The gamer gate thing is just one of many gender related hullaboos we will see commonplace now. For most of gaming's history it has been a special club for adolescent males, with 90% of the games catering and reflecting the general tastes of adolescent males (violence, guns, boobs). The demographics have changed, and the flow of the mass market products are changing as well.
Hm. Well, most of gaming's history perobably, but I don't think it was originally. I don't remember any lines particularly being drawn in the spectrum and atari days for example (when both boys, girls and whole families would be marketed to).
@Miz
I think you've been seeing very different things to me, then.
Re: Leigh Alexander's article, it didn't seem so different to what Silas Vitalia was saying:
This is a painful process for some very special boys and will be a source of much internet fake crisis for years to come, having to deal with millions of new female and other casual gamers and the diversification of the market. As a result your going to see and hear a lot more sensational gaming related things involving ladies and their ladybits. Its hard for any group that is used to being catered to exclusively to not be that thing anymore.
Which is actually a good and positive thing; gaming diversifying means more choice. It doesn't mean everything will be sanitized and feminized, or destroyed - there are always going to be broshooters and whatever else specifically directed at a safe 14-20 year old male demographic; and probably most AAA titles are going to be mainly directed at that demographic for a while to come. But gradually, gaming in general is opening up. Which means more of a variety of (hopefully) interesting games.
It's not a binary choice here; we can have both. Games can be shooting stuff with your friends. Games can also be art that makes you think and/or feel. (There's also no reason why those things can't overlap).
Equally, it's a good and positive thing for undermining the stereotype than games are
only for a specific type of person; the gamer stereotype. (Though in fairness, there's actually a few of those, but still centred around the idea of an obsessive overweight shut-in manchild) As I'm sure we're all aware (?) gaming as a hobby has had a certain amount of stigma attached - that it's sad, that it's for kids or that it's just violent and stupid.
(nevermind that it's actually actively engaging you, compared to something like watching reality tv passively
)
Though there are people who seem intent on living up to the stereotype, and are demanding that games are only for them, as 'true' 'real' or 'proper' gamers (?) and that a creative medium never grows, develops or changes creatively (only technologically) and otherwise remains the same. (which ends up being bad for everyone as things stagnate).
Oh - and I'd also comment, that despite this debate being completely codified by gender, it isn't
just the idea that women are 'suddenly' noticing games, and now everything has to change
for them (which is ridiculous - I saw someone comment "girls only started caring about games since 2005" *counts on fingers* yeah, ok, I've been playing them for 21 years, so point disproved) - because, yes, women are outside of that catered for safe demographic...
But so are the men who have outgrown that demographic. The guys in their 30s, 40s, and beyond who grew up with the industry.
So when we're getting into targeted demographics and who games are
for, I think lines can easily be drawn along the age bracket as well as the gender bracket.
(and all this, ofc, comes back to the fundamental questions posed earlier - what are games, who are gamers. It seems to me that if this gatekeeping of a medium isn't 'dead', it should be. games should have limitless potential as a medium. games are for everyone. gamers are the people who play them).
Which, hopefully, has been said more nicely in this forum post than Leigh Alexander wrote in her article, but it's essentially the same ideas.