Our Goal

For far too long, the gaming industry, has sent the message to women and gender non-conforming gamers that they should simply ignore the rampant toxicity to which they’ve they’ve been subjected and just “shut up and play.” We’ve observed the same dynamic across Big Tech social media platforms.

At UltraViolet, our goal is to have the backs of women and girls in gaming to tackle sexism within the industry and push companies to create and cultivate more inclusive video games, online communities and video streaming platforms, and workplaces.

 

misogyny. game over misogyny. game. over misogyny. game. over. misogyny. game over misogyny. game. over misogyny. game. over

misogyny. game over misogyny. game. over misogyny. game. over. misogyny. game over misogyny. game. over misogyny. game. over

The Problem:

The gaming industry has long been known as a male dominated industry in which bro culture has reigned supreme.

But as gaming continues to increase in popularity, the industry is confronting a crisis of its own making, in which video games are not representative of the population; and online gaming platforms are a toxic cesspool of rampant misogyny, extremism, racism, and homophobia.

In  order to fully understand the crisis the industry is confronting, we need to talk about the summer of 2014. In August 2014, the public was introduced to the sexist culture of gaming. This moment was dubbed #Gamergate- the prelude of the cultural wars and toxic online spaces we are seeing- where factions of gaming consumers launched coordinated attacks meant to intimidate women and LBTQIA journalists and developers under the dubious guise of journalistic ethics and the demand to make video games more inclusive of women.

Since then, it’s been gender non-conforming and women gamers who are bearing the brunt of online gaming spaces becoming riddled with toxicity , despite making up nearly half of the industry’s customer base, due to the  inaction of many gaming companies. In fact, at least 77% of women gamers experience gender-specific discrimination or harassment while gaming, and more than half of online gamers have encountered extremist statements in games that featured multiple players during the past year. 

It is because of the industry’s collective inaction that has forced many women and gender-nonconforming players to mute themselves throughout any multiplayer gameplay – robbing them of the ability to fully enjoy their gameplay experiences simply because of their gender. Beyond robbing nearly 50% of their customer base of their ability to fully participate in a gaming experience, most companies are failing systematically to protect gamers who do report the abuse they witnessed or were subjected to by failing to hold repeated offenders accountable for the harm they are causing. 

But toxic online gaming experiences are just the beginning. Gaming has progressed to video-streaming platforms like Kick and Rumble,  a far-right streaming platform that is a hotbed for misogyny and racism. Today, right-wing extremist groups continue to promote hate-based rhetoric, network with potential sympathizers, and mobilize their misogyny into violence. 

Ultimately, the burden should not be on women and gender non-conforming gamers to take individual steps to protect themselves from constant harassment. Instead, the onus should be on gaming companies and Big Tech to recognize and take steps to address the ways in which  their products are being used to radicalize young men and further fuel the hatred of women.

The Solution

In order to build and foster a more inclusive gaming culture, we must hold gaming companies accountable and push for meaningful changes within the industry. Not all gaming industry companies are the same. Most are not sexist by design, but have sexist impact, and have the potential to change. Others, most prominently Rumble, are intentionally built to weaponize sexism, advance extremism and undermine democracy.

Through our digital campaigns, Ultraviolet will push gaming companies with the potential to change to:

  • Strengthen and enforce their moderation policies
  • Invest in more gender inclusive storylines, characters and marketing materials
  • Hire more Black and brown women and gender nonconforming people to leadership roles

Our approach:

Narrative

Educate the public about the impacts of this crisis, and talk to parents about the steps that they can take to protect their children online against this abuse.

Accountability

Hold gaming companies accountable for failing to ban repeated offenders of their moderation policies and for lack of inclusive  storyline, character in their video games and promotional materials.

UltraViolet will also hold gamers, companies and media accountable for partnering with and profiting from Rumble and any industry newcomers built intentionally to advance extremism. 

misogyny. game over misogyny. game. over misogyny. game. over. misogyny. game over misogyny. game. over misogyny. game. over

misogyny. game over misogyny. game. over misogyny. game. over. misogyny. game over misogyny. game. over misogyny. game. over

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