Week 10: Digital Citizenship, Conflict and Social Media Governance â Gaslighting & Gamergate
It comes to no surprise that social media is a multifaceted tool. As discussed in previous weeks, social media has the power to create and maintain digital communities, and you reading this right now likely means that you are part of an online community yourself. However, where there are positives, there are often negatives; this is no different for social media. The online world often fosters conflict, with âgaslightingâ becoming a common practise. But what exactly is gaslighting?
Gaslighting got its name from the 1944 film Gaslight, where the wife is deliberately and gradually manipulated by her husband into believing that she is insane. He does this by sneaking off and causing the lights to flicker and dim, all whilst denying this knowledge and leading his wife to question her sanity (Gleeson 2018). Although, it is not always deliberate, gaslighting is often used as a method of power and control and is becoming a commonly used term in society, both online and offline. Although, the word carries negative connotations, âit signifies a deeper understanding of what abuse looks like and the many forms it can takeâ (Gleeson 2018).
Following the theme of social media conflict and governance is the protracted online controversy known as Gamergate. Referred to as an âinternet culture warâ (Dewey 2014), Gamergate sparked a heated debate. On one side were independent game creators and critics, many being women, who advocate for greater inclusion in gaming; with the other side consisting of misogynist, anti-feminist trolls who refuse to have their games changed (Dewey 2014). Many of the menâs rights activists and anti-feminists used ânetwork harassment, such as doxing (publishing personal information online), revenge porn (spreading intimate photos beyond their origins), social shaming and intimidationâ (Marwick and Caplan, 2018), with gamers including Zoe Quinn, Anita Sarkeesian and many others falling victim to this.
Today, the âjustice system continues to be slow to understand the link between online harassment and real-life violence. There are more laws about online harassment now and more prosecutions, but police are often untrained and undereducatedâŚ[leaving people] unsatisfied with the [legal] responseâ (Romano 2021).
Although, there are laws in place such as the Criminal Code Act 1995 and the Enhancing Online Safety Act 2015, more needs to be done about police officers and society becoming more familiar with the severity of violence and harassment online. If we donât start becoming better digital citizens now, what will our future look like?
References:
Dewey, C 2014, âThe only guide to Gamergate you will ever need to read,â Washington Post, The Washington Post, viewed 12 May, 2021, <https://www.washingtonpost.com/news/the-intersect/wp/2014/10/14/the-only-guide-to-gamergate-you-will-ever-need-to-read/>.
Gleeson, J 2018, âExplainer: what does âgaslightingâ mean?,â The Conversation, viewed 12 May, 2021, <https://theconversation.com/explainer-what-does-gaslighting-mean-107888>.
Marwick, A.E, & Caplan, R 2018, Drinking male tears: language, the manosphere, and networked harassment, Feminist Media Studies, 18:4, 543-559.
âRomano, A 2021, âWhat was Gamergate? The lessons we still havenât learned,â Vox, viewed 12 May, 2021, <https://www.vox.com/culture/2020/1/20/20808875/gamergate-lessons-cultural-impact-changes-harassment-laws>.















