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Most threatening of all were women, whose presence grew over time into a monolith of judgment and derision; they had no place in “gamer culture.” Until they did.
Such was the scene in August 2014, when the cancer—eventually bearing the name Gamergate—finally metastasized.
Many tried to mask or downplay its presence, even deny it outright, but the truth remained.
Since the advent of “gaming” as we know it today—console video games, tabletop board-and-role-playing games, virtual reality, and so on—the surrounding subculture had been dominated by men who became its jealous gatekeepers; first to guard against childhood tormentors, bullies, and the like and, over time, simply to keep out those who were different.
As the Internet began to grow and accelerate through the ’90s and early 2000s, gamers began congregating in online spaces and solidifying the rules of their subculture, both implicit and explicit.
Many of those rules—fueled by any number of extant factors, such as sexual intimidation and social ostracization—could be synthesized into three words: “no girls allowed.” As .
As the infamous movement’s three-year anniversary approaches, it’s time for gamers to ask: isn’t the only game that’s taken on a financial and cultural life of its own.
Cemty, Steele Family Cemty, Trinity Lutheran Chalk River Name and Place Index to The Illustrated Historical Atlas of The County of York and of The Township of West Gwillimbury and of The Town of Bradford by Miles & Company , Toronto, 1878 and Mika Silk Screening. Cemetery Surname Index of Burials for the Parish Churches of: St. Case on The Part of Sir Hugh Hune Campbell of Marchmont, Baronet, in Relation to The Claim of Francis Douglas Home, Esq. to The Titles, Honours, and Dignities of Earl of Marchmont, Viscount of Blasonberry, Lord Polwart, Reidbraes, and Greenlaw Case of Sir James Johnstone, Baronet, Claiming The Titles, Honours, and Dignities of Marquis and Earl of Annandale, Earl of Hartfell, Count of Annan, Lord Johnstone of Lochwood, Lochmaben, and Evandale. But limiting ourselves to just four themes each year—which were themselves limited by the print format—felt like a disservice to our community, especially since many of our readers consume media solely in digital form (no shade…). This feature, on the gaming culture, is the second of our monthly longreads on the topic of Fragility. Every month through December 2017, we’ll publish a new must-read perspective on the subject that we hope you’ll read, share, and make part of your routine.In June, we’ll explore the illusion of Chicago’s urban fragility. Most gamers knew the truth: there was a cancer at the center of their culture, a malignant growth of bitterness without direction and pain without cause.