gaming

“We Are Watching Eliza Bright” Turns Gamergate into Experimental Fiction

There may be other Gamergate novels to come, but for now, A.E. Osworth has set the bar.

Saved by the Bells: “Animal Crossing: New Horizons” Helps Us Cope with Our Mental Health

Animal Crossing provides comfort to those of us who, sometimes, need a little help coping with our mental health. Read more »

Playing through It: 9 Video Games for Anxious People (That Aren’t “Animal Crossing”)

I reached out to the people of Twitter to gauge the video games anxious people are playing. Read more »

Carolyn Petit Is at the Forefront of Feminist Video Game Criticism

While some folks remain vehemently opposed to any feminist considerations in game reviews, our collective attitudes about what’s acceptable are definitely shifting. Read more »

What Ms. Monopoly Shows about Our Cultural Unwillingness to Understand the Pay Gap

Despite potentially good intent, a presumably white woman in heels and doing a weird power pose on a board game about capitalism isn’t inspiring. Read more »

20 Years of Queer Exploration: How “The Sims” Helped 13 LGBTQ People Find Realization

In July, Electronic Arts revealed the cover art for The Sims 4, which features the first same-sex couple since the franchise began nearly 20 years ago.  Read more »

Grand Theft Creative: The Gaming Industry’s Exploitative Crunch Culture

Despite booming profits, layoffs in the gaming industry are becoming more frequent, with less and less regard for their effects on employees. Read more »

Access (Sm)all Areas: Disabled Gamers vs. the Industry’s Status Quo

Disabled gamers should experience meaningful representation as often as non-disabled gamers do. Read more »

On Our Radar—Feminist News Roundup: Center Black Women

The history lesson about Black women that you never got. Read more »

Popaganda: Video Games and Identity

Video games are a huge piece of our pop culture industry. People who don’t play games maybe think that they’re a weird, dorky niche that only a few people play. But that’s exactly the opposite of true. Globally, video games are a $91 billion industry. Fifty-nine percent of people in... Read more »

No Girls Allowed: The Fragility of Gaming Culture

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…Many of those rules—fueled by any number of extant factors, such as sexual intimidation and social ostracization—could be... Read more »

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Game Changer: Why Gaming Culture Allows Abuse... and How We Can Stop It

You're a Bolshevik feminist jewess that hates white people… and you expect to be taken seriously when you're “critique-ing” ...

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