Tomeo - Capstone Project Statement

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Capstone Project Statement

By Thomas Tomeo
ART 402
11/21/15
In the world of technology, the video game has been one aspect that has courted a
fair share of controversy and debate over the years, and ignited the flames of a
culture war between traditional values, and exciting new ideas. For many, one of the
most prominent discussions about the medium occurred in 1993, when Democratic
Senator Joseph Lieberman chaired a Senate hearing to discuss the impact that
depictions of violence in video games were having on Americas youth, stating that
"violence and violent images permeate more and more aspects of our lives, and I
think it's time to draw the line (via Walker J, A Short History of Game Panics,
Reason.com). The hearings pushed for a ratings system similar to the one used by
the Motion Picture Association of America.
As the years marched on, video games (and the individuals who played them) were
used as a scapegoat by many. iD Softwares Doom apparently inspired the killing
spree conducted by two teenagers from Littleton, Colorado in 1999. Rockstars
Grand Theft Auto series was the catalyst for turning numerous American youths
towards a life of crime, according to attorney Jack Thompson during the turn of the
new millennium. Daybreak Games (formerly Sony Online Entertainment) popular
MMO Everquest was turning its player base into addicts, resulting in social
withdrawal, and in the case of Shaun Woolley, suicide (via CBS, Addicted:
Suicide over Everquest, cbsnews.com).
In August of 2014, a blog post by Eron Gjoni regarding his relationship with Chelsea
Van Valkenberg, also known as Zoe Quinn, would serve to bring the culture war of
video games onto an entirely new level.
Over the past year, the #GamerGate controversy (as hash tagged by actor Adam
Baldwin via Twitter) has raged on throughout various social media networks and
gaming news sites. For many, GamerGate is akin to a ruthless terrorist movement,
whose sole purpose is to inflict physical, mental, and emotional harm on any woman
or person of color who shows even a passing interest in the medium. And even
more so for those who dare to offer criticism of the culture that has developed over
the years. A medium, culture, and industry that, many claim, has mistreated and
misrepresented women and numerous races, cultures, and sexual orientations.
Indeed, much of the controversy surrounding the movement involves the online
abuse of various developers, journalists, and critics of video games and gaming
culture, many of which identify as feminists. Erons expose on Zoe Quinn resulted in
numerous death threats and online abuse towards the Depression Quest creator.
Feminist Frequencys Anita Sarkeesian has endured a slew of death threats, abusive

language, and even a bomb threat that forced her to cancel a talk at a Utah
university (via S. Ahmed, Anita Sarkeesian Forced to Cancel Speech..,
cnn.com). As did developer Brianna Wu. And journalists Leigh Alexander, Patricia
Hernandez, and many others. And even those who had no ties to the industry spoke
of threats and abuse from those posting under the hashtag.

However, there are also those who view the hashtag as a revolution. They had
made out to be the worst of society by numerous law makers and politicians for
years. And now they were being told they were misogynists, rapists, terrorists, and
racists on top of being murderers, drug dealers, and socially awkward loners. They
had numerous gaming news outlets write article after article about how gamers
were dead, an event which Breitbart writer Milo Yiannopoulos claimed destroyed
its reputation and its relationship with readers, who will never again trust it on any
issue beyond which power-up is most likely to get you past level 17. (via M.
Yiannopoulos, Feminist Bullies Tearing the Video Game Industry Apart,
breitbart.com). And they had finally had enough. They had enough of people
trying to force what they claim to be a politically correct agenda into their hobby,
going so far as to call it Cultural Marxism (a conspiracy theory whose origins are tied
into Neo-Marxist ideology and an institute founded in Frankfurt, Germany, with the
ultimate goal of waging psychological war against the West.)

For over thirty years, I have considered myself a fan of video games and gaming
culture. I have personally considered the community and the industry as one of the
most welcoming for anyone, regardless of their gender, race, or cultural
background. However, these events have forced me to try and question my feelings
towards the industry, the medium, and the culture that has grown from it. How
could a community so eager to accept be so hostile towards the idea of critical
analysis of the medium? And why feminism, in particular? Why are gamers
supposedly threatened by women, by minorities, and the possibility of better
representation of these groups in the medium? To find these answers, I spent
months following the various individuals caught up in the controversy on social
media, and just as much time processing the numerous articles, opinion pieces, and
editorials. These materials were penned by individuals both inside the industry and
out. By those who felt victimized by the movement, and those who saw the
movement as a chance for them to speak out.

This series of short videos is the end result of my experiences following the
movement. They are an attempt to peer into the depths of the GamerGate
controversy, from the perspective of someone who, although a fan, has pledged no
loyalty to either side of this culture war. The videos use a combination of 3D assets
and animation via DAZ Studio and Autodesk Maya, with video and audio edited
through Adobe After Effects. Through the use of these assets, video clips, and audio
files, I attempt to peer inside the Pandoras Box of this virtual conflict being waged
by two sides who claim to be the victim of the other. Like many events in our lives,

this piece starts inside a living room. From there, it branches out into numerous
virtual environments that use various objects, sounds, and images as symbols of
each sides talking points. Computer monitors display the abuse suffered by culture
critics, developers, and everyday individuals who hold positions in the gaming
industry, and the tech industry in general. Indeed, the use of technological devices
in the videos, and the technological aspects of the videos themselves all stand as
symbols of this virtual culture war being waged across the Internet.

When and if this conflict will see an end it still up in the air. Anymore, I see the
whole controversy as nothing but one giant echo chamber. A self-fulfilling temper
tantrum that never lets up, suspended and contained from many who are either
blissfully or willfully ignorant of the battles being fought online. However, despite
this, there is still a need for discussion about the issues that are the focal point of
this culture war. Much like the hand underneath the echo chamber at the projects
end, there is still a grey area that both sides need to address, without the political
rhetoric and abuse. I personally believe that there can be an industry that can stay
true to its roots, yet not be afraid to embrace new ideas and better representations
of women and minority groups. However, this dream of co-existence cannot come to
fruition through violent bickering online. Much like any issue between parties, the
recommended course of action is to simply sit down, face to face, and talk it out.
There may not be an immediate solution, but there will at least be discussion. And
that is a start.

Bibliography
"Addicted: Suicide Over Everquest?" CBSNews. CBS Interactive, n.d. Web. 22 Nov.
2015.
Baldwin, Adam. "Happy Anniversary #GamerGate, Love Adam Baldwin." The
American Spectator. N.p., n.d. Web. 22 Nov. 2015.
Ahmed, Saeed, and Janet DiGiacomo Contributed to This Report. "Anita Sarkeesian
Forced to Cancel Utah State Speech after Mass Shooting Threat." CNN. Cable News
Network, n.d. Web. 22 Nov. 2015.
Minnicino, Michael. "Schiller Institute THE NEW DARK AGE the Frankfurt School and
"Political Correctness"" Schiller Institute THE NEW DARK AGE The Frankfurt School
and "Political Correctness" N.p., n.d. Web. 22 Nov. 2015.
Yiannopoulos, Milo. "Feminist Bullies Are Tearing the Video Game Industry Apart."
Breitbart. Breitbart, 1 Sept. 2014. Web. 22 Nov. 2015.

"Online Harassment." Pew Research Center Internet Science Tech RSS. N.p., 22 Oct.
2014. Web. 25 Oct. 2015. <http://www.pewinternet.org/2014/10/22/onlineharassment/>.
Snider, Mike. "A Year after 'gamergate,' Women Say Online Abuse Is Still a Big Deal."
USA Today. Gannett, 18 Aug. 2015. Web. 25 Oct. 2015.
<http://www.usatoday.com/story/tech/gaming/2015/08/17/year-after-gamergatewomen-say-online-harassment-still-big-deal/31053009/>.
Wu, Brianna. "I'm Brianna Wu, and I'm Risking My Life Standing Up To Gamergate."
Bustle. N.p., 11 Feb. 2015. Web. 22 Nov. 2015.
Dewey, Caitlin. "The Only Guide to Gamergate You Will Ever Need to Read."
Washington Post. The Washington Post, n.d. Web. 25 Oct. 2015.
<https://www.washingtonpost.com/news/the-intersect/wp/2014/10/14/the-onlyguide-to-gamergate-you-will-ever-need-to-read/>.
Wagner, Kyle. "The Future Of The Culture Wars Is Here, And It's Gamergate."
Deadspin. Gawker Media, 14 Oct. 2014. Web. 25 Oct. 2015.
<http://deadspin.com/the-future-of-the-culture-wars-is-here-and-its-gamerga1646145844>.
Hess, Amanda. "Why Women Aren't Welcome on the Internet." Pacific Standard
Magazine. Miller-McCune Center for Research, 6 Jan. 2014. Web. 25 Oct. 2015.
<http://www.psmag.com/health-and-behavior/women-arent-welcome-internet72170>.
Kerzner, Liana. "Why Feminist Frequency Almost Made Me Quit Writing about Video
Games: Part 1." Metaleater. N.p., 9 Feb. 2015. Web. 22 Nov. 2015.
Sarkeesian, Anita. "Feminist Frequency Talking Publicly About Harassment
Generates More Harassment ." Feminist Frequency Talking Publicly About
Harassment Generates More Harassment . N.p., 29 Oct. 2015. Web. 22 Nov. 2015.
"GamerGate: A Year in Review." Breitbart News. N.p., 15 Sept. 2015. Web. 22 Nov.
2015.
Gjoni, Eron. "Thezoepost." Thezoepost. N.p., n.d. Web. 22 Nov. 2015.
Alexander, Leigh. "'Gamers' Don't Have to Be Your Audience. 'Gamers' Are Over."
Gamasutra Article. N.p., 28 Aug. 2014. Web. 22 Nov. 2015.
SeHouMusic. "Grace Hopper - Nanoseconds." YouTube. YouTube, 25 Jan. 2012. Web.
25 Oct. 2015. <https://www.youtube.com/watch?v=JEpsKnWZrJ8>.
1993 Senate Hearings. C-Span, 1993. 1993 Senate Committee Hearings on Violence
in Video Games. Web. 20 Nov. 2015.
"Extra Credits - The Good We Do - Charity in the Gaming Community." YouTube.
YouTube, 8 Jan. 2014. Web. 22 Nov. 2015.

Resource Credits
Software:
Daz Studio 4.8 by DAZ
Autodesk Maya by Autodesk.
Adobe After Effects by Adobe.
Zbrush by Pixologic Labs

Assets:
iRadiance HDRI Variety Pack One by DimensionTheory
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http://www.daz3d.com/iradiance-hdri-variety-pack-one

Lux Living Room Scene by Nikisatez


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http://www.daz3d.com/lux-living-room-scene

Modern Museum by Age of Armour and DimensionTheory


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http://www.daz3d.com/modern-museum

Hacker Computer Workstation by Phantasmagorical Scenes


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http://www.daz3d.com/hacker-computer-workstation

Modern Room Bedroom by Ravnheart


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http://www.daz3d.com/modern-room-bedroom

Vivian James by GENZOMAN


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http://www.deviantart.com/art/Vivian-James-504369583

Soviet Union National Anthem 8-bit Remix (25%Osc) by Pan Ziyue


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https://www.youtube.com/watch?v=M6Kq2ap9yys

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