TalenLee

As Yet Untitled Work

I'm Talen! I make videos and articles and games and graphic designs and guides and messes and encouragement. Chances are you can find anything I do on my blog. I like it when you comment on my things, so please do!


It's interesting to me how you can chart pretty much since around 2004, a long and persistent lineage of real-world impacting political media problems, harrassment campaigns and outright cults that are tied together just through 'gamer' identity and I'm sure with a bit of research it can be found to trace back into other, grubbier segments. But it seems that basically the invention of a gamer identity is a net negative for humanity.

Not that games or gaming are bad, but the marketing brand gamer.


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in reply to @TalenLee's post:

The ones which come immediately to mind are:

Golding, Dan, and Leena Van Deventer. 2016. "Game Changers: From Minecraft to Misogyny, the Fight for the Future of Videogames." South Melbourne: VIC Affirm Press.

and

Veale, Kevin. 2020. "Gaming the Dynamics of Online Harassment." Palgrave Macmillan. https://doi.org/10.1007/978-3-030-60410-3.

I can figure out how to get you pdfs, if that'd be useful?