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  • I'd like to share with you a story about how I accidently became the villain

  • of a massively online game in real life.

  • For the past four years, I've been running

  • a video web series on Youtube called Feminist Frequency,

  • where I deconstruct the representations of women in the media.

  • I try to provide the tools to give people the language to talk about

  • sexism and issues of gender

  • using accessible language from popular culture

  • such as TV shows, movies, comic books and video games.

  • Video games are really interesting because it's actually the fastest growing form

  • of mass media today.

  • This is a photo of me at age 10,

  • playing Super Mario World on a Super Nintendo.

  • So I've been playing games for quite a while.

  • And, in addition to being a lot of fun to play,

  • games have lots of positive benefits as well.

  • So again, I've been playing games for a while,

  • but there's someting that always kind of bothered me.

  • It is no secret that the video game industry

  • boasts some of the most sexually objectified, stereotyped

  • and downright oppressive portrayals of women in any medium.

  • So, with that in mind, I decided to launch

  • a fundraising campaign on the crowdfunding website Kickstarter,

  • where I would create a series of videos

  • to look specifically at the way women are represented in video games.

  • The idea being that if you're interested in the project, you could donate

  • and if you weren't interested, you could choose not to donate.

  • It's pretty straightforward, right?

  • I mean, what could possibly go wrong?

  • Yeah. Turns out,

  • that there were a bunch of male gamers out there

  • who were, shall we say, not too excited about this project.

  • Now, I'm a pop culture critic, I'm a feminist and I'm a woman.

  • And I'm all of these things openly on the Internet.

  • So I'm no stranger to some level of sexist backlash.

  • I've sadly gotten used to sexist slurs and sexist insults

  • usually involving kitchens and sandwiches.

  • But what happened this time was a little bit different.

  • I found myself the target of a massive online hate campaign.

  • Now, the next couple of slides represent just a tiny fraction

  • of the harassment I received and they come with a very large trigger warning.

  • All of my social media sites were flooded

  • with threats of rape, violence, sexual assault, death.

  • And you'll notice that these threats and comments

  • were all specifically targeting my gender.

  • The Wikipedia article about me was vandalized

  • with sexism, racism and pornographic images.

  • There was a campaign to report all of my social media accounts

  • including my Kickstarter, my Youtube, my Twitter

  • and they would report them as fraud, as spam, even as terrorism,

  • in an effort to get them suspended.

  • They attempted to knock my website offline,

  • hack into my e-mail and other accounts,

  • they attempted to collect and distribute my personal information,

  • including my home address and phone number.

  • There were images made, pornographic images made,

  • in my likeness being raped by video games characters

  • and sent to me again and again.

  • There was even a game made, where players were

  • invited to "beat the bitch out", in which,

  • upon clicking on the screen, an image of me would become

  • increasingly battled and bruised.

  • You get the point, we'll move on.

  • What's even more disturbing, if that's even possible,

  • in this overt display of misogyny on a grand scale,

  • is that the perpetrators openly referred

  • to this harassment campaign and their abuse as a “Game”.

  • They referred to their abuse as a game.

  • So, in their minds, they concocted this grand fiction

  • in which they're the heroic players of a massively multiplayer online game

  • working together to take down an enemy

  • and apparently they casted me in the role of the villain.

  • And what was my big diabolical masterplan?

  • To make a series of videos on YouTube about women's representations in games.

  • Yeah. So, if they think of their abuse as a "fun game",

  • then let's examine this.

  • Who are the players?

  • Well, often when we talk about online harassment,

  • we think of teenage boys in their parents' basements.

  • And while I was attacked by some teenage boys,

  • I was also attacked by thousands of grown men.

  • And this isn't entirely surprising considering the average age

  • of a male gamer in the US is about 30.

  • Where is this game played?

  • Well, the perpetrators turned the entire Internet into a battlefield.

  • So in my case they came after everything and anything

  • that I possibly have ever had online.

  • They also have a homebase, where they coordinate their raids

  • and work together and communicate.

  • And this usually takes place on largely unmoderated,

  • largely anonymous message boards and forums.

  • And these are places with no real mechanisms for accountability.

  • So what is the goal?

  • Well, the immediate exclusive goal is to stop the villain

  • and save video games from me,

  • and my crazy feminist schemes.

  • And they try to do this by silencing and discrediting me and my project.

  • But the larger implicit goal here is that they're actually trying

  • to maintain the status quo of video games as a male dominated space

  • and all of the privileges and entitlements that come with an unquestioned boys club.

  • So what type of game is this?

  • Well, it's fundamentally a social one.

  • We don't usually think of online harassment as a social activity,

  • but we do know from the strategies and tactics that they used

  • that they were not working alone,

  • that they were actually loosely coordinating with one another.

  • And this social component is a powerful motivating factor

  • that works to provide incentives for players to participate,

  • for perpetrators, rather, to participate,

  • and to actually escalate the attacks

  • by earning the praise and approval of their peers.

  • It's kind of like... we kind of think as an informal reward system

  • where players earn "Internet points" for increasingly brazen and abusive attacks.

  • Then they would document these attacks,

  • and they would bring them back to the message boards

  • as evidence to show off to each other,

  • kind of like trophies or achievements.

  • So, we have this general structure of a social game, right?

  • We have players, we have the villain.

  • We have the battlefield. We have, you know, this informal reward system.

  • But the thing is

  • it's not a game.

  • It's an overt display of angry misogyny on a massive scale.

  • Its notjust boys being boys”. It's notjust how the internet works”.

  • And it’s not just going to go away if we ignore it.

  • It's really not a game.

  • So what is it then?

  • Well, the usual terms that we use to describe online harassment

  • such as cyberbullying, cyberstalking, even trolling

  • don't adequately describe a hate campaign of this scale.

  • What happened to me, and sadly to other women as well,

  • can best be described as a cybermob.

  • And whether it's a cybermob or a handful of hateful comments,

  • the end result is maintaining and reinforcing and normalizing a culture of sexism

  • where men who harass are supported by their peers

  • and rewarded for their sexist attitudes and behaviors

  • and where women are silenced, marginalized and excluded from full participation.

  • A "boys club" means no girls allowed.

  • And how do they keep women and girls out? Just like this.

  • By creating an environment that is too toxic and hostile to endure.

  • Now, this is pretty grim and depressing stuff, I know,

  • but there is another side of all of this.

  • Do you want to know what happened to my fundraiser after all of that?

  • Well, first, the cybermob failed to silence me,

  • as is evidence by me being here today.

  • (Applause)

  • Thank you.

  • And it turns out that quite a few people are actually interested in a project

  • that would deconstruct the representations of women in games,

  • and who were totally outraged at the harassment

  • that too often plagues our gaming communities.

  • I actually raised 25 times what I initially asked for.

  • (Applause, cheers)

  • Nearly seven thousands individuals contributed to make my Tropes vs. Women

  • in video games project bigger and better and more expansive

  • than I could ever had imagined.

  • Instead of just being 5 videos, it's now 13 videos

  • plus a classroom curriculum that educators can use for free.

  • (Applause)

  • Feminist Frequency went from a part-time side project

  • to a full time endeavor.

  • I received countless messages of support and words of encouragement.

  • People expressed their solidarity with me and my project publicly

  • through videos, through fanart, through comics and blog posts.

  • I've even been invited to speak at video game studios internationally.

  • The overwhelming support that I received

  • is just a small manifestation of a larger cultural shift looming on the horizon.

  • A growing cross-section of gamers and game developers of all genders

  • are fed up with the way that women are being treated in gaming culture

  • and theyre speaking up to demand change.

  • Now, this change is happening slowly and kind of painfully, but it's happening.

  • Everyday I'm encouraged by the women who persevere, who continue to engage

  • and who refuse to be silenced.

  • I truly believe that if we work together, we can create a cultural shift

  • where women, without fear of intimidation, without fear of threats or harassment,

  • can be full and active participants in our digital world. Thank you.

  • (Applause)

I'd like to share with you a story about how I accidently became the villain

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TEDx】Anita Sarkeesian at TEDxWomen 2012 (【TEDx】Anita Sarkeesian at TEDxWomen 2012)

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    Hhart Budha に公開 2021 年 01 月 14 日
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