Tedium - Shaking The Wasp’s Nest 🐝

How Gamergate swarmed into our online lives.

Hunting for the end of the long tail • March 11, 2025

Today In Tedium: You probably have noticed, just like me, that online culture has been a bit chaotic of late, and it’s been hard to even have a conversation without it feeling like a fresh argument is about to break out. Facts and BS constantly battle to become the dominant narrative, with truth an afterthought. And everyone’s on edge—and if you’re not, someone is trying to put you on edge. Over on Bluesky, I have had random posters infuse my nonpolitical posts with politics, because they have no chill. And people have reason to be worked up, because I don’t know if you’ve seen this, but our political climate is friggin’ nuts. And if you were to point to one thing that broke it, the original sin for which we are still correcting, the one word that comes to mind is “Gamergate.” A full 11 years on from the mess that happened there, it still feels like a relevant conversation to bring up, even if we’re not in the thick of the scandal. And in a climate where it seems like every discussion gets weaponized, it is worth looking back at in context. Fortunately, I know a guy who has thought about this more than I have. His name is David Wolinsky, and he recently wrote a book about this topic. Today’s Tedium leans into the awkward discussion, what we learned from it, and whether we can move past it. — Ernie @ Tedium

“Nobody agrees on what’s true anymore. And I think that’s like the big thing that Gamergate also sort of revealed—how quickly conversations can change mid-conversation as a result of the Internet.”

— David Wolinsky, writing in his book why Gamergate is still a relevant discussion all this time later. Wolinsky’s book, The Hivemind Swarmed, is an extension of his work with Don’t Die, a long-running interview series about issues facing the video game industry and internet culture. While not exactly fitting our three rules of Tedium, it feels like a useful conversation to surface, in part because so much of what we’re seeing right now feels influenced by it.

Wasp Nest

Fans of insect metaphors, this post is for you. (Ante Hamersmit/Unsplash)

What Gamergate was, at a high level

If you never followed the whole Gamergate saga, here’s a quick explainer of what happened—without leaning too hard onto the specific players, who have honestly had to deal with the bulk of this for long enough. (First, do no harm.)

In the summer of 2014, a game developer faced accusations by a former boyfriend that she engaged in a sexual relationship with a journalist in exchange for favorable coverage of her game. (The game, an interactive fiction title that discussed the complexities of depression, was fairly non-traditional, which didn’t help matters.) The apparently scorned boyfriend wrote a lengthy blog post that went into extreme detail, and had the effect of making the developer a target of ongoing harassment.

The claim fell apart with even a modest amount of scrutiny—the journalist didn’t even review the game—but the accusation nonetheless played into the negative feelings some gamers had about Kotaku, the outlet the journalist worked for. In other words, it was a flash point for the airing of online grievances. And people complained. Repeatedly, and often anonymously. In graphic detail.

The harassment came from various corners, including mainstream social media accounts, IRC channels, and anonymous forums. But the connecting thread was that it was leaderless, which made it difficult to stop. David Wolinsky found this dynamic disconcerting, in large part because it made clear that there are real-life consequences for conflicts borne in the digital realm.

“It was this very worrying, alarming, disturbing revelation that people can organize others to target an individual and make their life absolute hell—and, potentially, ruin their professional livelihood,” he told me in an interview. “And it doesn’t matter whether the provocation or the attacks were about something based in truth or not.”

Eventually, the campaign began to shift focus beyond its initial flashpoint, soon targeting other voices in the gaming sphere, with two in particular the target of pushback: a trans game developer and a feminist commentator on YouTube. (They weren’t the only ones, but they were the most prominent.) The spreading campaign, driven by misogynistic overtones, ultimately became a key example of how cultural conflict and misinformation can infuse itself in otherwise apolitical communities.

Even as on outside observer, it was messy and hard to experience at the time. Years later, it’s still not the most fun discussion to have—but it’s one still worth having.

172

The length, in pages, of an FBI dossier, exposed via a FOIA request, of the Gamergate saga. Much of the document is redacted, but includes records of dozens of threats (including bomb threats at multiple public events), “swatting” incidents, criminal investigations, and allegations of “doxxing.” The document makes clear that Gamergate had the attention of authorities concerned that it could spread into the real world in dangerous ways.

9780807017739

Wolinsky’s book leans heavy into the oral-history approach, focusing less on his own perspective and more on the perspective of his many interviewees.

A decentralized campaign, an oral history

Gamergate is messy to talk about, and many people have struggled to do just that. Wolinsky has had an easier time than most. As he put it in The Hivemind Swarmed:

Gamergate had no leaders and no manifesto. People who got involved in Gamergate attacked women, minorities, and progressives who professionally created or criticized video games, publicly sending them round-the-clock death and rape threats on Twitter and other social media platforms.

But he is ultimately not the voice leading the discussion in his own book, which you can find on Amazon or Bookshop.org. He has spent more than a decade digging into the underlying issues that created the flashpoint issues that the controversy emerged. In Swarmed, his strategy is best described as an inclusive oral history.

In a way, it makes sense: Just as Gamergate itself was decentralized, so is Wolinksky’s book, which brings in 88 people from numerous walks of life. Among gamers, this included professionals and legends alike—prominent gamers, historians, employees of large gaming companies like Electronic Arts and Sony, and developers of popular games like Monument Valley. (Even Atari founder Nolan Bushnell, not exactly known for his progressive views on gender issues, appears in the quote list.)

What makes the book stand out, in my view, is his choice to bring in voices not associated with gaming. Two of the best voices quoted in the entire book are the TV critic Maureen Ryan and Halt and Catch Fire writer Angelina Burnett. Both speak with a broader perspective than just gaming, and the book benefits greatly from that. Ryan, for example, makes an excellent point early in the book about the blog post that started it all:

… it’s abusive and it’s mean and it’s shitty, but what it foundationally is, is that “she betrayed me.” What’s the foundation of that betrayal? Turn on your radio someday and just take note of the percentage of songs that could be translated as: “she would no longer do my emotional work for me.” And I’m not saying that we don’t all ask that of each other, but honestly the dynamic of men being unable to process their emotions and their hurts and their injuries and their questions and their desires without having a woman there to do it for them or be either their carer or, whatever, therapist? That’s a huge part of this.

(Never listening to a Phil Collins song the same way after this.)

Wolinsky’s interviews occasionally aim for the rafters. (He even talked to the nonfiction essayist Chuck Klosterman, who I consider a personal hero.) But despite the prominence of some interviewees, no one voice dominates the discussion.

Which is good, because it lets Wolinsky pull deeper lessons from the many insights he brings together.

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Nest Swarm

Feels like we’re going to keep running into nests over and over, aren’t we. (Enrique Vidal Flores/Unsplash)

The hivemind continues to swarm. Can we get rid of the nest?

Wolinsky released The Hivemind Swarmed last summer, and (I don’t know if you’ve noticed, but) much has happened since then. In the U.S., the political climate has grown more toxic, and the coordinated strategies once used to harass are now being used to push aggressive political narratives.

Some of this stuff isn’t new, but when you’re constantly hearing headlines about a disruptive pseudo-agency named after what was once an innocent meme, things have clearly shifted.

One fascinating element of the book is its discussion about how large game companies effectively stayed radio silent during the worst of the saga, and arguably made the situation worse. And given that many point to Gamergate as the genesis point of this kind of online interaction, it’s not hard to see the parallels.

Some point to Steve Bannon, in his role as editor-in-chief of Breitbart and later in his White House role, as making the connection between the ugly parts of gamer culture and how it more broadly infected the cultural sphere. (He notably hired an infamous troll, Milo Yiannopoulos, to be the site’s technology editor, and his new hire immediately leaned hard into Gamergate.)

At least some of his interviewees share that view, but Wolinsky has a more complicated perspective. He thinks it makes for great shorthand, but having researched it a lot, he’s not so sure.

In the book, he describes the scenario as one of a number of “autocomplete assumptions that get handed down and accepted as true due to sheer repetition.” But I think having talked to him, the impression I get is that the answer is unsatisfying, in part because it takes the onus off the internet itself for creating the dangerous dynamic. That dynamic has allowed conspiracy theories to take hold, let for-profit charlatans and sycophants dominate the conversation, and even in some cases spread to the highest reaches of power.

And while these dynamics might have started in BBSes or forums and bled into video games, they scale, just like the internet at large.

“We need to point to the bad thing and point out that it’s bad,” he told me. “But it sort of entrenches people, and the internet doesn’t really seem to have a system for giving people a pathway for coming back from it.”

At one point, Wolinsky shared an anecdote from his interest in Transcendental Meditation that feels particularly enlightening here. Essentially, he recently heard a sermon about a wasp’s nest near a zendo (or meditation center) that was stinging the monks. These are Buddhists who place high value on the sanctity of life, so there was a back-and-forth debate about what to do about this nest. It was not an easy decision, but eventually they decided to get rid of the nest.

“I always have like this swarming stuff, stinging insects, on my mind with the internet,” he says, noting that the metaphor fit perfectly with his book.

“With the internet, everyone has a breaking point, and turning the other cheek gets old,” he says. “There’s a limit to how long you can do it.”

When chaos rules the day, the hope is eventually even those who feel passive about it will get rid of the nest. That might require them to turn off their phones more often. It might require more extreme measures. But eventually, they will want to experience life without wasps constantly hanging overhead. (For his part, Wolinksy largely avoids social media these days, and he’s not the only person in my online life who surfaces in my inbox, far away from the swarms.)

This is a tough topic to cover carefully with a single pressure point. By dispersing the issue across many people and admitting that an oral history won’t solve the problem, Wolinsky has found a way to defuse the pressure point. Yes, the scary stuff is out there, but we can still consider it at a high level, so it’s not quite as scary.

Maybe it’s a lesson that will carry as the political climate becomes just as precarious as gaming culture was a decade ago.

Much has been said about Gamergate’s bleed into the broader culture, beyond gaming.

But it’s not like the tension it fostered ever went away—after all this time, it still bubbles up. Last year, journalist Alyssa Mercante, previously a reporter at Kotaku, sued a YouTuber named Jeff “SmashJT” Tarzia, for what the lawsuit describes as “a campaign of hatred and harassment against Mercante.” Tarzia runs what is best described as a gaming-focused YouTube drama channel, leaning on the scandal of the day to draw an audience.

And he has found his muse in the form of Mercante, who he has created dozens of videos about over the past twelve months. Mercante effectively found herself at the center of his creations after she wrote about a scandal involving the consulting firm Sweet Baby, whose diversity-focused narrative development work in AAA games has put the firm at the center of what is now called “Gamergate 2.0.”

But while Sweet Baby’s attempts to infuse different viewpoints and perspectives into games have proven controversial, it’s Mercante who became a target for Tarzia, who talked about her in literally dozens of clips. Mercante’s lawsuit is packed with examples, at one point noting that Tarzia’s actions may have caused her to lose her job with Kotaku.

The conflict came up during The Real Game Awards earlier this year, an upstart event that aims to correct “the glaring chasm between video game developers, the media, and the players themselves.” Mercante won an award for being the “worst game journalist” of 2024. SmashJT handed out the award for “best game journalist,” an award that wasn’t handed out to a professional journalist.

(The Angry Video Game Nerd, a legend in YouTuber circles, also appeared during the stream, which admittedly has me feeling all sorts of awkward.)

Watch on YouTube

Recently, Mercante took to Taylor Lorenz’s podcast, where she explained that Tarzia wasn’t the only target, but one of many. So why him? Simple: His online presence grew significantly because of his attacks on Mercante.

“For me and my legal team, it was the best case scenario of who we should try to have some modicum of a consequence for,” she said. “There [are] clear-cut examples of what we believe are defamation, and there is a laundry list of content that this person has been making about me for months and making money off for months.”

She added that her hope was that the combination of evidence of harassment and direct monetary gain would make this the “rare example” of a successful case in which a harassment target successfully fought back. “I think my life has changed dramatically because of all of this, and I don’t think that’s fair,” she said.

Asking Wolinsky about this situation, he noted that the connection between Mercante’s story and the separate Sweet Baby controversy reflected how the threads melted together over time into what he called a “weird house of mirrors” between the online and offline worlds.

“I still feel like there’s a lot of stuff about what happened during Gamergate [that] we kinda lost track of / forgot / never knew / it is truly impossible now to tunnel back and uncover stuff in its wake,” he said.

But even outside of gaming, we are seeing culture war fodder bubble into seemingly objective subcultures. In the Linux community, for example, a formerly mainstream tech journalist has recently begun publishing near-daily videos that seem designed to introduce culture-war flashpoints into a largely welcoming community. Many can see through what he’s doing, but some are cheering it on.

And he’s not alone. People love drama, and capturing it is a consistent, cost-effective way to make money online. All you need is time and a camera. While some doomscroll, plenty of others dramascroll. It seems to crop up even in places where it might not have existed previously.

What I liked about Wolinsky’s book more than anything else is that it actively said it wasn’t looking to nail down final answers. It instead helps us make sense of a digital culture that often feels broken.

It’s breaking more by the day. And it’s not necessarily true that this mess had to start with gaming. It’s simply where we found the biggest wasp’s nest.

--

Find this one an interesting read? Share it with a pal! This is about as political as we get around these parts, so if you’re not a fan, I promise I will have something more neutral soon. (Be sure to check out David’s book—it’s avilable on Amazon or Bookshop.org.)

(Side note, do you know how hard it is to get a wasp’s nest out of your house? Do not recommend.)

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