Monday, November 10, 2014

#Gamergate: Not Another False Narrative

NOTE: There are already a number of comprehensive timelines and other compendiums of Gamergate-related activity which can be found elsewhere, and so I am not going to review or discuss all of that at great length here, as it would detract unnecessarily from the central focuses of this piece.

Want to know who “wins” Gamergate?

Don’t we all?

I have the answer in a tightly sealed envelope inside of a box wrapped with duct tape and secured with heavy-duty nylon twine. But, since I know that a few of you skim through my posts too quickly, I’m going to hide the answer below somewhere, and everyone can find it for themselves (or find that they already had it themselves!).

Here are some hints, or maybe some red herrings. False narratives abound in this story. From the perspective of the “mainstream media,” the gamers are on the mat, being counted out. However, they are not dead, or even unconscious; they’re just planning their next move. Think of what motivates them: “those games!” You play, you lose, you play again, you lose again. Each time you start the game up, you know something you didn’t know before, you refine your strategy, and you avoid the pitfalls you fell into last time. A setback doesn’t discourage a gamer, it drives them on (most of the time).

But, who are the Gamergaters? For that matter, who are the Social Justice Warriors? Neither group has a headquarters or elected leaders, or even a P.O. Box (that I know of). There are people who proudly claim each label, and yet do things to hurt their nominal cause, and there are those who clearly side with each label while denying the affiliation. That’s part of the problem here, methinks. There is an old saying that goes: “With friends like these, who needs enemies?” We are seeing a lot of that right now.

To the people of goodwill on both sides, I say: Press on to Victory!

Section I: How Do Anti-Gamergaters (and by Extension, SJWs) Operate?

For the sake of not being repetitive, I’ll refer to those that are Anti-Gamergaters as SJWs after this point, as I have in prior posts (although, as I’ll explain later, it’s a bit more complex than that).

We’ve seen repeatedly that SJWs do not much believe in compromise. All of their victories are followed by a charge to a new point of conflict, and while SJWs don’t overlap with “hardcore” gamers for the most part, they share a lot of common attributes, such as the persistence that I mentioned earlier. They take no prisoners, give no quarter, and they often do their fighting with a smile (but don’t let that fool you!).

They operate surreptitiously. They’ve infiltrated academia, the mainstream media, and even elected office by their involvement in special interest groups. Some of them think of themselves as Feminists, some of them think of themselves as progressives, and as I said above, some of them reject these labels and all labels. This denial is a useful strategy, and where it can be pulled off, an effective one. It is also not unique to SJWs by any means.

I’ve already seen a few who deny being Gamergaters, but who go on to express all of their goals. There are MRAs and MGTOWs (not as a majority) among Gamergate just as there are Feminists among SJWs. There are several actors involved in this drama, all with their own objectives, some of which coincide with the majority, and others which drive many away from the chief purposes (co-opting is rampant as well), and there are also countless black-and-white thinkers in the mix, only seeing the world in two shades, attempting to force their false dichotomies as the only tenable avenues to pursue, refusing to delve into complex or nuanced critical evaluation. They come any time there’s a debate on the internet, and they never cease to be a problem.

Our world of thought, however, cannot be reduced to a primitive and one-dimensional model of “left and right.” Each issue and sub-issue can be perceived as being at right angles to all the rest in a universe of nearly infinite dimensions, impossible to draw, impossible to describe in simple terms. Out there somewhere right now, in fact, is no doubt a hardcore SJW gamer wondering: “Where do I fit in? What are my priorities?”

Take that as another hint.

Section II: The False Narrative and How SJWs (and/or Others) Have Employed It

A false narrative is defined in its simplest form as an incomplete or deceptive storyline or presentation of events and information which does not accurately or wholly depict the reality of a story and all of its relevant components and particulars.

Such narratives are not always entirely false, and may often weave in some level of truth to support or explain a position or positions, but they will never display all of the facts that are related. The purpose is to deceive, to convince some target or audience that the presented ideas and details are complete, true and consistent, and therefore represent reality.

It should be remembered, though, that in deceiving others, we can inadvertently deceive ourselves. Eventually, even those who set out to mislead may themselves become pawns in their own false narrative. True believers.

For the creators of a false narrative, any concession that their tale is incomplete or inaccurate in any way must be avoided at all costs, for if this were to happen, the entire storyline might unravel. While attempting the deception, or ultimately while falling victim to it, the supporters of the narrative must undermine any information which contradicts it.

Those interested in misleading will latch on to any information that they believe will confirm the biases of their target audience (or prey on its ignorance). In the case of Gamergate, with SJWs (and others), this has involved keeping the focus on harassment and threats (whether real or not) aimed at women. They know from prior experiences that this tactic is effective, and due to the nature of both the internet and online debates (and possibly with the help of some underhanded efforts), they know that they will likely have either naturally occurring or forged threats and harassment to work with as “proof” for their claims.

Because the internet and all events therein move so quickly, conditioning its users with ever shorter attention spans (are you even still reading?), those who forge false narratives are able to continuously shift the goal posts from event to event and person to person in order to draw their opponents away from their (the opponents’) primary objectives and previous concerns. Even when this technique is not entirely successful, it still serves to blunt the opposition’s effectiveness if only by sidetracking significant numbers. Those not drawn into an argument over one example of harassment may well be drawn into, or by, another.

For instance, when Gamergaters want to focus on ethics in journalism, Anita Sarkeesian receives death threats which draw the attention of many from the original Gamergater objective. The story is then further shifted to a contest over who is to blame for the threats, or whether or not they are even real, or if they even actually matter.

Those easily deceived scurry about, checking with the police and FBI, arguing amongst themselves over what to do about the threats, and soon forget their original purpose entirely (or at least long enough for the opposition to begin its responses, mockery [1] and cherry-picking). This lapse in focus creates a secondary false narrative that they (Gamergaters) were not interested in journalistic ethics at all, but rather, that it was all about excluding women from gaming to begin with.

Gamergaters have fallen into this sort of trap in numerous other ways as well: bothering to fight over relatively inconsequential diversionary issues manufactured by SJWs (kicking field goals as they slide things around), responding repeatedly to any and every line of petty attacks on their objectives (stemming from the many new false narratives that appear each day and week). Enormous amounts of energy and time are shifted into these efforts to the point where, for many Gamergaters, the original concern is lost from memory almost entirely in the short-term sense, or a few grow increasingly demoralized at their apparent lack of progress and all of the continuous and obstructive PR (and other) setbacks.

On October 16, 2014, an anti-bullying fundraising effort created by Lo Ping kept the distraction going, and shortly after (within roughly one to three days), two people supportive of Gamergate (Milo Yiannopoulous and Mike Cernovich) were anointed the “anti-bullying heroes of Gamergate who used to bully” by the Anti-Gamergate crowd, in spite of the thousands that Gamergaters had raised for anti-bullying organizations.

The goal posts were then shifted once more as Gamergaters began to respond to the attacks targeting Milo and Mike (thereby derailing from the original purpose related to overall ethics in journalism even further), which in turn led the SJWs to respond to that, which resulted in Gamergaters, again, following along. That kept the focus on individuals instead of ideas and chief concerns. All the while, the bigger players against Gamergate in the media ignored most of this and continued to push the original Anti-Gamergate narrative (women, misogyny, women).

In addition, Leigh Alexander, Brianna Wu and others who are not that significant incessantly vie for the spotlight, constantly shifting the focus away from what is truly important (because they know that people will take the bait). Does anyone at this point remember what the original issue was? Collusion? Corruption? Ethics? Harassment? Threats? Dead gamers?

It is difficult to ignore the fact that key players are profiting greatly from all of this confusion, and it is hard to call a group, in large, “bullies” when they are raising thousands for anti-bullying. But, the SJWs need not be concerned with intellectual honesty or acknowledging information detrimental to their sordid spin and specious tales.

They merely ignore those facts (almost) entirely and shift the story at every turn, attempting to portray the whole of such efforts as some sort of trick if they bother to acknowledge them at all, either by making a few of the “anti-bullies” into awful bullies themselves (presenting them as “leaders”), or by forcing responses to their nonsense to constantly shove people off focus. Knowing that the complete story will undermine their false narrative, they shift and shift again, always keeping the media, and notably not just the gaming media, on their side.

So, to summarize, the false narrative consists of:

1) Inaccurate information: Who is responsible for anything bad? Gamergaters.

2) Incomplete information: Are Gamergaters bullies? Yes. The people threatening Brianna Wu and Anita Sarkeesian are Gamergaters (association fallacy and false generalization). Their two “anti-bullying heroes” have bullied in the past. Ignore the anti-bullying charity, ignore that there is little or no evidence to link many things to the majority of Gamergaters, ignore the fallacies required to argue several of the ties, and so forth.

3) Or, they must wrongly (and one-sidedly) evaluate and assess details: This ties in to the second one above; they are fundamentally associated. Use superior media platforms to drive the erroneous storyline, and suppress dissent with mass reporting or hyper-focus on anything negative, with little to no acknowledgement of anything positive (unless it is being twisted to fit the false narratives).

Section III: Gamers, the True “Victims”?

I’ve outlined above why gamers (and it has been suggested that they refer to themselves that way, rather than continue the Gamergaters terminology which has presently been rendered fairly toxic) are seemingly at a disadvantage now in a lot of ways. Like the British during the American Revolution, the gamers thought they were coming to a “fair” fight where everyone lines up and shoots their muskets at those lined up on the other side, but they found that the rules of engagement have been unilaterally changed to a guerrilla war. And, as much as gamers would like to think that they are good at guerrilla war, they are not. At least, not now, and not with the overwhelming media spin that they currently face (though they have made some progress in the way of persuading a few advertisers to withdraw their support from various outlets, so they're getting better).

But, I’ve had you on a bit with my own narrative here. Not false, but oversimplified, using the existing terminology and the existing players’ names. This has never merely been about gamers versus definable “SJWs,” or any specific individuals. It is far more complicated than that. We know at least one other player is gaming journalism, then there is the mainstream media (a much larger “collective” with their own agendas, as we’ve seen), and what about those large companies that create the games? Are their interests perfectly aligned with gamers? With gaming journalists? With SJWs? What about stockholders?

I did quite a bit of research into the gaming media companies, including a couple of conglomerates that control it all. [2] They are, in fact, at the heart of this problem, and they are the true villains in this story (if any villains must be named). What is most important here, however, is not whether those companies are the “villains” or not, but rather, if they are even going to be around a few years from now at all, which I am fairly convinced that they will not be. Or, at least, they will not exist as they are in their present forms.

I will summarize here what many people do not appear to realize, and that is the extent to which printed media has had to downsize. [3] As they have downsized, they have attempted to preserve themselves in the form of online publications, and even in that effort, they are failing. [4:6] It is not just the gaming media, of course. Newspapers have shrunk and disappeared, as have magazines. [5] They go online, coexist with the printed version for a while, then the printed version closes, then the online version closes, is resurrected, and closes again (check the history of Newsweek [7] for a good example).

The gaming media is no exception to this, excluding the fact that it was fairly small to begin with [8], all things considered (and has less far to fall).

If I were to try and represent the gaming media in all of this, I would simply say: “You won’t have us to kick around for much longer.” They lose. They were losing before Gamergate began. I think a case could be made for the notion that if the gaming media were far stronger than it is today, their ethical standards would be far higher too. No unpaid writers would mean that more of them would be more careful about losing their jobs. [9] It will be a bumpy ride down, but down it will be.

SJWs will chalk up a victory for being in the New York Times and on many television networks. They were either brilliant in planning all of this and tricking the Thunderf00ts of the internet into propelling them along, or they were just fortunate. When it comes down to it, though, I don’t think that they care that much about games.

Anita Sarkeesian benefited greatly from all of the gamers, and others, who just couldn’t stand that she received so much money so quickly for her Kickstarter project. In other news, someone is building the world’s most sophisticated cooler. [10] Perhaps the same people that helped Anita should assist the Super-Cooler project by calling them liars and whores. The world could use a better cooler.

But, SJWs as a whole will move on to other things—that’s what they do—and Anita will go on to finish the rest of her videos, and if we can all agree to ignore her nonsense as we should have all along, she and her work will eventually vanish quickly and painlessly into the night.

Game production companies will win, as will their stockholders because of computer gaming, and all of the technologies surrounding it such as 3D goggles, motion detection, and probably things like the Holodeck, aren’t going anywhere but up. [11] The transistor and the integrated circuit and all of the gadgets that have been spawned, and the software that runs them, are still the greatest things ever invented (until nanotechnology or artificial intelligence or something we can’t begin to truly foresee surpasses them).

Oh, and gamers? They win. In fact, they cannot possibly have lost, and they will not lose. They buy the games, they pick the games they wish to buy, they don’t trust or follow critics who give glowing reviews to garbage, they play the games they want to play, and unless the game development companies are idiots, they will keep catering to the desires of their primary consumers, or they will fail. It really is too bad that such a small percentage of gamers were able to get so many of their fellow gamers upset over something that will have almost no impact on them in the long run. Maybe next time those people will not be paid so much attention to.

Which leads me to:

Section IV: How to Improve the Discourse and Avoid Another “Gate”

For the remainder of its existence, and to prolong that, gaming journalism needs to clean up its act. However, it is nobody’s loss but their own if they don’t. By not doing so, they merely hasten the approach of the day when no one is paying any attention to them anymore. And, gamers needn’t gloat, for this was going to happen anyway.

Nevertheless, if people want to help the dead and dying along, give them a push and don’t read their content. There are plenty of independent writers who do game reviews for Patreon donations, and they probably spend a lot more time on their reviews anyway, and a lot less time having cocktails with corporate marketing people, or in alternate cases, sleeping with their nigh-irrelevant industry contemporaries (other nobodies).

Also, gamers need to not fall for this sort of thing again. Whether the SJWs or some Anti-Feminists or actual gamer trolls reeled you all into this immense waste of time, or whether they both created and believed their own false narratives, it doesn’t really matter. Think for yourself, and don’t be suckered into a Holy War by one of your own any more than you would be fooled into sending all of your money to some televangelist preacher. Any time an entire organization with some specific mission devotes a significant portion of its time to going after one individual to discredit them, they have ulterior motives, which probably involve your wallet. Get your heads back into your gears and play. Whatever the distraction is will pass, and it will pass more quickly to whatever extent you can ignore it (i.e., don’t stare at the clock waiting).

If you do get into some sort of confrontation with others online, be civil and approach things rationally. No matter how much you disagree with one another, make an effort to reason your differences out, and failing that, agree to disagree, but maintain what you believe to be true (with the utmost intellectual honesty and impartiality). Attempting to harass or discredit any one opponent, or to chase them off of the internet, only makes you look bad, and the internet has a long memory for such tactics.

Ridicule is not king; ridicule leads to circle-jerks. Civil and reasonable discourse is king.

Do not focus on people or singular events for too long. Focus on ideas and concepts. Events and the relevance of certain figures or actors in nearly all debates are fleeting in terms of public interest, particularly on the internet. The underlying problems will not go away until the whole thing is resolved, and it cannot be ended until the basic and fundamental issues are addressed and concluded in full.

Be civil, but do not compromise your intellectual integrity. Be aggressive, but do not partake in hysterics and superfluous drama. Maintain your values and core objectives, but do not refuse reasonable (keyword: reasonable) olive branches when they do float your way.

Extend the same fairness to your enemies as you do your allies, and scrutinize everyone equally. This does not mean engage in constant or petty infighting, but rather, it means that all things, in all cases, should be viewed with the same level of objectivity and rational skepticism.

Be careful not to put too much faith in your own narrative until it has stood the test of time, and even then, be prepared to re-examine it in the light of new information. Confirmation bias is one of the hardest things to prevent in oneself, and it requires constant checking and self-awareness.

What must be realized now is that “winning” is not simply prevailing in an argument so much as it is helping others, and having them help you, in coming closer to the truth.

Focus on what is fundamental. Always tie individual or isolated incidents to larger and more important concepts, and center all efforts and concerns on those issues instead of dwelling on each singular case.

Be persistent. Be civil. Be reasonable. Be fair.

Wait out the storm, and do not capitulate to despair.

Do all of that with an open mind, and victory can and will be had in time.

Author: Krista [@Femitheist]

P.S. As others have recommended elsewhere, and to go along with my suggestions above for helping the dead and dying along, collect evidence and send emails to advertisers about sites that have unethical or anti-consumer practices. This is one of the most effective methods for fighting back (hitting them where it hurts most), and it is also conducive to avoiding a great deal of the petty drama that comes with many online debates (which is great for those who do not enjoy that sort of thing). One list of some advertisers (and more) can be found here. And, for further information, click here (see Operation Disrespectful Nod, Operation UV and Operation Baby Seal).

NOTE II: I began writing this shortly after my second post back in the middle of October, but because I had a great deal to do following that, I was only able to finish it now. I saw, as I was working on this, articles appearing in a few places which made similar points to what I had already been writing, and so I changed my focus a bit (but the end result was still highly similar).

NOTE III: I do not presume to speak for anyone other than myself with this; I can only do my best in contributing what I believe might assist or help others in some way when I have identified an ongoing and seemingly prevalent problem, or set of problems.

NOTE IV: This is part three of three posts that I have written related to this topic. Feel free to leave your thoughts on all of these issues in the comments below. And, as my comments policy states, any replies containing threats against specific individuals, or the personal information of individuals who do not already publicize the information online themselves, will be removed.

NOTE V: A decent list of some suggestions for Gamergaters can be found here. Below are a couple of items from that list which I found to be useful, or at least fairly relevant to what I’ve stated above. I do not agree with every bit of it, and so I will only include the ones that I feel are valuable (with only their useful portions). Anything not quoted I either didn’t like, would word differently myself, or felt wasn’t relevant enough to this post to be included (e.g., the Reddit-specific ones).

- “Stop apologizing or making excuses for trolls. I don't care if Felicia Day thinks anyone in a Triforce t-shirt might be the reincarnation of Ted Bundy... she's stupid to think that and you don't need to assume responsibility for it. Condemn them, report, block, and move on.”

- “Stop taunting, engaging with, or debating with Wu, Quinn, or Sarkeesian. You're only helping feed their narrative.” (Focus on ideas and underlying, pervasive problems, not fleeting figures and singular events.)

- “Stop calling this a ‘movement.’ It's a consumer revolt. Movements are always easier to misrepresent and attack. Consumer Revolts are capitalism doing its job, especially when the Supplier is calling their consumers ‘shitlords.’”

And, recently, Milo had some thoughts/advice for Gamergaters as well, which can be seen here.

NOTE VI: Final thoughts that I didn’t want to include in the above.

The internet, unless stopped by some powerful government agency with ulterior motives, will trim the sails of a lot of companies and industries yet. Publishing, education, medicine, and many other things can all be done better, and more efficiently, by smaller groups online and elsewhere, including individuals working without big office buildings (or any office buildings), or the “help” of so many “middlemen.”

In this same way, the media conglomerates (mentioned above and partially listed below) with their hands in the gaming industry will spin down just as rapidly as they spun up, and along with that, the nature of game development will become more “democratized” over time as well.

The most commonly used computer operating system now is not Windows or the Apple OS, but variations on Unix (Linux being only one) that are developed around the world by people who, in many cases, have never actually met one another in person. Microsoft, Apple, Google and other companies can consume bits and pieces of those various small efforts, but they can’t stop them (nor should they try), just as universities will not forever be able to stop quality educational materials from reaching anyone with an internet connection.

In other words, and despite what people might think now, the users of Gamergate don’t need the big conglomerates. To these companies, I say your day is already over, and if you don’t realize it yet, you simply aren't paying attention. Do a search for any hardware device, software component, or any consumer product of any kind, and you are just as likely to find the answer in a YouTube presentation, by a user of such products, as you are to find it on a company website or in a consumer magazine.

Gamergate may fade, and let’s hope that the need for it does, but the spirit which says that users must come first is here to stay, and if big companies won’t give users what they want, users will develop it through their own means. That includes product tutorials, product reviews and even the products themselves. Or, they will take their business elsewhere.

The efforts of these SJWs will most likely only result in many of them “in the industry” pursuing their own privately (or self) funded indie development projects; the probability of them having a major impact in the gaming industry, given its nature, is minimal at best. And, if they do end up creating some sort of change, either those who listen will suffer the consequences of producing poor content, or there will be changes that won’t be so bad, and people might even enjoy or prefer a few of them, in which case, no one will have truly lost anything (or much) anyway.

In reality, the “gaming wars” are already over, and gamers have already won.

It is only a matter of time before everyone knows it.

References (Last Accessed on November 10, 2014):

[1] Mockery as a Weapon

[2] The links below cover just a portion of the downsizing of media companies that play (or have played) a role in gaming media. There are many more things of this nature taking place beyond these examples.

[3] Print Media Downsizing on a Massive Scale

[4] Newsweek – Just an Example of Mainstream Media's Downward Spiral (No Particular Order)

[5] Other All-Digital Moves (Note the section on futility.)

[6] Can Magazines Make the All-Digital Leap? (Early exits help survivors last longer.)

[7] Histories of Newsweek

[8] Media Spending

[9] Ethics in Journalism

[10] The Coolest Cooler

[11] Future Gadgets

Other Items Mentioned (or Relevant to the Above):

Gamergate Index
Soon to be:

Lo Ping's Fundraising Effort

Related to the Charity

The Start Date of Lo Ping's Fundraising Effort

A Couple Days after That Appeared, This Began (the Timing Is What's Important)

Interesting, isn't it. Gamergaters begin raising funds for anti-bullying, and suddenly, people are attacking the supposed “heroes of Gamergate anti-bullying” just a day or two after.

Then, instead of actually addressing the valid concerns of Gamergaters, the SJW crowd hopes to undermine their message entirely by simply mocking the basic line and conflating it with others “memes”:

All of this coincides with the forging of their (Anti-GGs) false narrative; rather than respond in a meaningful way to any valid concerns, they shift the goal posts, mostly ignore all positive efforts, and derail the conversation, or undermine the reasonable people by simply mocking a commonly repeated phrase, thereby attempting to dismiss all of the serious Pro-GG arguments by discrediting a fundamental idea and objective held by Gamergaters (which is much bigger than them, existed in some ways even before Gamergate, and is tremendously important).

(Supplementary Items – Notes on Gaming for Those Interested):

***Top Developers (Publishers) by This List:

Other lists have other orders, and also include other names; this list is meant to be representative, not all-inclusive. The information is either taken from company websites or Wikipedia when the former proved difficult to navigate.

(1) Headquartered in New York City, Take-Two Interactive Software, Inc. is a leading developer, marketer and publisher of interactive entertainment for consumers around the globe. The Company develops and publishes products through its two wholly-owned labels Rockstar Games and 2K. Our products are designed for console systems, handheld gaming systems and personal computers, including smartphones and tablets, and are delivered through physical retail, digital download, online platforms and cloud streaming services. The Company’s common stock is publicly traded on NASDAQ under the symbol TTWO.

(2) Ubisoft is composed of over 9,200 talented people located in 28 countries across the globe. With 85% of its staff devoted to game development, Ubisoft has the 2nd largest in-house creative team in the world. The company's 29 different creative studios work hand-in-hand each day to deliver rich and innovative gaming experiences that reflect the creativity and diversity of their teams. This cross-studio collaboration model means every team member has the opportunity to participate in challenging projects based on iconic brands such as Assassin's Creed®, Tom Clancy's Ghost Recon®, Driver®, Rabbids®, Rayman®, Far Cry®, Just Dance® and many more. Frome W: Ubisoft is the third-largest independent game publisher in the world, trailing Activision Blizzard and Electronic Arts (EA). Ubisoft Entertainment S.A’s worldwide presence includes 29 studios in 19 countries. The company has subsidiaries in 26 countries. Ubisoft's largest development studio is Ubisoft Montreal in Canada, which employs about 2,100 people.

(3) Electronic Arts FOUNDED: 1982 OWNERSHIP: Public (Nasdaq: EA) GLOBAL HEADQUARTERS: Redwood City, California EMPLOYEES: 9,000 worldwide BACKGROUND: Electronic Arts Inc. is a leading global interactive entertainment software company. EA delivers games, content and online services for internet-connected consoles, personal computers, mobile phones and tablets. TOP SELLERS In fiscal 2013, EA posted GAAP net revenue of $3.8 billion. EA is recognized for critically acclaimed, high-quality blockbuster franchises such as The Sims™, Madden NFL, FIFA Soccer, Need for Speed™, Battlefield™ and Mass Effect™ Job listings: San Francisco Bay Area - San Mateo, Los Angeles Area - Santa Monica.

(4) Nintendo is a Japanese multinational consumer electronics company headquartered in Kyoto, Japan. Nintendo is the world's largest video game company by revenue. Founded on September 23, 1889 by Fusajiro Yamauchi, it originally produced handmade hanafuda playing cards. Job listings: Redwood City CA, Redmond WA, NYC NY.

(5) Founded in 1975, Microsoft (Nasdaq “MSFT”) is the worldwide leader in software, services, and solutions that help people and businesses realize their full potential. Job listings: primarily Redmond WA, some game listings in Vancouver CA.

(6) W: The Sega Corporation, and usually styled as SEGA, is a Japanese multinational video game developer, publisher, and hardware development company headquartered in Tokyo, Japan, with multiple offices around the world. As one of the leading interactive entertainment companies, SEGA cultivates creative talent worldwide with offices in America, Japan and our European HQ in London. Job listings for legal councils in CA USA.

(7) Activision Blizzard, Inc. is the world’s largest and most profitable independent interactive entertainment publishing company. It develops and publishes some of the most successful and beloved entertainment franchises in any medium, including Call of Duty, World of Warcraft, Skylanders, and Diablo®. Headquartered in Santa Monica California, it maintains operations throughout the United States, Europe, and Asia. Activision Blizzard develops and publishes games on all leading interactive platforms and its games are available in most countries around the world. Subsidiary Blizzard in Irvine CA, Austin TX, San Francisco CA. Scattered openings around the world.

(8) In addition to its core publisher operations in Japan, Bandai Namco Games publishes content worldwide through different entities. Bandai Namco Games America manages operations and handles publishing across North America and oversees operations of Bandai Namco Games Brazil, which operates and handles publishing in Brazil. Bandai Namco Games Europe manages and oversees operations and handles publishing across Europe, and has branches in France, Greece, the Nordic countries, Portugal, Spain, Germany,United Kingdom, and Romania. Bandai Namco Games Asia manages and oversees operations and handles publishing across Asia (except Japan), and has branches in Korea, Taiwan and Hong Kong. Additionally, it operates and handles publishing in Oceania under Bandai Namco Games Australia and Bandai Namco Games New Zealand.

***Catalog of Video Game Magazines

Wikipedia list here:

Notably, the majority of these publications are no longer in business.

Of the US Magazines That Are Still around (Some, Barely):

BioGamer Girl Magazine - Fyffe, Alabama. BioGamer Girl (BGG) is a creative media company that owns several magazines and specializes in film, video, television, radio and game production. BioGamer Girl Magazine is a publication that mainly focuses on video games, but also reports on events, movies, television shows, technology, dining, dance, theater, music, books and much more.

EGM Media, LLC: Beverly Hills, CA - Electronic Gaming Monthly (often abbreviated to EGM) was a monthly American video game magazine. It has been published by EGM Media, LLC. since relaunching in April 2010. Its previous run, which ended in January 2009, was published by Ziff Davis. - lists no fixed physical address.

Nintendo Force (Nf Publishing) - Lodi CA. The all-new source for Nintendo players, straight from the pros! Nintendo Force is keeping the legacy of Power alive, built by a dream team of 16 of the world's most well-known Nintendo writers, artists and designers. The same previews, reviews and features you're used to continue here, complemented by the best of yesteryear – comics, clay models, envelope art and even a Retro section. The Power may have been unplugged, but the Force is advancing boldly into the future. Join us!

PC Gamer (Future PLC) - UK, US - At Future we share the same passions as our consumers. If you have a passion for your subject and are unafraid of hard, hectic work, we want to hear from you. We employ a little over 150 people in our offices in San Francisco & New York.

Playstation Magazine (Owned by Sony) - US: San Mateo CA, San Diego CA , Santa Monica CA.

***Game-Oriented Web Sites with Magazine-like Content

Gamasutra is a website founded in 1997 that focuses on all aspects of video game development. It is owned and operated by UBM TechWeb (formerly a part of CMP Media), a division of United Business Media, and acts as the online sister publication to the print magazine Game Developer. Marin County CA.

1up - Originally part of Ziff-Davis - shut down (See IGN).

4Player Network (podcast) - Austin Texas.

Adventure Gamers is a computer game website created in 1998 dedicated to the genre of adventure games. It publishes reviews and previews of adventure games, as well as opinion articles and interviews with game designers. - No physical address found.

The Escapist, a web page devoted to the betterment of role-playing games and the education of the public and media of their benefits to society. - Mostly defunct.

As of 17 December 2013 GameFront is currently one of the 7,000 highest-trafficked websites according to Alexa. The main focus of GameFront is to provide a download service to its users, from its Houston-based servers.

IGN (formerly Imagine Games Network) is an entertainment website founded by publishing executive Jonathan Simpson-Bint in September 1996, which focuses on video games, films, music and other media. The company is based in San Francisco, California. In 2011, IGN Entertainment acquired its rival UGO Entertainment (owners of from Hearst Corporation. Ultimately, News Corp. planned to spin off IGN Entertainment as a publicly traded company, continuing a string of divestitures for digital properties it had previously acquired (including MySpace and Photobucket). On February 4, 2013 after a failed attempt to spin off IGN as a separate company, News Corp. announced that it had sold IGN Entertainment to the publishing company Ziff Davis, which was recently acquired by J2 Global. Financial details regarding the purchase were not revealed. Prior to its acquisition by UGO, had previously been owned by Ziff Davis. Soon after the acquisition, IGN announced that it would be laying off staff and closing GameSpy,, and UGO in order to focus on its flagship brands, and AskMen. (You got all that?!)

Kotaku is a video game–focused blog and part of Gawker Media's “Gawker” network of sites. Gawker Media is a Cayman Islands-incorporated online media company and blog network, founded and owned by Nick Denton based in New York City.

New Game Network (commonly referred to as NGN) is an independent Canadian-based website that covers news, articles, previews, reviews and blogs about video games. The company has staff and freelancers from Canada, USA, Australia and UK.