Reflections on Anita Sarkeesian and Female Gamers

Reflections on Anita Sarkeesian and Female Gamers

As a female gamer, my initial reaction to Anita Sarkeesian was one of disagreement and frustration. Her lack of firsthand experience with gaming, as evidenced in her Kickstarter and lectures, seems to negate any credibility she might have had. Sarkeesian uses hashtags like "boo hoo harassers are attacking me" not only to deflect criticism but also to garner sympathy, a strategy that can be seen as attempting to silence dissent. Her inability to engage meaningfully with criticisms and her tendency to label critics as 'harassers' demonstrates a deep disconnect from the very issues she claims to champion.

The Problem with Sarkeesian's Analysis

My issue with Sarkeesian's approach is rooted in the sensationalistic nature of her critique. While she is correct in many instances, her framing of video games as the 'enemy' oversimplifies the complex landscape of game development and culture. For example, her analysis of the Mass Effect series focuses on gender parity in choices, missing the broader context of storytelling and player agency. Sarkeesian's tendency to conflate the medium with its anti-feminist creators is an unhelpful oversimplification.

Online Harassment and its Context

Another aspect that concerns me is Sarkeesian's handling of online harassment. It is crucial to acknowledge that the online environment is not a safe space, but it is not a war on women. Recent studies have shown that men, particularly men of color, are more likely to receive death threats and severe harassment online. Women, on the other hand, face a distinct form of harassment, predominantly sexual in nature. This context is important because it helps to address the issue holistically, rather than focusing solely on the loudest voices.

The Importance of Sarkeesian's Contribution

Working through my complex feelings about Sarkeesian has led me to several layers of appreciation. Firstly, I recognize the immense contribution she has made by bringing critical studies to the gaming industry. Critical studies have historically been absent for video games, but Sarkeesian has paved the way for a more nuanced discussion. This work has been embraced by both the gaming community and broader society, bringing video games into line as a legitimate form of art.

However, the overwhelmingly negative reaction to her work speaks volumes about the gamers' and creators' immaturity. Students and scholars are taught to critically analyze classic literature and works of art, but when women apply the same rigorous methods to video games, the response is often extreme. This phenomenon highlights the sheer lack of acceptance and tolerance within the gaming community for diverse perspectives, which should be a cause for concern.

I am particularly struck by Sarkeesian's courage in the face of intense criticism and harassment. Her steadfastness and resilience demonstrate what true bravery looks like in the digital age. While I may not agree with all her conclusions, I admire her commitment to inclusion and representation within the gaming industry. Her refusal to back down in the face of abuse and anonymity sets an inspiring example for both women and men.

By continuing her work, Sarkeesian not only helps to create a better gaming environment but also inspires others to speak out against sexism and discrimination. Her influence and courage have the potential to significantly impact the industry and make it more inclusive and diverse.