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Gamergate: Predicting the Present
- Author(s):
- Bettina Berendt, Robert Budac, Florence Chee, Geoffrey Rockwell (see profile) , Todd Suomela, Paolo Verdini
- Date:
- 2020
- Group(s):
- DH2020
- Subject(s):
- Digital humanities, Video games, Games, Play, History
- Item Type:
- Conference paper
- Conf. Title:
- Digital Humanities 2020
- Conf. Org.:
- ADHO
- Conf. Loc.:
- Online
- Conf. Date:
- July 20 - 24, 2020
- Tag(s):
- Gamergate, History of games and play
- Permanent URL:
- http://dx.doi.org/10.17613/n6t3-7556
- Abstract:
- In August of 2014 a disgruntled ex-boyfriend of a female game designer posted a vicious diatribe on the net accusing her and the gaming media of corruption. (Quinn 2017) This launched a culture war in the gaming community that played out on Twitter and elsewhere under the rubric #Gamergate. In October, realizing how significant this controversy was to digital culture, a digital humanities team at the University of Alberta started scraping, archiving and analyzing tweets with the #gamergate hashtag. This paper will present key results from the study of the the over 11 million tweets gathered. Specifically, the paper will, 1. Provide a brief background to the project and Gamergate, 2. Discuss the archive developed and our reasons for restricting access to materials, and 3. Discuss some results from our analysis of the data.
- Metadata:
- xml
- Status:
- Published
- Last Updated:
- 3 years ago
- License:
- All Rights Reserved
- Share this:
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