In 2014, there was an escalation of online harassment against women involved in gaming. In a phenomenon that came to be known as #Gamergate, female gamers, reviewers and developers were targeted by often-anonymous participants within the games, as well as on a number of websites and through social media. This chapter draws on #Gamergate and the gaming industry more broadly to examine the roles that the institutions that own the platforms we comment on have in creating an inclusive and diverse commenting culture, as well as the roles we have individually and collectively in mitigating anti-social behaviour. By examining the way in which video game developers and publishers have been attempting to respond to the problem of in-game harassment, we can explore modifications to the participatory-control frameworks of discussion spaces that have the potential to create more inclusive communities. Additionally, by outlining the individual and collective actions available to us, we can create a more comprehensive understanding of the factors that affect the participatory culture of commenting.
- Community norms
- Online harassment
- Online abuse
- Bystander theory
- Bystander effect
- Social media
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Barnes, R. (2018). Lessons from #Gamergate . In: Uncovering Online Commenting Culture. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-319-70235-3_5
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