Conclusion: After Games?
摘要
What was Gamergate? How should we understand its relationship with other reactionary movements of the 2010s? Are gamers peculiarly amenable to far-right ideas, and if so why? And do videogames as a medium still have a shot at shedding their stigma and maturing into a credible, widely popular medium of expression? This concluding chapter reviews the book’s attempts to derive answers to these questions from its five main case studies. In doing so, it also considers other efforts to make sense of Gamergate, paying particular attention to two post-Gamergate novels: Tomorrow and Tomorrow and Tomorrow (Zevin, Chatto and Windus, 2022) and We are the End (Garcia, Galley Beggar Press, 2017). In one, Gamergate is a spur to realise videogames’ artistic potential; in the other it confirms that it is time to give up on games. Refusing this dichotomy, my case studies show that it was precisely because videogames had already failed to fulfil the promises made for them in the 1990s that they were able to speak so convincingly to a collective loss of faith in neoliberal dreams of prosperity, peace and progress.