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In late August 2014, the gaming industry became embroiled in one of the most heated and divisive controversies of the early 21st century. What began as a debate over the ethics and responsibilities of video games journalists, quickly turned into a battle over cultural identity and values. So what exactly happened during GamerGate and what can we learn from it? That's what this book sets out to explore. Not as a partisan diatribe, but as a case study in conversation and as a learning experience. If we are going to overcome the unique cultural challenges facing us today, then we must learn from our past.
This book exists to record, for posterity, the events of Gamergate from the perspective of someone within Gamergate. There is a real danger that, what with the media bias against Gamergate, that the other side - the right side - will not get recorded. In the future, anyone looking back is likely to encounter an entirely one-sided version of events from people who have been acting very shadily. As a participant in Gamergate, that worries me. As a historian, that worries me. As someone who cares about truth, fairness and accuracy, that worries me.
A Companion to Media Fandom and Fan Studies offers scholars and fans an accessible and engaging resource for understanding the rapidly expanding field of fan studies. International in scope and written by a team that includes many major scholars, this volume features over thirty especially-commissioned essays on a variety of topics, which together provide an unparalleled overview of this fast-growing field. Separated into five sections—Histories, Genealogies, Methodologies; Fan Practices; Fandom and Cultural Studies; Digital Fandom; and The Future of Fan Studies—the book synthesizes literature surrounding important theories, debates, and issues within the field of fan studies. It also traces and explains the social, historical, political, commercial, ethical, and creative dimensions of fandom and fan studies. Exploring both the historical and the contemporary fan situation, the volume presents fandom and fan studies as models of 21st century production and consumption, and identifies the emergent trends in this unique field of study.
How popular culture is engaged by activists to effect emancipatory political change One cannot change the world unless one can imagine what a better world might look like. Civic imagination is the capacity to conceptualize alternatives to current cultural, social, political, or economic conditions; it also requires the ability to see oneself as a civic agent capable of making change, as a participant in a larger democratic culture. Popular Culture and the Civic Imagination represents a call for greater clarity about what we’re fighting for—not just what we’re fighting against. Across more than thirty examples from social movements around the world, this casebook proposes “civic imagination” as a framework that can help us identify, support, and practice new kinds of communal participation. As the contributors demonstrate, young people, in particular, are turning to popular culture—from Beyoncé to Bollywood, from Smokey Bear to Hamilton, from comic books to VR—for the vernacular through which they can express their discontent with current conditions. A young activist uses YouTube to speak back against J. K. Rowling in the voice of Cho Chang in order to challenge the superficial representation of Asian Americans in children’s literature. Murals in Los Angeles are employed to construct a mythic imagination of Chicano identity. Twitter users have turned to #BlackGirlMagic to highlight the black radical imagination and construct new visions of female empowerment. In each instance, activists demonstrate what happens when the creative energies of fans are infused with deep political commitment, mobilizing new visions of what a better democracy might look like.
Discover the path to the big leagues It's time to prove all those people who said “video games are a waste of time” wrong. Esports has rewarded top gamers with prize money, glory, and even college scholarships. Want to get in on the action? This book puts you on the path to get your share of the growing world of esports. It helps you figure out the gear you need to be competitive, the games that drive esports, how to break into competitive play, and how to use online platforms to get attention. Written by the esports program director at the first Division I university to field an esports team, this book defines and demystifies the complex world of competitive video gaming. Get the gear for your first esports battles Gain recognition for your skills online or in tournaments Discover the path to earning scholarships in esports Build your online identity Get the insider tips you need to make your name in the esports universe.
You've heard the stories about the dark side of the internet--hackers, #gamergate, anonymous mobs attacking an unlucky victim, and revenge porn--but they remain just that: stories. Surely these things would never happen to you. Zoe Quinn used to feel the same way. She is a video game developer whose ex-boyfriend published a crazed blog post cobbled together from private information, half-truths, and outright fictions, along with a rallying cry to the online hordes to go after her. They answered in the form of a so-called movement known as #gamergate--they hacked her accounts; stole nude photos of her; harassed her family, friends, and colleagues; and threatened to rape and murder her. But instead of shrinking into silence as the online mobs wanted her to, she raised her voice and spoke out against this vicious online culture and for making the internet a safer place for everyone. In the years since #gamergate, Quinn has helped thousands of people with her advocacy and online-abuse crisis resource Crash Override Network. From locking down victims' personal accounts to working with tech companies and lawmakers to inform policy, she has firsthand knowledge about every angle of online abuse, what powerful institutions are (and aren't) doing about it, and how we can protect our digital spaces and selves. Crash Override offers an up-close look inside the controversy, threats, and social and cultural battles that started in the far corners of the internet and have since permeated our online lives. Through her story--as target and as activist--Quinn provides a human look at the ways the internet impacts our lives and culture, along with practical advice for keeping yourself and others safe online.
The 2021 Capitol Hill Riot marked a watershed moment when the 'old world' of factbased systems of representation was briefly overwhelmed by the emerging hyper-individual politics of aestheticized emotion. In The Trump Effect in Contemporary Art and Visual Culture, Kit Messham-Muir and Uroš Cvoro analyse the aesthetics that have emerged at the core of 21st-century politics, and which erupted at the US Capitol in January 2021. Looking at this event's aesthetic dimensions through such aspects as QAnon, white resentment and strongman authoritarianism, they examine the world-wide historical trends towards ethno-nationalism and populism that emerged following the end of the Cold War in 1989 and the dawning of the current post-ideological age. Building on their ground-breaking research into how trauma, emotion and empathy have become well-worn tropes in contemporary art informed by conflict, Messham-Muir and Cvoro go further by highlighting the ways in which art can actively disrupt an underlying drift in society towards white supremacism and ultranationalism. Utilising their outsiders' perspective on a so-called American phenomenon, and rejecting American exceptionalism, their theorising of the 'Trump Effect' rejects the idea of Trump as a political aberration, but as a symptom of deeper and longer-term philosophical shifts in global politics and society. As theorists of contemporary art and visual culture, Messham-Muir and Cvoro explore the ways in which these features of the Trump Effect operate through aesthetics, in the intersection of politics and contemporary art, and provide valuable insight into the current political context.
In Images of War in Contemporary Art, Uroš Cvoro and Kit Messham-Muir mount a challenge to the dominance of theoretical tropes of trauma, affect, and emotion that have determined how we think of images of war and terror for the last 20 years. Through analyses of visual culture from contemporary "war art" to the meme wars, they argue that the art that most effectively challenges the ethics and aesthetics of war and terror today is that which disrupts this flow-art that makes alternative perceptions of wartime both visible and possible. As a theoretical work, Images of War in Contemporary Art is richly supported by visual and textual evidence and firmly embedded in current artistic practice. Significantly, though, the book breaks with both traditional and current ways of thinking about war art-offering a radical rethinking of the politics and aesthetics of art today through analyses of a diverse scope of contemporary art that includes Ben Quilty, Abdul Abdullah (Australia), Mladen Miljanovic, Nebojša Šeric Šoba (Bosnia and Herzegovina), Hiwa K, Wafaa Bilal (Iraq), Teresa Margolles (Mexico), and Arthur Jafa (United States).
How 4chan and 8chan fuel white nationalism, inspire violence, and infect politics. The internet has transformed the ways we think and act, and by consequence, our politics. The most impactful recent political movements on the far left and right started with massive online collectives of teenagers. Strangely, both movements began on the same website: an anime imageboard called 4chan.org. It Came from Something Awful is the fascinating and bizarre story of sites like 4chan and 8chan and their profound effect on youth counterculture. Dale Beran has observed the anonymous messageboard community's shifting activities and interests since the beginning. Sites like 4chan and 8chan are microcosms of the internet itself—simultaneously at the vanguard of contemporary culture, politics, comedy and language, and a new low for all of the above. They were the original meme machines, mostly frequented by socially awkward and disenfranchised young men in search of a place to be alone together. During the recession of the late 2000’s, the memes became political. 4chan was the online hub of a leftist hacker collective known as Anonymous and a prominent supporter of the Occupy Wall Street movement. But within a few short years, the site’s ideology spun on its axis; it became the birthplace and breeding ground of the alt-right. In It Came from Something Awful, Beran uses his insider’s knowledge and natural storytelling ability to chronicle 4chan's strange journey from creating rage-comics to inciting riots to—according to some—memeing Donald Trump into the White House.
#1 NEW YORK TIMES BESTSELLER • Now a major motion picture directed by Steven Spielberg. “Enchanting . . . Willy Wonka meets The Matrix.”—USA Today • “As one adventure leads expertly to the next, time simply evaporates.”—Entertainment Weekly A world at stake. A quest for the ultimate prize. Are you ready? In the year 2045, reality is an ugly place. The only time Wade Watts really feels alive is when he’s jacked into the OASIS, a vast virtual world where most of humanity spends their days. When the eccentric creator of the OASIS dies, he leaves behind a series of fiendish puzzles, based on his obsession with the pop culture of decades past. Whoever is first to solve them will inherit his vast fortune—and control of the OASIS itself. Then Wade cracks the first clue. Suddenly he’s beset by rivals who’ll kill to take this prize. The race is on—and the only way to survive is to win. NAMED ONE OF THE BEST BOOKS OF THE YEAR BY Entertainment Weekly • San Francisco Chronicle • Village Voice • Chicago Sun-Times • iO9 • The AV Club “Delightful . . . the grown-up’s Harry Potter.”—HuffPost “An addictive read . . . part intergalactic scavenger hunt, part romance, and all heart.”—CNN “A most excellent ride . . . Cline stuffs his novel with a cornucopia of pop culture, as if to wink to the reader.”—Boston Globe “Ridiculously fun and large-hearted . . . Cline is that rare writer who can translate his own dorky enthusiasms into prose that’s both hilarious and compassionate.”—NPR “[A] fantastic page-turner . . . starts out like a simple bit of fun and winds up feeling like a rich and plausible picture of future friendships in a world not too distant from our own.”—iO9