The GameOn Magazine Issue 64 | Page 8

Articles Why We Need Anita Sarkeesian Why We Need Anita Sarkeesian Anita Sarkeesian is one of the most notorious names in videogame journalism, particular famous for her stance on women in games. Is that something we need right now, or not? By Ian Kuan B ack in the day (like “I aim with arrow keys” back in the day) I read about women entering competitive FPS gaming during Quakecon. “Cool!” I thought to myself. “I always thought that only boys played games, but it’s really neat that girls do, too.” As I look back on that childhood moment, it seems like it was a world away. Women were welcomed, if unevenly, into the gaming world in the 90s and Issue 64 • February 2015 early 2000s. Games like No One Lives Forever weren’t ridiculed for having female protagonists and compet itive shooters such as Quake 2 and Unreal Tournament included female models as an industry standard. Much like my formative feelings on girl gamers, that time seems lost in the misogynistic tornado of YouTube trolling, Twitter death threats, and impotent developers of today. At the blustering inception of this sweeping storm of #notallmen’s and #gamergate’s, there emerged a burgeoning voice of gender equality: a woman by the now infamous name of Anita Sarkeesian. Anita ran a relatively small YouTube channel called Feminist Frequency that was originally dedicated to critiquing movies, shows, and books. It was tied to Bitch Media, but has since dropped the sponsor’s watermark as Anita forged her own path in videogame criticism. Now she zealously crusades within the videogame industry and has become one of the most recognized (and reviled) figures in the gaming community. Through this position she has galvanized many camps and been unfairly elevated to the position of sole 8 • GameOn Magazine