYC gamejam reduced opportunities for women to get involved in the video game field?
Point 4 - Video games victimize women?
Anita Sarkeesian herself could have written Sumanac-Johnson's line about Gamerella participants demanding "games that don't victimize women."
Of all the clear signs that Sumanac-Johnson has subscribed to a particular point-of-view and is promoting it via her reporting, this line is it.
Even if Sumanac-Johnson were simply conveying the opinion of the participants of the Gamerella gamejam, why not simply have included footage of one of the participants uttering such a remark (provided that she had such footage)? Even the optics of Sumanac-Johnson appearing to editorialize in her report contributes to an appearance of bias.
Point 5 - The CBC's coverage of #Gamergate has exclusively been of an anti-#Gamergate angle.
Sumanac-Johnson's reporting hasn't been the only CBC reporting on #Gamergate. John Bowman, of the CBC's Community Blog, wrote an article going on at length about harassment experienced by female gamers in social media.
The article focuses intently on the harassment that Anita Sarkeesian -- allegedly at the hands of #Gamergate supporters, but with the number of third-party trolls active in the hashtag it's nigh-impossible to know -- and includes the following paragraph:
/
"It's difficult to understand why a series of videos on sexist portrayals of women in video games would bring about such an extreme reaction..."
No mention is made by Bowman of the number of Sarkeesian's critiques have been confirmed as factually inaccurate. In particular, her claims that Hitman: Absolution "invites" players to murder strippers during a mission that actually penalizes the player if they happen to do so. (YouTube playthroughs of that mission posted by players invariably feature the player sneaking around the characters rather than interact with them.)
To have someone insinuate that you're misogynistic for enjoying a game that is not in fact misogynistic, and is in fact demonstrably not misogynistic, would make anyone angry. That Sarkeesian and her followers insist upon giving the targets of her critique no opporunity to confront their accuser makes it that much worse.
(I have to take a time out here for some full disclosure: I've encountered and confronted misguided pro-#Gamergate individualswho believed it would be perfectly acceptable to produce revenge porn with a Sarkeesian look-alike character. This is a taste of the anger that Sarkeesian has inspired with her demagoguery. The number of pro-#Gamergate individuals active in that discussion who condemned and discouraged this outnumbered the misguided individuals in question. Take note: while this is anecdotal evidence, those accusing #Gamergate of harassing Sarkeesian -- particularly at the CBC -- carry a burden of proof they've never satisfied, and in fact never even tried to satisfy.)
From the way the CBC has reported on #Gamergate an otherwise-uninformed person would never guess that there's two sides of the story. That there's no debate. And that simply isn't so.
Deana Sumanac-Johnson knows this. She interviewed Jennifer Dawe. So while John Bowman can theoretically feign ignorance on this point -- though few would believe him based on the anti-Gamergate agitprop appearing in his Twitter timeline -- Sumanac-Johnson cannot.
At a certain point when there is enough evidence that the CBC has set aside the very notion of its own impartiality standards it simply cannot be accepted as coincidental. So for CBC ombudsman Esther Enkin to tell individuals lodging complaints that the narrative should be discussed is pure hogwash.
In saying that the narrative should be discussed she's not wrong. The narrative should be discussed. But perhaps the narrative should be discussed by those on both sides of it. Such as, say... Jennifer Dawe. And yet we happen to know full well that while the CBC discusses the "#Gamergate harasses women" narrative exclusively from an anti-#Gamergate perspective, they sit on an interview from a woman of a pro-#Gamergate perspective.
That's not discussing the narrative. That's dictating the narrative.
Discussing the #Gamergate narrative meaningfully requires both sides to discuss it together. If the CBC is serious about discussing the narrative, my biggest question is this:
When can we expect that Jennifer Dawe interview to finally see airtime? When can those of us supportive of #Gamergate expect any kind of opportunity to rebut the anti-#Gamergate narrative being pushed by the CBC? When will we see any kind of research put into any of the CBC's #Gamergate reporting?
These are questions Enkin cannot expect to sweep aside.
Sunday, December 28, 2014
Here Lies Critical Theory, Slain by #Gamergate
Recently, I was alerted to the deeper issues of #Gamergate. Perhaps you've heard of it. It's been going on since August of this year.
From the tone of the hashtag by which it proliferates, one may think that #Gamergate is a scandal of some sort. When I first began to hear of it in August that was the conclusion that I drew. My understanding of it at the time was that the hashtag was for discussion of a scandal regarding collusion between video game developers and video game journalists. That was partially true.
More recently, Victor Vargas explained to me that the real importance of #Gamergate was in defending the artistic medium of video gaming from so-called "social justice warriors" who demanded that the medium be subjugated to their extreme agenda.
For the uninitiated, #Gamergate is less a cohesive social movement and more a group of individuals who are concerned about the state of video gaming in general. They don't want to see the quality of video games as an artistic medium degraded by journalists who will not report honestly or ethically about games. That includes not only game "reviewers," but also those who report on video games via an op/ed format. This is where the social justice warriors become an issue.
If there's any one thing that these social justice warriors -- or SJdubs as I call them -- seem to excel at it's misrepresenting the medium in order to magnify, exaggerate, or outright invent examples of sexism or misogyny in gaming.
A prime example is that of Anita Sarkeesian. No one has dismantled and revealed her misrepresentations nearly so well as Thunderf00t has.
It turns out that Sarkeesian is not the only one misrepresenting video games in order to try to advance her toxic ideology.
Recently, a game developer by the name of Henry Smith published a blogpost mocking the notion that gamers could feel oppressed as gamers. It's as confused, disjointed, and internally inconsistent as any other piece of SJdub pontificating. For example, he dismisses gamers commenting on their perception of oppression as "white men with expensive toys."
Strangely, this overlooks the number of women, people of colour or LGBT gamers who may feel oppressed specifically as gamers. Surely Smith believes that such people are oppressed as women, people of colour or LGBT, but seems to insist that they cannot feel oppressed specifically as gamers.
Well, with gamers intermittently targeted by the media, government and assorted busybody groups, who could blame them? It seems like every time there's a mass shooting in the United States video games are put under the microscope and gamers examined as ticking time bombs.
Perhaps what troubles Smith about this idea so deeply is that "gamer" is self-identification that crosses the boundaries of race, gender and sexuality. Given the idea, popular among SJdubs, of intersectionality -- an idea that holds that individual identities are multi-faceted, and so an oppressed person may experience oppression on any one or multiple bases -- Smith simply isn't adhering to the critical theory ideology very well.
I suspect that what alarms him most deeply is that, despite the idea of the intersectional identity, a white person can even possibly be oppressed, or even permitted to feel oppressed. And in order to deny any white person who feels so oppressed that sense of entitlement, Henry Smith -- by all accounts himself a white male -- instead sets out to dictate to PoCs, women and LGBT how they may or may not feel oppressed.
It seems like he's failed to check his privilege... if you believe in that kind of tripe.
It's very lazy thinking. But it turns out that lazy thinking is something he excels at. Here's an excerpt from his blogpost, another little bit of kvetching that he didn't bother to give even the most basic amount of thought to:
It's enough to make you wonder if Smith has actually seen that ad, or bothered to think about it any further than using it as a jab against the so-called "sexist" video game industry.
That's a notion disabused by doing something so simple as actually watching the advert:
Just as Anita Sarkeesian blatantly misrepresented Hitman as allegedly "inviting" the player to murder strippers, Smith misrepresents the Advanced Warfare advert by amputating the context.
In Sarkeesian's case, she claims that Hitman "invites" (her words") players to murder strippers. And while the player does, indeed, permit the player to murder some strippers, Sarkeesian ignores the detail that the game mission in question not only does not require the player to do so, but discourages the player from doing so by penalizing them for the act. In fact, the game encourages the player to avoid any interaction with the stripper NPCs (non playing characters) altogether.
Not to mention that should the player listen in to the stripper NPCs' conversation they learn that these women have been traumatized by their exploitation at the hands of a man named "Dom." Listen to that conversation and it becomes clear that the game developers intended for the player to be disgusted by these women's suffering.
Many feminists would applaud that commentary on the exploitation of strippers -- unless they're one of those "sex work is empowering" lunatic third-wave types.
That's how Sarkeesian misrepresents Hitman. Smith misrepresents Modern Warfare by simply pointing out that it -- le gasp! -- features a skantily-dressed and breathtakingly-hot woman in it. And doesn't bother to acknowledge the context in which she's presented.
In the ad, the player falls into a stall in a bazaar from a very tall height. Instead of being killed on impact, he is instead stunned. While stunned the player sees a gorgeous woman is approaching him, cooing with romantic interest.
Then the "expert player" character -- played by Taylor Kitsch -- commands his immediate attention by shouting at him "what are you doing!? We don't kiss goats."
When the player looks back to where the woman was he sees that she has been replaced by a goat -- or rather that she had been a goat the entire time.
She was never real. She was a hallucination. And that's very telling. A deeper analysis of the ad could suggest that this even offers comment on the standard of beauty this woman represents: she isn't real. Her beauty is fleeting, and perhaps even illusory. And even if she was ever real, the idea that she is available to the player, sexually, romantically or otherwise, is just as illusory.
Who should be offended by that ad? Perhaps people who kiss goats. Henry Smith seems to think the answer to that question is "women," or at least "feminists." Yet when we examine the advert more deeply than he does, we find that the cause for offfense is far more questionable than he implies.
This is just one example of why I feel video gaming, and #Gamergate in particular, will ultimately provide critical theory with the grave this toxic ideology so requires. They've picked their target poorly this time.
The modern video gamer is well-educated and not particularly fond of being told what to do or what to think; perhaps less about themselves and their hobbies than anything else. The intellectual battle being waged over #Gamergate has laid bear the bag of tricks preferred by the SJdub hordes, and gamers are proving not especially susceptible to it. They excel at identifying and outing dishonesty and deception, and that has not worked to the advantage of the SJdubs. Not in the least.
Very soon we can look forward to the following epitaph: "here lies critical theory, slain by #Gamergate."
The world will be very much better for it.
From the tone of the hashtag by which it proliferates, one may think that #Gamergate is a scandal of some sort. When I first began to hear of it in August that was the conclusion that I drew. My understanding of it at the time was that the hashtag was for discussion of a scandal regarding collusion between video game developers and video game journalists. That was partially true.
More recently, Victor Vargas explained to me that the real importance of #Gamergate was in defending the artistic medium of video gaming from so-called "social justice warriors" who demanded that the medium be subjugated to their extreme agenda.
For the uninitiated, #Gamergate is less a cohesive social movement and more a group of individuals who are concerned about the state of video gaming in general. They don't want to see the quality of video games as an artistic medium degraded by journalists who will not report honestly or ethically about games. That includes not only game "reviewers," but also those who report on video games via an op/ed format. This is where the social justice warriors become an issue.
If there's any one thing that these social justice warriors -- or SJdubs as I call them -- seem to excel at it's misrepresenting the medium in order to magnify, exaggerate, or outright invent examples of sexism or misogyny in gaming.
A prime example is that of Anita Sarkeesian. No one has dismantled and revealed her misrepresentations nearly so well as Thunderf00t has.
It turns out that Sarkeesian is not the only one misrepresenting video games in order to try to advance her toxic ideology.
Recently, a game developer by the name of Henry Smith published a blogpost mocking the notion that gamers could feel oppressed as gamers. It's as confused, disjointed, and internally inconsistent as any other piece of SJdub pontificating. For example, he dismisses gamers commenting on their perception of oppression as "white men with expensive toys."
Strangely, this overlooks the number of women, people of colour or LGBT gamers who may feel oppressed specifically as gamers. Surely Smith believes that such people are oppressed as women, people of colour or LGBT, but seems to insist that they cannot feel oppressed specifically as gamers.
Well, with gamers intermittently targeted by the media, government and assorted busybody groups, who could blame them? It seems like every time there's a mass shooting in the United States video games are put under the microscope and gamers examined as ticking time bombs.
Perhaps what troubles Smith about this idea so deeply is that "gamer" is self-identification that crosses the boundaries of race, gender and sexuality. Given the idea, popular among SJdubs, of intersectionality -- an idea that holds that individual identities are multi-faceted, and so an oppressed person may experience oppression on any one or multiple bases -- Smith simply isn't adhering to the critical theory ideology very well.
I suspect that what alarms him most deeply is that, despite the idea of the intersectional identity, a white person can even possibly be oppressed, or even permitted to feel oppressed. And in order to deny any white person who feels so oppressed that sense of entitlement, Henry Smith -- by all accounts himself a white male -- instead sets out to dictate to PoCs, women and LGBT how they may or may not feel oppressed.
It seems like he's failed to check his privilege... if you believe in that kind of tripe.
It's very lazy thinking. But it turns out that lazy thinking is something he excels at. Here's an excerpt from his blogpost, another little bit of kvetching that he didn't bother to give even the most basic amount of thought to:
It's enough to make you wonder if Smith has actually seen that ad, or bothered to think about it any further than using it as a jab against the so-called "sexist" video game industry.
That's a notion disabused by doing something so simple as actually watching the advert:
Just as Anita Sarkeesian blatantly misrepresented Hitman as allegedly "inviting" the player to murder strippers, Smith misrepresents the Advanced Warfare advert by amputating the context.
In Sarkeesian's case, she claims that Hitman "invites" (her words") players to murder strippers. And while the player does, indeed, permit the player to murder some strippers, Sarkeesian ignores the detail that the game mission in question not only does not require the player to do so, but discourages the player from doing so by penalizing them for the act. In fact, the game encourages the player to avoid any interaction with the stripper NPCs (non playing characters) altogether.
Not to mention that should the player listen in to the stripper NPCs' conversation they learn that these women have been traumatized by their exploitation at the hands of a man named "Dom." Listen to that conversation and it becomes clear that the game developers intended for the player to be disgusted by these women's suffering.
Many feminists would applaud that commentary on the exploitation of strippers -- unless they're one of those "sex work is empowering" lunatic third-wave types.
That's how Sarkeesian misrepresents Hitman. Smith misrepresents Modern Warfare by simply pointing out that it -- le gasp! -- features a skantily-dressed and breathtakingly-hot woman in it. And doesn't bother to acknowledge the context in which she's presented.
In the ad, the player falls into a stall in a bazaar from a very tall height. Instead of being killed on impact, he is instead stunned. While stunned the player sees a gorgeous woman is approaching him, cooing with romantic interest.
Then the "expert player" character -- played by Taylor Kitsch -- commands his immediate attention by shouting at him "what are you doing!? We don't kiss goats."
When the player looks back to where the woman was he sees that she has been replaced by a goat -- or rather that she had been a goat the entire time.
She was never real. She was a hallucination. And that's very telling. A deeper analysis of the ad could suggest that this even offers comment on the standard of beauty this woman represents: she isn't real. Her beauty is fleeting, and perhaps even illusory. And even if she was ever real, the idea that she is available to the player, sexually, romantically or otherwise, is just as illusory.
Who should be offended by that ad? Perhaps people who kiss goats. Henry Smith seems to think the answer to that question is "women," or at least "feminists." Yet when we examine the advert more deeply than he does, we find that the cause for offfense is far more questionable than he implies.
This is just one example of why I feel video gaming, and #Gamergate in particular, will ultimately provide critical theory with the grave this toxic ideology so requires. They've picked their target poorly this time.
The modern video gamer is well-educated and not particularly fond of being told what to do or what to think; perhaps less about themselves and their hobbies than anything else. The intellectual battle being waged over #Gamergate has laid bear the bag of tricks preferred by the SJdub hordes, and gamers are proving not especially susceptible to it. They excel at identifying and outing dishonesty and deception, and that has not worked to the advantage of the SJdubs. Not in the least.
Very soon we can look forward to the following epitaph: "here lies critical theory, slain by #Gamergate."
The world will be very much better for it.
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