Anita Sarkeesian
Anita Sarkeesian
Anita Sarkeesianis a Canadian-American feminist media critic, blogger, and public speaker. She is the founder of Feminist Frequency, a website that hosts videos and commentary analyzing portrayals of women in popular culture. She has received particular attention for her video series Tropes vs. Women in Video Games, which examines tropes in the depiction of female video game characters...
NationalityCanadian
ProfessionBlogger
Date of Birth15 August 1983
CountryCanada
males gamer entitlement
Some male gamers with a deep sense of entitlement are terrified of change.
games play people
I am not a fan of video games, I had to learn a lot about them. I would love to play video games, but I don't want to go around shooting people, and ripping off their heads, and it's just gross.
games gaming heard notion relationship society teachers until women
The notion that gaming was not for women rippled out into society, until we heard it not just from the games industry, but from our families, teachers and friends. As a consequence, I, like many women, had a complicated, love-hate relationship with gaming culture.
best creators figure game games given grand messages sitting trying underlying women
Game creators aren't necessarily all sitting around twirling their nefarious-looking mustaches while consciously trying to figure out how to best misrepresent women as part of some grand conspiracy. Most probably just haven't given much thought to the underlying messages their games are sending.
against behavior game harassment major publishers speak women
Game studios, developers, and major publishers need to vocally speak up against the harassment of women and say this behavior is unacceptable.
believe cater change continue cultural deep extreme gamers games male men painful power slow terrified virtual
We are witnessing a very slow and painful cultural shift. Some male gamers with a deep sense of entitlement are terrified of change. They believe games should continue to cater exclusively to young heterosexual men with ever more extreme virtual power fantasies.
constant continued enjoyed found games gaming high playing pushed relationship reminders school sexism time
My own contentious relationship with gaming continued through high school and college: I still enjoyed playing games from time to time, but I always found myself pushed away by the sexism that permeated gaming culture. There were constant reminders that I didn't really belong.
games helping huge plays role shape society
Games have a huge impact on our society because the media plays a role in helping to shape our attitudes. So it's not just fantasy.
amount care cue games gaming identity inordinate longer love mom others recently self spends sure term time useful video younger
As others have recently suggested, the term 'gamer' is no longer useful as an identity because games are for everyone. These days, even my mom spends an inordinate amount of time gaming on her iPad. So I'll take a cue from my younger self and say I don't care about being a 'gamer,' but I sure do love video games.
real character people
I hadn't mentioned, but Ching Shih is a pretty villainous character. She is a real person, but she was a pirate commander, so she probably murdered a lot of people.
team creative exciting
It's been really exciting to work on a collaborative, creative team where we got to bounce ideas back and forth and figure out the best one.
writing helping
I really want to help write women back into history.
girl growing-up fun
I want these to be names that young girls and boys and kids of all genders grow up knowing. It shouldn't just be when you take a feminist class in college, if you happen to do that. I hope this is fun and engaging for folks to watch.
ethical online
I find crowdfunding to be one of the most ethical ways to continue doing the work that we do because the idea is that I want my videos to be free and available to everybody, and that's why I use YouTube and online platforms.