The game received positive reviews in the gaming media, but faced backlash online from gamers who disliked its departure from typical game formats emphasizing violence and skill and who opposed "political" intrusions into gamer culture.
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In 2013, Zoë Quinn, an independent game developer, released Depression Quest, a text-focused game designed to convey the experience of depression through a series of fictional scenarios, based in part on Quinn's own experience with the illness. 4 Social, cultural, and political impact.2.2 Efforts to affect public perceptions.Gamergate has been viewed as a precursor to the alt-right. Gamergate led figures both inside and outside the gaming industry to focus on methods of addressing online harassment, ways to minimize harm, and prevent similar events. Many supporters of Gamergate oppose the increasing influence of feminism on video game culture. Gamergate is described as a culture war over cultural diversification, artistic recognition, feminism in video games, social criticism in video games, and the social identity of gamers. Gamergate supporters frequently denied that the harassment took place, falsely claiming it to be manufactured by the victims. Gamergaters created conspiracy theories falsely accusing Quinn of an unethical relationship with journalist Nathan Grayson, and more broadly alleging unethical collusion between the press and feminists, progressives, and social critics. Gamergate proponents ("Gamergaters") stated that they were a social movement, but lacked well-defined goals or a coherent message. The harassment campaign included doxing, threats of rape, and death threats. Beginning in August 2014, Gamergate targeted women in the video game industry-notably feminist media critic Anita Sarkeesian and game developers Zoë Quinn and Brianna Wu. Gamergate was a misogynistic online harassment campaign and a right-wing backlash against feminism and progressivism in video game culture.