What is a gamer?
On a Wednesday night, the 10 regulars of Smash@Yale have lugged eight 20-pound cathode ray televisions from their dorms to the basement of WLH to play Super Smash Brothers Melee. They use these bulky, outdated TVs, the group explains, because modern LCDs produce a delay in gameplay of about 100 milliseconds — which, in a fast-paced multiplayer fighting game like Smash, can make the difference between living and losing.
I am watching a room of people play Smash for the first time, and it’s like watching a silent symphony orchestra: a room of coordinated finger patterns executed with precision and speed. No one is going to risk small talk when it might mean dying in the next round. The concentration is broken only by the occasional pained “ah” or exuberant “yes!”
Tonight, Smash@Yale has invited Anthony Detres, a professional Melee player from Bridgeport, Connecticut, to mentor some novice players.
“This kid hasn’t slept in 40 hours, and he’s down here playing Smash,” Detres says, gesturing to Smash@Yale’s President Eryk Banatt ’17, who is furiously pushing the buttons on his controller.
Banatt rebuts.“That’s not fair, I had two midterms.”
“Right — but, instead of catching up on sleep, you are down here playing video games,” Detres counters.
The room laughs.
Banatt tells me he has been playing video games for as long as he can remember — he claims it’s even through video games that he learned to read. There was no formal gaming group at Yale when he enrolled, so he co-founded Smash@Yale with four of his friends this year to centralize the gaming that had been taking place in common rooms all over campus. Almost every day, there’s a post on the 160-member Smash@Yale Facebook group inviting members to watch a how-to, read an article, play a game.
Like many of his friends, Banatt wouldn’t necessarily call himself a gamer: “It’s a hobby, just like any other hobby,” he tells me — no more distinctive than reading or watching TV. “I don’t attach a weird label to my identity because of it.”
But a gamer, according to the dictionary, is just someone who plays video games. Under that definition, more and more people, whether serious vide game players like Banatt or not, could call themselves gamers. According to the 2014 Entertainment Software Association Annual Report, the chances of the person sitting next to you having played a video game, whether a mobile game or a massive multiplayer online role playing game like League of Legends, is 58 percent. Media researchers attribute this statistic, in part, to there being more platforms, like tablets and smartphones, on which to play.
There’s the gamer who plays Candy Crush on the way to work — and then there’s the sort of gamer who, in 2013, the U.S. State Department officially recognized as a professional athlete. Last month, in a South Korean stadium built for soccer, those athletes competed for $1 million in the League of Legends World Championship before an international audience of 40,000.
The internet has helped to transform gaming into a spectator sport. Sixty million fans per month tune in to watch competitive gamers play on the website Twitch.tv, the brainchild of Yale graduates Emmett Shear ’05 and Justin Kan ’05, who sold Twitch to Amazon this October for an unprecedented $970 million.
Whatever the game, to play is to participate, even momentarily, in an industry that technology company Gartner anticipates will generate about $111 billion dollars in 2015. It’s easier than ever to be a part of the gaming community.
But not everyone feels welcome.
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In August, Zoe Quinn, a female indie game developer, released a narrative-driven, text-heavy game called Depression Quest that placed players in the shoes of a young adult suffering from depression. Later that month, Quinn’s ex-boyfriend, Eron Gjoni, posted a long diatribe on his blog accusing Quinn of sleeping with Nathan Grayson, a journalist for the video game blog Kotaku, for a favorable review of her game.
The accusation that Quinn traded sex for a review is unfounded. Kotaku editor-in-chief Stephen Totilo pointed out that the single article Grayson published mentioning Depression Quest was not a review of the game at all, but rather a discussion of Quinn’s participation in a reality show. The article was published in late March — before the two began a romantic relationship in early April.
#Gamergate, a term meant to evoke Watergate, was coined on Twitter under the pretense of reassessing ethics in video game journalism, which users of the hashtag believed Quinn had violated. Looking at what happened, though, it seems people were less interested in journalistic ethics than they were in harassing Quinn. She received 14 times more outraged tweets with #Gamergate than did Grayson. After being sent a barrage of death threats, Quinn felt unsafe enough to leave her home; the BBC reported on October 29 that she was still living elsewhere. She was “doxed,” her personal details obtained and posted online. Her home address, sexual history, and nude photos spread all over social media sites like 4chan.
#Gamergate became the rallying cry of a movement that soon spiraled into an incomprehensible mess. Anyone seeking change in the gaming community was targeted, with an overwhelming majority of harassment directed toward female gamers, female game developers, and feminists in the gaming community. When game developer Brianna Wu tweeted out a meme that made fun of the #Gamergate movement and expressed solidarity with the harassed women, she received so many death threats in response that she and her husband were forced to go into hiding, just like Quinn.
In October, Anita Sarkeesian, a feminist pop culture critic, planned to give a talk at Utah State University based on her work in her YouTube series “Tropes vs. Women in Video Games,” which criticizes games’ perpetuation of misogynistic tropes. After the school received an email from an anonymous source threatening a shooting rampage if she went through with the talk, Sarkeesian was forced to cancel.
As the gaming community continues to grow, it’s inviting more scrutiny. Misogyny and harassment are not uncommon in online gaming forums, but #Gamergate has thrust gaming culture’s dark underbelly into the headlines. Gamers who are hurling harassment are worried that their medium is becoming corrupted by “social justice warriors,” who see games as the next platform on which to advocate their liberal agendas. But Sarkeesian and her supporters argue that their intention is not to dismantle the gaming community. Rather, they are pointing out the misogyny they find, both in gaming content and culture, that might be alienating to women. Sarkeesian believes that tropes like the “damsel in distress” — a weak, often minimally-clothed female who must be saved by the gamer’s male protagonist — are off-putting to girls who are trying to join the community.
Gaming has reached a watershed moment. What will #Gamergate mean to the inheritors and the innovators of the changing gaming community?
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While the male gamers I spoke to at Yale said they disagreed with what had happened to Quinn and Sarkeesian, none of them felt they had an obligation to respond to the vitriolic gamer culture from which Yale seems to be exempt.
Kar Jin Ong ’17, who is on the board of Gamers@Yale, the umbrella gaming organization that encompasses Smash@Yale and other gaming groups, has been closely following #Gamergate. He believes the harassment is an issue, but not one that necessarily impacts the Yale gaming community.
“I think that it’s a very small minority of gamers that are into this sort of thing, and you can find that sort of minority everywhere,” he said. “I think they are given much more credit than they deserve.”
Ong believes #Gamergate is under media scrutiny only because gaming is still so new. A lot of gamers end up feeling unfairly targeted when they are told their community is more unwelcoming to women than others, he said.
Diwakaran Ilangovan ’17, co-president of Gamers@Yale, feels similarly.
“I would say that misogyny and other aspects of male culture that pervade video games are not in any way excusable, but video games have a tendency to be used as a scapegoat, because they are new and not as well established,” Ilangovan said. “I get somewhat frustrated when other people start blaming video games for perpetuating stereotypes when they’re not just present in video game culture — they’re pervasive everywhere else, too.”
“If anyone ever told me that she felt discriminated against, I would definitely do something about it,” he added. “But no one ever has.”
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“People [assume] that if you’re a girl, you’re not playing seriously.”
By her own estimate, Meredith Derecho ’17 is one of two serious female Smash players on campus. Derecho started playing Smash with her little brother before she came to college, and found that she was good at it. She entered local competitions, and even appeared in an episode of the popular Smash Brothers Documentary Series, posted last year on YouTube. The video has received 400,000 views.
The five Smash players I talked to consider Derecho one of the best players on campus. But despite her skill, Derecho feels that it is hard to be taken seriously as a girl in the broader Smash community. “I think I’ve definitely had the feeling sometimes that ‘Oh, Smash is this guys’ game,’ and I am intruding on it,” she said. “It’s a fear, a feeling that maybe I shouldn’t be here, because this is the guys’ thing.”
Although she doesn’t experience that fear at Yale, she does feel it when she goes to local tournaments. Derecho even said that people have accused her of playing Smash just to get guys.
At the end of last year, Lining Wang ’17 co-founded Gamers@Yale with Ilangovan, with whom she now shares the presidency. Among other duties, Wang helps organize weekly dinners and events like viewing parties for major game tournaments. The group has 148 members — 16 of the members are girls.
Wang, alone of the people I’ve spoken to, openly declared how she felt about her peers and Quinn’s harassment at the hands of the #Gamergate movement:
“I’m definitely anti-Gamergate.”
Wang has taken a firm stance, but she thinks that getting the gaming community to organize in its entirety will be difficult.
“To reform the culture thoroughly as a whole, you don’t just need to denounce the blatant misogynists,” Wang said. “You need to reach the bystanders too — people who are fairly certain that they will never harass anyone, and so when they see it happening, they say, ‘Wow, that’s not my problem.’”
Together, the gaming community needs to openly declare its opposition to #Gamergate, she thinks, not merely marginalize the offenders.
But, when asked whether she had ever tried to bring #Gamergate up with her male gamer friends, Wang admitted it was harder than it sounded.
“I guess it usually doesn’t quite come up when I hang out with them, and it’s really difficult to present it in a non-polarizing way,” she said. “I’m a non-confrontational person. But people really do need to hear about it.”



Gaming has reached a watershed moment. What will #Gamergate mean to the inheritors and the innovators of the changing gaming community?