Sexism, Lies and Video Games: The Culture War Nobody Is Winning

TIME

The 21st century’s defining medium—video games—is experiencing sharp growing pains. Over the last few weeks, identity tensions have divided fans online in strange, ugly episodes rooted in how writers discuss games and who is allowed to participate. At the root of all this is a fascinating question: Are games technology product, or cultural experience?

In the 1980s, video games were classy distractions: the condition of being installed at an arcade cabinet, chasing a high score, seemed to fit the era’s naive ideas of capitalism-as-culture. In the 1990s, games took on the decade’s rebellious, “edgy” tone, grasping toward the definitions of maturity set by MTV, action flicks and whatever else it took to sell high-end hardware to young men.

By the turn of the millennium, the medium had become America’s favorite scapegoat for moral panic — Luddites worried about games’ increasing realism and the fact that ‘shoot’ seemed to the favored…

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