top of page

Feminist Frequency Cancels You, Charges To Uncancel You

In the realm of video games and online spaces, few names stir up as much conversation as Anita Sarkeesian and her nonprofit, Feminist Frequency. Founded in 2009, Feminist Frequency has been a polarizing entity, attracting both fervent support and significant criticism.


Anita Sarkeesian's decision to host a wedding-themed party for her birthday garnered attention and sparked conversations among followers and critics alike. This "unique" choice of theme could be seen as a creative or unconventional way to celebrate, reflecting her personal style or interests. Her motivations behind doing this stunt is clear as day. She knew exactly what she was doing. Kicking the hornet's nest for attention and to complain about backlash. This is the definition of mental instability, and continued support of her cause is only making things worse for everyone.



Sarkeesian entered the gaming community spotlight by challenging the representations of women in video games, supposedly aiming to foster a more "inclusive" media landscape. Her work has led to the development of the Games and Online Harassment Hotline and the Culture Shift Project, in collaboration with Take This (a government-subsidized organization to push agendas into gaming), aimed at addressing gender-based harm in game studios.

Critics argue, however, that Sarkeesian's approach to game criticism sometimes overlooks player agency and misrepresents game content, compounded by her own admitted lack of interest in video games. This contention forms a backdrop to her broader critiques of media representation and has fueled a debate on the extent and impact of her influence on the gaming industry.



The discussion reaches new heights with the announcement of a panel at the Game Developers Conference (GDC) titled "Can someone who has hurt others, even repeatedly, actually change?" The panel, facilitated by ReSpec, aims to explore the aftermath of being "called out" or "cancelled" in the gaming community and provides a roadmap for change and reconciliation.

This initiative aligns with Feminist Frequency's mission but also raises questions about the nature of accountability, change, and rehabilitation in the digital age. It is particularly relevant in an era where online conduct and real-world consequences are increasingly intertwined, and where the line between accountability and ostracization is often blurred.

The intended audience for the GDC panel reflects a broad spectrum of the gaming community, highlighting the widespread relevance of these discussions. Whether individuals have experienced being called out or are seeking to support others in navigating these challenges, the session aims to provide insights and strategies for fostering a more understanding and constructive community.



As the industry evolves, the dialogue surrounding Feminist Frequency, Sarkeesian, and the broader implications of their work remains crucial. It reflects the ongoing struggle to balance diverse viewpoints, foster inclusivity, and address harmful behaviors in a way that encourages growth and understanding rather than division.


While opinions on Feminist Frequency and Anita Sarkeesian vary widely, their role in sparking discussion on these important issues is undeniable. As the gaming community moves forward, it will be essential to continue these conversations, ensuring that the virtual worlds we create and inhabit are welcoming and safe for all players... While Also not taking advantage of the goodwill of others for profit.


~Smash

29 views0 comments
bottom of page