Nine months ago--June 2012--, feminist vlogger and pop-culture critic, Anita Sarkeesian, riled the video-gaming community when she proposed a Kick-Starter project to investigate the sexist tropes of women in video games. The modest $6,000 proposal outraged some among the online community, calling it "exorbitant", "excessive", & "undeserved" (since most YouTube game-reviews are made by fans for free) but by the end of the KS project, nearly 6,000 supporters donated close to $160,000 to Sarkeesian's project. What exactly set Sarkeesian's proposal apart? What launched her project into lucrative overdrive? While noting the malignant "sexism" that is rife and altogether obvious in classic video games isn't anything new--feminist researchers have been writing intelligently about the topic for over twenty years (see here , here & here ), Sarkeesian applies a distinct blend of ideological savvy & reference material with...
Ephemeral Lacuna, Inchoate Liminality, & Phantoms of the Vox Populi: musings, ramblings, reviews, speculations, bibliographies, effusions, and full-blown cerebral hemorrhaging.