By Russell Barnes
The following article is part of a multi-part series of excerpts from the author’s senior thesis.
Introduction
What is #Gamergate?
#Gamergate is more than a hashtag that went viral on Twitter in fall of 2014; it is a controversy that is rooted in decades of sexism in one of the fastest growing mediums – video games. At first glance, the modern video game market seems vastly different compared to 1977, when the Atari 2600 became the first multi-game home console to be released to the consumer market[1]. Video game graphics are much improved, there are more competitors in the video game market, and games are more accessible than ever, thanks to smartphones, tablets and other advances in mobile technology. However, some aspects of the video game industry are still the same. Some of the most well-known video game characters of the modern era got their start on Atari’s console, such as Pac-Man and Mario of the Super Mario Bros. franchise. Alongside these characters, much of the complaints of sexism within the video games and inside the industry have continued to be upheld, or in some cases, escalate in severity and frequency.




