Ferguson Man Forms an Inspiring Team with Cop Watchers to Hold Police Accountable [Video: http://bit.ly/1l8QoAA]
More indepth info about this project:
I know gofundme has fucked shit up, but it seems like this project is about 700 away from its second goal of clip on cameras for residents
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Pros to Roll of Glorious Divinity II: There are some really interesting insights into the psychology, hierarchy, and general flavor of Exalted demons, and I have been promised rules for heroic ghosts.
Cons to Roll of Glorious Divinity II: I’m about halfway through, and the only illustration of an explicitly female being I’ve seen that doesn’t look like porn is a chasm. Literally a chasm. An enormous gaping hole in the earth.
Police brutality in Ferguson costs taxpayers millions.
The last few weeks in videogame culture have seen a level of combativeness more marked and bitter than any beforehand.
First, a developer—a woman who makes games who has had so much piled on to her that I don’t want to perpetuate things by naming her—was the target of a harassment campaign that attacked her personal life and friendships. Campaigns of personal harassment aimed at game developers are nothing new. They are dismayingly common among those who happen to be women, or not white straight men, and doubly so if they also happen to make the sort of game that in any way challenge the status quo, even if that challenge is only made through their very existence. The viciousness and ferocity with which this campaign occurred, however, was shocking, and certainly out of the ordinary. This was something more than routine misogyny (and in games, it often is routine, shockingly). It was an ugly spectacle that should haunt and shame those involved for the rest of their lives.
It’s important to note that this hate campaign took the guise of a crusade against ‘corruption’ and ‘bias’ in the games industry, with particular emphasis on the relationships between independent game developers and the press.
These fires, already burning hot, were further fuelled yesterday by the release of the latest installment in Anita Sarkeesian’s ‘Tropes vs. Women in Video Games’ video series. In this particular video, Sarkeesian outlines “largely insignificant non-playable female characters whose sexuality or victimhood is exploited as a way to infuse edgy, gritty or racy flavoring into game worlds. These sexually objectified female bodies are designed to function as environmental texture while titillating presumed straight male players.” Today, Sarkeesian has been forced to leave her home due to some serious threats made against her and her family in response to the video. It is terrifying stuff.
Taken in their simplest, most basic form, a videogame is a creative application of computer technology. For a while, perhaps, when such technology was found mostly in masculine cultures, videogames accordingly developed a limited, inwards-looking perception of the world that marked them as different from everyone else. This is the gamer, an identity based on difference and separateness. When playing games was an unusual activity, this identity was constructed in order to define and unite the group (and to help demarcate it as a targetable demographic for business). It became deeply bound up in assumptions and performances of gender and sexuality. To be a gamer was to signal a great many things, not all of which are about the actual playing of videogames. Research like this, by Adrienne Shaw, proves this point clearly.
When, over the last decade, the playing of videogames moved beyond the niche, the gamer identity remained fairly uniformly stagnant and immobile. Gamer identity was simply not fluid enough to apply to a broad spectrum of people. It could not meaningfully contain, for example, Candy Crush players, Proteus players, and Call of Duty players simultaneously. When videogames changed, the gamer identity did not stretch, and so it has been broken.
And lest you think that I’m exaggerating about the irrelevance of the traditionally male dominated gamer identity, recent news confirms this, with adult women outnumbering teenage boys in game-playing demographics in the USA. Similar numbers also often come out of Australian surveys. The predictable ‘what kind of games do they really play, though—are they really gamers?’ response says all you need to know about this ongoing demographic shift. This insinuated criteria for ‘real’ videogames is wholly contingent on identity (i.e. a real gamer shouldn’t play Candy Crush, for instance).
On the evidence of the last few weeks, what we are seeing is the end of gamers, and the viciousness that accompanies the death of an identity. Due to fundamental shifts in the videogame audience, and a move towards progressive attitudes within more traditional areas of videogame culture, the gamer identity has been broken. It has nowhere to call home, and so it reaches out inarticulately at invented problems, such as bias and corruption, which are partly just ways of expressing confusion as to why things the traditional gamer does not understand are successful (that such confusion results in abject heartlessness is an indictment on the character of the male-focussed gamer culture to begin with).
The gamer as an identity feels like it is under assault, and so it should. Though the ‘consumer king’ gamer will continue to be targeted and exploited while their profitability as a demographic outweighs their toxicity, the traditional gamer identity is now culturally irrelevant.
The battles (and I don’t use that word lightly; in some ways perhaps ‘war’ is more appropriate) to make safe spaces for videogame cultures are long and they are resisted tempestuously, but through the pain and suffering of people who have their friendships, their personal lives, and their professions on the line, things continue to improve. The result has been a palpable progressive shift.
This shift is precisely the root of such increasingly violent hostility. The hysterical fits of those inculcated at the heart of gamer culture might on the surface be claimed as crusades for journalistic integrity, or a defense against falsehoods, but—along with a mix of the hatred of women and an expansive bigotry thrown in for good measure—what is actually going on is an attempt to retain hegemony. Make no mistake: this is the exertion of power in the name of (male) gamer orthodoxy—an orthodoxy that has already begun to disappear.
The last few weeks therefore represent the moment that gamers realised their own irrelevance. This is a cold wind that has been a long time coming, and which has framed these increasingly malicious incidents along the way. Videogames have now achieved a purchase on popular culture that is only possible without gamers.
Today, videogames are for everyone. I mean this in an almost destructive way. Videogames, to read the other side of the same statement, are not for you. You do not get to own videogames. No one gets to own videogames when they are for everyone. They add up to more than any one group.
On some level, the grim individuals who are self-centred and myopic enough to be upset at the prospect of having their medium taken away from them are absolutely right. They have astutely, and correctly identified what is going on here. Their toys are being taken away, and their treehouses are being boarded up. Videogames now live in the world and there is no going back.
I am convinced that this marks the end. We are finished here. From now on, there are no more gamers—only players.
I have one huge objection to this line of thought:
If we stipulate that the assholes are wrong about so many other things (such as, say, whether rape threats are an acceptable response to disagreeing with someone)…
Why the hell should we consider them the defining norm of “gamers”?
I have been playing video games longer than the overwhelming majority of the people referred to as “gamers” have been alive. I have been playing games with friends, introducing new people to video games, and even writing my own games, for something over thirty years now.
We are not seeing the “end of gamers”. We are seeing gamers reclaiming their culture from a bunch of kids who came in and made everyone miserable.
I really don’t care for the thing where you declare that the bad guys get to have the name, and we have to abandon a name we had for thirty years if we want to get rid of the toxic kids.
I’m with the-real-seebs on this one. It’s written almost like these asshats are a gaming Primordial who invented/embody the concept of gaming and are now going Neverborn on us, to use a… slightly mechanically inaccurate and obscure metaphor from a tabletop game instead of a more topical video game metaphor. They don’t get to have that kind of power over a concept with significant meaning to the very people they’re targeting. That’s what they want, and what they think they’re entitled to, but those are only more good reasons not to let them have it.
Buy all of these people’s products to make shitbabies mad.
go buy these games/support these devs and further the evil social justice warrior crusade against helpless
straight cis whitenormal guy matyrs jontron et al
Very pleased to see DoubleFine on here. ^^
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Sometimes I see people doing science while I am not doing science and I get sad.
IMPORTANT FERGUSON UPDATE - WATCH THIS VIDEO BEFORE YOUTUBE TAKES IT DOWN
CNN REPORTER Fredricka Whitfield interviews the Store Owner’s Lawyer (from the store that was “”“”“”“robbed”“”“”“”“”“”” by “”“”“”“”“”mike brown”“”“”“”“”“)
As the lawyer begins to explain what really happened, cnn “”“”“loses the feed”“”“”“
… someone literally hit the rewind button, and then they’ve “lost the interview”. Because he was about to say that nothing was stolen, no report was filed (because no-one could positively ID him and the hat would cover his face in most of the CCTV, amongst other things). And that even if there *had* been a robbery, that wouldn’t justify the shooter’s actions.
Plankton of the world, beware!
While most nudibranchs, or sea slugs, crawl and graze, the melibe sweeps its hood through the water like a net, capturing unsuspecting tiny drifters. A fringe of tentacles interlock and trap prey as the hood collapses to help the slug digest its meal.
Melibes may be expert plankton snatchers, but how do these soft-bodied invertebrates escape being a meal? Researchers have followed their noses to the melibe’s uniquely fruity smell—noxious secretions which may ward off nibbling fish. They can also “swim” away from predators by wiggling from side to side.
Living on giant kelp fronds or sea grass, melibes live higher up in the water column than most seafloor-bound nudibranchs. They’ve adapted well to the vertical life—as you can see in the background, their white ribbon eggs hang and sway with currents.
I think I’ve reblogged this before but I don’t care.
Tuesday afternoon, Ferguson protesters march in downtown St. Louis, from City Hall to the US Courthouse.
Pre-Strex Kevin for Desert Bluffs Day of PoC Night Vale Week
I wanted to draw sO much more than this but it’s 12 am and fuck no
Warning: eye strain (bright colors)
I’d rather you not reblog my art than remove the warning, thank you.
This makes me sad.
Thus spake Autochthon, “I Wish To Understand. Not To Incite.”
The Ebon Dragon cleared his many throats, and the sound echoes from all shadows that had ever been or ever would be. A mile-long whisker flicked, meaningfully.
"Except Him. I Intend To Incite Him Until He Explodes From Frustration," Autochthon amended.
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