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Sarkeesian canceled an October speaking appearance at Utah State University USU after the school received three anonymous threats, the second of which claimed affiliation with Gamergate.

In mid-October Brianna Wu , another independent game developer and co-founder of video game studio Giant Spacekat , saw her home address and other identifying information posted on 8chan as retaliation for mocking Gamergate.

Wu then became the target of rape and death threats on Twitter and elsewhere. After contacting police, Wu fled her home with her husband, saying she would not allow the threats to intimidate her into silence.

Harassment related to Gamergate continued for several months after the onset of the controversy. Two critics of Gamergate were targets of attempted " swatting "—hoaxed reports to emergency services intended to provoke a SWAT team response at the target's home.

The Guardian reported that both swatting attempts were coordinated through the " baphomet " subforum of 8chan. Wu cited security concerns, lack of confidence in the management and their failure to return calls.

Actress and gamer Felicia Day wrote a blog post about her concerns over Gamergate and her fear of retaliation if she spoke against it.

Almost immediately her home address and phone number were posted online, leading to harassing letters and phone calls.

Stephen Colbert questioned why men like Kluwe had not been threatened by Gamergate, noting that the targets were almost entirely women. Some who have identified as Gamergate supporters said that they have been harassed.

Bomb threats have also been made towards events attended by Gamergate supporters. A May meeting in Washington D. This led to the evacuation of the building and the surrounding neighborhood.

Gamergate harassment was orchestrated largely through anonymous message boards such as 4chan , 8chan , and Reddit , [85] [86] [87] particularly the "KotakuInAction" subreddit.

They also describe how initial organizers attempted to cultivate a palpable narrative for public consumption while internally focusing on personal grudges against Quinn and aggressive sexual imagery.

There has been considerable discussion of self-policing and the responsibility supporters of Gamergate share when the hashtag is used for harassment.

A number of websites have blocked users, removed posts, and created policies to prevent their users from threatening Quinn and others with doxing, assault, rape and murder, and planning and coordinating such threats.

Many Gamergate supporters have denied that the harassment took place, or falsely accused victims of fabricating the evidence.

Commentators have decried the use of such terminology as dehumanizing, and said that discussions on Gamergate forums often center around those referred to as "Literally Who".

By September 24, , over one million Twitter messages incorporating the Gamergate hashtag had been sent. One quarter of the tweets sampled were produced by users new to Twitter, most of whom were pro-Gamergate.

The series of events that came to be known as Gamergate has been described as "torturously complex". And ultimately Gamergate will be defined—I think has been defined—by some of its basest elements.

As the threats expanded, international media focused on Gamergate's violent, misogynistic element and its inability to present a coherent message.

Bob Stuart, in The Daily Telegraph , reported that "Gamergate has since swelled into an unwieldy movement with no apparent leaders, mission statement, or aims beyond calling out 'social justice warriors'.

Jesse Singal, in New York , stated that he had spoken to several Gamergate supporters to try to understand their concerns, but found conflicting ideals and incoherent messages.

Singal observed Gamergate supporters making a constant series of attacks on Quinn, Sarkeesian, and other people, while frequently stating that Gamergate "is not about" them.

Jon Stone wrote in The Guardian that "[Gamergate] readjusts and reinvents itself in response to attempts to disarm and disperse its noxiousness, subsuming disaffected voices in an act of continual regeneration, cycling through targets, pretexts, manifestoes, and moralisms".

While organized through anonymous message boards such as 4chan and Reddit, Gamergate harassment was most prominent on Twitter. Michael Salter, a University of Western Sydney criminologist, writes that Twitter's design and architecture was "highly conducive" to such abuse campaigns, allowing Gamergaters to overwhelm users' ability to individually block the large numbers of fake or "sockpuppet" accounts used to send abusive and harassing messages.

Twitter was criticized for its inability to respond quickly and prevent harassment over the service.

Within the United States, Twitter and other social media sites are not liable for content posted by third-parties of their service under Section of the Communications Decency Act , and so have no legal obligation to police malicious content such as harassment and threats.

Early on during Gamergate, software developer Randi Harper started the "Good Game Auto Blocker" or "ggautoblocker", an expanding list of known Twitter accounts that were tied to the Gamergate hashtag which could be automatically blocked , therefore reducing the degree of harassment received.

The move, while arising in the wake of the Gamergate harassment, was due to general issues of the harassment of women on the Internet.

Early in the controversy, posters on 4chan focused on donating to a group called The Fine Young Capitalists TFYC , which had been embroiled in a dispute with Quinn over a female-only game development contest they had organized.

Advocating donations to help TFYC create the game, posters on 4chan's politics board argued that such donations would make them "look really good" and would make them "PR-untouchable".

To respond to widespread criticism of Gamergate as misogynistic, posters on 4chan created a second Twitter hashtag, NotYourShield, intended to show that Gamergate was not about opposition to feminism or wanting to push women out of gaming.

In the 4chan post that may have coined the hashtag, it was framed as a way to "demand the SJWs stop using you as a shield to deflect genuine criticism".

Gamergate supporters were critical of the wave of articles calling for diversity that followed the initial outbreak of the controversy, interpreting them as an attack on games and gamer culture.

Gamergaters responded with a coordinated email campaign that demanded advertisers drop several involved publications; in a five-step 'war plan' against organizations that offended them, a Gamergate posting described how they would choose from a list of target organizations, pick a grievance from a list others had compiled, and send a form letter containing it to an advertiser.

After a number of game developers criticized Intel for this, arguing that it could have a chilling effect on free speech and that it amounted to supporting harassment, Intel apologized for appearing to take sides in the controversy [] [] and resumed advertising on Gamasutra in mid-November.

Gamergate became associated with the " Sad Puppies " and "Rabid Puppies" during Hugo Awards for science fiction writing. These groups organized voting blocs that dominated the Hugo Awards.

The campaign was described as a backlash against the increasing racial, ethnic, and gender diversity in science fiction.

Members of the bloc said that they sought to counteract what they saw as a focus on giving awards based on the race, ethnicity, or gender of the author or characters rather than quality, and bemoaning the increasing prominence of what they described as 'message' fiction with fewer traditional "zap gun" science-fictional trappings.

The most active Gamergate supporters or "Gamergaters" [] [] said that Gamergate was a movement for ethics in games journalism and for protecting the "gamer" identity and that any harassment of women was done by others not affiliated with Gamergate.

Observers in the media have largely rejected these claims as baseless and malicious. Several writers who attempted to understand Gamergate's motivations concluded that, rather than relating to purported issues with gaming journalism ethics, Gamergate represented an effort to suppress opposing views.

Other commentators argued that Gamergate had the potential to raise significant issues in gaming journalism, but that the wave of misogynistic harassment and abuse associated with the hashtag had poisoned the well , making it impossible to separate honest criticism from sexist trolling.

Kathleen Bartzen Culver, a professor and media ethics expert at the University of Wisconsin—Madison , wrote that while Gamergate supporters claimed to be interested in journalism ethics, their "misogynistic and threatening" behavior belied this claim.

The irony comes from people who claim to be challenging the ethics of game journalists through patently unethical behavior.

In an interview with Anita Sarkeesian in The Guardian , Jessica Valenti said that "the movement's much-mocked mantra, 'It's about ethics in journalism ' " was seen by others as "a natural extension of sexist harassment and the fear of female encroachment on a traditionally male space".

Sarkeesian asked, "if this 'movement' was about journalism, why wasn't it journalists who had to deal with a barrage of rape and death threats?

Gamergate has been criticized for focusing on women, especially female developers, while ignoring many large-scale journalistic ethics issues.

Alex Goldman of NPR's On the Media criticized Gamergate for targeting female independent "indie" developers rather than AAA games publishers , and said claims of unethical behavior by Quinn and Sarkeesian were unfounded.

In mid-September , Milo Yiannopoulos , vocal critic of feminism and left-wing ideologies, published leaked discussions from a mailing list for gaming journalists called GameJournoPros on the Breitbart News website.

Yiannopoulos and Gamergate supporters saw the mailing list as evidence of collusion among journalists. Observers have generally described Gamergate as part of a long-running culture war against efforts to diversify the traditionally male video gaming community, particularly targeting outspoken women.

They cite Gamergate supporters' frequent harassment of female figures in the gaming industry and its overt hostility toward people involved in social criticism and analysis of video games.

Gamergate has been described as being driven by antifeminist ideologies. Quinn said the campaign had "roped well-meaning people who cared about ethics and transparency into a pre-existing hate mob", [] and urged industry publishers and developers to condemn the hashtag.

Gamergate is often considered to be a reaction to the changing cultural identity of the " gamer ". As video games grew in mainstream popularity during the s, a "gamer" identity emerged around games marketed to an audience that was predominantly young, male and heterosexual.

Over the years, the growing popularity of games expanded that audience to include many who did not fit the traditional gamer demographic, particularly women.

The media-studies scholar Adrienne Massanari writes that Gamergate is a direct response to such changes in video-game content as well as changes in the demographics of players.

Shira Chess and Adrienne Shaw write that concern over these changes is integral to Gamergate, especially a fear that sexualized games aimed primarily at young men might eventually be replaced by less sexualized games marketed to broader audiences.

Gamergate is particularly associated with opposition to the influence of so-called " social justice warriors " in the gaming industry and media, who are perceived as a threat to traditional gaming culture.

Women in Video Games project is devoted to female stereotypes in games. Her fund-raising campaign and videos were met with hostility and harassment by some gamers.

Further incidents raised concerns about sexism in video gaming. In late August , shortly after the initial accusations against Grayson and harassment of Quinn, several gaming sites published opinion essays on the controversy that focused on the growing diversity of gaming and the mainstreaming of the medium, some of which included criticism of sexism within gamer culture.

Rhodes said the antagonism in the Gamergate controversy was a result of the industry seeking to widen its customer demographic instead of focusing on core gamers, which Rhodes says "is precisely what videogames needed".

Gamergate has been described as an expression of sexism and misogyny within gaming culture; its main themes are criticism of feminism and so-called "social justice warriors", who are perceived as a threat to traditional video games.

Sexism and misogyny had been identified as problems in the video game industry and online community prior to the events of Gamergate. Many commentators have said that the harassment associated with Gamergate springs from this existing well of deep-seated misogyny, and that it was merely brought to the fore by the anonymity of the Internet.

Lisa Nakamura , a professor of digital studies at the University of Michigan, wrote that Gamergate "showed the world the extent of gaming's misogyny".

She related these attacks to harassment sent to a woman who criticized a Teen Titans cover and to a community manager of the Mighty No.

Targets of Gamergate supporters have overwhelmingly been women, even when men were responsible for the supposed wrongdoings.

Writing in The New Yorker , Simon Parkin observed that Quinn was attacked while the male journalist who was falsely accused of reviewing their work favorably largely escaped, revealing the campaign as "a pretense to make further harassment of women in the industry permissible".

Critics of the movement have described it as a kind of misogynistic terrorism. Joanne St. Lewis of the University of Ottawa stated that Gamergate's harassment and threats should be considered acts of terrorism as the perpetrators seek to harm women and to prevent them from speaking back or defending others.

Though Newsweek reported that the FBI had a file regarding Gamergate, no arrests have been made nor charges filed, [] and parts of the FBI investigation into the threats had been closed in September due to a lack of leads.

United States that harassing messages sent online are not necessarily true threats that would be prosecutable under criminal law and, according to Pacific Standard , this poses a further challenge in policing Gamergate-related harassment.

Wu has expressed her frustration over how law enforcement agencies have responded to the threats that she and other women in the game industry have received.

They failed on all levels. Representative Katherine Clark , one of whose constituents was Brianna Wu, called for a stronger response from law enforcement to online abuse, partly as a result of advocacy by the women targeted by Gamergate.

Department of Justice to "prioritize" online threats against women, saying, "We do not think this a harmless hoax. We think this has real-life implications for women".

The bill would have allocated more funding for the FBI to employ additional agents to enforce laws against cyberstalking , online criminal harassment, and threats.

The harassment of Quinn, Sarkeesian, Wu, and others led prominent industry professionals to condemn the Gamergate attacks for damaging the video gaming community and the public perception of the industry.

The Electronic Frontier Foundation characterized Gamergate as a "magnet for harassment", and notes the possible financial risk for companies dealing with it on social media platforms.

He called on attendees to treat each other with kindness and demonstrate to the world that the community rejects harassment.

His statements were widely interpreted as referring to Gamergate. Responses to Gamergate have encouraged the video game industry to review its treatment of women and minorities, and to make changes to support them.

Intel CEO Brian Krzanich stated in announcing the program that "it's not good enough to say we value diversity, and then have our industry not fully represent".

There's ample evidence of that over and over again What we're finally seeing is that it became so egregious that now companies are starting to wake up and say, "We need to stop this.

This has got to change. The Electronic Entertainment Expo included markedly more female protagonists in these new games, as well as more visible presence by women at the event.

Some commentators characterized this as a response to Gamergate and a rejection of the misogynistic Gamergate harassment.

The game Batman: Arkham Knight references Gamergate with hashtag, CrusaderGate, which the Riddler uses to unsuccessfully try to rally the Internet against Batman; bemoaning its failure, the Riddler describes those who use the hashtag as "idiotic and easily roused rabble".

The film's director, Shannon Sun-Higginson, stated Gamergate was "a terrible, terrible thing, but it's actually symptomatic of a wider, cultural, systemic problem".

In January , Quinn and Alex Lifschitz created the Crash Override Network , a private group of experts who provide free support and counsel to those that have been harassed online, including as a result of Gamergate, and to work with law authorities and social media sites in response to such threats.

Anita Sarkeesian was named as one of Time magazine's list of the 30 most influential people on the Internet in March , and later in the magazine's Top Most Influential People of , in recognition of her role in highlighting sexism in the video game community in the wake of the Gamergate controversy.

An on-line abuse panel itself the subject of controversy at the SXSW festival said that there was no technological solution to the problem of harassment given human nature; [] although policy changes have been made, the larger issue is more societal than platform-specific.

When they speak out about their experiences, they're attacked on Twitter and other social media outlets, even threatened in their homes.

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When the player completes Level 1, the sphere for Level 2 will light up, and so on. After completing all the levels in Gate , the player can go back and choose from any of the 16 levels to play again.

The last level of Gate is level 16, after completion of this level the game will be over and the player will have freed the spirits.

In Gate , players with use of keyboard will put together the correct number representing each monster in order to destroy that monster.

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