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Empowering Voices: Honoring Anita Sarkeesian and the Impact of Feminist Frequency

If you are a Gamergater, tough luck: this world is no longer yours

Empowering Voices: Honoring Anita Sarkeesian and the Impact of Feminist Frequency
Randy Meeks

Randy Meeks

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Not that the internet is, nowadays, a harmless place free of problems. Quite the opposite, rather. But we can take some consolation: it was even worse a decade ago. If you are involved in the world of video games, you probably remember GamerGate, that movement which, under the guise of “bringing back quality to video game journalism,” concealed a campaign of harassment towards women that still lingers to this day. And at the center of the target, of course, a name known to all gamers: Anita Sarkeesian.

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Goodbye Anita, goodbye

It may seem like just ten years have passed, but life and society were very different in 2012 compared to today. The word “feminism” still posed a problem for many people, discussions about women’s roles in popular culture were often met with ridicule, and certain niches, such as video games or movies, still had a “boys’ treehouse” syndrome.

At that time, a young woman named Anita Sarkeesian, who had founded an NGO at the age of 26 to challenge gender roles, had the idea of creating various audiovisual essays on topics related to women in popular culture. After producing six videos about science fiction, she turned her attention to video games with ‘Tropes vs. Women in Video Games,’ for which she managed to raise $160,000 on Kickstarter, surpassing her initial $6,000 goal.

Indeed, the amount she raised on Kickstarter was not only a reflection of the passion the project generated but also a response to the wave of hatred she faced from a sector that didn’t see itself as radicalized (rather, they believed they were the heroes of the situation). The hostility even escalated to the point of death threats, with someone threatening to bomb San Francisco if she received an award. This toxic behavior was far from healthy or natural. The true heroes of this story, without a doubt, were those who supported her cause and stood against harassment and sexism.

Sarkeesian opened a necessary debate that had to happen, and her efforts brought about positive change in the gaming industry. This progress extended beyond fiction, as we started seeing more strong and interesting female characters in video games, moving away from the stereotype of the damsel in distress. Furthermore, with the #MeToo movement, studios began taking action against sexist behavior, a process that still continues to this day. Her work has left a lasting impact and contributed to creating a more inclusive and respectful gaming community and industry.

It has been nine years since the first harassment from the Gamergaters, and Anita has said that she can’t take it anymore. Feminist Frequency is closing down (which some have seen as a victory for the harassers), and only the podcast will remain, along with the previously published archive material that helped reshape the industry.

Along the way, Anita had to endure death threats, assaults, and disturbing private messages, enough to make this toxic environment feel like part of her daily routine. It is not surprising that Feminist Frequency is closing, and the truly sad part is the reasons behind it. Anita has faced incredible challenges, and if she ever decides to return someday, perhaps, just perhaps, the world will have become more civilized.

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Randy Meeks

Randy Meeks

Editor specializing in pop culture who writes for websites, magazines, books, social networks, scripts, notebooks and napkins if there are no other places to write for you.

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